1 /* $Id: multi.c,v 1.17 2004-10-23 18:59:02 schaffner 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.
76 void multi_reset_player_object(object *objp);
77 void multi_reset_object_texture(object *objp);
78 void multi_add_lifetime_killed();
79 void multi_add_lifetime_kills();
80 void multi_send_play_by_play(int num,int spnum,int dpnum);
81 void multi_send_heartbeat();
82 void multi_send_modem_ping();
83 void multi_cap_objects();
84 void multi_adjust_remote_cap(int pnum);
85 void multi_save_game(ubyte slot, uint id, char *desc);
86 void multi_restore_game(ubyte slot, uint id);
87 void multi_set_robot_ai(void);
88 void multi_send_powerup_update();
89 void bash_to_shield(int i,char *s);
90 void init_hoard_data();
91 void multi_apply_goal_textures();
92 int find_goal_texture(ubyte t);
93 void multi_bad_restore();
94 void multi_do_capture_bonus(char *buf);
95 void multi_do_orb_bonus(char *buf);
96 void multi_send_drop_flag(int objnum,int seed);
97 void multi_send_ranking();
98 void multi_do_play_by_play(char *buf);
101 // Local macros and prototypes
106 #define vm_angvec_zero(v) (v)->p=(v)->b=(v)->h=0
108 void drop_player_eggs(object *player); // from collide.c
109 void GameLoop(int, int); // From game.c
115 extern vms_vector MarkerPoint[];
116 extern char MarkerMessage[16][40];
117 extern char MarkerOwner[16][40];
118 extern int MarkerObject[];
120 int control_invul_time = 0;
121 int who_killed_controlcen = -1; // -1 = noone
123 //do we draw the kill list on the HUD?
124 int Show_kill_list = 1;
125 int Show_reticle_name = 1;
126 fix Show_kill_list_timer = 0;
128 char Multi_is_guided=0;
129 char PKilledFlags[MAX_NUM_NET_PLAYERS];
131 int multi_sending_message = 0;
132 int multi_defining_message = 0;
133 int multi_message_index = 0;
135 char multibuf[MAX_MULTI_MESSAGE_LEN+4]; // This is where multiplayer message are built
137 short remote_to_local[MAX_NUM_NET_PLAYERS][MAX_OBJECTS]; // Remote object number for each local object
138 short local_to_remote[MAX_OBJECTS];
139 sbyte object_owner[MAX_OBJECTS]; // Who created each object in my universe, -1 = loaded at start
141 int Net_create_objnums[MAX_NET_CREATE_OBJECTS]; // For tracking object creation that will be sent to remote
142 int Net_create_loc = 0; // pointer into previous array
143 int Network_laser_fired = 0; // How many times we shot
144 int Network_laser_gun; // Which gun number we shot
145 int Network_laser_flags; // Special flags for the shot
146 int Network_laser_level; // What level
147 short Network_laser_track; // Who is it tracking?
148 char Network_message[MAX_MESSAGE_LEN];
149 char Network_message_macro[4][MAX_MESSAGE_LEN];
150 int Network_message_reciever=-1;
151 int sorted_kills[MAX_NUM_NET_PLAYERS];
152 short kill_matrix[MAX_NUM_NET_PLAYERS][MAX_NUM_NET_PLAYERS];
153 int multi_goto_secret = 0;
155 int multi_in_menu = 0;
156 int multi_leave_menu = 0;
157 int multi_quit_game = 0;
159 netgame_info Netgame;
160 AllNetPlayers_info NetPlayers;
162 bitmap_index multi_player_textures[MAX_NUM_NET_PLAYERS][N_PLAYER_SHIP_TEXTURES];
164 typedef struct netplayer_stats {
166 ubyte Player_num; // Who am i?
167 uint flags; // Powerup flags, see below...
168 fix energy; // Amount of energy remaining.
169 fix shields; // shields remaining (protection)
170 ubyte lives; // Lives remaining, 0 = game over.
171 ubyte laser_level; // Current level of the laser.
172 ubyte primary_weapon_flags; // bit set indicates the player has this weapon.
173 ubyte secondary_weapon_flags; // bit set indicates the player has this weapon.
174 ushort primary_ammo[MAX_PRIMARY_WEAPONS]; // How much ammo of each type.
175 ushort secondary_ammo[MAX_SECONDARY_WEAPONS]; // How much ammo of each type.
176 int last_score; // Score at beginning of current level.
177 int score; // Current score.
178 fix cloak_time; // Time cloaked
179 fix invulnerable_time; // Time invulnerable
180 fix homing_object_dist; // Distance of nearest homing object.
182 short net_killed_total; // Number of times killed total
183 short net_kills_total; // Number of net kills total
184 short num_kills_level; // Number of kills this level
185 short num_kills_total; // Number of kills total
186 short num_robots_level; // Number of initial robots this level
187 short num_robots_total; // Number of robots total
188 ushort hostages_rescued_total; // Total number of hostages rescued.
189 ushort hostages_total; // Total number of hostages.
190 ubyte hostages_on_board; // Number of hostages on ship.
194 int message_length[MULTI_MAX_TYPE+1] = {
200 97+9, // PLAYER_EXPLODE
201 37, // MESSAGE (MAX_MESSAGE_LENGTH = 40)
211 2, // CREATE_EXPLOSION
212 16, // CONTROLCEN_FIRE
214 19, // CREATE_POWERUP
218 28, // ROBOT_POSITION (shortpos_length (23) + 5 = 28)
226 27, // ROBOT_POWERUPS
228 2+24, // SAVE_GAME (ubyte slot, uint id, char name[20])
229 2+4, // RESTORE_GAME (ubyte slot, uint id)
230 1+1, // MULTI_REQ_PLAYER
231 sizeof(netplayer_stats), // MULTI_SEND_PLAYER
233 12, // MULTI_DROP_WEAPON
235 3+sizeof(shortpos), // MULTI_GUIDED, IF SHORTPOS CHANGES, CHANGE MAC VALUE BELOW
237 26, // MULTI_GUIDED IF SIZE OF SHORTPOS CHANGES, CHANGE THIS VALUE AS WELL!!!!!!
239 11, // MULTI_STOLEN_ITEMS
240 6, // MULTI_WALL_STATUS
241 5, // MULTI_HEARTBEAT
242 9, // MULTI_KILLGOALS
245 2, // MULTI_START_TRIGGER
247 2, // MULTI_DROP_BLOB
248 MAX_POWERUP_TYPES+1, // MULTI_POWERUP_UPDATE
249 sizeof(active_door)+3, // MULTI_ACTIVE_DOOR
250 4, // MULTI_SOUND_FUNCTION
251 2, // MULTI_CAPTURE_BONUS
253 12, // MULTI_DROP_FLAG
254 142, // MULTI_ROBOT_CONTROLS
255 2, // MULTI_FINISH_GAME
257 1, // MULTI_MODEM_PING
258 1, // MULTI_MODEM_PING_RETURN
259 3, // MULTI_ORB_BONUS
261 12, // MULTI_DROP_ORB
262 4, // MULTI_PLAY_BY_PLAY
265 void extract_netplayer_stats( netplayer_stats *ps, player * pd );
266 void use_netplayer_stats( player * ps, netplayer_stats *pd );
267 char PowerupsInMine[MAX_POWERUP_TYPES],MaxPowerupsAllowed[MAX_POWERUP_TYPES];
268 extern fix ThisLevelTime;
271 // Functions that replace what used to be macros
274 int objnum_remote_to_local(int remote_objnum, int owner)
276 // Map a remote object number from owner to a local object number
280 if ((owner >= N_players) || (owner < -1)) {
282 return(remote_objnum);
286 return(remote_objnum);
288 if ((remote_objnum < 0) || (remote_objnum >= MAX_OBJECTS))
291 result = remote_to_local[owner][remote_objnum];
295 mprintf((1, "Remote object owner %d number %d mapped to -1!\n", owner, remote_objnum));
300 if (object_owner[result] != owner)
302 mprintf((1, "Remote object owner %d number %d doesn't match owner %d.\n", owner, remote_objnum, object_owner[result]));
305 //Assert(object_owner[result] == owner);
310 int objnum_local_to_remote(int local_objnum, sbyte *owner)
312 // Map a local object number to a remote + owner
316 if ((local_objnum < 0) || (local_objnum > Highest_object_index)) {
321 *owner = object_owner[local_objnum];
324 return(local_objnum);
326 if ((*owner >= N_players) || (*owner < -1)) {
332 result = local_to_remote[local_objnum];
334 //mprintf((0, "Local object %d mapped to owner %d objnum %d.\n", local_objnum,
339 Int3(); // See Rob, object has no remote number!
346 map_objnum_local_to_remote(int local_objnum, int remote_objnum, int owner)
348 // Add a mapping from a network remote object number to a local one
350 Assert(local_objnum > -1);
351 Assert(local_objnum < MAX_OBJECTS);
352 Assert(remote_objnum > -1);
353 Assert(remote_objnum < MAX_OBJECTS);
355 Assert(owner != Player_num);
357 object_owner[local_objnum] = owner;
359 remote_to_local[owner][remote_objnum] = local_objnum;
360 local_to_remote[local_objnum] = remote_objnum;
366 map_objnum_local_to_local(int local_objnum)
368 // Add a mapping for our locally created objects
370 Assert(local_objnum > -1);
371 Assert(local_objnum < MAX_OBJECTS);
373 object_owner[local_objnum] = Player_num;
374 remote_to_local[Player_num][local_objnum] = local_objnum;
375 local_to_remote[local_objnum] = local_objnum;
380 void reset_network_objects()
382 memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
383 memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
384 memset(object_owner, -1, MAX_OBJECTS);
388 // Part 1 : functions whose main purpose in life is to divert the flow
389 // of execution to either network or serial specific code based
390 // on the curretn Game_mode value.
394 multi_endlevel_score(void)
399 // Show a score list to end of net players
401 // Save connect state and change to new connect state
403 if (Game_mode & GM_NETWORK)
405 old_connect = Players[Player_num].connected;
406 if (Players[Player_num].connected!=3)
407 Players[Player_num].connected = CONNECT_END_MENU;
408 Network_status = NETSTAT_ENDLEVEL;
413 // Do the actual screen we wish to show
415 Function_mode = FMODE_MENU;
417 kmatrix_view(Game_mode & GM_NETWORK);
419 Function_mode = FMODE_GAME;
421 // Restore connect state
423 if (Game_mode & GM_NETWORK)
425 Players[Player_num].connected = old_connect;
429 if (Game_mode & GM_MULTI_COOP)
432 for (i = 0; i < MaxNumNetPlayers; i++)
434 Players[i].flags &= ~(PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY);
436 for (i = 0; i < MaxNumNetPlayers; i++)
437 Players[i].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
441 for (i=0;i<MAX_PLAYERS;i++)
442 Players[i].KillGoalCount=0;
444 for (i=0;i<MAX_POWERUP_TYPES;i++)
446 MaxPowerupsAllowed[i]=0;
455 if ((Game_mode & GM_CAPTURE) && ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM)))
458 if (Netgame.team_vector & (1 << pnum))
464 extern void game_disable_cheats();
471 // Reset variables for a new net game
473 memset(kill_matrix, 0, MAX_NUM_NET_PLAYERS*MAX_NUM_NET_PLAYERS*2); // Clear kill matrix
475 for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
478 Players[i].net_killed_total = 0;
479 Players[i].net_kills_total = 0;
480 Players[i].flags = 0;
481 Players[i].KillGoalCount=0;
485 for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
487 robot_controlled[i] = -1;
488 robot_agitation[i] = 0;
493 team_kills[0] = team_kills[1] = 0;
494 Endlevel_sequence = 0;
496 multi_leave_menu = 0;
499 game_disable_cheats();
501 Dead_player_camera = 0;
505 multi_make_player_ghost(int playernum)
509 //Assert(playernum != Player_num);
510 //Assert(playernum < MAX_NUM_NET_PLAYERS);
512 if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS) || (playernum < 0))
514 Int3(); // Non-terminal, see Rob
518 // if (Objects[Players[playernum].objnum].type != OBJ_PLAYER)
519 // mprintf((1, "Warning: Player %d is not currently a player.\n", playernum));
521 obj = &Objects[Players[playernum].objnum];
523 obj->type = OBJ_GHOST;
524 obj->render_type = RT_NONE;
525 obj->movement_type = MT_NONE;
526 multi_reset_player_object(obj);
528 if (Game_mode & GM_MULTI_ROBOTS)
529 multi_strip_robots(playernum);
533 multi_make_ghost_player(int playernum)
537 // Assert(playernum != Player_num);
538 // Assert(playernum < MAX_NUM_NET_PLAYERS);
540 if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS))
542 Int3(); // Non-terminal, see rob
546 // if(Objects[Players[playernum].objnum].type != OBJ_GHOST)
547 // mprintf((1, "Warning: Player %d is not currently a ghost.\n", playernum));
549 obj = &Objects[Players[playernum].objnum];
551 obj->type = OBJ_PLAYER;
552 obj->movement_type = MT_PHYSICS;
553 multi_reset_player_object(obj);
556 int multi_get_kill_list(int *plist)
558 // Returns the number of active net players and their
559 // sorted order of kills
563 for (i = 0; i < N_players; i++)
564 //if (Players[sorted_kills[i]].connected)
565 plist[n++] = sorted_kills[i];
568 Int3(); // SEE ROB OR MATT
570 //memcpy(plist, sorted_kills, N_players*sizeof(int));
576 multi_sort_kill_list(void)
578 // Sort the kills list each time a new kill is added
580 int kills[MAX_NUM_NET_PLAYERS];
584 for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
587 if (Game_mode & GM_MULTI_COOP)
588 kills[i] = Players[i].score;
591 if (Show_kill_list==2)
593 if (Players[i].net_killed_total+Players[i].net_kills_total==0)
594 kills[i]=-1; // always draw the ones without any ratio last
596 kills[i]=(int)((float)((float)Players[i].net_kills_total/((float)Players[i].net_killed_total+(float)Players[i].net_kills_total))*100.0);
599 kills[i] = Players[i].net_kills_total;
605 for (i = 0; i < N_players-1; i++)
607 if (kills[sorted_kills[i]] < kills[sorted_kills[i+1]])
609 changed = sorted_kills[i];
610 sorted_kills[i] = sorted_kills[i+1];
611 sorted_kills[i+1] = changed;
616 mprintf((0, "Sorted kills %d %d.\n", sorted_kills[0], sorted_kills[1]));
619 extern object *obj_find_first_of_type (int);
620 char Multi_killed_yourself=0;
622 void multi_compute_kill(int killer, int killed)
624 // Figure out the results of a network kills and add it to the
625 // appropriate player's tally.
627 int killed_pnum, killed_type;
628 int killer_pnum, killer_type,killer_id;
630 char killed_name[(CALLSIGN_LEN*2)+4];
631 char killer_name[(CALLSIGN_LEN*2)+4];
633 kmatrix_kills_changed = 1;
634 Multi_killed_yourself=0;
636 // Both object numbers are localized already!
638 mprintf((0, "compute_kill passed: object %d killed object %d.\n", killer, killed));
640 if ((killed < 0) || (killed > Highest_object_index) || (killer < 0) || (killer > Highest_object_index))
642 Int3(); // See Rob, illegal value passed to compute_kill;
646 killed_type = Objects[killed].type;
647 killer_type = Objects[killer].type;
648 killer_id = Objects[killer].id;
650 if ((killed_type != OBJ_PLAYER) && (killed_type != OBJ_GHOST))
652 Int3(); // compute_kill passed non-player object!
656 killed_pnum = Objects[killed].id;
658 PKilledFlags[killed_pnum]=1;
660 Assert ((killed_pnum >= 0) && (killed_pnum < N_players));
662 if (Game_mode & GM_TEAM)
663 sprintf(killed_name, "%s (%s)", Players[killed_pnum].callsign, Netgame.team_name[get_team(killed_pnum)]);
665 sprintf(killed_name, "%s", Players[killed_pnum].callsign);
667 if (Newdemo_state == ND_STATE_RECORDING)
668 newdemo_record_multi_death(killed_pnum);
670 digi_play_sample( SOUND_HUD_KILL, F3_0 );
672 if (Control_center_destroyed)
673 Players[killed_pnum].connected=3;
675 if (killer_type == OBJ_CNTRLCEN)
677 Players[killed_pnum].net_killed_total++;
678 Players[killed_pnum].net_kills_total--;
680 if (Newdemo_state == ND_STATE_RECORDING)
681 newdemo_record_multi_kill(killed_pnum, -1);
683 if (killed_pnum == Player_num)
685 HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_NONPLAY);
686 multi_add_lifetime_killed ();
689 HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_NONPLAY );
694 else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST))
696 if (killer_id==PMINE_ID && killer_type!=OBJ_ROBOT)
698 if (killed_pnum == Player_num)
699 HUD_init_message("You were killed by a mine!");
701 HUD_init_message("%s was killed by a mine!",killed_name);
705 if (killed_pnum == Player_num)
707 HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_ROBOT);
708 multi_add_lifetime_killed();
711 HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_ROBOT );
713 Players[killed_pnum].net_killed_total++;
717 else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST) && (killer_id!=PMINE_ID))
719 Int3(); // Illegal killer type?
722 if (killer_id==PMINE_ID)
724 if (killed_pnum==Player_num)
725 HUD_init_message("You were killed by a mine!");
727 HUD_init_message("%s was killed by a mine!",killed_name);
729 Players[killed_pnum].net_killed_total++;
735 killer_pnum = Objects[killer].id;
737 if (Game_mode & GM_TEAM)
738 sprintf(killer_name, "%s (%s)", Players[killer_pnum].callsign, Netgame.team_name[get_team(killer_pnum)]);
740 sprintf(killer_name, "%s", Players[killer_pnum].callsign);
742 // Beyond this point, it was definitely a player-player kill situation
744 if ((killer_pnum < 0) || (killer_pnum >= N_players))
745 Int3(); // See rob, tracking down bug with kill HUD messages
746 if ((killed_pnum < 0) || (killed_pnum >= N_players))
747 Int3(); // See rob, tracking down bug with kill HUD messages
749 if (killer_pnum == killed_pnum)
751 if (!(Game_mode & GM_HOARD))
753 if (Game_mode & GM_TEAM)
754 team_kills[get_team(killed_pnum)] -= 1;
756 Players[killed_pnum].net_killed_total += 1;
757 Players[killed_pnum].net_kills_total -= 1;
759 if (Newdemo_state == ND_STATE_RECORDING)
760 newdemo_record_multi_kill(killed_pnum, -1);
762 kill_matrix[killed_pnum][killed_pnum] += 1; // # of suicides
764 if (killer_pnum == Player_num)
766 HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, TXT_YOURSELF );
767 Multi_killed_yourself=1;
768 multi_add_lifetime_killed();
771 HUD_init_message("%s %s", killed_name, TXT_SUICIDE);
776 if (!(Game_mode & GM_HOARD))
778 if (Game_mode & GM_TEAM)
780 if (get_team(killed_pnum) == get_team(killer_pnum))
781 team_kills[get_team(killed_pnum)] -= 1;
783 team_kills[get_team(killer_pnum)] += 1;
786 Players[killer_pnum].net_kills_total += 1;
787 Players[killer_pnum].KillGoalCount+=1;
789 if (Newdemo_state == ND_STATE_RECORDING)
790 newdemo_record_multi_kill(killer_pnum, 1);
794 if (Game_mode & GM_TEAM)
796 if (killed_pnum==Player_num && get_team(killed_pnum) == get_team(killer_pnum))
797 Multi_killed_yourself=1;
801 kill_matrix[killer_pnum][killed_pnum] += 1;
802 Players[killed_pnum].net_killed_total += 1;
803 if (killer_pnum == Player_num) {
804 HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, killed_name);
805 multi_add_lifetime_kills();
806 if ((Game_mode & GM_MULTI_COOP) && (Players[Player_num].score >= 1000))
807 add_points_to_score(-1000);
809 else if (killed_pnum == Player_num)
811 HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, TXT_YOU);
812 multi_add_lifetime_killed();
813 if (Game_mode & GM_HOARD)
815 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>3)
816 multi_send_play_by_play (1,killer_pnum,Player_num);
817 else if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>0)
818 multi_send_play_by_play (0,killer_pnum,Player_num);
822 HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, killed_name);
825 TheGoal=Netgame.KillGoal*5;
827 if (Netgame.KillGoal>0)
829 if (Players[killer_pnum].KillGoalCount>=TheGoal)
831 if (killer_pnum==Player_num)
833 HUD_init_message("You reached the kill goal!");
834 Players[Player_num].shields=i2f(200);
837 HUD_init_message ("%s has reached the kill goal!",Players[killer_pnum].callsign);
839 HUD_init_message ("The control center has been destroyed!");
840 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
844 multi_sort_kill_list();
845 multi_show_player_list();
846 Players[killed_pnum].flags&=(~(PLAYER_FLAGS_HEADLIGHT_ON)); // clear the killed guys flags/headlights
852 static int lasttime=0;
855 if (!(Game_mode & GM_MULTI))
861 if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed && lasttime!=f2i (ThisLevelTime))
863 for (i=0;i<N_players;i++)
864 if (Players[i].connected)
868 multi_send_heartbeat();
869 lasttime=f2i(ThisLevelTime);
875 multi_send_message(); // Send any waiting messages
878 multi_leave_menu = 0;
881 if (Game_mode & GM_MULTI_ROBOTS)
883 multi_check_robot_timeout();
887 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
893 network_do_frame(0, 1);
896 if (multi_quit_game && !multi_in_menu)
899 longjmp(LeaveGame, 0);
904 multi_send_data(char *buf, int len, int repeat)
906 Assert(len == message_length[(int)buf[0]]);
907 Assert(buf[0] <= MULTI_MAX_TYPE);
908 // Assert(buf[0] >= 0);
910 if (Game_mode & GM_NETWORK)
913 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
914 com_send_data(buf, len, repeat);
915 else if (Game_mode & GM_NETWORK)
916 network_send_data((unsigned char *)buf, len, repeat);
920 multi_leave_game(void)
923 // if (Function_mode != FMODE_GAME)
926 if (!(Game_mode & GM_MULTI))
929 if (Game_mode & GM_NETWORK)
931 mprintf((0, "Sending explosion message.\n"));
936 drop_player_eggs(ConsoleObject);
937 multi_send_position(Players[Player_num].objnum);
938 multi_send_player_explode(MULTI_PLAYER_DROP);
941 mprintf((1, "Sending leave game.\n"));
942 multi_send_quit(MULTI_QUIT);
944 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
946 if (Game_mode & GM_NETWORK)
947 network_leave_game();
949 Game_mode |= GM_GAME_OVER;
951 if (Function_mode!=FMODE_EXIT)
952 Function_mode = FMODE_MENU;
956 // change_playernum_to(0);
957 // Viewer = ConsoleObject = &Objects[0];
962 multi_show_player_list()
964 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_COOP))
970 Show_kill_list_timer = F1_0*5; // 5 second timer
975 multi_endlevel(int *secret)
979 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
980 com_endlevel(secret); // an opportunity to re-sync or whatever
981 else if (Game_mode & GM_NETWORK)
982 result = network_endlevel(secret);
988 // Part 2 : functions that act on network/serial messages and change the
989 // the state of the game in some way.
993 //extern PORT *com_port;
997 multi_menu_poll(void)
1000 int was_fuelcen_alive;
1001 int player_was_dead;
1003 was_fuelcen_alive = Control_center_destroyed;
1005 // Special polling function for in-game menus for multiplayer and serial
1007 if (! ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)) )
1010 if (multi_leave_menu)
1013 old_shields = Players[Player_num].shields;
1014 player_was_dead = Player_is_dead;
1016 multi_in_menu++; // Track level of menu nesting
1022 timer_delay(f0_1); // delay 100 milliseconds
1024 if (Endlevel_sequence || (Control_center_destroyed && !was_fuelcen_alive) || (Player_is_dead != player_was_dead) || (Players[Player_num].shields < old_shields))
1026 multi_leave_menu = 1;
1029 if ((Control_center_destroyed) && (Countdown_seconds_left < 10))
1031 multi_leave_menu = 1;
1036 if ((Game_mode & GM_MODEM) && (!GetCd(com_port)))
1038 multi_leave_menu = 1;
1047 multi_define_macro(int key)
1049 if (!(Game_mode & GM_MULTI))
1052 key &= (~KEY_SHIFTED);
1057 multi_defining_message = 1; break;
1059 multi_defining_message = 2; break;
1061 multi_defining_message = 3; break;
1063 multi_defining_message = 4; break;
1068 if (multi_defining_message) {
1069 multi_message_index = 0;
1070 Network_message[multi_message_index] = 0;
1075 char feedback_result[200];
1078 multi_message_feedback(void)
1084 if (!( ((colon = strrchr(Network_message, ':')) == NULL) || (colon-Network_message < 1) || (colon-Network_message > CALLSIGN_LEN) ))
1086 sprintf(feedback_result, "%s ", TXT_MESSAGE_SENT_TO);
1087 if ((Game_mode & GM_TEAM) && (atoi(Network_message) > 0) && (atoi(Network_message) < 3))
1089 sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[atoi(Network_message)-1]);
1092 if (Game_mode & GM_TEAM)
1094 for (i = 0; i < N_players; i++)
1096 if (!strnicmp(Netgame.team_name[i], Network_message, colon-Network_message))
1099 strcat(feedback_result, ", ");
1102 strcat(feedback_result, "\n");
1103 sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[i]);
1107 for (i = 0; i < N_players; i++)
1109 if ((!strnicmp(Players[i].callsign, Network_message, colon-Network_message)) && (i != Player_num) && (Players[i].connected))
1112 strcat(feedback_result, ", ");
1115 strcat(feedback_result, "\n");
1116 sprintf(feedback_result+strlen(feedback_result), "%s", Players[i].callsign);
1120 strcat(feedback_result, TXT_NOBODY);
1122 strcat(feedback_result, ".");
1124 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1126 Assert(strlen(feedback_result) < 200);
1128 HUD_init_message(feedback_result);
1129 //sprintf (temp,"%s",colon);
1130 //sprintf (Network_message,"%s",temp);
1136 multi_send_macro(int key)
1138 if (! (Game_mode & GM_MULTI) )
1155 if (!Network_message_macro[key][0])
1157 HUD_init_message(TXT_NO_MACRO);
1161 strcpy(Network_message, Network_message_macro[key]);
1162 Network_message_reciever = 100;
1164 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1165 multi_message_feedback();
1170 multi_send_message_start()
1172 if (Game_mode&GM_MULTI) {
1173 multi_sending_message = 1;
1174 multi_message_index = 0;
1175 Network_message[multi_message_index] = 0;
1179 extern fix StartingShields;
1180 fix PingLaunchTime,PingReturnTime;
1182 extern void network_send_ping (ubyte);
1183 extern int network_who_is_master();
1184 extern char NameReturning;
1185 extern int force_cockpit_redraw;
1187 void network_dump_appletalk_player(ubyte node, ushort net, ubyte socket, int why);
1189 void multi_send_message_end()
1194 Network_message_reciever = 100;
1196 if (!strnicmp (Network_message,"!Names",6))
1198 NameReturning=1-NameReturning;
1199 HUD_init_message ("Name returning is now %s.",NameReturning?"active":"disabled");
1201 else if (!strnicmp (Network_message,"Handicap:",9))
1203 mytempbuf=&Network_message[9];
1204 mprintf ((0,"Networkhandi=%s\n",mytempbuf));
1205 StartingShields=atol (mytempbuf);
1206 if (StartingShields<10)
1208 if (StartingShields>100)
1210 sprintf (Network_message,"%s has tried to cheat!",Players[Player_num].callsign);
1211 StartingShields=100;
1214 sprintf (Network_message,"%s handicap is now %d",Players[Player_num].callsign,StartingShields);
1216 HUD_init_message ("Telling others of your handicap of %d!",StartingShields);
1217 StartingShields=i2f(StartingShields);
1219 else if (!strnicmp (Network_message,"NoBombs",7))
1220 Netgame.DoSmartMine=0;
1221 else if (!strnicmp (Network_message,"Ping:",5))
1223 if (Game_mode & GM_NETWORK)
1226 if (strlen(Network_message) > 5)
1227 while (Network_message[name_index] == ' ')
1230 if (strlen(Network_message)<=name_index)
1232 HUD_init_message ("You must specify a name to ping");
1236 for (i = 0; i < N_players; i++)
1237 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected))
1239 PingLaunchTime=timer_get_fixed_seconds();
1240 network_send_ping (i);
1241 HUD_init_message("Pinging %s...",Players[i].callsign);
1242 multi_message_index = 0;
1243 multi_sending_message = 0;
1247 else // Modem/Serial ping
1249 PingLaunchTime=timer_get_fixed_seconds();
1250 multi_send_modem_ping ();
1251 HUD_init_message("Pinging opponent...");
1252 multi_message_index = 0;
1253 multi_sending_message = 0;
1257 else if (!strnicmp (Network_message,"move:",5))
1259 mprintf ((0,"moving?\n"));
1261 if ((Game_mode & GM_NETWORK) && (Game_mode & GM_TEAM))
1264 if (strlen(Network_message) > 5)
1265 while (Network_message[name_index] == ' ')
1268 if (!network_i_am_master())
1270 HUD_init_message ("Only %s can move players!",Players[network_who_is_master()].callsign);
1274 if (strlen(Network_message)<=name_index)
1276 HUD_init_message ("You must specify a name to move");
1280 for (i = 0; i < N_players; i++)
1281 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (Players[i].connected))
1283 if ((Game_mode & GM_CAPTURE) && (Players[i].flags & PLAYER_FLAGS_FLAG))
1285 HUD_init_message ("Can't move player because s/he has a flag!");
1289 if (Netgame.team_vector & (1<<i))
1290 Netgame.team_vector&=(~(1<<i));
1292 Netgame.team_vector|=(1<<i);
1294 for (t=0;t<N_players;t++)
1295 if (Players[t].connected)
1296 multi_reset_object_texture (&Objects[Players[t].objnum]);
1298 network_send_netgame_update ();
1299 sprintf (Network_message,"%s has changed teams!",Players[i].callsign);
1302 HUD_init_message ("You have changed teams!");
1306 HUD_init_message ("Moving %s to other team.",Players[i].callsign);
1312 else if (!strnicmp (Network_message,"kick:",5) && (Game_mode & GM_NETWORK))
1315 if (strlen(Network_message) > 5)
1316 while (Network_message[name_index] == ' ')
1319 if (!network_i_am_master())
1321 HUD_init_message ("Only %s can kick others out!",Players[network_who_is_master()].callsign);
1322 multi_message_index = 0;
1323 multi_sending_message = 0;
1326 if (strlen(Network_message)<=name_index)
1328 HUD_init_message ("You must specify a name to kick");
1329 multi_message_index = 0;
1330 multi_sending_message = 0;
1334 if (Network_message[name_index] == '#' && isdigit(Network_message[name_index+1])) {
1335 int players[MAX_NUM_NET_PLAYERS];
1336 int listpos = Network_message[name_index+1] - '0';
1338 mprintf ((0,"Trying to kick %d , show_kill_list=%d\n",listpos,Show_kill_list));
1340 if (Show_kill_list==1 || Show_kill_list==2) {
1341 if (listpos == 0 || listpos >= N_players) {
1342 HUD_init_message ("Invalid player number for kick.");
1343 multi_message_index = 0;
1344 multi_sending_message = 0;
1347 multi_get_kill_list(players);
1348 i = players[listpos];
1349 if ((i != Player_num) && (Players[i].connected))
1352 else HUD_init_message ("You cannot use # kicking with in team display.");
1355 multi_message_index = 0;
1356 multi_sending_message = 0;
1361 for (i = 0; i < N_players; i++)
1362 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected)) {
1364 if (Network_game_type == IPX_GAME)
1365 network_dump_player(NetPlayers.players[i].network.ipx.server,NetPlayers.players[i].network.ipx.node, 7);
1367 network_dump_appletalk_player(NetPlayers.players[i].network.appletalk.node,NetPlayers.players[i].network.appletalk.net, NetPlayers.players[i].network.appletalk.socket, 7);
1369 HUD_init_message("Dumping %s...",Players[i].callsign);
1370 multi_message_index = 0;
1371 multi_sending_message = 0;
1377 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1379 multi_send_message();
1380 multi_message_feedback();
1382 multi_message_index = 0;
1383 multi_sending_message = 0;
1386 void multi_define_macro_end()
1388 Assert( multi_defining_message > 0 );
1390 strcpy( Network_message_macro[multi_defining_message-1], Network_message );
1391 write_player_file();
1393 multi_message_index = 0;
1394 multi_defining_message = 0;
1397 void multi_message_input_sub( int key )
1402 multi_sending_message = 0;
1403 multi_defining_message = 0;
1404 game_flush_inputs();
1409 if (multi_message_index > 0)
1410 multi_message_index--;
1411 Network_message[multi_message_index] = 0;
1414 if ( multi_sending_message )
1415 multi_send_message_end();
1416 else if ( multi_defining_message )
1417 multi_define_macro_end();
1418 game_flush_inputs();
1422 int ascii = key_to_ascii(key);
1423 if ((ascii < 255 )) {
1424 if (multi_message_index < MAX_MESSAGE_LEN-2 ) {
1425 Network_message[multi_message_index++] = ascii;
1426 Network_message[multi_message_index] = 0;
1427 } else if ( multi_sending_message ) {
1429 char * ptext, * pcolon;
1431 Network_message[multi_message_index++] = ascii;
1432 Network_message[multi_message_index] = 0;
1433 for (i=multi_message_index-1; i>=0; i-- ) {
1434 if ( Network_message[i]==32 ) {
1435 ptext = &Network_message[i+1];
1436 Network_message[i] = 0;
1440 multi_send_message_end();
1442 multi_sending_message = 1;
1443 pcolon = strchr( Network_message, ':' );
1445 strcpy( pcolon+1, ptext );
1447 strcpy( Network_message, ptext );
1448 multi_message_index = strlen( Network_message );
1457 multi_send_message_dialog(void)
1462 if (!(Game_mode&GM_MULTI))
1465 Network_message[0] = 0; // Get rid of old contents
1467 m[0].type=NM_TYPE_INPUT; m[0].text = Network_message; m[0].text_len = MAX_MESSAGE_LEN-1;
1468 choice = newmenu_do( NULL, TXT_SEND_MESSAGE, 1, m, NULL );
1470 if ((choice > -1) && (strlen(Network_message) > 0)) {
1471 Network_message_reciever = 100;
1472 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1473 multi_message_feedback();
1480 multi_do_death(int objnum)
1482 // Do any miscellaneous stuff for a new network player after death
1486 if (!(Game_mode & GM_MULTI_COOP))
1488 mprintf((0, "Setting all keys for player %d.\n", Player_num));
1489 Players[Player_num].flags |= (PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_GOLD_KEY);
1494 multi_do_fire(char *buf)
1501 // Act out the actual shooting
1505 weapon = (int)buf[2];
1510 Network_laser_track = GET_INTEL_SHORT(buf + 6);
1512 Assert (pnum < N_players);
1514 if (Objects[Players[(int)pnum].objnum].type == OBJ_GHOST)
1515 multi_make_ghost_player(pnum);
1517 // mprintf((0,"multi_do_fire, weapon = %d\n",weapon));
1519 if (weapon == FLARE_ADJUST)
1520 Laser_player_fire( Objects+Players[(int)pnum].objnum, FLARE_ID, 6, 1, 0);
1521 else if (weapon >= MISSILE_ADJUST) {
1522 int weapon_id,weapon_gun;
1524 weapon_id = Secondary_weapon_to_weapon_info[weapon-MISSILE_ADJUST];
1525 weapon_gun = Secondary_weapon_to_gun_num[weapon-MISSILE_ADJUST] + (flags & 1);
1526 mprintf((0,"missile id = %d, gun = %d\n",weapon_id,weapon_gun));
1528 if (weapon-MISSILE_ADJUST==GUIDED_INDEX)
1530 mprintf ((0,"Missile is guided!!!\n"));
1534 Laser_player_fire( Objects+Players[(int)pnum].objnum, weapon_id, weapon_gun, 1, 0 );
1537 fix save_charge = Fusion_charge;
1539 if (weapon == FUSION_INDEX) {
1540 Fusion_charge = flags << 12;
1541 mprintf((0, "Fusion charge X%f.\n", f2fl(Fusion_charge)));
1543 if (weapon == LASER_ID) {
1544 if (flags & LASER_QUAD)
1545 Players[(int)pnum].flags |= PLAYER_FLAGS_QUAD_LASERS;
1547 Players[(int)pnum].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
1550 do_laser_firing(Players[(int)pnum].objnum, weapon, (int)buf[3], flags, (int)buf[5]);
1552 if (weapon == FUSION_INDEX)
1553 Fusion_charge = save_charge;
1558 multi_do_message(char *buf)
1561 char *tilde,mesbuf[100];
1566 if ((tilde=strchr (buf+loc,'$'))) // do that stupid name stuff
1567 { // why'd I put this in? Probably for the
1568 tloc=tilde-(buf+loc); // same reason you can name your guidebot
1569 mprintf ((0,"Tloc=%d\n",tloc));
1572 strncpy (mesbuf,buf+loc,tloc);
1573 strcpy (mesbuf+tloc,Players[Player_num].callsign);
1574 strcpy (mesbuf+strlen(Players[Player_num].callsign)+tloc,buf+loc+tloc+1);
1575 strcpy (buf+loc,mesbuf);
1578 if (((colon = strrchr(buf+loc, ':')) == NULL) || (colon-(buf+loc) < 1) || (colon-(buf+loc) > CALLSIGN_LEN))
1581 mesbuf[1] = BM_XRGB(28, 0, 0);
1582 strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
1586 mesbuf[t+2] = BM_XRGB(0, 31, 0);
1589 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1590 HUD_init_message("%s %s", mesbuf, buf+2);
1594 if ( (!strnicmp(Players[Player_num].callsign, buf+loc, colon-(buf+loc))) ||
1595 ((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)))) )
1598 mesbuf[1] = BM_XRGB(0, 32, 32);
1599 strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
1603 mesbuf[t+2] = BM_XRGB(0, 31, 0);
1606 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1607 HUD_init_message("%s %s", mesbuf, colon+1);
1613 multi_do_position(char *buf)
1615 #ifdef WORDS_BIGENDIAN
1619 // This routine does only player positions, mode game only
1620 // mprintf((0, "Got position packet.\n"));
1622 int pnum = (Player_num+1)%2;
1624 Assert(&Objects[Players[pnum].objnum] != ConsoleObject);
1626 if (Game_mode & GM_NETWORK)
1628 Int3(); // Get Jason, what the hell are we doing here?
1633 #ifndef WORDS_BIGENDIAN
1634 extract_shortpos(&Objects[Players[pnum].objnum], (shortpos *)(buf+1),0);
1636 memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + 1), 9);
1637 memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + 10), 14);
1638 extract_shortpos(&Objects[Players[pnum].objnum], &sp, 1);
1641 if (Objects[Players[pnum].objnum].movement_type == MT_PHYSICS)
1642 set_thrust_from_velocity(&Objects[Players[pnum].objnum]);
1646 multi_do_reappear(char *buf)
1650 objnum = GET_INTEL_SHORT(buf + 1);
1652 Assert(objnum >= 0);
1653 // Assert(Players[Objects[objnum].id]].objnum == objnum);
1655 // mprintf((0, "Switching rendering back on for object %d.\n", objnum));
1657 multi_make_ghost_player(Objects[objnum].id);
1658 create_player_appearance_effect(&Objects[objnum]);
1659 PKilledFlags[Objects[objnum].id]=0;
1663 multi_do_player_explode(char *buf)
1665 // Only call this for players, not robots. pnum is player number, not
1672 char remote_created;
1677 if ((pnum < 0) || (pnum >= N_players))
1681 Assert(pnum < N_players);
1685 // If we are in the process of sending objects to a new player, reset that process
1686 if (Network_send_objects)
1688 mprintf((0, "Resetting object sync due to player explosion.\n"));
1689 Network_send_objnum = -1;
1693 // Stuff the Players structure to prepare for the explosion
1696 Players[pnum].primary_weapon_flags = GET_INTEL_SHORT(buf + count); count += 2;
1697 Players[pnum].secondary_weapon_flags = GET_INTEL_SHORT(buf + count); count += 2;
1698 Players[pnum].laser_level = buf[count]; count++;
1699 Players[pnum].secondary_ammo[HOMING_INDEX] = buf[count]; count++;
1700 Players[pnum].secondary_ammo[CONCUSSION_INDEX] = buf[count];count++;
1701 Players[pnum].secondary_ammo[SMART_INDEX] = buf[count]; count++;
1702 Players[pnum].secondary_ammo[MEGA_INDEX] = buf[count]; count++;
1703 Players[pnum].secondary_ammo[PROXIMITY_INDEX] = buf[count]; count++;
1705 Players[pnum].secondary_ammo[SMISSILE1_INDEX] = buf[count]; count++;
1706 Players[pnum].secondary_ammo[GUIDED_INDEX] = buf[count]; count++;
1707 Players[pnum].secondary_ammo[SMART_MINE_INDEX]= buf[count]; count++;
1708 Players[pnum].secondary_ammo[SMISSILE4_INDEX] = buf[count]; count++;
1709 Players[pnum].secondary_ammo[SMISSILE5_INDEX] = buf[count]; count++;
1711 Players[pnum].primary_ammo[VULCAN_INDEX] = GET_INTEL_SHORT(buf + count); count += 2;
1712 Players[pnum].primary_ammo[GAUSS_INDEX] = GET_INTEL_SHORT(buf + count); count += 2;
1713 Players[pnum].flags = GET_INTEL_INT(buf + count); count += 4;
1715 multi_adjust_remote_cap (pnum);
1717 objp = Objects+Players[pnum].objnum;
1719 // objp->phys_info.velocity = *(vms_vector *)(buf+16); // 12 bytes
1720 // objp->pos = *(vms_vector *)(buf+28); // 12 bytes
1722 remote_created = buf[count++]; // How many did the other guy create?
1726 drop_player_eggs(objp);
1728 // Create mapping from remote to local numbering system
1730 mprintf((0, "I Created %d powerups, remote created %d.\n", Net_create_loc, remote_created));
1732 // We now handle this situation gracefully, Int3 not required
1733 // if (Net_create_loc != remote_created)
1734 // Int3(); // Probably out of object array space, see Rob
1736 for (i = 0; i < remote_created; i++)
1740 s = GET_INTEL_SHORT(buf + count);
1742 if ((i < Net_create_loc) && (s > 0))
1743 map_objnum_local_to_remote((short)Net_create_objnums[i], s, pnum);
1746 mprintf((0, "WARNING: Remote created object has non-valid number %d (player %d)", s, pnum));
1750 mprintf((0, "WARNING: Could not create all powerups created by player %d.\n", pnum));
1755 for (i = remote_created; i < Net_create_loc; i++) {
1756 mprintf((0, "WARNING: I Created more powerups than player %d, deleting.\n", pnum));
1757 Objects[Net_create_objnums[i]].flags |= OF_SHOULD_BE_DEAD;
1760 if (buf[0] == MULTI_PLAYER_EXPLODE)
1762 explode_badass_player(objp);
1764 objp->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
1765 multi_make_player_ghost(pnum);
1769 create_player_appearance_effect(objp);
1772 Players[pnum].flags &= ~(PLAYER_FLAGS_CLOAKED | PLAYER_FLAGS_INVULNERABLE | PLAYER_FLAGS_FLAG);
1773 Players[pnum].cloak_time = 0;
1777 multi_do_kill(char *buf)
1783 pnum = (int)(buf[count]);
1784 if ((pnum < 0) || (pnum >= N_players))
1786 Int3(); // Invalid player number killed
1789 killed = Players[pnum].objnum;
1792 killer = GET_INTEL_SHORT(buf + count);
1794 killer = objnum_remote_to_local(killer, (sbyte)buf[count+2]);
1797 if ((Objects[killed].type != OBJ_PLAYER) && (Objects[killed].type != OBJ_GHOST))
1800 mprintf( (1, "SOFT INT3: MULTI.C Non-player object %d of type %d killed! (JOHN)\n", killed, Objects[killed].type ));
1805 multi_compute_kill(killer, killed);
1810 // Changed by MK on 10/20/94 to send NULL as object to net_destroy_controlcen if it got -1
1811 // which means not a controlcen object, but contained in another object
1812 void multi_do_controlcen_destroy(char *buf)
1817 objnum = GET_INTEL_SHORT(buf + 1);
1820 if (Control_center_destroyed != 1)
1822 if ((who < N_players) && (who != Player_num)) {
1823 HUD_init_message("%s %s", Players[who].callsign, TXT_HAS_DEST_CONTROL);
1825 else if (who == Player_num)
1826 HUD_init_message(TXT_YOU_DEST_CONTROL);
1828 HUD_init_message(TXT_CONTROL_DESTROYED);
1831 net_destroy_controlcen(Objects+objnum);
1833 net_destroy_controlcen(NULL);
1838 multi_do_escape(char *buf)
1842 objnum = Players[(int)buf[1]].objnum;
1844 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1845 digi_kill_sound_linked_to_object (objnum);
1849 HUD_init_message("%s %s", Players[(int)buf[1]].callsign, TXT_HAS_ESCAPED);
1850 if (Game_mode & GM_NETWORK)
1851 Players[(int)buf[1]].connected = CONNECT_ESCAPE_TUNNEL;
1852 if (!multi_goto_secret)
1853 multi_goto_secret = 2;
1855 else if (buf[2] == 1)
1857 HUD_init_message("%s %s", Players[(int)buf[1]].callsign, TXT_HAS_FOUND_SECRET);
1858 if (Game_mode & GM_NETWORK)
1859 Players[(int)buf[1]].connected = CONNECT_FOUND_SECRET;
1860 if (!multi_goto_secret)
1861 multi_goto_secret = 1;
1863 create_player_appearance_effect(&Objects[objnum]);
1864 multi_make_player_ghost(buf[1]);
1868 multi_do_remobj(char *buf)
1870 short objnum; // which object to remove
1872 sbyte obj_owner; // which remote list is it entered in
1874 objnum = GET_INTEL_SHORT(buf + 1);
1877 Assert(objnum >= 0);
1882 local_objnum = objnum_remote_to_local(objnum, obj_owner); // translate to local objnum
1884 // mprintf((0, "multi_do_remobj: %d owner %d = %d.\n", objnum, obj_owner, local_objnum));
1886 if (local_objnum < 0)
1888 mprintf((1, "multi_do_remobj: Could not remove referenced object.\n"));
1892 if ((Objects[local_objnum].type != OBJ_POWERUP) && (Objects[local_objnum].type != OBJ_HOSTAGE))
1894 mprintf((1, "multi_get_remobj: tried to remove invalid type %d.\n", Objects[local_objnum].type));
1898 if (Network_send_objects && network_objnum_is_past(local_objnum))
1900 mprintf((0, "Resetting object sync due to object removal.\n"));
1901 Network_send_objnum = -1;
1903 if (Objects[local_objnum].type==OBJ_POWERUP)
1904 if (Game_mode & GM_NETWORK)
1906 if (PowerupsInMine[Objects[local_objnum].id]>0)
1907 PowerupsInMine[Objects[local_objnum].id]--;
1909 if (multi_powerup_is_4pack (Objects[local_objnum].id))
1911 mprintf ((0,"Hey babe! Doing that wacky 4 pack stuff."));
1913 if (PowerupsInMine[Objects[local_objnum].id-1]-4<0)
1914 PowerupsInMine[Objects[local_objnum].id-1]=0;
1916 PowerupsInMine[Objects[local_objnum].id-1]-=4;
1919 mprintf ((0,"Decrementing powerups! %d\n",PowerupsInMine[Objects[local_objnum].id]));
1922 Objects[local_objnum].flags |= OF_SHOULD_BE_DEAD; // quick and painless
1927 multi_do_quit(char *buf)
1930 if (Game_mode & GM_NETWORK)
1934 digi_play_sample( SOUND_HUD_MESSAGE, F1_0 );
1936 HUD_init_message( "%s %s", Players[(int)buf[1]].callsign, TXT_HAS_LEFT_THE_GAME);
1938 network_disconnect_player(buf[1]);
1943 for (i = 0; i < N_players; i++)
1944 if (Players[i].connected) n++;
1947 nm_messagebox(NULL, 1, TXT_OK, TXT_YOU_ARE_ONLY);
1951 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1953 Function_mode = FMODE_MENU;
1954 multi_quit_game = 1;
1955 multi_leave_menu = 1;
1956 nm_messagebox(NULL, 1, TXT_OK, TXT_OPPONENT_LEFT);
1957 Function_mode = FMODE_GAME;
1958 multi_reset_stuff();
1964 multi_do_cloak(char *buf)
1968 pnum = (int)(buf[1]);
1970 Assert(pnum < N_players);
1972 mprintf((0, "Cloaking player %d\n", pnum));
1974 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
1975 Players[pnum].cloak_time = GameTime;
1976 ai_do_cloak_stuff();
1979 if (Game_mode & GM_MULTI_ROBOTS)
1980 multi_strip_robots(pnum);
1983 if (Newdemo_state == ND_STATE_RECORDING)
1984 newdemo_record_multi_cloak(pnum);
1988 multi_do_decloak(char *buf)
1992 pnum = (int)(buf[1]);
1994 if (Newdemo_state == ND_STATE_RECORDING)
1995 newdemo_record_multi_decloak(pnum);
2000 multi_do_door_open(char *buf)
2008 segnum = GET_INTEL_SHORT(buf + 1);
2012 // mprintf((0, "Opening door on side %d of segment # %d.\n", side, segnum));
2014 if ((segnum < 0) || (segnum > Highest_segment_index) || (side < 0) || (side > 5))
2020 seg = &Segments[segnum];
2022 if (seg->sides[side].wall_num == -1) { //Opening door on illegal wall
2027 w = &Walls[seg->sides[side].wall_num];
2029 if (w->type == WALL_BLASTABLE)
2031 if (!(w->flags & WALL_BLASTED))
2033 mprintf((0, "Blasting wall by remote command.\n"));
2034 wall_destroy(seg, side);
2038 else if (w->state != WALL_DOOR_OPENING)
2040 wall_open_door(seg, side);
2047 // mprintf((0, "Door already opening!\n"));
2051 multi_do_create_explosion(char *buf)
2056 pnum = buf[count++];
2058 // mprintf((0, "Creating small fireball.\n"));
2059 create_small_fireball_on_object(&Objects[Players[pnum].objnum], F1_0, 1);
2063 multi_do_controlcen_fire(char *buf)
2065 vms_vector to_target;
2070 memcpy(&to_target, buf+count, 12); count += 12;
2071 #ifdef WORDS_BIGENDIAN // swap the vector to_target
2072 to_target.x = (fix)INTEL_INT((int)to_target.x);
2073 to_target.y = (fix)INTEL_INT((int)to_target.y);
2074 to_target.z = (fix)INTEL_INT((int)to_target.z);
2076 gun_num = buf[count]; count += 1;
2077 objnum = GET_INTEL_SHORT(buf + count); count += 2;
2079 Laser_create_new_easy(&to_target, &Gun_pos[(int)gun_num], objnum, CONTROLCEN_WEAPON_NUM, 1);
2083 multi_do_create_powerup(char *buf)
2093 if (Endlevel_sequence || Control_center_destroyed)
2096 pnum = buf[count++];
2097 powerup_type = buf[count++];
2098 segnum = GET_INTEL_SHORT(buf + count); count += 2;
2099 objnum = GET_INTEL_SHORT(buf + count); count += 2;
2101 if ((segnum < 0) || (segnum > Highest_segment_index)) {
2106 memcpy(&new_pos, buf+count, sizeof(vms_vector)); count+=sizeof(vms_vector);
2107 #ifdef WORDS_BIGENDIAN
2108 new_pos.x = (fix)SWAPINT((int)new_pos.x);
2109 new_pos.y = (fix)SWAPINT((int)new_pos.y);
2110 new_pos.z = (fix)SWAPINT((int)new_pos.z);
2114 my_objnum = call_object_create_egg(&Objects[Players[(int)pnum].objnum], 1, OBJ_POWERUP, powerup_type);
2116 if (my_objnum < 0) {
2117 mprintf((0, "Could not create new powerup!\n"));
2121 if (Network_send_objects && network_objnum_is_past(my_objnum))
2123 mprintf((0, "Resetting object sync due to powerup creation.\n"));
2124 Network_send_objnum = -1;
2127 Objects[my_objnum].pos = new_pos;
2129 vm_vec_zero(&Objects[my_objnum].mtype.phys_info.velocity);
2131 obj_relink(my_objnum, segnum);
2133 map_objnum_local_to_remote(my_objnum, objnum, pnum);
2135 object_create_explosion(segnum, &new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE);
2136 mprintf((0, "Creating powerup type %d in segment %i.\n", powerup_type, segnum));
2138 if (Game_mode & GM_NETWORK)
2139 PowerupsInMine[(int)powerup_type]++;
2143 multi_do_play_sound(char *buf)
2145 int pnum = (int)(buf[1]);
2146 int sound_num = (int)(buf[2]);
2147 fix volume = (int)(buf[3]) << 12;
2149 if (!Players[pnum].connected)
2152 Assert(Players[pnum].objnum >= 0);
2153 Assert(Players[pnum].objnum <= Highest_object_index);
2155 digi_link_sound_to_object( sound_num, Players[pnum].objnum, 0, volume);
2159 multi_do_score(char *buf)
2161 int pnum = (int)(buf[1]);
2163 if ((pnum < 0) || (pnum >= N_players))
2165 Int3(); // Non-terminal, see rob
2169 if (Newdemo_state == ND_STATE_RECORDING) {
2171 score = GET_INTEL_INT(buf + 2);
2172 newdemo_record_multi_score(pnum, score);
2175 Players[pnum].score = GET_INTEL_INT(buf + 2);
2177 multi_sort_kill_list();
2181 multi_do_trigger(char *buf)
2183 int pnum = (int)(buf[1]);
2184 int trigger = (int)(buf[2]);
2186 mprintf ((0,"MULTI doing trigger!\n"));
2188 if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num))
2190 Int3(); // Got trigger from illegal playernum
2193 if ((trigger < 0) || (trigger >= Num_triggers))
2195 Int3(); // Illegal trigger number in multiplayer
2198 check_trigger_sub(trigger, pnum,0);
2201 void multi_do_drop_marker (char *buf)
2204 int pnum=(int)(buf[1]);
2205 int mesnum=(int)(buf[2]);
2206 vms_vector position;
2208 if (pnum==Player_num) // my marker? don't set it down cuz it might screw up the orientation
2211 position.x = GET_INTEL_INT(buf + 3);
2212 position.y = GET_INTEL_INT(buf + 7);
2213 position.z = GET_INTEL_INT(buf + 11);
2216 MarkerMessage[(pnum*2)+mesnum][i]=buf[15+i];
2218 MarkerPoint[(pnum*2)+mesnum]=position;
2220 if (MarkerObject[(pnum*2)+mesnum] !=-1 && Objects[MarkerObject[(pnum*2)+mesnum]].type!=OBJ_NONE && MarkerObject[(pnum*2)+mesnum] !=0)
2221 obj_delete(MarkerObject[(pnum*2)+mesnum]);
2223 MarkerObject[(pnum*2)+mesnum] = drop_marker_object(&position,Objects[Players[Player_num].objnum].segnum,&Objects[Players[Player_num].objnum].orient,(pnum*2)+mesnum);
2224 strcpy (MarkerOwner[(pnum*2)+mesnum],Players[pnum].callsign);
2225 mprintf ((0,"Dropped player %d message: %s\n",pnum,MarkerMessage[(pnum*2)+mesnum]));
2229 void multi_do_hostage_door_status(char *buf)
2231 // Update hit point status of a door
2237 wallnum = GET_INTEL_SHORT(buf + count); count += 2;
2238 hps = GET_INTEL_INT(buf + count); count += 4;
2240 if ((wallnum < 0) || (wallnum > Num_walls) || (hps < 0) || (Walls[wallnum].type != WALL_BLASTABLE))
2242 Int3(); // Non-terminal, see Rob
2246 // mprintf((0, "Damaging wall number %d to %f points.\n", wallnum, f2fl(hps)));
2248 if (hps < Walls[wallnum].hps)
2249 wall_damage(&Segments[Walls[wallnum].segnum], Walls[wallnum].sidenum, Walls[wallnum].hps - hps);
2252 void multi_do_save_game(char *buf)
2259 slot = *(ubyte *)(buf+count); count += 1;
2260 id = GET_INTEL_INT(buf + count); count += 4;
2261 memcpy( desc, &buf[count], 20 ); count += 20;
2263 multi_save_game( slot, id, desc );
2266 void multi_do_restore_game(char *buf)
2272 slot = *(ubyte *)(buf+count); count += 1;
2273 id = GET_INTEL_INT(buf + count); count += 4;
2275 multi_restore_game( slot, id );
2279 void multi_do_req_player(char *buf)
2283 // Send my netplayer_stats to everyone!
2284 player_n = *(ubyte *)(buf+1);
2285 if ( (player_n == Player_num) || (player_n == 255) ) {
2286 extract_netplayer_stats( &ps, &Players[Player_num] );
2287 ps.Player_num = Player_num;
2288 ps.message_type = MULTI_SEND_PLAYER; // SET
2289 multi_send_data((char*)&ps, sizeof(netplayer_stats), 0);
2293 void multi_do_send_player(char *buf)
2295 // Got a player packet from someone!!!
2296 netplayer_stats * p;
2297 p = (netplayer_stats *)buf;
2299 Assert( p->Player_num <= N_players );
2301 mprintf(( 0, "Got netplayer_stats for player %d (I'm %d)\n", p->Player_num, Player_num ));
2302 mprintf(( 0, "Their shields are: %d\n", f2i(p->shields) ));
2304 use_netplayer_stats( &Players[p->Player_num], p );
2308 multi_reset_stuff(void)
2310 // A generic, emergency function to solve problems that crop up
2311 // when a player exits quick-out from the game because of a
2312 // serial connection loss. Fixes several weird bugs!
2316 Players[Player_num].homing_object_dist = -F1_0; // Turn off homing sound.
2318 Dead_player_camera = 0;
2319 Endlevel_sequence = 0;
2324 multi_reset_player_object(object *objp)
2328 //Init physics for a non-console player
2330 Assert(objp >= Objects);
2331 Assert(objp <= Objects+Highest_object_index);
2332 Assert((objp->type == OBJ_PLAYER) || (objp->type == OBJ_GHOST));
2334 vm_vec_zero(&objp->mtype.phys_info.velocity);
2335 vm_vec_zero(&objp->mtype.phys_info.thrust);
2336 vm_vec_zero(&objp->mtype.phys_info.rotvel);
2337 vm_vec_zero(&objp->mtype.phys_info.rotthrust);
2338 objp->mtype.phys_info.brakes = objp->mtype.phys_info.turnroll = 0;
2339 objp->mtype.phys_info.mass = Player_ship->mass;
2340 objp->mtype.phys_info.drag = Player_ship->drag;
2341 // objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE | PF_USES_THRUST);
2342 objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE);
2346 objp->render_type = RT_POLYOBJ;
2347 objp->rtype.pobj_info.model_num = Player_ship->model_num; //what model is this?
2348 objp->rtype.pobj_info.subobj_flags = 0; //zero the flags
2349 for (i=0;i<MAX_SUBMODELS;i++)
2350 vm_angvec_zero(&objp->rtype.pobj_info.anim_angles[i]);
2352 //reset textures for this, if not player 0
2354 multi_reset_object_texture (objp);
2360 if (objp->type == OBJ_GHOST)
2361 objp->render_type = RT_NONE;
2365 void multi_reset_object_texture (object *objp)
2369 if (Game_mode & GM_TEAM)
2370 id = get_team(objp->id);
2375 objp->rtype.pobj_info.alt_textures=0;
2377 Assert(N_PLAYER_SHIP_TEXTURES == Polygon_models[objp->rtype.pobj_info.model_num].n_textures);
2379 for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
2380 multi_player_textures[id-1][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[objp->rtype.pobj_info.model_num].first_texture+i]];
2382 multi_player_textures[id-1][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2]];
2383 multi_player_textures[id-1][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2+1]];
2385 objp->rtype.pobj_info.alt_textures = id;
2393 extern int TTRecv[];
2394 extern FILE *RecieveLogFile;
2398 multi_process_bigdata(char *buf, int len)
2400 // Takes a bunch of messages, check them for validity,
2401 // and pass them to multi_process_data.
2403 int type, sub_len, bytes_processed = 0;
2405 while( bytes_processed < len ) {
2406 type = buf[bytes_processed];
2408 if ( (type<0) || (type>MULTI_MAX_TYPE)) {
2409 mprintf( (1, "multi_process_bigdata: Invalid packet type %d!\n", type ));
2412 sub_len = message_length[type];
2414 Assert(sub_len > 0);
2416 if ( (bytes_processed+sub_len) > len ) {
2417 mprintf( (1, "multi_process_bigdata: packet type %d too short (%d>%d)!\n", type, (bytes_processed+sub_len), len ));
2422 multi_process_data(&buf[bytes_processed], sub_len);
2423 bytes_processed += sub_len;
2428 // Part 2 : Functions that send communication messages to inform the other
2429 // players of something we did.
2433 multi_send_fire(void)
2435 if (!Network_laser_fired)
2438 multibuf[0] = (char)MULTI_FIRE;
2439 multibuf[1] = (char)Player_num;
2440 multibuf[2] = (char)Network_laser_gun;
2441 multibuf[3] = (char)Network_laser_level;
2442 multibuf[4] = (char)Network_laser_flags;
2443 multibuf[5] = (char)Network_laser_fired;
2445 PUT_INTEL_SHORT(multibuf+6, Network_laser_track);
2447 multi_send_data(multibuf, 8, 0);
2449 Network_laser_fired = 0;
2453 multi_send_destroy_controlcen(int objnum, int player)
2455 if (player == Player_num)
2456 HUD_init_message(TXT_YOU_DEST_CONTROL);
2457 else if ((player > 0) && (player < N_players))
2458 HUD_init_message("%s %s", Players[player].callsign, TXT_HAS_DEST_CONTROL);
2460 HUD_init_message(TXT_CONTROL_DESTROYED);
2462 multibuf[0] = (char)MULTI_CONTROLCEN;
2463 PUT_INTEL_SHORT(multibuf+1, objnum);
2464 multibuf[3] = player;
2465 multi_send_data(multibuf, 4, 2);
2468 void multi_send_drop_marker (int player,vms_vector position,char messagenum,char text[])
2472 if (player<N_players)
2474 mprintf ((0,"Sending MARKER drop!\n"));
2475 multibuf[0]=(char)MULTI_MARKER;
2476 multibuf[1]=(char)player;
2477 multibuf[2]=messagenum;
2478 PUT_INTEL_INT(multibuf+3, position.x);
2479 PUT_INTEL_INT(multibuf+7, position.y);
2480 PUT_INTEL_INT(multibuf+11, position.z);
2482 multibuf[15+i]=text[i];
2484 multi_send_data(multibuf, 55, 1);
2488 multi_send_endlevel_start(int secret)
2490 multibuf[0] = (char)MULTI_ENDLEVEL_START;
2491 multibuf[1] = Player_num;
2492 multibuf[2] = (char)secret;
2494 if ((secret) && !multi_goto_secret)
2495 multi_goto_secret = 1;
2496 else if (!multi_goto_secret)
2497 multi_goto_secret = 2;
2499 multi_send_data(multibuf, 3, 1);
2500 if (Game_mode & GM_NETWORK)
2502 Players[Player_num].connected = 5;
2503 network_send_endlevel_packet();
2508 multi_send_player_explode(char type)
2513 Assert( (type == MULTI_PLAYER_DROP) || (type == MULTI_PLAYER_EXPLODE) );
2515 multi_send_position(Players[Player_num].objnum);
2517 if (Network_send_objects)
2519 mprintf((0, "Resetting object sync due to player explosion.\n"));
2520 Network_send_objnum = -1;
2523 multibuf[count++] = type;
2524 multibuf[count++] = Player_num;
2526 PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_weapon_flags);
2528 PUT_INTEL_SHORT(multibuf+count, Players[Player_num].secondary_weapon_flags);
2530 multibuf[count++] = (char)Players[Player_num].laser_level;
2532 multibuf[count++] = (char)Players[Player_num].secondary_ammo[HOMING_INDEX];
2533 multibuf[count++] = (char)Players[Player_num].secondary_ammo[CONCUSSION_INDEX];
2534 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_INDEX];
2535 multibuf[count++] = (char)Players[Player_num].secondary_ammo[MEGA_INDEX];
2536 multibuf[count++] = (char)Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
2538 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE1_INDEX];
2539 multibuf[count++] = (char)Players[Player_num].secondary_ammo[GUIDED_INDEX];
2540 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_MINE_INDEX];
2541 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE4_INDEX];
2542 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE5_INDEX];
2544 PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_ammo[VULCAN_INDEX] );
2546 PUT_INTEL_SHORT(multibuf+count, Players[Player_num].primary_ammo[GAUSS_INDEX] );
2548 PUT_INTEL_INT(multibuf+count, Players[Player_num].flags );
2551 multibuf[count++] = Net_create_loc;
2553 Assert(Net_create_loc <= MAX_NET_CREATE_OBJECTS);
2555 memset(multibuf+count, -1, MAX_NET_CREATE_OBJECTS*sizeof(short));
2557 mprintf((0, "Created %d explosion objects.\n", Net_create_loc));
2559 for (i = 0; i < Net_create_loc; i++)
2561 if (Net_create_objnums[i] <= 0) {
2562 Int3(); // Illegal value in created egg object numbers
2567 PUT_INTEL_SHORT(multibuf+count, Net_create_objnums[i]); count += 2;
2569 // We created these objs so our local number = the network number
2570 map_objnum_local_to_local((short)Net_create_objnums[i]);
2575 // mprintf((1, "explode message size = %d, max = %d.\n", count, message_length[MULTI_PLAYER_EXPLODE]));
2577 if (count > message_length[MULTI_PLAYER_EXPLODE])
2582 multi_send_data(multibuf, message_length[MULTI_PLAYER_EXPLODE], 2);
2583 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
2584 multi_send_decloak();
2585 if (Game_mode & GM_MULTI_ROBOTS)
2586 multi_strip_robots(Player_num);
2589 extern ubyte Secondary_weapon_to_powerup[];
2590 extern ubyte Primary_weapon_to_powerup[];
2592 // put a lid on how many objects will be spewed by an exploding player
2593 // to prevent rampant powerups in netgames
2595 void multi_cap_objects ()
2600 if (!(Game_mode & GM_NETWORK))
2603 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2605 type=Primary_weapon_to_powerup[index];
2606 if (PowerupsInMine[(int)type]>=MaxPowerupsAllowed[(int)type])
2607 if(Players[Player_num].primary_weapon_flags & (1 << index))
2609 mprintf ((0,"PIM=%d MPA=%d\n",PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]));
2610 mprintf ((0,"Killing a primary cuz there's too many! (%d)\n",(int)type));
2611 Players[Player_num].primary_weapon_flags&=(~(1 << index));
2616 // Don't do the adjustment stuff for Hoard mode
2617 if (!(Game_mode & GM_HOARD))
2618 Players[Player_num].secondary_ammo[2]/=4;
2620 Players[Player_num].secondary_ammo[7]/=4;
2622 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2624 if ((Game_mode & GM_HOARD) && index==PROXIMITY_INDEX)
2627 type=Secondary_weapon_to_powerup[index];
2629 if ((Players[Player_num].secondary_ammo[index]+PowerupsInMine[(int)type])>MaxPowerupsAllowed[(int)type])
2631 if (MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]<0)
2632 Players[Player_num].secondary_ammo[index]=0;
2634 Players[Player_num].secondary_ammo[index]=(MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]);
2636 mprintf ((0,"Hey! I killed secondary type %d because PIM=%d MPA=%d\n",(int)type,PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]));
2640 if (!(Game_mode & GM_HOARD))
2641 Players[Player_num].secondary_ammo[2]*=4;
2642 Players[Player_num].secondary_ammo[7]*=4;
2644 if (Players[Player_num].laser_level > MAX_LASER_LEVEL)
2645 if (PowerupsInMine[POW_SUPER_LASER]+1 > MaxPowerupsAllowed[POW_SUPER_LASER])
2646 Players[Player_num].laser_level=0;
2648 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
2649 if (PowerupsInMine[POW_QUAD_FIRE]+1 > MaxPowerupsAllowed[POW_QUAD_FIRE])
2650 Players[Player_num].flags&=(~PLAYER_FLAGS_QUAD_LASERS);
2652 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
2653 if (PowerupsInMine[POW_CLOAK]+1 > MaxPowerupsAllowed[POW_CLOAK])
2654 Players[Player_num].flags&=(~PLAYER_FLAGS_CLOAKED);
2656 if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL)
2657 if (PowerupsInMine[POW_FULL_MAP]+1 > MaxPowerupsAllowed[POW_FULL_MAP])
2658 Players[Player_num].flags&=(~PLAYER_FLAGS_MAP_ALL);
2660 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
2661 if (PowerupsInMine[POW_AFTERBURNER]+1 > MaxPowerupsAllowed[POW_AFTERBURNER])
2662 Players[Player_num].flags&=(~PLAYER_FLAGS_AFTERBURNER);
2664 if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
2665 if (PowerupsInMine[POW_AMMO_RACK]+1 > MaxPowerupsAllowed[POW_AMMO_RACK])
2666 Players[Player_num].flags&=(~PLAYER_FLAGS_AMMO_RACK);
2668 if (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER)
2669 if (PowerupsInMine[POW_CONVERTER]+1 > MaxPowerupsAllowed[POW_CONVERTER])
2670 Players[Player_num].flags&=(~PLAYER_FLAGS_CONVERTER);
2672 if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT)
2673 if (PowerupsInMine[POW_HEADLIGHT]+1 > MaxPowerupsAllowed[POW_HEADLIGHT])
2674 Players[Player_num].flags&=(~PLAYER_FLAGS_HEADLIGHT);
2676 if (Game_mode & GM_CAPTURE)
2678 if (Players[Player_num].flags & PLAYER_FLAGS_FLAG)
2680 if (get_team(Player_num)==TEAM_RED)
2681 flagtype=POW_FLAG_BLUE;
2683 flagtype=POW_FLAG_RED;
2685 if (PowerupsInMine[(int)flagtype]+1 > MaxPowerupsAllowed[(int)flagtype])
2686 Players[Player_num].flags&=(~PLAYER_FLAGS_FLAG);
2692 // adds players inventory to multi cap
2694 void multi_adjust_cap_for_player (int pnum)
2700 if (!(Game_mode & GM_NETWORK))
2703 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2705 type=Primary_weapon_to_powerup[index];
2706 if (Players[pnum].primary_weapon_flags & (1 << index))
2707 MaxPowerupsAllowed[(int)type]++;
2710 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2712 type=Secondary_weapon_to_powerup[index];
2713 MaxPowerupsAllowed[(int)type]+=Players[pnum].secondary_ammo[index];
2716 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
2717 MaxPowerupsAllowed[POW_SUPER_LASER]++;
2719 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
2720 MaxPowerupsAllowed[POW_QUAD_FIRE]++;
2722 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
2723 MaxPowerupsAllowed[POW_CLOAK]++;
2725 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
2726 MaxPowerupsAllowed[POW_FULL_MAP]++;
2728 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
2729 MaxPowerupsAllowed[POW_AFTERBURNER]++;
2731 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
2732 MaxPowerupsAllowed[POW_AMMO_RACK]++;
2734 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
2735 MaxPowerupsAllowed[POW_CONVERTER]++;
2737 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
2738 MaxPowerupsAllowed[POW_HEADLIGHT]++;
2741 void multi_adjust_remote_cap (int pnum)
2747 if (!(Game_mode & GM_NETWORK))
2750 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2752 type=Primary_weapon_to_powerup[index];
2753 if (Players[pnum].primary_weapon_flags & (1 << index))
2754 PowerupsInMine[(int)type]++;
2757 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2759 type=Secondary_weapon_to_powerup[index];
2761 if ((Game_mode & GM_HOARD) && index==2)
2764 if (index==2 || index==7) // PROX or SMARTMINES? Those bastards...
2765 PowerupsInMine[(int)type]+=(Players[pnum].secondary_ammo[index]/4);
2767 PowerupsInMine[(int)type]+=Players[pnum].secondary_ammo[index];
2771 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
2772 PowerupsInMine[POW_SUPER_LASER]++;
2774 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
2775 PowerupsInMine[POW_QUAD_FIRE]++;
2777 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
2778 PowerupsInMine[POW_CLOAK]++;
2780 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
2781 PowerupsInMine[POW_FULL_MAP]++;
2783 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
2784 PowerupsInMine[POW_AFTERBURNER]++;
2786 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
2787 PowerupsInMine[POW_AMMO_RACK]++;
2789 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
2790 PowerupsInMine[POW_CONVERTER]++;
2792 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
2793 PowerupsInMine[POW_HEADLIGHT]++;
2798 multi_send_message(void)
2801 if (Network_message_reciever != -1)
2803 multibuf[loc] = (char)MULTI_MESSAGE; loc += 1;
2804 multibuf[loc] = (char)Player_num; loc += 1;
2805 strncpy(multibuf+loc, Network_message, MAX_MESSAGE_LEN); loc += MAX_MESSAGE_LEN;
2806 multibuf[loc-1] = '\0';
2807 multi_send_data(multibuf, loc, 0);
2808 Network_message_reciever = -1;
2813 multi_send_reappear()
2815 multibuf[0] = (char)MULTI_REAPPEAR;
2816 PUT_INTEL_SHORT(multibuf+1, Players[Player_num].objnum);
2818 multi_send_data(multibuf, 3, 2);
2819 PKilledFlags[Player_num]=0;
2823 multi_send_position(int objnum)
2825 #ifdef WORDS_BIGENDIAN
2830 if (Game_mode & GM_NETWORK) {
2834 multibuf[count++] = (char)MULTI_POSITION;
2835 #ifndef WORDS_BIGENDIAN
2836 create_shortpos((shortpos *)(multibuf+count), Objects+objnum,0);
2837 count += sizeof(shortpos);
2839 create_shortpos(&sp, Objects+objnum, 1);
2840 memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
2842 memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
2846 multi_send_data(multibuf, count, 0);
2850 multi_send_kill(int objnum)
2852 // I died, tell the world.
2857 Assert(Objects[objnum].id == Player_num);
2858 killer_objnum = Players[Player_num].killer_objnum;
2860 multi_compute_kill(killer_objnum, objnum);
2862 multibuf[0] = (char)MULTI_KILL; count += 1;
2863 multibuf[1] = Player_num; count += 1;
2864 if (killer_objnum > -1) {
2865 short s; // do it with variable since INTEL_SHORT won't work on return val from function.
2867 s = (short)objnum_local_to_remote(killer_objnum, (sbyte *)&multibuf[count+2]);
2868 PUT_INTEL_SHORT(multibuf+count, s);
2872 PUT_INTEL_SHORT(multibuf+count, -1);
2873 multibuf[count+2] = (char)-1;
2876 multi_send_data(multibuf, count, 1);
2879 if (Game_mode & GM_MULTI_ROBOTS)
2880 multi_strip_robots(Player_num);
2885 multi_send_remobj(int objnum)
2887 // Tell the other guy to remove an object from his list
2890 short remote_objnum;
2892 if (Objects[objnum].type==OBJ_POWERUP && (Game_mode & GM_NETWORK))
2894 if (PowerupsInMine[Objects[objnum].id] > 0)
2896 PowerupsInMine[Objects[objnum].id]--;
2897 if (multi_powerup_is_4pack (Objects[objnum].id))
2899 mprintf ((0,"Hey babe! Doing that wacky 4 pack stuff."));
2901 if (PowerupsInMine[Objects[objnum].id-1]-4<0)
2902 PowerupsInMine[Objects[objnum].id-1]=0;
2904 PowerupsInMine[Objects[objnum].id-1]-=4;
2910 multibuf[0] = (char)MULTI_REMOVE_OBJECT;
2912 remote_objnum = objnum_local_to_remote((short)objnum, &obj_owner);
2914 PUT_INTEL_SHORT(multibuf+1, remote_objnum); // Map to network objnums
2916 multibuf[3] = obj_owner;
2918 // mprintf((0, "multi_send_remobj: %d = %d owner %d.\n", objnum, remote_objnum, obj_owner));
2920 multi_send_data(multibuf, 4, 0);
2922 if (Network_send_objects && network_objnum_is_past(objnum))
2924 mprintf((0, "Resetting object sync due to object removal.\n"));
2925 Network_send_objnum = -1;
2930 multi_send_quit(int why)
2932 // I am quitting the game, tell the other guy the bad news.
2934 Assert (why == MULTI_QUIT);
2936 multibuf[0] = (char)why;
2937 multibuf[1] = Player_num;
2938 multi_send_data(multibuf, 2, 1);
2943 multi_send_cloak(void)
2945 // Broadcast a change in our pflags (made to support cloaking)
2947 multibuf[0] = MULTI_CLOAK;
2948 multibuf[1] = (char)Player_num;
2950 multi_send_data(multibuf, 2, 1);
2953 if (Game_mode & GM_MULTI_ROBOTS)
2954 multi_strip_robots(Player_num);
2959 multi_send_decloak(void)
2961 // Broadcast a change in our pflags (made to support cloaking)
2963 multibuf[0] = MULTI_DECLOAK;
2964 multibuf[1] = (char)Player_num;
2966 multi_send_data(multibuf, 2, 1);
2970 multi_send_door_open(int segnum, int side,ubyte flag)
2972 // When we open a door make sure everyone else opens that door
2974 multibuf[0] = MULTI_DOOR_OPEN;
2975 PUT_INTEL_SHORT(multibuf+1, segnum );
2976 multibuf[3] = (sbyte)side;
2979 multi_send_data(multibuf, 5, 2);
2982 extern void network_send_naked_packet (char *,short,int);
2985 multi_send_door_open_specific(int pnum,int segnum, int side,ubyte flag)
2987 // For sending doors only to a specific person (usually when they're joining)
2989 Assert (Game_mode & GM_NETWORK);
2990 // Assert (pnum>-1 && pnum<N_players);
2992 multibuf[0] = MULTI_DOOR_OPEN;
2993 PUT_INTEL_SHORT(multibuf+1, segnum);
2994 multibuf[3] = (sbyte)side;
2997 network_send_naked_packet(multibuf, 5, pnum);
3001 // Part 3 : Functions that change or prepare the game for multiplayer use.
3002 // Not including functions needed to syncronize or start the
3003 // particular type of multiplayer game. Includes preparing the
3004 // mines, player structures, etc.
3007 multi_send_create_explosion(int pnum)
3009 // Send all data needed to create a remote explosion
3013 multibuf[count] = MULTI_CREATE_EXPLOSION; count += 1;
3014 multibuf[count] = (sbyte)pnum; count += 1;
3018 multi_send_data(multibuf, count, 0);
3022 multi_send_controlcen_fire(vms_vector *to_goal, int best_gun_num, int objnum)
3024 #ifdef WORDS_BIGENDIAN
3025 vms_vector swapped_vec;
3029 multibuf[count] = MULTI_CONTROLCEN_FIRE; count += 1;
3030 #ifndef WORDS_BIGENDIAN
3031 memcpy(multibuf+count, to_goal, 12); count += 12;
3033 swapped_vec.x = (fix)INTEL_INT( (int)to_goal->x );
3034 swapped_vec.y = (fix)INTEL_INT( (int)to_goal->y );
3035 swapped_vec.z = (fix)INTEL_INT( (int)to_goal->z );
3036 memcpy(multibuf+count, &swapped_vec, 12); count += 12;
3038 multibuf[count] = (char)best_gun_num; count += 1;
3039 PUT_INTEL_SHORT(multibuf+count, objnum ); count += 2;
3042 multi_send_data(multibuf, count, 0);
3046 multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos)
3048 // Create a powerup on a remote machine, used for remote
3049 // placement of used powerups like missiles and cloaking
3052 #ifdef WORDS_BIGENDIAN
3053 vms_vector swapped_vec;
3057 if (Game_mode & GM_NETWORK)
3058 PowerupsInMine[powerup_type]++;
3060 multibuf[count] = MULTI_CREATE_POWERUP; count += 1;
3061 multibuf[count] = Player_num; count += 1;
3062 multibuf[count] = powerup_type; count += 1;
3063 PUT_INTEL_SHORT(multibuf+count, segnum ); count += 2;
3064 PUT_INTEL_SHORT(multibuf+count, objnum ); count += 2;
3065 #ifndef WORDS_BIGENDIAN
3066 memcpy(multibuf+count, pos, sizeof(vms_vector)); count += sizeof(vms_vector);
3068 swapped_vec.x = (fix)INTEL_INT( (int)pos->x );
3069 swapped_vec.y = (fix)INTEL_INT( (int)pos->y );
3070 swapped_vec.z = (fix)INTEL_INT( (int)pos->z );
3071 memcpy(multibuf+count, &swapped_vec, 12); count += 12;
3075 multi_send_data(multibuf, count, 2);
3077 if (Network_send_objects && network_objnum_is_past(objnum))
3079 mprintf((0, "Resetting object sync due to powerup creation.\n"));
3080 Network_send_objnum = -1;
3083 mprintf((0, "Creating powerup type %d in segment %i.\n", powerup_type, segnum));
3084 map_objnum_local_to_local(objnum);
3088 multi_send_play_sound(int sound_num, fix volume)
3091 multibuf[count] = MULTI_PLAY_SOUND; count += 1;
3092 multibuf[count] = Player_num; count += 1;
3093 multibuf[count] = (char)sound_num; count += 1;
3094 multibuf[count] = (char)(volume >> 12); count += 1;
3097 multi_send_data(multibuf, count, 0);
3101 multi_send_audio_taunt(int taunt_num)
3103 return; // Taken out, awaiting sounds..
3106 int audio_taunts[4] = {
3107 SOUND_CONTROL_CENTER_WARNING_SIREN,
3108 SOUND_HOSTAGE_RESCUED,
3109 SOUND_REFUEL_STATION_GIVING_FUEL,
3114 Assert(taunt_num >= 0);
3115 Assert(taunt_num < 4);
3117 digi_play_sample( audio_taunts[taunt_num], F1_0 );
3118 multi_send_play_sound(audio_taunts[taunt_num], F1_0);
3123 multi_send_score(void)
3125 // Send my current score to all other players so it will remain
3129 if (Game_mode & GM_MULTI_COOP) {
3130 multi_sort_kill_list();
3131 multibuf[count] = MULTI_SCORE; count += 1;
3132 multibuf[count] = Player_num; count += 1;
3133 PUT_INTEL_INT(multibuf+count, Players[Player_num].score); count += 4;
3134 multi_send_data(multibuf, count, 0);
3140 multi_send_save_game(ubyte slot, uint id, char * desc)
3144 multibuf[count] = MULTI_SAVE_GAME; count += 1;
3145 multibuf[count] = slot; count += 1; // Save slot=0
3146 PUT_INTEL_INT(multibuf+count, id ); count += 4; // Save id
3147 memcpy( &multibuf[count], desc, 20 ); count += 20;
3149 multi_send_data(multibuf, count, 2);
3153 multi_send_restore_game(ubyte slot, uint id)
3157 multibuf[count] = MULTI_RESTORE_GAME; count += 1;
3158 multibuf[count] = slot; count += 1; // Save slot=0
3159 PUT_INTEL_INT(multibuf+count, id); count += 4; // Save id
3161 multi_send_data(multibuf, count, 2);
3165 multi_send_netplayer_stats_request(ubyte player_num)
3169 multibuf[count] = MULTI_REQ_PLAYER; count += 1;
3170 multibuf[count] = player_num; count += 1;
3172 multi_send_data(multibuf, count, 0 );
3176 multi_send_trigger(int triggernum)
3178 // Send an even to trigger something in the mine
3182 multibuf[count] = MULTI_TRIGGER; count += 1;
3183 multibuf[count] = Player_num; count += 1;
3184 multibuf[count] = (ubyte)triggernum; count += 1;
3186 mprintf ((0,"Sending trigger %d\n",triggernum));
3188 multi_send_data(multibuf, count, 1);
3189 //multi_send_data(multibuf, count, 1); // twice?
3193 multi_send_hostage_door_status(int wallnum)
3195 // Tell the other player what the hit point status of a hostage door
3200 Assert(Walls[wallnum].type == WALL_BLASTABLE);
3202 multibuf[count] = MULTI_HOSTAGE_DOOR; count += 1;
3203 PUT_INTEL_SHORT(multibuf+count, wallnum ); count += 2;
3204 PUT_INTEL_INT(multibuf+count, Walls[wallnum].hps ); count += 4;
3206 // mprintf((0, "Door %d damaged by %f points.\n", wallnum, f2fl(Walls[wallnum].hps)));
3208 multi_send_data(multibuf, count, 0);
3211 extern int ConsistencyCount;
3212 extern int Drop_afterburner_blob_flag;
3216 void multi_prep_level(void)
3218 // Do any special stuff to the level required for serial games
3219 // before we begin playing in it.
3221 // Player_num MUST be set before calling this procedure.
3223 // This function must be called before checksuming the Object array,
3224 // since the resulting checksum with depend on the value of Player_num
3225 // at the time this is called.
3228 int cloak_count, inv_count;
3230 Assert(Game_mode & GM_MULTI);
3232 Assert(NumNetPlayerPositions > 0);
3236 Drop_afterburner_blob_flag=0;
3239 for (i=0;i<MAX_NUM_NET_PLAYERS;i++)
3242 for (i = 0; i < NumNetPlayerPositions; i++)
3244 if (i != Player_num)
3245 Objects[Players[i].objnum].control_type = CT_REMOTE;
3246 Objects[Players[i].objnum].movement_type = MT_PHYSICS;
3247 multi_reset_player_object(&Objects[Players[i].objnum]);
3248 LastPacketTime[i] = 0;
3252 for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
3254 robot_controlled[i] = -1;
3255 robot_agitation[i] = 0;
3260 Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
3262 if (!(Game_mode & GM_MULTI_COOP))
3264 multi_delete_extra_objects(); // Removes monsters from level
3267 if (Game_mode & GM_MULTI_ROBOTS)
3269 multi_set_robot_ai(); // Set all Robot AI to types we can cope with
3272 if (Game_mode & GM_NETWORK)
3274 multi_adjust_cap_for_player(Player_num);
3275 multi_send_powerup_update();
3276 ng=1; // ng means network game
3282 for (i=0; i<=Highest_object_index; i++)
3286 if ((Objects[i].type == OBJ_HOSTAGE) && !(Game_mode & GM_MULTI_COOP))
3288 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);
3292 Objects[objnum].rtype.vclip_info.vclip_num = Powerup_info[POW_SHIELD_BOOST].vclip_num;
3293 Objects[objnum].rtype.vclip_info.frametime = Vclip[Objects[objnum].rtype.vclip_info.vclip_num].frame_time;
3294 Objects[objnum].rtype.vclip_info.framenum = 0;
3295 Objects[objnum].mtype.phys_info.drag = 512; //1024;
3296 Objects[objnum].mtype.phys_info.mass = F1_0;
3297 vm_vec_zero(&Objects[objnum].mtype.phys_info.velocity);
3302 if (Objects[i].type == OBJ_POWERUP)
3304 if (Objects[i].id == POW_EXTRA_LIFE)
3306 if (ng && !Netgame.DoInvulnerability)
3308 Objects[i].id = POW_SHIELD_BOOST;
3309 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3310 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3314 Objects[i].id = POW_INVULNERABILITY;
3315 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3316 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3321 if (!(Game_mode & GM_MULTI_COOP))
3322 if ((Objects[i].id >= POW_KEY_BLUE) && (Objects[i].id <= POW_KEY_GOLD))
3324 Objects[i].id = POW_SHIELD_BOOST;
3325 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3326 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3329 if (Objects[i].id == POW_INVULNERABILITY) {
3330 if (inv_count >= 3 || (ng && !Netgame.DoInvulnerability)) {
3331 mprintf((0, "Bashing Invulnerability object #%i to shield.\n", i));
3332 Objects[i].id = POW_SHIELD_BOOST;
3333 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3334 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3339 if (Objects[i].id == POW_CLOAK) {
3340 if (cloak_count >= 3 || (ng && !Netgame.DoCloak)) {
3341 mprintf((0, "Bashing Cloak object #%i to shield.\n", i));
3342 Objects[i].id = POW_SHIELD_BOOST;
3343 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3344 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3349 if (Objects[i].id == POW_AFTERBURNER && ng && !Netgame.DoAfterburner)
3350 bash_to_shield (i,"afterburner");
3351 if (Objects[i].id == POW_FUSION_WEAPON && ng && !Netgame.DoFusions)
3352 bash_to_shield (i,"fusion");
3353 if (Objects[i].id == POW_PHOENIX_WEAPON && ng && !Netgame.DoPhoenix)
3354 bash_to_shield (i,"phoenix");
3356 if (Objects[i].id == POW_HELIX_WEAPON && ng && !Netgame.DoHelix)
3357 bash_to_shield (i,"helix");
3359 if (Objects[i].id == POW_MEGA_WEAPON && ng && !Netgame.DoMegas)
3360 bash_to_shield (i,"mega");
3362 if (Objects[i].id == POW_SMARTBOMB_WEAPON && ng && !Netgame.DoSmarts)
3363 bash_to_shield (i,"smartmissile");
3365 if (Objects[i].id == POW_GAUSS_WEAPON && ng && !Netgame.DoGauss)
3366 bash_to_shield (i,"gauss");
3368 if (Objects[i].id == POW_VULCAN_WEAPON && ng && !Netgame.DoVulcan)
3369 bash_to_shield (i,"vulcan");
3371 if (Objects[i].id == POW_PLASMA_WEAPON && ng && !Netgame.DoPlasma)
3372 bash_to_shield (i,"plasma");
3374 if (Objects[i].id == POW_OMEGA_WEAPON && ng && !Netgame.DoOmega)
3375 bash_to_shield (i,"omega");
3377 if (Objects[i].id == POW_SUPER_LASER && ng && !Netgame.DoSuperLaser)
3378 bash_to_shield (i,"superlaser");
3380 if (Objects[i].id == POW_PROXIMITY_WEAPON && ng && !Netgame.DoProximity)
3381 bash_to_shield (i,"proximity");
3383 // Special: Make all proximity bombs into shields if in
3384 // hoard mode because we use the proximity slot in the
3385 // player struct to signify how many orbs the player has.
3387 if (Objects[i].id == POW_PROXIMITY_WEAPON && ng && (Game_mode & GM_HOARD))
3388 bash_to_shield (i,"proximity");
3390 if (Objects[i].id==POW_VULCAN_AMMO && ng && (!Netgame.DoVulcan && !Netgame.DoGauss))
3391 bash_to_shield(i,"vulcan ammo");
3393 if (Objects[i].id == POW_SPREADFIRE_WEAPON && ng && !Netgame.DoSpread)
3394 bash_to_shield (i,"spread");
3395 if (Objects[i].id == POW_SMART_MINE && ng && !Netgame.DoSmartMine)
3396 bash_to_shield (i,"smartmine");
3397 if (Objects[i].id == POW_SMISSILE1_1 && ng && !Netgame.DoFlash)
3398 bash_to_shield (i,"flash");
3399 if (Objects[i].id == POW_SMISSILE1_4 && ng && !Netgame.DoFlash)
3400 bash_to_shield (i,"flash");
3401 if (Objects[i].id == POW_GUIDED_MISSILE_1 && ng && !Netgame.DoGuided)
3402 bash_to_shield (i,"guided");
3403 if (Objects[i].id == POW_GUIDED_MISSILE_4 && ng && !Netgame.DoGuided)
3404 bash_to_shield (i,"guided");
3405 if (Objects[i].id == POW_EARTHSHAKER_MISSILE && ng && !Netgame.DoEarthShaker)
3406 bash_to_shield (i,"earth");
3407 if (Objects[i].id == POW_MERCURY_MISSILE_1 && ng && !Netgame.DoMercury)
3408 bash_to_shield (i,"Mercury");
3409 if (Objects[i].id == POW_MERCURY_MISSILE_4 && ng && !Netgame.DoMercury)
3410 bash_to_shield (i,"Mercury");
3411 if (Objects[i].id == POW_CONVERTER && ng && !Netgame.DoConverter)
3412 bash_to_shield (i,"Converter");
3413 if (Objects[i].id == POW_AMMO_RACK && ng && !Netgame.DoAmmoRack)
3414 bash_to_shield (i,"Ammo rack");
3415 if (Objects[i].id == POW_HEADLIGHT && ng && !Netgame.DoHeadlight)
3416 bash_to_shield (i,"Headlight");
3417 if (Objects[i].id == POW_LASER && ng && !Netgame.DoLaserUpgrade)
3418 bash_to_shield (i,"Laser powerup");
3419 if (Objects[i].id == POW_HOMING_AMMO_1 && ng && !Netgame.DoHoming)
3420 bash_to_shield (i,"Homing");
3421 if (Objects[i].id == POW_HOMING_AMMO_4 && ng && !Netgame.DoHoming)
3422 bash_to_shield (i,"Homing");
3423 if (Objects[i].id == POW_QUAD_FIRE && ng && !Netgame.DoQuadLasers)
3424 bash_to_shield (i,"Quad Lasers");
3425 if (Objects[i].id == POW_FLAG_BLUE && !(Game_mode & GM_CAPTURE))
3426 bash_to_shield (i,"Blue flag");
3427 if (Objects[i].id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
3428 bash_to_shield (i,"Red flag");
3432 if (Game_mode & GM_HOARD)
3435 if ((Game_mode & GM_CAPTURE) || (Game_mode & GM_HOARD))
3436 multi_apply_goal_textures();
3438 multi_sort_kill_list();
3440 multi_show_player_list();
3442 ConsoleObject->control_type = CT_FLYING;
3444 reset_player_object();
3448 int Goal_blue_segnum,Goal_red_segnum;
3450 void multi_apply_goal_textures()
3456 for (i=0; i <= Highest_segment_index; i++)
3459 seg2 = &Segment2s[i];
3461 if (seg2->special==SEGMENT_IS_GOAL_BLUE)
3464 Goal_blue_segnum = i;
3466 if (Game_mode & GM_HOARD)
3467 tex=find_goal_texture (TMI_GOAL_HOARD);
3469 tex=find_goal_texture (TMI_GOAL_BLUE);
3472 for (j = 0; j < 6; j++) {
3474 seg->sides[j].tmap_num=tex;
3476 seg->sides[j].uvls[v].l = i2f(100); //max out
3479 seg2->static_light = i2f(100); //make static light bright
3483 if (seg2->special==SEGMENT_IS_GOAL_RED)
3485 Goal_red_segnum = i;
3487 // Make both textures the same if Hoard mode
3489 if (Game_mode & GM_HOARD)
3490 tex=find_goal_texture (TMI_GOAL_HOARD);
3492 tex=find_goal_texture (TMI_GOAL_RED);
3495 for (j = 0; j < 6; j++) {
3497 seg->sides[j].tmap_num=tex;
3499 seg->sides[j].uvls[v].l = i2f(1000); //max out
3502 seg2->static_light = i2f(100); //make static light bright
3506 int find_goal_texture (ubyte t)
3510 for (i=0;i<NumTextures;i++)
3511 if (TmapInfo[i].flags & t)
3514 Int3(); // Hey, there is no goal texture for this PIG!!!!
3515 // Edit bitmaps.tbl and designate two textures to be RED and BLUE
3521 /* DPH: Moved to gameseq.c
3522 void bash_to_shield (int i,char *s)
3524 int type=Objects[i].id;
3526 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
3528 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
3530 Objects[i].id = POW_SHIELD_BOOST;
3531 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3532 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3536 void multi_set_robot_ai(void)
3538 // Go through the objects array looking for robots and setting
3539 // them to certain supported types of NET AI behavior.
3543 // for (i = 0; i <= Highest_object_index; i++)
3545 // if (Objects[i].type == OBJ_ROBOT) {
3546 // Objects[i].ai_info.REMOTE_OWNER = -1;
3547 // if (Objects[i].ai_info.behavior == AIB_STATION)
3548 // Objects[i].ai_info.behavior = AIB_NORMAL;
3553 int multi_delete_extra_objects()
3559 // Go through the object list and remove any objects not used in
3560 // 'Anarchy!' games.
3562 // This function also prints the total number of available multiplayer
3563 // positions in this level, even though this should always be 8 or more!
3566 for (i=0;i<=Highest_object_index;i++) {
3567 if ((objp->type==OBJ_PLAYER) || (objp->type==OBJ_GHOST))
3569 else if ((objp->type==OBJ_ROBOT) && (Game_mode & GM_MULTI_ROBOTS))
3571 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) ) {
3572 // Before deleting object, if it's a robot, drop it's special powerup, if any
3573 if (objp->type == OBJ_ROBOT)
3574 if (objp->contains_count && (objp->contains_type == OBJ_POWERUP))
3575 object_create_egg(objp);
3584 void change_playernum_to( int new_Player_num )
3586 if (Player_num > -1)
3587 memcpy( Players[new_Player_num].callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 );
3588 Player_num = new_Player_num;
3591 int multi_all_players_alive()
3594 for (i=0;i<N_players;i++)
3596 if (PKilledFlags[i] && Players[i].connected)
3602 void multi_initiate_save_game()
3609 if ((Endlevel_sequence) || (Control_center_destroyed))
3612 if (!multi_all_players_alive())
3614 HUD_init_message ("Can't save...all players must be alive!");
3618 //multi_send_netplayer_stats_request(255);
3623 slot = state_get_save_file(filename, desc, 1 );
3632 // Make a unique game id
3633 game_id = timer_get_fixed_seconds();
3634 game_id ^= N_players<<4;
3635 for (i=0; i<N_players; i++ )
3636 game_id ^= *(uint *)Players[i].callsign;
3637 if ( game_id == 0 ) game_id = 1; // 0 is invalid
3639 mprintf(( 1, "Game_id = %8x\n", game_id));
3640 multi_send_save_game(slot, game_id, desc );
3642 multi_save_game(slot,game_id, desc );
3645 extern int state_get_game_id(char *);
3647 void multi_initiate_restore_game()
3652 if ((Endlevel_sequence) || (Control_center_destroyed))
3655 if (!multi_all_players_alive())
3657 HUD_init_message ("Can't restore...all players must be alive!");
3662 slot = state_get_restore_file(filename,1);
3667 state_game_id=state_get_game_id (filename);
3673 multi_send_restore_game(slot,state_game_id);
3675 multi_restore_game(slot,state_game_id);
3678 void multi_save_game(ubyte slot, uint id, char *desc)
3682 if ((Endlevel_sequence) || (Control_center_destroyed))
3686 sprintf( filename, "%s.mg%d", Players[Player_num].callsign, slot );
3688 sprintf( filename, ":Players:%s.mg%d", Players[Player_num].callsign, slot );
3690 mprintf(( 0, "Save game %x on slot %d\n", id, slot ));
3691 HUD_init_message( "Saving game #%d, '%s'", slot, desc );
3694 state_save_all_sub(filename, desc, 0 );
3697 void multi_restore_game(ubyte slot, uint id)
3700 player saved_player;
3704 if ((Endlevel_sequence) || (Control_center_destroyed))
3707 mprintf(( 0, "Restore game %x from slot %d\n", id, slot ));
3708 saved_player = Players[Player_num];
3710 sprintf( filename, "%s.mg%d", Players[Player_num].callsign, slot );
3712 sprintf( filename, ":Players:%s.mg%d", Players[Player_num].callsign, slot );
3715 for (i=0;i<N_players;i++)
3716 multi_strip_robots(i);
3718 thisid=state_get_game_id (filename);
3721 multi_bad_restore ();
3725 pnum=state_restore_all_sub( filename, 1, 0 );
3727 mprintf ((0,"StateId=%d ThisID=%d\n",state_game_id,id));
3730 if (state_game_id != id ) {
3731 // Game doesn't match!!!
3732 nm_messagebox( "Error", 1, "Ok", "Cannot restore saved game" );
3733 Game_mode |= GM_GAME_OVER;
3734 Function_mode = FMODE_MENU;
3735 longjmp(LeaveGame, 0);
3738 change_playernum_to(pnum-1);
3739 memcpy( Players[Player_num].callsign, saved_player.callsign, CALLSIGN_LEN+1 );
3740 memcpy( Players[Player_num].net_address, saved_player.net_address, 6 );
3741 Players[Player_num].connected = saved_player.connected;
3742 Players[Player_num].n_packets_got = saved_player.n_packets_got;
3743 Players[Player_num].n_packets_sent = saved_player.n_packets_sent;
3744 Viewer = ConsoleObject = &Objects[pnum-1];
3750 void extract_netplayer_stats( netplayer_stats *ps, player * pd )
3754 ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below...
3755 ps->energy = (fix)INTEL_INT(pd->energy); // Amount of energy remaining.
3756 ps->shields = (fix)INTEL_INT(pd->shields); // shields remaining (protection)
3757 ps->lives = pd->lives; // Lives remaining, 0 = game over.
3758 ps->laser_level = pd->laser_level; // Current level of the laser.
3759 ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
3760 ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
3761 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3762 ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]);
3763 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3764 ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]);
3766 //memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3767 //memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3769 ps->last_score=INTEL_INT(pd->last_score); // Score at beginning of current level.
3770 ps->score=INTEL_INT(pd->score); // Current score.
3771 ps->cloak_time=(fix)INTEL_INT(pd->cloak_time); // Time cloaked
3772 ps->homing_object_dist=(fix)INTEL_INT(pd->homing_object_dist); // Distance of nearest homing object.
3773 ps->invulnerable_time=(fix)INTEL_INT(pd->invulnerable_time); // Time invulnerable
3774 ps->KillGoalCount=INTEL_SHORT(pd->KillGoalCount);
3775 ps->net_killed_total=INTEL_SHORT(pd->net_killed_total); // Number of times killed total
3776 ps->net_kills_total=INTEL_SHORT(pd->net_kills_total); // Number of net kills total
3777 ps->num_kills_level=INTEL_SHORT(pd->num_kills_level); // Number of kills this level
3778 ps->num_kills_total=INTEL_SHORT(pd->num_kills_total); // Number of kills total
3779 ps->num_robots_level=INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level
3780 ps->num_robots_total=INTEL_SHORT(pd->num_robots_total); // Number of robots total
3781 ps->hostages_rescued_total=INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued.
3782 ps->hostages_total=INTEL_SHORT(pd->hostages_total); // Total number of hostages.
3783 ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
3786 void use_netplayer_stats( player * ps, netplayer_stats *pd )
3790 ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below...
3791 ps->energy = (fix)INTEL_INT((int)pd->energy); // Amount of energy remaining.
3792 ps->shields = (fix)INTEL_INT((int)pd->shields); // shields remaining (protection)
3793 ps->lives = pd->lives; // Lives remaining, 0 = game over.
3794 ps->laser_level = pd->laser_level; // Current level of the laser.
3795 ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
3796 ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
3797 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3798 ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]);
3799 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3800 ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]);
3801 //memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3802 //memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3803 ps->last_score = INTEL_INT(pd->last_score); // Score at beginning of current level.
3804 ps->score = INTEL_INT(pd->score); // Current score.
3805 ps->cloak_time = (fix)INTEL_INT((int)pd->cloak_time); // Time cloaked
3806 ps->homing_object_dist = (fix)INTEL_INT((int)pd->homing_object_dist); // Distance of nearest homing object.
3807 ps->invulnerable_time = (fix)INTEL_INT((int)pd->invulnerable_time); // Time invulnerable
3808 ps->KillGoalCount=INTEL_SHORT(pd->KillGoalCount);
3809 ps->net_killed_total = INTEL_SHORT(pd->net_killed_total); // Number of times killed total
3810 ps->net_kills_total = INTEL_SHORT(pd->net_kills_total); // Number of net kills total
3811 ps->num_kills_level = INTEL_SHORT(pd->num_kills_level); // Number of kills this level
3812 ps->num_kills_total = INTEL_SHORT(pd->num_kills_total); // Number of kills total
3813 ps->num_robots_level = INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level
3814 ps->num_robots_total = INTEL_SHORT(pd->num_robots_total); // Number of robots total
3815 ps->hostages_rescued_total = INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued.
3816 ps->hostages_total = INTEL_SHORT(pd->hostages_total); // Total number of hostages.
3817 ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
3820 void multi_send_drop_weapon (int objnum,int seed)
3826 objp = &Objects[objnum];
3828 ammo_count = objp->ctype.powerup_info.count;
3830 if (objp->id == POW_OMEGA_WEAPON && ammo_count == F1_0)
3831 ammo_count = F1_0 - 1; //make fit in short
3833 Assert(ammo_count < F1_0); //make sure fits in short
3835 multibuf[count++]=(char)MULTI_DROP_WEAPON;
3836 multibuf[count++]=(char)objp->id;
3838 PUT_INTEL_SHORT(multibuf+count, Player_num); count += 2;
3839 PUT_INTEL_SHORT(multibuf+count, objnum); count += 2;
3840 PUT_INTEL_SHORT(multibuf+count, ammo_count); count += 2;
3841 PUT_INTEL_INT(multibuf+count, seed);
3843 map_objnum_local_to_local(objnum);
3845 if (Game_mode & GM_NETWORK)
3846 PowerupsInMine[objp->id]++;
3848 multi_send_data(multibuf, 12, 2);
3851 void multi_do_drop_weapon (char *buf)
3853 int pnum,ammo,objnum,remote_objnum,seed;
3857 powerup_id=(int)(buf[1]);
3858 pnum = GET_INTEL_SHORT(buf + 2);
3859 remote_objnum = GET_INTEL_SHORT(buf + 4);
3860 ammo = GET_INTEL_SHORT(buf + 6);
3861 seed = GET_INTEL_INT(buf + 8);
3863 objp = &Objects[Players[pnum].objnum];
3865 objnum = spit_powerup(objp, powerup_id, seed);
3867 map_objnum_local_to_remote(objnum, remote_objnum, pnum);
3870 Objects[objnum].ctype.powerup_info.count = ammo;
3872 if (Game_mode & GM_NETWORK)
3873 PowerupsInMine[powerup_id]++;
3875 mprintf ((0,"Dropped weapon %d!\n"));
3879 void multi_send_guided_info (object *miss,char done)
3881 #ifdef WORDS_BIGENDIAN
3886 mprintf ((0,"Sending guided info!\n"));
3888 multibuf[count++]=(char)MULTI_GUIDED;
3889 multibuf[count++]=(char)Player_num;
3890 multibuf[count++]=done;
3892 #ifndef WORDS_BIGENDIAN
3893 create_shortpos((shortpos *)(multibuf+count), miss,0);
3894 count+=sizeof(shortpos);
3896 create_shortpos(&sp, miss, 1);
3897 memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
3899 memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
3903 multi_send_data(multibuf, count, 0);
3906 void multi_do_guided (char *buf)
3911 #ifdef WORDS_BIGENDIAN
3915 if (Guided_missile[(int)pnum]==NULL)
3919 mprintf ((0,"Guided missile for %s is NULL!\n",Players[(int)pnum].callsign));
3926 mprintf ((0,"Got guided info for %d (%s)\n",pnum,Players[(int)pnum].callsign));
3932 release_guided_missile(pnum);
3937 if (Guided_missile[(int)pnum]-Objects<0 || Guided_missile[(int)pnum]-Objects > Highest_object_index)
3939 Int3(); // Get Jason immediately!
3943 #ifndef WORDS_BIGENDIAN
3944 extract_shortpos(Guided_missile[(int)pnum], (shortpos *)(buf+count),0);
3946 memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + count), 9);
3947 memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + count + 9), 14);
3948 extract_shortpos(Guided_missile[(int)pnum], &sp, 1);
3951 count+=sizeof (shortpos);
3953 update_object_seg(Guided_missile[(int)pnum]);
3956 void multi_send_stolen_items ()
3959 multibuf[0]=MULTI_STOLEN_ITEMS;
3961 for (i=0;i<MAX_STOLEN_ITEMS;i++)
3963 multibuf[i+1]=Stolen_items[i];
3964 mprintf ((0,"[%d]=%d ",i,Stolen_items[i]));
3965 count++; // So I like to break my stuff into smaller chunks, so what?
3968 multi_send_data(multibuf, count, 1);
3971 void multi_do_stolen_items (char *buf)
3975 mprintf ((0,"Recieved a stolen item packet...\n"));
3977 for (i=0;i<MAX_STOLEN_ITEMS;i++)
3979 Stolen_items[i]=buf[i+1];
3980 mprintf ((0,"[%d]=%d ",i,Stolen_items[i]));
3985 extern void network_send_important_packet (char *,int);
3987 void multi_send_wall_status (int wallnum,ubyte type,ubyte flags,ubyte state)
3990 multibuf[count]=MULTI_WALL_STATUS; count++;
3991 PUT_INTEL_SHORT(multibuf+count, wallnum); count+=2;
3992 multibuf[count]=type; count++;
3993 multibuf[count]=flags; count++;
3994 multibuf[count]=state; count++;
3997 if (Game_mode & GM_NETWORK)
3999 network_send_important_packet (multibuf,count);
4000 network_send_important_packet (multibuf,count);
4005 multi_send_data(multibuf, count, 1); // twice, just to be sure
4006 multi_send_data(multibuf, count, 1);
4009 void multi_send_wall_status_specific (int pnum,int wallnum,ubyte type,ubyte flags,ubyte state)
4011 // Send wall states a specific rejoining player
4015 Assert (Game_mode & GM_NETWORK);
4016 //Assert (pnum>-1 && pnum<N_players);
4018 multibuf[count]=MULTI_WALL_STATUS; count++;
4019 PUT_INTEL_SHORT(multibuf+count, wallnum); count+=2;
4020 multibuf[count]=type; count++;
4021 multibuf[count]=flags; count++;
4022 multibuf[count]=state; count++;
4024 network_send_naked_packet(multibuf, count,pnum); // twice, just to be sure
4025 network_send_naked_packet(multibuf, count,pnum);
4028 void multi_do_wall_status (char *buf)
4031 ubyte flag,type,state;
4033 wallnum = GET_INTEL_SHORT(buf + 1);
4038 Assert (wallnum>=0);
4039 Walls[wallnum].type=type;
4040 Walls[wallnum].flags=flag;
4041 //Assert(state <= 4);
4042 Walls[wallnum].state=state;
4044 if (Walls[wallnum].type==WALL_OPEN)
4046 digi_kill_sound_linked_to_segment(Walls[wallnum].segnum,Walls[wallnum].sidenum,SOUND_FORCEFIELD_HUM);
4047 //digi_kill_sound_linked_to_segment(csegp-Segments,cside,SOUND_FORCEFIELD_HUM);
4051 //mprintf ((0,"Got a walls packet.\n"));
4054 void multi_send_jason_cheat (int num)
4060 void multi_send_kill_goal_counts()
4063 multibuf[0]=MULTI_KILLGOALS;
4065 for (i=0;i<MAX_PLAYERS;i++)
4067 *(char *)(multibuf+count)=(char)Players[i].KillGoalCount;
4071 mprintf ((0,"MULTI: Sending KillGoalCounts...\n"));
4072 multi_send_data(multibuf, count, 1);
4075 void multi_do_kill_goal_counts(char *buf)
4079 for (i=0;i<MAX_PLAYERS;i++)
4081 Players[i].KillGoalCount=*(char *)(buf+count);
4082 mprintf ((0,"KGC: %s has %d kills!\n",Players[i].callsign,Players[i].KillGoalCount));
4088 void multi_send_heartbeat ()
4090 if (!Netgame.PlayTimeAllowed)
4093 multibuf[0]=MULTI_HEARTBEAT;
4094 PUT_INTEL_INT(multibuf+1, ThisLevelTime);
4095 multi_send_data(multibuf, 5, 0);
4098 void multi_do_heartbeat (char *buf)
4102 num = GET_INTEL_INT(buf + 1);
4107 void multi_check_for_killgoal_winner ()
4109 int i,best=0,bestnum=0;
4112 if (Control_center_destroyed)
4115 for (i=0;i<N_players;i++)
4117 if (Players[i].KillGoalCount>best)
4119 best=Players[i].KillGoalCount;
4124 if (bestnum==Player_num)
4126 HUD_init_message("You have the best score at %d kills!",best);
4127 //Players[Player_num].shields=i2f(200);
4131 HUD_init_message ("%s has the best score with %d kills!",Players[bestnum].callsign,best);
4133 HUD_init_message ("The control center has been destroyed!");
4135 objp=obj_find_first_of_type (OBJ_CNTRLCEN);
4136 net_destroy_controlcen (objp);
4139 void multi_send_seismic (fix start,fix end)
4143 multibuf[0]=MULTI_SEISMIC;
4144 PUT_INTEL_INT(multibuf+count, start); count+=(sizeof(fix));
4145 PUT_INTEL_INT(multibuf+count, end); count+=(sizeof(fix));
4147 multi_send_data(multibuf, count, 1);
4150 extern fix Seismic_disturbance_start_time;
4151 extern fix Seismic_disturbance_end_time;
4153 void multi_do_seismic (char *buf)
4155 Seismic_disturbance_start_time = GET_INTEL_INT(buf + 1);
4156 Seismic_disturbance_end_time = GET_INTEL_INT(buf + 5);
4157 digi_play_sample (SOUND_SEISMIC_DISTURBANCE_START, F1_0);
4160 void multi_send_light (int segnum,ubyte val)
4163 multibuf[0]=MULTI_LIGHT;
4164 PUT_INTEL_INT(multibuf+count, segnum); count+=(sizeof(int));
4165 *(char *)(multibuf+count)=val; count++;
4168 //mprintf ((0,"Sending %d!\n",Segments[segnum].sides[i].tmap_num2));
4169 PUT_INTEL_SHORT(multibuf+count, Segments[segnum].sides[i].tmap_num2); count+=2;
4171 multi_send_data(multibuf, count, 1);
4173 void multi_send_light_specific (int pnum,int segnum,ubyte val)
4177 Assert (Game_mode & GM_NETWORK);
4178 // Assert (pnum>-1 && pnum<N_players);
4180 multibuf[0]=MULTI_LIGHT;
4181 PUT_INTEL_INT(multibuf+count, segnum); count+=(sizeof(int));
4182 *(char *)(multibuf+count)=val; count++;
4186 //mprintf ((0,"Sending %d!\n",Segments[segnum].sides[i].tmap_num2));
4187 PUT_INTEL_SHORT(multibuf+count, Segments[segnum].sides[i].tmap_num2); count+=2;
4189 network_send_naked_packet(multibuf, count, pnum);
4192 void multi_do_light (char *buf)
4195 ubyte sides=*(char *)(buf+5);
4197 seg = GET_INTEL_INT(buf + 1);
4200 if ((sides & (1<<i)))
4202 subtract_light (seg,i);
4203 Segments[seg].sides[i].tmap_num2 = GET_INTEL_SHORT(buf + (6 + (2 * i)));
4204 //mprintf ((0,"Got %d!\n",Segments[seg].sides[i].tmap_num2));
4209 //@@void multi_send_start_trigger(int triggernum)
4211 //@@ // Send an even to trigger something in the mine
4215 //@@ multibuf[count] = MULTI_START_TRIGGER; count += 1;
4216 //@@ multibuf[count] = Player_num; count += 1;
4217 //@@ multibuf[count] = (ubyte)triggernum; count += 1;
4219 //@@ //mprintf ((0,"Sending start trigger %d\n",triggernum));
4220 //@@ multi_send_data(multibuf, count, 2);
4222 //@@void multi_do_start_trigger(char *buf)
4224 //@@ int pnum = buf[1];
4225 //@@ int trigger = buf[2];
4227 //@@ //mprintf ((0,"MULTI doing start trigger!\n"));
4229 //@@ if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num))
4231 //@@ Int3(); // Got trigger from illegal playernum
4234 //@@ if ((trigger < 0) || (trigger >= Num_triggers))
4236 //@@ Int3(); // Illegal trigger number in multiplayer
4240 //@@ if (!(Triggers[trigger].flags & TF_SPRUNG))
4241 //@@ check_trigger_sub(trigger, pnum,0);
4245 void multi_do_flags (char *buf)
4250 flags = GET_INTEL_INT(buf + 2);
4251 if (pnum!=Player_num)
4252 Players[(int)pnum].flags=flags;
4255 void multi_send_flags (char pnum)
4257 multibuf[0]=MULTI_FLAGS;
4259 PUT_INTEL_INT(multibuf+2, Players[(int)pnum].flags);
4261 multi_send_data(multibuf, 6, 1);
4264 void multi_send_drop_blobs (char pnum)
4266 multibuf[0]=MULTI_DROP_BLOB;
4269 multi_send_data(multibuf, 2, 0);
4272 void multi_do_drop_blob (char *buf)
4275 drop_afterburner_blobs (&Objects[Players[(int)pnum].objnum], 2, i2f(5)/2, -1);
4278 void multi_send_powerup_update ()
4283 multibuf[0]=MULTI_POWERUP_UPDATE;
4284 for (i=0;i<MAX_POWERUP_TYPES;i++)
4285 multibuf[i+1]=MaxPowerupsAllowed[i];
4287 multi_send_data(multibuf, MAX_POWERUP_TYPES+1, 1);
4289 void multi_do_powerup_update (char *buf)
4293 for (i=0;i<MAX_POWERUP_TYPES;i++)
4294 if (buf[i+1]>MaxPowerupsAllowed[i])
4295 MaxPowerupsAllowed[i]=buf[i+1];
4298 extern active_door ActiveDoors[];
4299 extern int Num_open_doors; // Number of open doors
4302 #if 0 // never used...
4303 void multi_send_active_door (int i)
4307 multibuf[0]=MULTI_ACTIVE_DOOR;
4309 multibuf[2]=Num_open_doors;
4311 #ifndef WORDS_BIGENDIAN
4312 memcpy ((char *)(&multibuf[3]),&ActiveDoors[(int)i],sizeof(struct active_door));
4313 count += sizeof(active_door);
4315 *(int *)(multibuf + count) = INTEL_INT(ActiveDoors[i].n_parts); count += 4;
4316 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].front_wallnum[0]); count += 2;
4317 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].front_wallnum[1]); count += 2;
4318 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].back_wallnum[0]); count += 2;
4319 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].back_wallnum[1]); count += 2;
4320 *(int *)(multibuf + count) = INTEL_INT(ActiveDoors[i].time); count += 4;
4322 //multi_send_data (multibuf,sizeof(struct active_door)+3,1);
4323 multi_send_data (multibuf,count,1);
4325 #endif // 0 (never used)
4327 void multi_do_active_door (char *buf)
4329 char i = multibuf[1];
4330 Num_open_doors = buf[2];
4332 memcpy(&ActiveDoors[(int)i], buf+3, sizeof(struct active_door));
4333 #ifdef WORDS_BIGENDIAN
4335 active_door *ad = &ActiveDoors[(int)i];
4336 ad->n_parts = INTEL_INT(ad->n_parts);
4337 ad->front_wallnum[0] = INTEL_SHORT(ad->front_wallnum[0]);
4338 ad->front_wallnum[1] = INTEL_SHORT(ad->front_wallnum[1]);
4339 ad->back_wallnum[0] = INTEL_SHORT(ad->back_wallnum[0]);
4340 ad->back_wallnum[1] = INTEL_SHORT(ad->back_wallnum[1]);
4341 ad->time = INTEL_INT(ad->time);
4343 #endif //WORDS_BIGENDIAN
4346 void multi_send_sound_function (char whichfunc, char sound)
4350 multibuf[0]=MULTI_SOUND_FUNCTION; count++;
4351 multibuf[1]=Player_num; count++;
4352 multibuf[2]=whichfunc; count++;
4353 #ifndef WORDS_BIGENDIAN
4354 *(uint *)(multibuf+count)=sound; count++;
4356 multibuf[3] = sound; count++; // this would probably work on the PC as well. Jason?
4358 multi_send_data (multibuf,4,0);
4361 #define AFTERBURNER_LOOP_START 20098
4362 #define AFTERBURNER_LOOP_END 25776
4364 void multi_do_sound_function (char *buf)
4368 char pnum,whichfunc;
4371 if (Players[Player_num].connected!=1)
4379 digi_kill_sound_linked_to_object (Players[(int)pnum].objnum);
4380 else if (whichfunc==3)
4381 digi_link_sound_to_object3( sound, Players[(int)pnum].objnum, 1,F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END);
4384 void multi_send_capture_bonus (char pnum)
4386 Assert (Game_mode & GM_CAPTURE);
4388 multibuf[0]=MULTI_CAPTURE_BONUS;
4391 multi_send_data (multibuf,2,1);
4392 multi_do_capture_bonus (multibuf);
4394 void multi_send_orb_bonus (char pnum)
4396 Assert (Game_mode & GM_HOARD);
4398 multibuf[0]=MULTI_ORB_BONUS;
4400 multibuf[2]=Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
4402 multi_send_data (multibuf,3,1);
4403 multi_do_orb_bonus (multibuf);
4405 void multi_do_capture_bonus(char *buf)
4407 // Figure out the results of a network kills and add it to the
4408 // appropriate player's tally.
4413 kmatrix_kills_changed = 1;
4415 if (pnum==Player_num)
4416 HUD_init_message("You have Scored!");
4418 HUD_init_message("%s has Scored!",Players[(int)pnum].callsign);
4420 if (pnum==Player_num)
4421 digi_play_sample (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
4422 else if (get_team(pnum)==TEAM_RED)
4423 digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
4425 digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
4427 Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
4429 team_kills[get_team(pnum)] += 5;
4430 Players[(int)pnum].net_kills_total += 5;
4431 Players[(int)pnum].KillGoalCount+=5;
4433 if (Netgame.KillGoal>0)
4435 TheGoal=Netgame.KillGoal*5;
4437 if (Players[(int)pnum].KillGoalCount>=TheGoal)
4439 if (pnum==Player_num)
4441 HUD_init_message("You reached the kill goal!");
4442 Players[Player_num].shields=i2f(200);
4445 HUD_init_message ("%s has reached the kill goal!",Players[(int)pnum].callsign);
4447 HUD_init_message ("The control center has been destroyed!");
4448 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
4452 multi_sort_kill_list();
4453 multi_show_player_list();
4456 int GetOrbBonus (char num)
4460 bonus=num*(num+1)/2;
4464 void multi_do_orb_bonus(char *buf)
4466 // Figure out the results of a network kills and add it to the
4467 // appropriate player's tally.
4471 int bonus=GetOrbBonus (buf[2]);
4473 kmatrix_kills_changed = 1;
4475 if (pnum==Player_num)
4476 HUD_init_message("You have scored %d points!",bonus);
4478 HUD_init_message("%s has scored with %d orbs!",Players[(int)pnum].callsign,buf[2]);
4480 if (pnum==Player_num)
4481 digi_start_sound_queued (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
4482 else if (Game_mode & GM_TEAM)
4484 if (get_team(pnum)==TEAM_RED)
4485 digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
4487 digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
4490 digi_play_sample (SOUND_OPPONENT_HAS_SCORED,F1_0*2);
4492 if (bonus>PhallicLimit)
4494 if (pnum==Player_num)
4495 HUD_init_message ("You have the record with %d points!",bonus);
4497 HUD_init_message ("%s has the record with %d points!",Players[(int)pnum].callsign,bonus);
4498 digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
4503 Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear orb flag
4505 team_kills[get_team(pnum)] += bonus;
4506 Players[(int)pnum].net_kills_total += bonus;
4507 Players[(int)pnum].KillGoalCount+=bonus;
4509 team_kills[get_team(pnum)]%=1000;
4510 Players[(int)pnum].net_kills_total%=1000;
4511 Players[(int)pnum].KillGoalCount%=1000;
4513 if (Netgame.KillGoal>0)
4515 TheGoal=Netgame.KillGoal*5;
4517 if (Players[(int)pnum].KillGoalCount>=TheGoal)
4519 if (pnum==Player_num)
4521 HUD_init_message("You reached the kill goal!");
4522 Players[Player_num].shields=i2f(200);
4525 HUD_init_message ("%s has reached the kill goal!",Players[(int)pnum].callsign);
4527 HUD_init_message ("The control center has been destroyed!");
4528 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
4531 multi_sort_kill_list();
4532 multi_show_player_list();
4535 void multi_send_got_flag (char pnum)
4537 multibuf[0]=MULTI_GOT_FLAG;
4540 digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
4542 multi_send_data (multibuf,2,1);
4543 multi_send_flags (Player_num);
4547 digi_sound ReversedSound;
4549 void multi_send_got_orb (char pnum)
4551 multibuf[0]=MULTI_GOT_ORB;
4554 digi_play_sample (SOUND_YOU_GOT_ORB,F1_0*2);
4556 multi_send_data (multibuf,2,1);
4557 multi_send_flags (Player_num);
4560 void multi_do_got_flag (char *buf)
4564 if (pnum==Player_num)
4565 digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
4566 else if (get_team(pnum)==TEAM_RED)
4567 digi_start_sound_queued (SOUND_HUD_RED_GOT_FLAG,F1_0*2);
4569 digi_start_sound_queued (SOUND_HUD_BLUE_GOT_FLAG,F1_0*2);
4570 Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
4571 HUD_init_message ("%s picked up a flag!",Players[(int)pnum].callsign);
4573 void multi_do_got_orb (char *buf)
4577 Assert (Game_mode & GM_HOARD);
4579 if (Game_mode & GM_TEAM)
4581 if (get_team(pnum)==get_team(Player_num))
4582 digi_play_sample (SOUND_FRIEND_GOT_ORB,F1_0*2);
4584 digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
4587 digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
4589 Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
4590 HUD_init_message ("%s picked up an orb!",Players[(int)pnum].callsign);
4598 if (!(Game_mode & GM_HOARD))
4599 Int3(); // How did we get here? Get Leighton!
4601 if (!Players[Player_num].secondary_ammo[PROXIMITY_INDEX])
4603 HUD_init_message("No orbs to drop!");
4609 objnum = spit_powerup(ConsoleObject,POW_HOARD_ORB,seed);
4614 HUD_init_message("Orb dropped!");
4615 digi_play_sample (SOUND_DROP_WEAPON,F1_0);
4617 if ((Game_mode & GM_HOARD) && objnum>-1)
4618 multi_send_drop_flag(objnum,seed);
4620 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]--;
4622 // If empty, tell everyone to stop drawing the box around me
4623 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]==0)
4624 multi_send_flags (Player_num);
4631 if (!(Game_mode & GM_CAPTURE) && !(Game_mode & GM_HOARD))
4633 if (Game_mode & GM_HOARD)
4639 if (!(Players[Player_num].flags & PLAYER_FLAGS_FLAG))
4641 HUD_init_message("No flag to drop!");
4646 HUD_init_message("Flag dropped!");
4647 digi_play_sample (SOUND_DROP_WEAPON,F1_0);
4651 if (get_team (Player_num)==TEAM_RED)
4652 objnum = spit_powerup(ConsoleObject,POW_FLAG_BLUE,seed);
4654 objnum = spit_powerup(ConsoleObject,POW_FLAG_RED,seed);
4659 if ((Game_mode & GM_CAPTURE) && objnum>-1)
4660 multi_send_drop_flag(objnum,seed);
4662 Players[Player_num].flags &=~(PLAYER_FLAGS_FLAG);
4666 void multi_send_drop_flag (int objnum,int seed)
4671 objp = &Objects[objnum];
4673 multibuf[count++]=(char)MULTI_DROP_FLAG;
4674 multibuf[count++]=(char)objp->id;
4676 PUT_INTEL_SHORT(multibuf+count, Player_num); count += 2;
4677 PUT_INTEL_SHORT(multibuf+count, objnum); count += 2;
4678 PUT_INTEL_SHORT(multibuf+count, objp->ctype.powerup_info.count); count += 2;
4679 PUT_INTEL_INT(multibuf+count, seed);
4681 map_objnum_local_to_local(objnum);
4683 if (!(Game_mode & GM_HOARD))
4684 if (Game_mode & GM_NETWORK)
4685 PowerupsInMine[objp->id]++;
4687 multi_send_data(multibuf, 12, 2);
4690 void multi_do_drop_flag (char *buf)
4692 int pnum,ammo,objnum,remote_objnum,seed;
4697 pnum = GET_INTEL_SHORT(buf + 2);
4698 remote_objnum = GET_INTEL_SHORT(buf + 4);
4699 ammo = GET_INTEL_SHORT(buf + 6);
4700 seed = GET_INTEL_INT(buf + 8);
4702 objp = &Objects[Players[pnum].objnum];
4704 objnum = spit_powerup(objp, powerup_id, seed);
4706 map_objnum_local_to_remote(objnum, remote_objnum, pnum);
4709 Objects[objnum].ctype.powerup_info.count = ammo;
4711 if (!(Game_mode & GM_HOARD))
4713 if (Game_mode & GM_NETWORK)
4714 PowerupsInMine[powerup_id]++;
4715 Players[pnum].flags &= ~(PLAYER_FLAGS_FLAG);
4717 mprintf ((0,"Dropped flag %d!\n"));
4721 void multi_bad_restore ()
4723 Function_mode = FMODE_MENU;
4724 nm_messagebox(NULL, 1, TXT_OK,
4725 "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.");
4726 Function_mode = FMODE_GAME;
4727 multi_quit_game = 1;
4728 multi_leave_menu = 1;
4729 multi_reset_stuff();
4732 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
4733 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
4734 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
4735 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
4736 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
4737 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
4738 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
4739 extern sbyte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
4742 void multi_send_robot_controls (char pnum)
4746 mprintf ((0,"Sending ROBOT_CONTROLS!!!\n"));
4748 multibuf[0]=MULTI_ROBOT_CONTROLS;
4750 memcpy (&(multibuf[count]),&robot_controlled,MAX_ROBOTS_CONTROLLED*4);
4751 count+=(MAX_ROBOTS_CONTROLLED*4);
4752 memcpy (&(multibuf[count]),&robot_agitation,MAX_ROBOTS_CONTROLLED*4);
4753 count+=(MAX_ROBOTS_CONTROLLED*4);
4754 memcpy (&(multibuf[count]),&robot_controlled_time,MAX_ROBOTS_CONTROLLED*4);
4755 count+=(MAX_ROBOTS_CONTROLLED*4);
4756 memcpy (&(multibuf[count]),&robot_last_send_time,MAX_ROBOTS_CONTROLLED*4);
4757 count+=(MAX_ROBOTS_CONTROLLED*4);
4758 memcpy (&(multibuf[count]),&robot_last_message_time,MAX_ROBOTS_CONTROLLED*4);
4759 count+=(MAX_ROBOTS_CONTROLLED*4);
4760 memcpy (&(multibuf[count]),&robot_send_pending,MAX_ROBOTS_CONTROLLED*4);
4761 count+=(MAX_ROBOTS_CONTROLLED*4);
4762 memcpy (&(multibuf[count]),&robot_fired,MAX_ROBOTS_CONTROLLED*4);
4763 count+=(MAX_ROBOTS_CONTROLLED*4);
4765 network_send_naked_packet (multibuf,142,pnum);
4767 void multi_do_robot_controls(char *buf)
4771 mprintf ((0,"Recieved ROBOT_CONTROLS!!!\n"));
4773 if (buf[1]!=Player_num)
4775 Int3(); // Get Jason! Recieved a coop_sync that wasn't ours!
4779 memcpy (&robot_controlled,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4780 count+=(MAX_ROBOTS_CONTROLLED*4);
4781 memcpy (&robot_agitation,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4782 count+=(MAX_ROBOTS_CONTROLLED*4);
4783 memcpy (&robot_controlled_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4784 count+=(MAX_ROBOTS_CONTROLLED*4);
4785 memcpy (&robot_last_send_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4786 count+=(MAX_ROBOTS_CONTROLLED*4);
4787 memcpy (&robot_last_message_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4788 count+=(MAX_ROBOTS_CONTROLLED*4);
4789 memcpy (&robot_send_pending,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4790 count+=(MAX_ROBOTS_CONTROLLED*4);
4791 memcpy (&robot_fired,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4792 count+=(MAX_ROBOTS_CONTROLLED*4);
4795 #define POWERUPADJUSTS 5
4796 int PowerupAdjustMapping[]={11,19,39,41,44};
4798 int multi_powerup_is_4pack (int id)
4802 for (i=0;i<POWERUPADJUSTS;i++)
4803 if (id==PowerupAdjustMapping[i])
4808 int multi_powerup_is_allowed(int id)
4810 if (id == POW_INVULNERABILITY && !Netgame.DoInvulnerability)
4812 if (id == POW_CLOAK && !Netgame.DoCloak)
4814 if (id == POW_AFTERBURNER && !Netgame.DoAfterburner)
4816 if (id == POW_FUSION_WEAPON && !Netgame.DoFusions)
4818 if (id == POW_PHOENIX_WEAPON && !Netgame.DoPhoenix)
4820 if (id == POW_HELIX_WEAPON && !Netgame.DoHelix)
4822 if (id == POW_MEGA_WEAPON && !Netgame.DoMegas)
4824 if (id == POW_SMARTBOMB_WEAPON && !Netgame.DoSmarts)
4826 if (id == POW_GAUSS_WEAPON && !Netgame.DoGauss)
4828 if (id == POW_VULCAN_WEAPON && !Netgame.DoVulcan)
4830 if (id == POW_PLASMA_WEAPON && !Netgame.DoPlasma)
4832 if (id == POW_OMEGA_WEAPON && !Netgame.DoOmega)
4834 if (id == POW_SUPER_LASER && !Netgame.DoSuperLaser)
4836 if (id == POW_PROXIMITY_WEAPON && !Netgame.DoProximity)
4838 if (id==POW_VULCAN_AMMO && (!Netgame.DoVulcan && !Netgame.DoGauss))
4840 if (id == POW_SPREADFIRE_WEAPON && !Netgame.DoSpread)
4842 if (id == POW_SMART_MINE && !Netgame.DoSmartMine)
4844 if (id == POW_SMISSILE1_1 && !Netgame.DoFlash)
4846 if (id == POW_SMISSILE1_4 && !Netgame.DoFlash)
4848 if (id == POW_GUIDED_MISSILE_1 && !Netgame.DoGuided)
4850 if (id == POW_GUIDED_MISSILE_4 && !Netgame.DoGuided)
4852 if (id == POW_EARTHSHAKER_MISSILE && !Netgame.DoEarthShaker)
4854 if (id == POW_MERCURY_MISSILE_1 && !Netgame.DoMercury)
4856 if (id == POW_MERCURY_MISSILE_4 && !Netgame.DoMercury)
4858 if (id == POW_CONVERTER && !Netgame.DoConverter)
4860 if (id == POW_AMMO_RACK && !Netgame.DoAmmoRack)
4862 if (id == POW_HEADLIGHT && !Netgame.DoHeadlight)
4864 if (id == POW_LASER && !Netgame.DoLaserUpgrade)
4866 if (id == POW_HOMING_AMMO_1 && !Netgame.DoHoming)
4868 if (id == POW_HOMING_AMMO_4 && !Netgame.DoHoming)
4870 if (id == POW_QUAD_FIRE && !Netgame.DoQuadLasers)
4872 if (id == POW_FLAG_BLUE && !(Game_mode & GM_CAPTURE))
4874 if (id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
4880 void multi_send_finish_game ()
4882 multibuf[0]=MULTI_FINISH_GAME;
4883 multibuf[1]=Player_num;
4885 multi_send_data (multibuf,2,1);
4889 extern void do_final_boss_hacks();
4890 void multi_do_finish_game (char *buf)
4892 if (buf[0]!=MULTI_FINISH_GAME)
4895 if (Current_level_num!=Last_level)
4898 do_final_boss_hacks();
4901 void multi_send_trigger_specific (char pnum,char trig)
4903 multibuf[0] = MULTI_START_TRIGGER;
4906 network_send_naked_packet(multibuf, 2, pnum);
4908 void multi_do_start_trigger (char *buf)
4910 Triggers[(int)buf[1]].flags |=TF_DISABLED;
4913 extern char *RankStrings[];
4915 void multi_add_lifetime_kills ()
4917 // This function adds a kill to lifetime stats of this player, and possibly
4918 // gives a promotion. If so, it will tell everyone else
4922 if (!Game_mode & GM_NETWORK)
4925 oldrank=GetMyNetRanking();
4929 if (oldrank!=GetMyNetRanking())
4931 multi_send_ranking();
4932 if (!FindArg("-norankings"))
4934 HUD_init_message ("You have been promoted to %s!",RankStrings[GetMyNetRanking()]);
4935 digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
4936 NetPlayers.players[Player_num].rank=GetMyNetRanking();
4939 write_player_file();
4942 void multi_add_lifetime_killed ()
4944 // This function adds a "killed" to lifetime stats of this player, and possibly
4945 // gives a demotion. If so, it will tell everyone else
4949 if (!Game_mode & GM_NETWORK)
4952 oldrank=GetMyNetRanking();
4956 if (oldrank!=GetMyNetRanking())
4958 multi_send_ranking();
4959 NetPlayers.players[Player_num].rank=GetMyNetRanking();
4961 if (!FindArg("-norankings"))
4962 HUD_init_message ("You have been demoted to %s!",RankStrings[GetMyNetRanking()]);
4965 write_player_file();
4969 void multi_send_ranking ()
4971 multibuf[0]=(char)MULTI_RANK;
4972 multibuf[1]=(char)Player_num;
4973 multibuf[2]=(char)GetMyNetRanking();
4975 multi_send_data (multibuf,3,1);
4978 void multi_do_ranking (char *buf)
4984 if (NetPlayers.players[(int)pnum].rank<rank)
4985 strcpy (rankstr,"promoted");
4986 else if (NetPlayers.players[(int)pnum].rank>rank)
4987 strcpy (rankstr,"demoted");
4991 NetPlayers.players[(int)pnum].rank=rank;
4993 if (!FindArg("-norankings"))
4994 HUD_init_message ("%s has been %s to %s!",Players[(int)pnum].callsign,rankstr,RankStrings[(int)rank]);
4996 void multi_send_modem_ping ()
4998 multibuf[0]=MULTI_MODEM_PING;
4999 multi_send_data (multibuf,1,1);
5001 void multi_send_modem_ping_return ()
5003 multibuf[0]=MULTI_MODEM_PING_RETURN;
5004 multi_send_data (multibuf,1,1);
5007 void multi_do_modem_ping_return ()
5009 if (PingLaunchTime==0)
5011 mprintf ((0,"Got invalid PING RETURN from opponent!\n"));
5015 PingReturnTime=timer_get_fixed_seconds();
5017 HUD_init_message ("Ping time for opponent is %d ms!",f2i(fixmul(PingReturnTime-PingLaunchTime,i2f(1000))));
5022 void multi_quick_sound_hack (int num)
5025 num = digi_xlat_sound(num);
5026 length=GameSounds[num].length;
5027 ReversedSound.data=(ubyte *)d_malloc (length);
5028 ReversedSound.length=length;
5030 for (i=0;i<length;i++)
5031 ReversedSound.data[i]=GameSounds[num].data[length-i-1];
5036 void multi_send_play_by_play (int num,int spnum,int dpnum)
5038 if (!(Game_mode & GM_HOARD))
5042 multibuf[0]=MULTI_PLAY_BY_PLAY;
5043 multibuf[1]=(char)num;
5044 multibuf[2]=(char)spnum;
5045 multibuf[3]=(char)dpnum;
5046 multi_send_data (multibuf,4,1);
5047 multi_do_play_by_play (multibuf);
5050 void multi_do_play_by_play (char *buf)
5052 int whichplay=buf[1];
5056 if (!(Game_mode & GM_HOARD))
5058 Int3(); // Get Leighton, something bad has happened.
5065 HUD_init_message ("Ouch! %s has been smacked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
5068 HUD_init_message ("Haha! %s has been spanked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
5076 /// CODE TO LOAD HOARD DATA
5080 void init_bitmap(grs_bitmap *bm,int w,int h,int flags,ubyte *data)
5082 bm->bm_x = bm->bm_y = 0;
5083 bm->bm_w = bm->bm_rowsize = w;
5085 bm->bm_type = BM_LINEAR;
5086 bm->bm_flags = flags;
5092 grs_bitmap Orb_icons[2];
5094 int Hoard_goal_eclip;
5096 void init_hoard_data()
5098 static int first_time=1;
5099 static int orb_vclip;
5100 int n_orb_frames,n_goal_frames;
5103 ubyte palette[256*3];
5106 extern int Num_bitmap_files,Num_effects,Num_sound_files;
5108 ifile = cfopen("hoard.ham","rb");
5110 Error("can't open <hoard.ham>");
5112 n_orb_frames = cfile_read_short(ifile);
5113 orb_w = cfile_read_short(ifile);
5114 orb_h = cfile_read_short(ifile);
5115 save_pos = cftell(ifile);
5116 cfseek(ifile,sizeof(palette)+n_orb_frames*orb_w*orb_h,SEEK_CUR);
5117 n_goal_frames = cfile_read_short(ifile);
5118 cfseek(ifile,save_pos,SEEK_SET);
5122 int bitmap_num=Num_bitmap_files;
5124 //Allocate memory for bitmaps
5125 MALLOC( bitmap_data, ubyte, n_orb_frames*orb_w*orb_h + n_goal_frames*64*64 );
5128 orb_vclip = Num_vclips++;
5129 Assert(Num_vclips <= VCLIP_MAXNUM);
5130 Vclip[orb_vclip].play_time = F1_0/2;
5131 Vclip[orb_vclip].num_frames = n_orb_frames;
5132 Vclip[orb_vclip].frame_time = Vclip[orb_vclip].play_time / Vclip[orb_vclip].num_frames;
5133 Vclip[orb_vclip].flags = 0;
5134 Vclip[orb_vclip].sound_num = -1;
5135 Vclip[orb_vclip].light_value = F1_0;
5136 for (i=0;i<n_orb_frames;i++) {
5137 Vclip[orb_vclip].frames[i].index = bitmap_num;
5138 init_bitmap(&GameBitmaps[bitmap_num],orb_w,orb_h,BM_FLAG_TRANSPARENT,bitmap_data);
5139 bitmap_data += orb_w*orb_h;
5141 Assert(bitmap_num < MAX_BITMAP_FILES);
5144 //Create obj powerup
5145 Powerup_info[POW_HOARD_ORB].vclip_num = orb_vclip;
5146 Powerup_info[POW_HOARD_ORB].hit_sound = -1; //Powerup_info[POW_SHIELD_BOOST].hit_sound;
5147 Powerup_info[POW_HOARD_ORB].size = Powerup_info[POW_SHIELD_BOOST].size;
5148 Powerup_info[POW_HOARD_ORB].light = Powerup_info[POW_SHIELD_BOOST].light;
5150 //Create orb goal wall effect
5151 Hoard_goal_eclip = Num_effects++;
5152 Assert(Num_effects < MAX_EFFECTS);
5153 Effects[Hoard_goal_eclip] = Effects[94]; //copy from blue goal
5154 Effects[Hoard_goal_eclip].changing_wall_texture = NumTextures;
5155 Effects[Hoard_goal_eclip].vc.num_frames=n_goal_frames;
5157 TmapInfo[NumTextures] = TmapInfo[find_goal_texture(TMI_GOAL_BLUE)];
5158 TmapInfo[NumTextures].eclip_num = Hoard_goal_eclip;
5159 TmapInfo[NumTextures].flags = TMI_GOAL_HOARD;
5161 Assert(NumTextures < MAX_TEXTURES);
5162 for (i=0;i<n_goal_frames;i++) {
5163 Effects[Hoard_goal_eclip].vc.frames[i].index = bitmap_num;
5164 init_bitmap(&GameBitmaps[bitmap_num],64,64,0,bitmap_data);
5165 bitmap_data += 64*64;
5167 Assert(bitmap_num < MAX_BITMAP_FILES);
5172 //Load and remap bitmap data for orb
5173 cfread(palette,3,256,ifile);
5174 for (i=0;i<n_orb_frames;i++) {
5175 grs_bitmap *bm = &GameBitmaps[Vclip[orb_vclip].frames[i].index];
5176 cfread(bm->bm_data,1,orb_w*orb_h,ifile);
5177 gr_remap_bitmap_good( bm, palette, 255, -1 );
5180 //Load and remap bitmap data for goal texture
5181 cfile_read_short(ifile); //skip frame count
5182 cfread(palette,3,256,ifile);
5183 for (i=0;i<n_goal_frames;i++) {
5184 grs_bitmap *bm = &GameBitmaps[Effects[Hoard_goal_eclip].vc.frames[i].index];
5185 cfread(bm->bm_data,1,64*64,ifile);
5186 gr_remap_bitmap_good( bm, palette, 255, -1 );
5189 //Load and remap bitmap data for HUD icons
5191 icon_w = cfile_read_short(ifile);
5192 icon_h = cfile_read_short(ifile);
5195 MALLOC( bitmap_data, ubyte, icon_w*icon_h );
5196 init_bitmap(&Orb_icons[i],icon_w,icon_h,BM_FLAG_TRANSPARENT,bitmap_data);
5198 cfread(palette,3,256,ifile);
5199 cfread(Orb_icons[i].bm_data,1,icon_w*icon_h,ifile);
5200 gr_remap_bitmap_good( &Orb_icons[i], palette, 255, -1 );
5205 //Load sounds for orb game
5210 len = cfile_read_int(ifile); //get 11k len
5212 if (digi_sample_rate == SAMPLE_RATE_22K) {
5213 cfseek(ifile,len,SEEK_CUR); //skip over 11k sample
5214 len = cfile_read_int(ifile); //get 22k len
5217 GameSounds[Num_sound_files+i].length = len;
5218 GameSounds[Num_sound_files+i].data = d_malloc(len);
5219 cfread(GameSounds[Num_sound_files+i].data,1,len,ifile);
5221 if (digi_sample_rate == SAMPLE_RATE_11K) {
5222 len = cfile_read_int(ifile); //get 22k len
5223 cfseek(ifile,len,SEEK_CUR); //skip over 22k sample
5226 Sounds[SOUND_YOU_GOT_ORB+i] = Num_sound_files+i;
5227 AltSounds[SOUND_YOU_GOT_ORB+i] = Sounds[SOUND_YOU_GOT_ORB+i];
5237 multi_process_data(char *buf, int len)
5239 // Take an entire message (that has already been checked for validity,
5240 // if necessary) and act on it.
5247 if (type > MULTI_MAX_TYPE)
5249 mprintf((1, "multi_process_data: invalid type %d.\n", type));
5257 fprintf (RecieveLogFile,"Packet type: %d Len:%d TT=%d\n",type,len,TTRecv[type]);
5258 fflush (RecieveLogFile);
5263 case MULTI_POSITION:
5264 if (!Endlevel_sequence) multi_do_position(buf); break;
5265 case MULTI_REAPPEAR:
5266 if (!Endlevel_sequence) multi_do_reappear(buf); break;
5268 if (!Endlevel_sequence) multi_do_fire(buf); break;
5270 multi_do_kill(buf); break;
5271 case MULTI_REMOVE_OBJECT:
5272 if (!Endlevel_sequence) multi_do_remobj(buf); break;
5273 case MULTI_PLAYER_DROP:
5274 case MULTI_PLAYER_EXPLODE:
5275 if (!Endlevel_sequence) multi_do_player_explode(buf); break;
5277 if (!Endlevel_sequence) multi_do_message(buf); break;
5279 if (!Endlevel_sequence) multi_do_quit(buf); break;
5280 case MULTI_BEGIN_SYNC:
5282 case MULTI_CONTROLCEN:
5283 if (!Endlevel_sequence) multi_do_controlcen_destroy(buf); break;
5284 case MULTI_POWERUP_UPDATE:
5285 if (!Endlevel_sequence) multi_do_powerup_update(buf); break;
5286 case MULTI_SOUND_FUNCTION:
5287 multi_do_sound_function(buf); break;
5289 if (!Endlevel_sequence) multi_do_drop_marker (buf); break;
5290 case MULTI_DROP_WEAPON:
5291 if (!Endlevel_sequence) multi_do_drop_weapon(buf); break;
5292 case MULTI_DROP_FLAG:
5293 if (!Endlevel_sequence) multi_do_drop_flag(buf); break;
5295 if (!Endlevel_sequence) multi_do_guided (buf); break;
5296 case MULTI_STOLEN_ITEMS:
5297 if (!Endlevel_sequence) multi_do_stolen_items(buf); break;
5298 case MULTI_WALL_STATUS:
5299 if (!Endlevel_sequence) multi_do_wall_status(buf); break;
5300 case MULTI_HEARTBEAT:
5301 if (!Endlevel_sequence) multi_do_heartbeat (buf); break;
5303 if (!Endlevel_sequence) multi_do_seismic (buf); break;
5305 if (!Endlevel_sequence) multi_do_light (buf); break;
5306 case MULTI_KILLGOALS:
5308 if (!Endlevel_sequence) multi_do_kill_goal_counts (buf); break;
5309 case MULTI_ENDLEVEL_START:
5310 if (!Endlevel_sequence) multi_do_escape(buf); break;
5311 case MULTI_END_SYNC:
5314 if (!Endlevel_sequence) multi_do_cloak(buf); break;
5316 if (!Endlevel_sequence) multi_do_decloak(buf); break;
5317 case MULTI_DOOR_OPEN:
5318 if (!Endlevel_sequence) multi_do_door_open(buf); break;
5319 case MULTI_CREATE_EXPLOSION:
5320 if (!Endlevel_sequence) multi_do_create_explosion(buf); break;
5321 case MULTI_CONTROLCEN_FIRE:
5322 if (!Endlevel_sequence) multi_do_controlcen_fire(buf); break;
5323 case MULTI_CREATE_POWERUP:
5324 if (!Endlevel_sequence) multi_do_create_powerup(buf); break;
5325 case MULTI_PLAY_SOUND:
5326 if (!Endlevel_sequence) multi_do_play_sound(buf); break;
5327 case MULTI_CAPTURE_BONUS:
5328 if (!Endlevel_sequence) multi_do_capture_bonus(buf); break;
5329 case MULTI_ORB_BONUS:
5330 if (!Endlevel_sequence) multi_do_orb_bonus(buf); break;
5331 case MULTI_GOT_FLAG:
5332 if (!Endlevel_sequence) multi_do_got_flag(buf); break;
5334 if (!Endlevel_sequence) multi_do_got_orb(buf); break;
5335 case MULTI_PLAY_BY_PLAY:
5336 if (!Endlevel_sequence) multi_do_play_by_play(buf); break;
5338 if (!Endlevel_sequence) multi_do_ranking (buf); break;
5339 case MULTI_MODEM_PING:
5340 if (!Endlevel_sequence) multi_send_modem_ping_return(); break;
5341 case MULTI_MODEM_PING_RETURN:
5342 if (!Endlevel_sequence) multi_do_modem_ping_return(); break;
5344 case MULTI_FINISH_GAME:
5345 multi_do_finish_game(buf); break; // do this one regardless of endsequence
5346 case MULTI_ROBOT_CONTROLS:
5347 if (!Endlevel_sequence) multi_do_robot_controls(buf); break;
5348 case MULTI_ROBOT_CLAIM:
5349 if (!Endlevel_sequence) multi_do_claim_robot(buf); break;
5350 case MULTI_ROBOT_POSITION:
5351 if (!Endlevel_sequence) multi_do_robot_position(buf); break;
5352 case MULTI_ROBOT_EXPLODE:
5353 if (!Endlevel_sequence) multi_do_robot_explode(buf); break;
5354 case MULTI_ROBOT_RELEASE:
5355 if (!Endlevel_sequence) multi_do_release_robot(buf); break;
5356 case MULTI_ROBOT_FIRE:
5357 if (!Endlevel_sequence) multi_do_robot_fire(buf); break;
5360 if (!Endlevel_sequence) multi_do_score(buf); break;
5361 case MULTI_CREATE_ROBOT:
5362 if (!Endlevel_sequence) multi_do_create_robot(buf); break;
5364 if (!Endlevel_sequence) multi_do_trigger(buf); break;
5365 case MULTI_START_TRIGGER:
5366 if (!Endlevel_sequence) multi_do_start_trigger(buf); break;
5368 if (!Endlevel_sequence) multi_do_flags(buf); break;
5369 case MULTI_DROP_BLOB:
5370 if (!Endlevel_sequence) multi_do_drop_blob(buf); break;
5371 case MULTI_ACTIVE_DOOR:
5372 if (!Endlevel_sequence) multi_do_active_door(buf); break;
5373 case MULTI_BOSS_ACTIONS:
5374 if (!Endlevel_sequence) multi_do_boss_actions(buf); break;
5375 case MULTI_CREATE_ROBOT_POWERUPS:
5376 if (!Endlevel_sequence) multi_do_create_robot_powerups(buf); break;
5377 case MULTI_HOSTAGE_DOOR:
5378 if (!Endlevel_sequence) multi_do_hostage_door_status(buf); break;
5379 case MULTI_SAVE_GAME:
5380 if (!Endlevel_sequence) multi_do_save_game(buf); break;
5381 case MULTI_RESTORE_GAME:
5382 if (!Endlevel_sequence) multi_do_restore_game(buf); break;
5383 case MULTI_REQ_PLAYER:
5384 if (!Endlevel_sequence) multi_do_req_player(buf); break;
5385 case MULTI_SEND_PLAYER:
5386 if (!Endlevel_sequence) multi_do_send_player(buf); break;
5389 mprintf((1, "Invalid type in multi_process_input().\n"));