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11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
70 void multi_reset_player_object(object *objp);
71 void multi_reset_object_texture (object *objp);
72 void multi_add_lifetime_killed ();
73 void multi_add_lifetime_kills ();
74 void multi_send_play_by_play (int num,int spnum,int dpnum);
75 void multi_send_heartbeat ();
76 void multi_send_modem_ping ();
77 void multi_cap_objects ();
78 void multi_adjust_remote_cap (int pnum);
79 void multi_save_game(ubyte slot, uint id, char *desc);
80 void multi_restore_game(ubyte slot, uint id);
81 void multi_set_robot_ai(void);
82 void multi_send_powerup_update ();
83 void bash_to_shield (int i,char *s);
84 void init_hoard_data();
85 void multi_apply_goal_textures();
86 int find_goal_texture (ubyte t);
87 void multi_bad_restore ();
88 void multi_do_capture_bonus(char *buf);
89 void multi_do_orb_bonus(char *buf);
90 void multi_send_drop_flag (int objnum,int seed);
91 void multi_send_ranking ();
92 void multi_do_play_by_play (char *buf);
95 // Local macros and prototypes
100 #define vm_angvec_zero(v) (v)->p=(v)->b=(v)->h=0
102 void drop_player_eggs(object *player); // from collide.c
103 void GameLoop(int, int); // From game.c
109 extern vms_vector MarkerPoint[];
110 extern char MarkerMessage[16][40];
111 extern char MarkerOwner[16][40];
112 extern int MarkerObject[];
114 int control_invul_time = 0;
115 int who_killed_controlcen = -1; // -1 = noone
117 //do we draw the kill list on the HUD?
118 int Show_kill_list = 1;
119 int Show_reticle_name = 1;
120 fix Show_kill_list_timer = 0;
122 char Multi_is_guided=0;
123 char PKilledFlags[MAX_NUM_NET_PLAYERS];
125 int multi_sending_message = 0;
126 int multi_defining_message = 0;
127 int multi_message_index = 0;
129 char multibuf[MAX_MULTI_MESSAGE_LEN+4]; // This is where multiplayer message are built
131 short remote_to_local[MAX_NUM_NET_PLAYERS][MAX_OBJECTS]; // Remote object number for each local object
132 short local_to_remote[MAX_OBJECTS];
133 byte object_owner[MAX_OBJECTS]; // Who created each object in my universe, -1 = loaded at start
135 int Net_create_objnums[MAX_NET_CREATE_OBJECTS]; // For tracking object creation that will be sent to remote
136 int Net_create_loc = 0; // pointer into previous array
137 int Network_laser_fired = 0; // How many times we shot
138 int Network_laser_gun; // Which gun number we shot
139 int Network_laser_flags; // Special flags for the shot
140 int Network_laser_level; // What level
141 short Network_laser_track; // Who is it tracking?
142 char Network_message[MAX_MESSAGE_LEN];
143 char Network_message_macro[4][MAX_MESSAGE_LEN];
144 int Network_message_reciever=-1;
145 int sorted_kills[MAX_NUM_NET_PLAYERS];
146 short kill_matrix[MAX_NUM_NET_PLAYERS][MAX_NUM_NET_PLAYERS];
147 int multi_goto_secret = 0;
149 int multi_in_menu = 0;
150 int multi_leave_menu = 0;
151 int multi_quit_game = 0;
153 netgame_info Netgame;
154 AllNetPlayers_info NetPlayers;
156 bitmap_index multi_player_textures[MAX_NUM_NET_PLAYERS][N_PLAYER_SHIP_TEXTURES];
158 typedef struct netplayer_stats {
160 ubyte Player_num; // Who am i?
161 uint flags; // Powerup flags, see below...
162 fix energy; // Amount of energy remaining.
163 fix shields; // shields remaining (protection)
164 ubyte lives; // Lives remaining, 0 = game over.
165 ubyte laser_level; // Current level of the laser.
166 ubyte primary_weapon_flags; // bit set indicates the player has this weapon.
167 ubyte secondary_weapon_flags; // bit set indicates the player has this weapon.
168 ushort primary_ammo[MAX_PRIMARY_WEAPONS]; // How much ammo of each type.
169 ushort secondary_ammo[MAX_SECONDARY_WEAPONS]; // How much ammo of each type.
170 int last_score; // Score at beginning of current level.
171 int score; // Current score.
172 fix cloak_time; // Time cloaked
173 fix invulnerable_time; // Time invulnerable
174 fix homing_object_dist; // Distance of nearest homing object.
176 short net_killed_total; // Number of times killed total
177 short net_kills_total; // Number of net kills total
178 short num_kills_level; // Number of kills this level
179 short num_kills_total; // Number of kills total
180 short num_robots_level; // Number of initial robots this level
181 short num_robots_total; // Number of robots total
182 ushort hostages_rescued_total; // Total number of hostages rescued.
183 ushort hostages_total; // Total number of hostages.
184 ubyte hostages_on_board; // Number of hostages on ship.
188 int message_length[MULTI_MAX_TYPE+1] = {
194 97+9, // PLAYER_EXPLODE
195 37, // MESSAGE (MAX_MESSAGE_LENGTH = 40)
205 2, // CREATE_EXPLOSION
206 16, // CONTROLCEN_FIRE
208 19, // CREATE_POWERUP
212 28, // ROBOT_POSITION (shortpos_length (23) + 5 = 28)
220 27, // ROBOT_POWERUPS
222 2+24, //SAVE_GAME (ubyte slot, uint id, char name[20])
223 2+4, //RESTORE_GAME (ubyte slot, uint id)
224 1+1, // MULTI_REQ_PLAYER
225 sizeof(netplayer_stats), // MULTI_SEND_PLAYER
227 12, // MULTI_DROP_WEAPON
229 3+sizeof(shortpos), // MULTI_GUIDED, IF SHORTPOS CHANGES, CHANGE MAC VALUE BELOW
231 26, //MULTI_GUIDED IF SIZE OF SHORTPOS CHANGES, CHANGE THIS VALUE AS WELL!!!!!!
233 11, // MULTI_STOLEN_ITEMS
234 6, // MULTI_WALL_STATUS
235 5, // MULTI_HEARTBEAT
236 9, // MULTI_KILLGOALS
239 2, // MULTI_START_TRIGGER
241 2, // MULTI_DROP_BLOB
242 MAX_POWERUP_TYPES+1, // MULTI_POWERUP_UPDATE
243 sizeof(active_door)+3, // MULTI_ACTIVE_DOOR
244 4, // MULTI_SOUND_FUNCTION
245 2, // MULTI_CAPTURE_BONUS
247 12, // MULTI_DROP_FLAG
248 142, // MULTI_ROBOT_CONTROLS
249 2, // MULTI_FINISH_GAME
251 1, // MULTI_MODEM_PING
252 1, // MULTI_MODEM_PING_RETURN
253 3, // MULTI_ORB_BONUS
255 12, // MULTI_DROP_ORB
256 4, // MULTI_PLAY_BY_PLAY
259 void extract_netplayer_stats( netplayer_stats *ps, player * pd );
260 void use_netplayer_stats( player * ps, netplayer_stats *pd );
261 char PowerupsInMine[MAX_POWERUP_TYPES],MaxPowerupsAllowed[MAX_POWERUP_TYPES];
262 extern fix ThisLevelTime;
265 // Functions that replace what used to be macros
268 int objnum_remote_to_local(int remote_objnum, int owner)
270 // Map a remote object number from owner to a local object number
274 if ((owner >= N_players) || (owner < -1)) {
276 return(remote_objnum);
280 return(remote_objnum);
282 if ((remote_objnum < 0) || (remote_objnum >= MAX_OBJECTS))
285 result = remote_to_local[owner][remote_objnum];
289 mprintf((1, "Remote object owner %d number %d mapped to -1!\n", owner, remote_objnum));
294 if (object_owner[result] != owner)
296 mprintf((1, "Remote object owner %d number %d doesn't match owner %d.\n", owner, remote_objnum, object_owner[result]));
299 // Assert(object_owner[result] == owner);
304 int objnum_local_to_remote(int local_objnum, byte *owner)
306 // Map a local object number to a remote + owner
310 if ((local_objnum < 0) || (local_objnum > Highest_object_index)) {
315 *owner = object_owner[local_objnum];
318 return(local_objnum);
320 if ((*owner >= N_players) || (*owner < -1)) {
326 result = local_to_remote[local_objnum];
328 // mprintf((0, "Local object %d mapped to owner %d objnum %d.\n", local_objnum,
333 Int3(); // See Rob, object has no remote number!
340 map_objnum_local_to_remote(int local_objnum, int remote_objnum, int owner)
342 // Add a mapping from a network remote object number to a local one
344 Assert(local_objnum > -1);
345 Assert(remote_objnum > -1);
347 Assert(owner != Player_num);
348 Assert(local_objnum < MAX_OBJECTS);
349 Assert(remote_objnum < MAX_OBJECTS);
351 object_owner[local_objnum] = owner;
353 remote_to_local[owner][remote_objnum] = local_objnum;
354 local_to_remote[local_objnum] = remote_objnum;
360 map_objnum_local_to_local(int local_objnum)
362 // Add a mapping for our locally created objects
364 Assert(local_objnum > -1);
365 Assert(local_objnum < MAX_OBJECTS);
367 object_owner[local_objnum] = Player_num;
368 remote_to_local[Player_num][local_objnum] = local_objnum;
369 local_to_remote[local_objnum] = local_objnum;
375 // Part 1 : functions whose main purpose in life is to divert the flow
376 // of execution to either network or serial specific code based
377 // on the curretn Game_mode value.
381 multi_endlevel_score(void)
386 // Show a score list to end of net players
388 // Save connect state and change to new connect state
390 if (Game_mode & GM_NETWORK)
392 old_connect = Players[Player_num].connected;
393 if (Players[Player_num].connected!=3)
394 Players[Player_num].connected = CONNECT_END_MENU;
395 Network_status = NETSTAT_ENDLEVEL;
400 // Do the actual screen we wish to show
402 Function_mode = FMODE_MENU;
404 kmatrix_view(Game_mode & GM_NETWORK);
406 Function_mode = FMODE_GAME;
408 // Restore connect state
410 if (Game_mode & GM_NETWORK)
412 Players[Player_num].connected = old_connect;
416 if (Game_mode & GM_MULTI_COOP)
419 for (i = 0; i < MaxNumNetPlayers; i++)
421 Players[i].flags &= ~(PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY);
423 for (i = 0; i < MaxNumNetPlayers; i++)
424 Players[i].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
428 for (i=0;i<MAX_PLAYERS;i++)
429 Players[i].KillGoalCount=0;
431 for (i=0;i<MAX_POWERUP_TYPES;i++)
433 MaxPowerupsAllowed[i]=0;
442 if ((Game_mode & GM_CAPTURE) && ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM)))
445 if (Netgame.team_vector & (1 << pnum))
452 multi_choose_mission(int *anarchy_only)
456 char *m[MAX_MISSIONS];
457 int new_mission_num = 0;
461 n_missions = build_mission_list(1);
463 if (n_missions > 1) {
466 for (i=0;i<n_missions;i++) {
467 m[i] = Mission_list[i].mission_name;
468 if ( !stricmp( m[i], config_last_mission ) )
472 ExtGameStatus=GAMESTAT_START_MULTIPLAYER_MISSION;
473 new_mission_num = newmenu_listbox1(TXT_MULTI_MISSION, n_missions, m, 1, default_mission, NULL );
475 if (new_mission_num == -1)
478 strcpy(config_last_mission, m[new_mission_num] );
480 if (!load_mission(new_mission_num)) {
481 nm_messagebox( NULL, 1, TXT_OK, TXT_MISSION_ERROR);
485 *anarchy_only = Mission_list[new_mission_num].anarchy_only_flag;
487 return(new_mission_num);
490 extern void game_disable_cheats();
497 // Reset variables for a new net game
499 memset(kill_matrix, 0, MAX_NUM_NET_PLAYERS*MAX_NUM_NET_PLAYERS*2); // Clear kill matrix
501 for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
504 Players[i].net_killed_total = 0;
505 Players[i].net_kills_total = 0;
506 Players[i].flags = 0;
507 Players[i].KillGoalCount=0;
511 for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
513 robot_controlled[i] = -1;
514 robot_agitation[i] = 0;
519 team_kills[0] = team_kills[1] = 0;
520 Endlevel_sequence = 0;
522 multi_leave_menu = 0;
525 game_disable_cheats();
527 Dead_player_camera = 0;
531 multi_make_player_ghost(int playernum)
535 // Assert(playernum != Player_num);
536 // Assert(playernum < MAX_NUM_NET_PLAYERS);
538 if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS) || (playernum < 0))
540 Int3(); // Non-terminal, see Rob
544 // if (Objects[Players[playernum].objnum].type != OBJ_PLAYER)
545 // mprintf((1, "Warning: Player %d is not currently a player.\n", playernum));
547 obj = &Objects[Players[playernum].objnum];
549 obj->type = OBJ_GHOST;
550 obj->render_type = RT_NONE;
551 obj->movement_type = MT_NONE;
552 multi_reset_player_object(obj);
554 if (Game_mode & GM_MULTI_ROBOTS)
555 multi_strip_robots(playernum);
559 multi_make_ghost_player(int playernum)
563 // Assert(playernum != Player_num);
564 // Assert(playernum < MAX_NUM_NET_PLAYERS);
566 if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS))
568 Int3(); // Non-terminal, see rob
572 // if(Objects[Players[playernum].objnum].type != OBJ_GHOST)
573 // mprintf((1, "Warning: Player %d is not currently a ghost.\n", playernum));
575 obj = &Objects[Players[playernum].objnum];
577 obj->type = OBJ_PLAYER;
578 obj->movement_type = MT_PHYSICS;
579 multi_reset_player_object(obj);
582 int multi_get_kill_list(int *plist)
584 // Returns the number of active net players and their
585 // sorted order of kills
589 for (i = 0; i < N_players; i++)
590 // if (Players[sorted_kills[i]].connected)
591 plist[n++] = sorted_kills[i];
594 Int3(); // SEE ROB OR MATT
596 // memcpy(plist, sorted_kills, N_players*sizeof(int));
602 multi_sort_kill_list(void)
604 // Sort the kills list each time a new kill is added
606 int kills[MAX_NUM_NET_PLAYERS];
610 for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
613 if (Game_mode & GM_MULTI_COOP)
614 kills[i] = Players[i].score;
617 if (Show_kill_list==2)
619 if (Players[i].net_killed_total+Players[i].net_kills_total==0)
620 kills[i]=-1; // always draw the ones without any ratio last
622 kills[i]=(int)((float)((float)Players[i].net_kills_total/((float)Players[i].net_killed_total+(float)Players[i].net_kills_total))*100.0);
625 kills[i] = Players[i].net_kills_total;
631 for (i = 0; i < N_players-1; i++)
633 if (kills[sorted_kills[i]] < kills[sorted_kills[i+1]])
635 changed = sorted_kills[i];
636 sorted_kills[i] = sorted_kills[i+1];
637 sorted_kills[i+1] = changed;
642 mprintf((0, "Sorted kills %d %d.\n", sorted_kills[0], sorted_kills[1]));
645 extern object *obj_find_first_of_type (int);
646 char Multi_killed_yourself=0;
648 void multi_compute_kill(int killer, int killed)
650 // Figure out the results of a network kills and add it to the
651 // appropriate player's tally.
653 int killed_pnum, killed_type;
654 int killer_pnum, killer_type,killer_id;
656 char killed_name[(CALLSIGN_LEN*2)+4];
657 char killer_name[(CALLSIGN_LEN*2)+4];
659 kmatrix_kills_changed = 1;
660 Multi_killed_yourself=0;
662 // Both object numbers are localized already!
664 mprintf((0, "compute_kill passed: object %d killed object %d.\n", killer, killed));
666 if ((killed < 0) || (killed > Highest_object_index) || (killer < 0) || (killer > Highest_object_index))
668 Int3(); // See Rob, illegal value passed to compute_kill;
672 killed_type = Objects[killed].type;
673 killer_type = Objects[killer].type;
674 killer_id = Objects[killer].id;
676 if ((killed_type != OBJ_PLAYER) && (killed_type != OBJ_GHOST))
678 Int3(); // compute_kill passed non-player object!
682 killed_pnum = Objects[killed].id;
684 PKilledFlags[killed_pnum]=1;
686 Assert ((killed_pnum >= 0) && (killed_pnum < N_players));
688 if (Game_mode & GM_TEAM)
689 sprintf(killed_name, "%s (%s)", Players[killed_pnum].callsign, Netgame.team_name[get_team(killed_pnum)]);
691 sprintf(killed_name, "%s", Players[killed_pnum].callsign);
693 if (Newdemo_state == ND_STATE_RECORDING)
694 newdemo_record_multi_death(killed_pnum);
696 digi_play_sample( SOUND_HUD_KILL, F3_0 );
698 if (Control_center_destroyed)
699 Players[killed_pnum].connected=3;
701 if (killer_type == OBJ_CNTRLCEN)
703 Players[killed_pnum].net_killed_total++;
704 Players[killed_pnum].net_kills_total--;
706 if (Newdemo_state == ND_STATE_RECORDING)
707 newdemo_record_multi_kill(killed_pnum, -1);
709 if (killed_pnum == Player_num)
711 HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_NONPLAY);
712 multi_add_lifetime_killed ();
715 HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_NONPLAY );
720 else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST))
722 if (killer_id==PMINE_ID && killer_type!=OBJ_ROBOT)
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);
731 if (killed_pnum == Player_num)
733 HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_ROBOT);
734 multi_add_lifetime_killed();
737 HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_ROBOT );
739 Players[killed_pnum].net_killed_total++;
743 else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST) && (killer_id!=PMINE_ID))
745 Int3(); // Illegal killer type?
748 if (killer_id==PMINE_ID)
750 if (killed_pnum==Player_num)
751 HUD_init_message("You were killed by a mine!");
753 HUD_init_message("%s was killed by a mine!",killed_name);
755 Players[killed_pnum].net_killed_total++;
761 killer_pnum = Objects[killer].id;
763 if (Game_mode & GM_TEAM)
764 sprintf(killer_name, "%s (%s)", Players[killer_pnum].callsign, Netgame.team_name[get_team(killer_pnum)]);
766 sprintf(killer_name, "%s", Players[killer_pnum].callsign);
768 // Beyond this point, it was definitely a player-player kill situation
770 if ((killer_pnum < 0) || (killer_pnum >= N_players))
771 Int3(); // See rob, tracking down bug with kill HUD messages
772 if ((killed_pnum < 0) || (killed_pnum >= N_players))
773 Int3(); // See rob, tracking down bug with kill HUD messages
775 if (killer_pnum == killed_pnum)
777 if (!(Game_mode & GM_HOARD))
779 if (Game_mode & GM_TEAM)
780 team_kills[get_team(killed_pnum)] -= 1;
782 Players[killed_pnum].net_killed_total += 1;
783 Players[killed_pnum].net_kills_total -= 1;
785 if (Newdemo_state == ND_STATE_RECORDING)
786 newdemo_record_multi_kill(killed_pnum, -1);
788 kill_matrix[killed_pnum][killed_pnum] += 1; // # of suicides
790 if (killer_pnum == Player_num)
792 HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, TXT_YOURSELF );
793 Multi_killed_yourself=1;
794 multi_add_lifetime_killed();
797 HUD_init_message("%s %s", killed_name, TXT_SUICIDE);
802 if (!(Game_mode & GM_HOARD))
804 if (Game_mode & GM_TEAM)
806 if (get_team(killed_pnum) == get_team(killer_pnum))
807 team_kills[get_team(killed_pnum)] -= 1;
809 team_kills[get_team(killer_pnum)] += 1;
812 Players[killer_pnum].net_kills_total += 1;
813 Players[killer_pnum].KillGoalCount+=1;
815 if (Newdemo_state == ND_STATE_RECORDING)
816 newdemo_record_multi_kill(killer_pnum, 1);
820 if (Game_mode & GM_TEAM)
822 if (killed_pnum==Player_num && get_team(killed_pnum) == get_team(killer_pnum))
823 Multi_killed_yourself=1;
827 kill_matrix[killer_pnum][killed_pnum] += 1;
828 Players[killed_pnum].net_killed_total += 1;
829 if (killer_pnum == Player_num) {
830 HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, killed_name);
831 multi_add_lifetime_kills();
832 if ((Game_mode & GM_MULTI_COOP) && (Players[Player_num].score >= 1000))
833 add_points_to_score(-1000);
835 else if (killed_pnum == Player_num)
837 HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, TXT_YOU);
838 multi_add_lifetime_killed();
839 if (Game_mode & GM_HOARD)
841 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>3)
842 multi_send_play_by_play (1,killer_pnum,Player_num);
843 else if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>0)
844 multi_send_play_by_play (0,killer_pnum,Player_num);
848 HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, killed_name);
851 TheGoal=Netgame.KillGoal*5;
853 if (Netgame.KillGoal>0)
855 if (Players[killer_pnum].KillGoalCount>=TheGoal)
857 if (killer_pnum==Player_num)
859 HUD_init_message("You reached the kill goal!");
860 Players[Player_num].shields=i2f(200);
863 HUD_init_message ("%s has reached the kill goal!",Players[killer_pnum].callsign);
865 HUD_init_message ("The control center has been destroyed!");
866 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
870 multi_sort_kill_list();
871 multi_show_player_list();
872 Players[killed_pnum].flags&=(~(PLAYER_FLAGS_HEADLIGHT_ON)); // clear the killed guys flags/headlights
878 static int lasttime=0;
881 if (!(Game_mode & GM_MULTI))
887 if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed && lasttime!=f2i (ThisLevelTime))
889 for (i=0;i<N_players;i++)
890 if (Players[i].connected)
894 multi_send_heartbeat();
895 lasttime=f2i(ThisLevelTime);
901 multi_send_message(); // Send any waiting messages
904 multi_leave_menu = 0;
907 if (Game_mode & GM_MULTI_ROBOTS)
909 multi_check_robot_timeout();
913 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
919 network_do_frame(0, 1);
922 if (multi_quit_game && !multi_in_menu)
925 longjmp(LeaveGame, 0);
930 multi_send_data(char *buf, int len, int repeat)
932 Assert(len == message_length[(int)buf[0]]);
933 Assert(buf[0] <= MULTI_MAX_TYPE);
934 // Assert(buf[0] >= 0);
936 if (Game_mode & GM_NETWORK)
939 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
940 com_send_data(buf, len, repeat);
941 else if (Game_mode & GM_NETWORK)
942 network_send_data(buf, len, repeat);
946 multi_leave_game(void)
949 // if (Function_mode != FMODE_GAME)
952 if (!(Game_mode & GM_MULTI))
955 if (Game_mode & GM_NETWORK)
957 mprintf((0, "Sending explosion message.\n"));
962 drop_player_eggs(ConsoleObject);
963 multi_send_position(Players[Player_num].objnum);
964 multi_send_player_explode(MULTI_PLAYER_DROP);
967 mprintf((1, "Sending leave game.\n"));
968 multi_send_quit(MULTI_QUIT);
970 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
972 if (Game_mode & GM_NETWORK)
973 network_leave_game();
975 Game_mode |= GM_GAME_OVER;
977 if (Function_mode!=FMODE_EXIT)
978 Function_mode = FMODE_MENU;
982 // change_playernum_to(0);
983 // Viewer = ConsoleObject = &Objects[0];
988 multi_show_player_list()
990 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_COOP))
996 Show_kill_list_timer = F1_0*5; // 5 second timer
1001 multi_endlevel(int *secret)
1005 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1006 com_endlevel(secret); // an opportunity to re-sync or whatever
1007 else if (Game_mode & GM_NETWORK)
1008 result = network_endlevel(secret);
1014 // Part 2 : functions that act on network/serial messages and change the
1015 // the state of the game in some way.
1019 //extern PORT *com_port;
1023 multi_menu_poll(void)
1026 int was_fuelcen_alive;
1027 int player_was_dead;
1029 was_fuelcen_alive = Control_center_destroyed;
1031 // Special polling function for in-game menus for multiplayer and serial
1033 if (! ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)) )
1036 if (multi_leave_menu)
1039 old_shields = Players[Player_num].shields;
1040 player_was_dead = Player_is_dead;
1042 multi_in_menu++; // Track level of menu nesting
1048 // timer_delay(f1_0/10); changed by allender for portability
1049 d_delay(100); // delay 100 milliseconds
1051 if (Endlevel_sequence || (Control_center_destroyed && !was_fuelcen_alive) || (Player_is_dead != player_was_dead) || (Players[Player_num].shields < old_shields))
1053 multi_leave_menu = 1;
1056 if ((Control_center_destroyed) && (Countdown_seconds_left < 10))
1058 multi_leave_menu = 1;
1062 #if !defined(WINDOWS) && !defined(MACINTOSH) && (!defined(__ENV_LINUX__) && (!defined (__ENV_DJGPP__)))
1063 if ((Game_mode & GM_MODEM) && (!GetCd(com_port)))
1065 multi_leave_menu = 1;
1074 multi_define_macro(int key)
1076 if (!(Game_mode & GM_MULTI))
1079 key &= (~KEY_SHIFTED);
1084 multi_defining_message = 1; break;
1086 multi_defining_message = 2; break;
1088 multi_defining_message = 3; break;
1090 multi_defining_message = 4; break;
1095 if (multi_defining_message) {
1096 multi_message_index = 0;
1097 Network_message[multi_message_index] = 0;
1102 char feedback_result[200];
1105 multi_message_feedback(void)
1111 if (!( ((colon = strrchr(Network_message, ':')) == NULL) || (colon-Network_message < 1) || (colon-Network_message > CALLSIGN_LEN) ))
1113 sprintf(feedback_result, "%s ", TXT_MESSAGE_SENT_TO);
1114 if ((Game_mode & GM_TEAM) && (atoi(Network_message) > 0) && (atoi(Network_message) < 3))
1116 sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[atoi(Network_message)-1]);
1119 if (Game_mode & GM_TEAM)
1121 for (i = 0; i < N_players; i++)
1123 if (!strnicmp(Netgame.team_name[i], Network_message, colon-Network_message))
1126 strcat(feedback_result, ", ");
1129 strcat(feedback_result, "\n");
1130 sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[i]);
1134 for (i = 0; i < N_players; i++)
1136 if ((!strnicmp(Players[i].callsign, Network_message, colon-Network_message)) && (i != Player_num) && (Players[i].connected))
1139 strcat(feedback_result, ", ");
1142 strcat(feedback_result, "\n");
1143 sprintf(feedback_result+strlen(feedback_result), "%s", Players[i].callsign);
1147 strcat(feedback_result, TXT_NOBODY);
1149 strcat(feedback_result, ".");
1151 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1153 Assert(strlen(feedback_result) < 200);
1155 HUD_init_message(feedback_result);
1156 // sprintf (temp,"%s",colon);
1157 // sprintf (Network_message,"%s",temp);
1163 multi_send_macro(int key)
1165 if (! (Game_mode & GM_MULTI) )
1182 if (!Network_message_macro[key][0])
1184 HUD_init_message(TXT_NO_MACRO);
1188 strcpy(Network_message, Network_message_macro[key]);
1189 Network_message_reciever = 100;
1191 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1192 multi_message_feedback();
1197 multi_send_message_start()
1199 if (Game_mode&GM_MULTI) {
1200 multi_sending_message = 1;
1201 multi_message_index = 0;
1202 Network_message[multi_message_index] = 0;
1206 extern fix StartingShields;
1207 fix PingLaunchTime,PingReturnTime;
1209 extern void network_send_ping (ubyte);
1210 extern void network_dump_player(ubyte * server, ubyte *node, int why);
1211 extern int network_who_is_master();
1212 extern void network_send_netgame_update();
1213 extern char NameReturning;
1214 extern int force_cockpit_redraw;
1216 void network_dump_appletalk_player(ubyte node, ushort net, ubyte socket, int why);
1218 void multi_send_message_end()
1223 Network_message_reciever = 100;
1225 if (!strnicmp (Network_message,"!Names",6))
1227 NameReturning=1-NameReturning;
1228 HUD_init_message ("Name returning is now %s.",NameReturning?"active":"disabled");
1230 else if (!strnicmp (Network_message,"Handicap:",9))
1232 mytempbuf=&Network_message[9];
1233 mprintf ((0,"Networkhandi=%s\n",mytempbuf));
1234 StartingShields=atol (mytempbuf);
1235 if (StartingShields<10)
1237 if (StartingShields>100)
1239 sprintf (Network_message,"%s has tried to cheat!",Players[Player_num].callsign);
1240 StartingShields=100;
1243 sprintf (Network_message,"%s handicap is now %d",Players[Player_num].callsign,StartingShields);
1245 HUD_init_message ("Telling others of your handicap of %d!",StartingShields);
1246 StartingShields=i2f(StartingShields);
1248 else if (!strnicmp (Network_message,"NoBombs",7))
1249 Netgame.DoSmartMine=0;
1250 else if (!strnicmp (Network_message,"Ping:",5))
1252 if (Game_mode & GM_NETWORK)
1255 if (strlen(Network_message) > 5)
1256 while (Network_message[name_index] == ' ')
1259 if (strlen(Network_message)<=name_index)
1261 HUD_init_message ("You must specify a name to ping");
1265 for (i = 0; i < N_players; i++)
1266 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected))
1268 PingLaunchTime=timer_get_fixed_seconds();
1269 network_send_ping (i);
1270 HUD_init_message("Pinging %s...",Players[i].callsign);
1271 multi_message_index = 0;
1272 multi_sending_message = 0;
1276 else // Modem/Serial ping
1278 PingLaunchTime=timer_get_fixed_seconds();
1279 multi_send_modem_ping ();
1280 HUD_init_message("Pinging opponent...");
1281 multi_message_index = 0;
1282 multi_sending_message = 0;
1286 else if (!strnicmp (Network_message,"move:",5))
1288 mprintf ((0,"moving?\n"));
1290 if ((Game_mode & GM_NETWORK) && (Game_mode & GM_TEAM))
1293 if (strlen(Network_message) > 5)
1294 while (Network_message[name_index] == ' ')
1297 if (!network_i_am_master())
1299 HUD_init_message ("Only %s can move players!",Players[network_who_is_master()].callsign);
1303 if (strlen(Network_message)<=name_index)
1305 HUD_init_message ("You must specify a name to move");
1309 for (i = 0; i < N_players; i++)
1310 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (Players[i].connected))
1312 if ((Game_mode & GM_CAPTURE) && (Players[i].flags & PLAYER_FLAGS_FLAG))
1314 HUD_init_message ("Can't move player because s/he has a flag!");
1318 if (Netgame.team_vector & (1<<i))
1319 Netgame.team_vector&=(~(1<<i));
1321 Netgame.team_vector|=(1<<i);
1323 for (t=0;t<N_players;t++)
1324 if (Players[t].connected)
1325 multi_reset_object_texture (&Objects[Players[t].objnum]);
1327 network_send_netgame_update ();
1328 sprintf (Network_message,"%s has changed teams!",Players[i].callsign);
1331 HUD_init_message ("You have changed teams!");
1335 HUD_init_message ("Moving %s to other team.",Players[i].callsign);
1341 else if (!strnicmp (Network_message,"kick:",5) && (Game_mode & GM_NETWORK))
1344 if (strlen(Network_message) > 5)
1345 while (Network_message[name_index] == ' ')
1348 if (!network_i_am_master())
1350 HUD_init_message ("Only %s can kick others out!",Players[network_who_is_master()].callsign);
1351 multi_message_index = 0;
1352 multi_sending_message = 0;
1355 if (strlen(Network_message)<=name_index)
1357 HUD_init_message ("You must specify a name to kick");
1358 multi_message_index = 0;
1359 multi_sending_message = 0;
1363 if (Network_message[name_index] == '#' && isdigit(Network_message[name_index+1])) {
1364 int players[MAX_NUM_NET_PLAYERS];
1365 int listpos = Network_message[name_index+1] - '0';
1367 mprintf ((0,"Trying to kick %d , show_kill_list=%d\n",listpos,Show_kill_list));
1369 if (Show_kill_list==1 || Show_kill_list==2) {
1370 if (listpos == 0 || listpos >= N_players) {
1371 HUD_init_message ("Invalid player number for kick.");
1372 multi_message_index = 0;
1373 multi_sending_message = 0;
1376 multi_get_kill_list(players);
1377 i = players[listpos];
1378 if ((i != Player_num) && (Players[i].connected))
1381 else HUD_init_message ("You cannot use # kicking with in team display.");
1384 multi_message_index = 0;
1385 multi_sending_message = 0;
1390 for (i = 0; i < N_players; i++)
1391 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected)) {
1393 if (Network_game_type == IPX_GAME)
1394 network_dump_player(NetPlayers.players[i].network.ipx.server,NetPlayers.players[i].network.ipx.node, 7);
1396 network_dump_appletalk_player(NetPlayers.players[i].network.appletalk.node,NetPlayers.players[i].network.appletalk.net, NetPlayers.players[i].network.appletalk.socket, 7);
1398 HUD_init_message("Dumping %s...",Players[i].callsign);
1399 multi_message_index = 0;
1400 multi_sending_message = 0;
1406 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1408 multi_send_message();
1409 multi_message_feedback();
1411 multi_message_index = 0;
1412 multi_sending_message = 0;
1415 void multi_define_macro_end()
1417 Assert( multi_defining_message > 0 );
1419 strcpy( Network_message_macro[multi_defining_message-1], Network_message );
1420 write_player_file();
1422 multi_message_index = 0;
1423 multi_defining_message = 0;
1426 void multi_message_input_sub( int key )
1431 multi_sending_message = 0;
1432 multi_defining_message = 0;
1433 game_flush_inputs();
1438 if (multi_message_index > 0)
1439 multi_message_index--;
1440 Network_message[multi_message_index] = 0;
1443 if ( multi_sending_message )
1444 multi_send_message_end();
1445 else if ( multi_defining_message )
1446 multi_define_macro_end();
1447 game_flush_inputs();
1451 int ascii = key_to_ascii(key);
1452 if ((ascii < 255 )) {
1453 if (multi_message_index < MAX_MESSAGE_LEN-2 ) {
1454 Network_message[multi_message_index++] = ascii;
1455 Network_message[multi_message_index] = 0;
1456 } else if ( multi_sending_message ) {
1458 char * ptext, * pcolon;
1460 Network_message[multi_message_index++] = ascii;
1461 Network_message[multi_message_index] = 0;
1462 for (i=multi_message_index-1; i>=0; i-- ) {
1463 if ( Network_message[i]==32 ) {
1464 ptext = &Network_message[i+1];
1465 Network_message[i] = 0;
1469 multi_send_message_end();
1471 multi_sending_message = 1;
1472 pcolon = strchr( Network_message, ':' );
1474 strcpy( pcolon+1, ptext );
1476 strcpy( Network_message, ptext );
1477 multi_message_index = strlen( Network_message );
1486 multi_send_message_dialog(void)
1491 if (!(Game_mode&GM_MULTI))
1494 Network_message[0] = 0; // Get rid of old contents
1496 m[0].type=NM_TYPE_INPUT; m[0].text = Network_message; m[0].text_len = MAX_MESSAGE_LEN-1;
1497 choice = newmenu_do( NULL, TXT_SEND_MESSAGE, 1, m, NULL );
1499 if ((choice > -1) && (strlen(Network_message) > 0)) {
1500 Network_message_reciever = 100;
1501 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1502 multi_message_feedback();
1509 multi_do_death(int objnum)
1511 // Do any miscellaneous stuff for a new network player after death
1515 if (!(Game_mode & GM_MULTI_COOP))
1517 mprintf((0, "Setting all keys for player %d.\n", Player_num));
1518 Players[Player_num].flags |= (PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_GOLD_KEY);
1523 multi_do_fire(char *buf)
1530 // Act out the actual shooting
1534 weapon = (int)buf[2];
1539 Network_laser_track = INTEL_SHORT(*(short *)(buf+6));
1541 Assert (pnum < N_players);
1543 if (Objects[Players[(int)pnum].objnum].type == OBJ_GHOST)
1544 multi_make_ghost_player(pnum);
1546 // mprintf((0,"multi_do_fire, weapon = %d\n",weapon));
1548 if (weapon == FLARE_ADJUST)
1549 Laser_player_fire( Objects+Players[(int)pnum].objnum, FLARE_ID, 6, 1, 0);
1550 else if (weapon >= MISSILE_ADJUST) {
1551 int weapon_id,weapon_gun;
1553 weapon_id = Secondary_weapon_to_weapon_info[weapon-MISSILE_ADJUST];
1554 weapon_gun = Secondary_weapon_to_gun_num[weapon-MISSILE_ADJUST] + (flags & 1);
1555 mprintf((0,"missile id = %d, gun = %d\n",weapon_id,weapon_gun));
1557 if (weapon-MISSILE_ADJUST==GUIDED_INDEX)
1559 mprintf ((0,"Missile is guided!!!\n"));
1563 Laser_player_fire( Objects+Players[(int)pnum].objnum, weapon_id, weapon_gun, 1, 0 );
1566 fix save_charge = Fusion_charge;
1568 if (weapon == FUSION_INDEX) {
1569 Fusion_charge = flags << 12;
1570 mprintf((0, "Fusion charge X%f.\n", f2fl(Fusion_charge)));
1572 if (weapon == LASER_ID) {
1573 if (flags & LASER_QUAD)
1574 Players[(int)pnum].flags |= PLAYER_FLAGS_QUAD_LASERS;
1576 Players[(int)pnum].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
1579 do_laser_firing(Players[(int)pnum].objnum, weapon, (int)buf[3], flags, (int)buf[5]);
1581 if (weapon == FUSION_INDEX)
1582 Fusion_charge = save_charge;
1587 multi_do_message(char *buf)
1590 char *tilde,mesbuf[100];
1595 if ((tilde=strchr (buf+loc,'$'))) // do that stupid name stuff
1596 { // why'd I put this in? Probably for the
1597 tloc=tilde-(buf+loc); // same reason you can name your guidebot
1598 mprintf ((0,"Tloc=%d\n",tloc));
1601 strncpy (mesbuf,buf+loc,tloc);
1602 strcpy (mesbuf+tloc,Players[Player_num].callsign);
1603 strcpy (mesbuf+strlen(Players[Player_num].callsign)+tloc,buf+loc+tloc+1);
1604 strcpy (buf+loc,mesbuf);
1607 if (((colon = strrchr(buf+loc, ':')) == NULL) || (colon-(buf+loc) < 1) || (colon-(buf+loc) > CALLSIGN_LEN))
1610 mesbuf[1] = BM_XRGB(28, 0, 0);
1611 strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
1615 mesbuf[t+2] = BM_XRGB(0, 31, 0);
1618 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1619 HUD_init_message("%s %s", mesbuf, buf+2);
1623 if ( (!strnicmp(Players[Player_num].callsign, buf+loc, colon-(buf+loc))) ||
1624 ((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)))) )
1627 mesbuf[1] = BM_XRGB(0, 32, 32);
1628 strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
1632 mesbuf[t+2] = BM_XRGB(0, 31, 0);
1635 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1636 HUD_init_message("%s %s", mesbuf, colon+1);
1642 multi_do_position(char *buf)
1648 // This routine does only player positions, mode game only
1649 // mprintf((0, "Got position packet.\n"));
1651 int pnum = (Player_num+1)%2;
1653 Assert(&Objects[Players[pnum].objnum] != ConsoleObject);
1655 if (Game_mode & GM_NETWORK)
1657 Int3(); // Get Jason, what the hell are we doing here?
1663 extract_shortpos(&Objects[Players[pnum].objnum], (shortpos *)(buf+1),0);
1665 memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + 1), 9);
1666 memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + 10), 14);
1667 extract_shortpos(&Objects[Players[pnum].objnum], &sp, 1);
1670 if (Objects[Players[pnum].objnum].movement_type == MT_PHYSICS)
1671 set_thrust_from_velocity(&Objects[Players[pnum].objnum]);
1675 multi_do_reappear(char *buf)
1679 objnum = INTEL_SHORT(*(short *)(buf+1));
1681 Assert(objnum >= 0);
1682 // Assert(Players[Objects[objnum].id]].objnum == objnum);
1684 // mprintf((0, "Switching rendering back on for object %d.\n", objnum));
1686 multi_make_ghost_player(Objects[objnum].id);
1687 create_player_appearance_effect(&Objects[objnum]);
1688 PKilledFlags[Objects[objnum].id]=0;
1692 multi_do_player_explode(char *buf)
1694 // Only call this for players, not robots. pnum is player number, not
1701 char remote_created;
1706 if ((pnum < 0) || (pnum >= N_players))
1710 Assert(pnum < N_players);
1714 // If we are in the process of sending objects to a new player, reset that process
1715 if (Network_send_objects)
1717 mprintf((0, "Resetting object sync due to player explosion.\n"));
1718 Network_send_objnum = -1;
1722 // Stuff the Players structure to prepare for the explosion
1725 Players[pnum].primary_weapon_flags = INTEL_SHORT(*(ushort *)(buf+count)); count += 2;
1726 Players[pnum].secondary_weapon_flags = INTEL_SHORT(*(ushort *)(buf+count)); count += 2;
1727 Players[pnum].laser_level = buf[count]; count++;
1728 Players[pnum].secondary_ammo[HOMING_INDEX] = buf[count]; count++;
1729 Players[pnum].secondary_ammo[CONCUSSION_INDEX] = buf[count];count++;
1730 Players[pnum].secondary_ammo[SMART_INDEX] = buf[count]; count++;
1731 Players[pnum].secondary_ammo[MEGA_INDEX] = buf[count]; count++;
1732 Players[pnum].secondary_ammo[PROXIMITY_INDEX] = buf[count]; count++;
1734 Players[pnum].secondary_ammo[SMISSILE1_INDEX] = buf[count]; count++;
1735 Players[pnum].secondary_ammo[GUIDED_INDEX] = buf[count]; count++;
1736 Players[pnum].secondary_ammo[SMART_MINE_INDEX]= buf[count]; count++;
1737 Players[pnum].secondary_ammo[SMISSILE4_INDEX] = buf[count]; count++;
1738 Players[pnum].secondary_ammo[SMISSILE5_INDEX] = buf[count]; count++;
1740 Players[pnum].primary_ammo[VULCAN_INDEX] = INTEL_SHORT(*(ushort *)(buf+count)); count += 2;
1741 Players[pnum].primary_ammo[GAUSS_INDEX] = INTEL_SHORT(*(ushort *)(buf+count)); count += 2;
1742 Players[pnum].flags = INTEL_INT(*(uint *)(buf+count)); count += 4;
1744 multi_adjust_remote_cap (pnum);
1746 objp = Objects+Players[pnum].objnum;
1748 // objp->phys_info.velocity = *(vms_vector *)(buf+16); // 12 bytes
1749 // objp->pos = *(vms_vector *)(buf+28); // 12 bytes
1751 remote_created = buf[count++]; // How many did the other guy create?
1755 drop_player_eggs(objp);
1757 // Create mapping from remote to local numbering system
1759 mprintf((0, "I Created %d powerups, remote created %d.\n", Net_create_loc, remote_created));
1761 // We now handle this situation gracefully, Int3 not required
1762 // if (Net_create_loc != remote_created)
1763 // Int3(); // Probably out of object array space, see Rob
1765 for (i = 0; i < remote_created; i++)
1769 s = INTEL_SHORT(*(short *)(buf+count));
1771 if ((i < Net_create_loc) && (s > 0))
1772 map_objnum_local_to_remote((short)Net_create_objnums[i], s, pnum);
1773 else if (*(short *)(buf+count) <= 0)
1775 mprintf((0, "WARNING: Remote created object has non-valid number %d (player %d)", s, pnum));
1779 mprintf((0, "WARNING: Could not create all powerups created by player %d.\n", pnum));
1784 for (i = remote_created; i < Net_create_loc; i++) {
1785 mprintf((0, "WARNING: I Created more powerups than player %d, deleting.\n", pnum));
1786 Objects[Net_create_objnums[i]].flags |= OF_SHOULD_BE_DEAD;
1789 if (buf[0] == MULTI_PLAYER_EXPLODE)
1791 explode_badass_player(objp);
1793 objp->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
1794 multi_make_player_ghost(pnum);
1798 create_player_appearance_effect(objp);
1801 Players[pnum].flags &= ~(PLAYER_FLAGS_CLOAKED | PLAYER_FLAGS_INVULNERABLE | PLAYER_FLAGS_FLAG);
1802 Players[pnum].cloak_time = 0;
1806 multi_do_kill(char *buf)
1812 pnum = (int)(buf[count]);
1813 if ((pnum < 0) || (pnum >= N_players))
1815 Int3(); // Invalid player number killed
1818 killed = Players[pnum].objnum;
1821 killer = INTEL_SHORT(*(short *)(buf+count));
1823 killer = objnum_remote_to_local(killer, (byte)buf[count+2]);
1826 if ((Objects[killed].type != OBJ_PLAYER) && (Objects[killed].type != OBJ_GHOST))
1829 mprintf( (1, "SOFT INT3: MULTI.C Non-player object %d of type %d killed! (JOHN)\n", killed, Objects[killed].type ));
1834 multi_compute_kill(killer, killed);
1839 // Changed by MK on 10/20/94 to send NULL as object to net_destroy_controlcen if it got -1
1840 // which means not a controlcen object, but contained in another object
1841 void multi_do_controlcen_destroy(char *buf)
1846 objnum = INTEL_SHORT(*(short *)(buf+1));
1849 if (Control_center_destroyed != 1)
1851 if ((who < N_players) && (who != Player_num)) {
1852 HUD_init_message("%s %s", Players[who].callsign, TXT_HAS_DEST_CONTROL);
1854 else if (who == Player_num)
1855 HUD_init_message(TXT_YOU_DEST_CONTROL);
1857 HUD_init_message(TXT_CONTROL_DESTROYED);
1860 net_destroy_controlcen(Objects+objnum);
1862 net_destroy_controlcen(NULL);
1867 multi_do_escape(char *buf)
1871 objnum = Players[(int)buf[1]].objnum;
1873 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1874 digi_kill_sound_linked_to_object (objnum);
1878 HUD_init_message("%s %s", Players[(int)buf[1]].callsign, TXT_HAS_ESCAPED);
1879 if (Game_mode & GM_NETWORK)
1880 Players[(int)buf[1]].connected = CONNECT_ESCAPE_TUNNEL;
1881 if (!multi_goto_secret)
1882 multi_goto_secret = 2;
1884 else if (buf[2] == 1)
1886 HUD_init_message("%s %s", Players[(int)buf[1]].callsign, TXT_HAS_FOUND_SECRET);
1887 if (Game_mode & GM_NETWORK)
1888 Players[(int)buf[1]].connected = CONNECT_FOUND_SECRET;
1889 if (!multi_goto_secret)
1890 multi_goto_secret = 1;
1892 create_player_appearance_effect(&Objects[objnum]);
1893 multi_make_player_ghost(buf[1]);
1897 multi_do_remobj(char *buf)
1899 short objnum; // which object to remove
1901 byte obj_owner; // which remote list is it entered in
1903 objnum = INTEL_SHORT(*(short *)(buf+1));
1906 Assert(objnum >= 0);
1911 local_objnum = objnum_remote_to_local(objnum, obj_owner); // translate to local objnum
1913 // mprintf((0, "multi_do_remobj: %d owner %d = %d.\n", objnum, obj_owner, local_objnum));
1915 if (local_objnum < 0)
1917 mprintf((1, "multi_do_remobj: Could not remove referenced object.\n"));
1921 if ((Objects[local_objnum].type != OBJ_POWERUP) && (Objects[local_objnum].type != OBJ_HOSTAGE))
1923 mprintf((1, "multi_get_remobj: tried to remove invalid type %d.\n", Objects[local_objnum].type));
1927 if (Network_send_objects && network_objnum_is_past(local_objnum))
1929 mprintf((0, "Resetting object sync due to object removal.\n"));
1930 Network_send_objnum = -1;
1932 if (Objects[local_objnum].type==OBJ_POWERUP)
1933 if (Game_mode & GM_NETWORK)
1935 if (PowerupsInMine[Objects[local_objnum].id]>0)
1936 PowerupsInMine[Objects[local_objnum].id]--;
1938 if (multi_powerup_is_4pack (Objects[local_objnum].id))
1940 mprintf ((0,"Hey babe! Doing that wacky 4 pack stuff."));
1942 if (PowerupsInMine[Objects[local_objnum].id-1]-4<0)
1943 PowerupsInMine[Objects[local_objnum].id-1]=0;
1945 PowerupsInMine[Objects[local_objnum].id-1]-=4;
1948 mprintf ((0,"Decrementing powerups! %d\n",PowerupsInMine[Objects[local_objnum].id]));
1951 Objects[local_objnum].flags |= OF_SHOULD_BE_DEAD; // quick and painless
1956 multi_do_quit(char *buf)
1959 if (Game_mode & GM_NETWORK)
1963 digi_play_sample( SOUND_HUD_MESSAGE, F1_0 );
1965 HUD_init_message( "%s %s", Players[(int)buf[1]].callsign, TXT_HAS_LEFT_THE_GAME);
1967 network_disconnect_player(buf[1]);
1972 for (i = 0; i < N_players; i++)
1973 if (Players[i].connected) n++;
1976 nm_messagebox(NULL, 1, TXT_OK, TXT_YOU_ARE_ONLY);
1980 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1982 Function_mode = FMODE_MENU;
1983 multi_quit_game = 1;
1984 multi_leave_menu = 1;
1985 nm_messagebox(NULL, 1, TXT_OK, TXT_OPPONENT_LEFT);
1986 Function_mode = FMODE_GAME;
1987 multi_reset_stuff();
1993 multi_do_cloak(char *buf)
1997 pnum = (int)(buf[1]);
1999 Assert(pnum < N_players);
2001 mprintf((0, "Cloaking player %d\n", pnum));
2003 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2004 Players[pnum].cloak_time = GameTime;
2005 ai_do_cloak_stuff();
2008 if (Game_mode & GM_MULTI_ROBOTS)
2009 multi_strip_robots(pnum);
2012 if (Newdemo_state == ND_STATE_RECORDING)
2013 newdemo_record_multi_cloak(pnum);
2017 multi_do_decloak(char *buf)
2021 pnum = (int)(buf[1]);
2023 if (Newdemo_state == ND_STATE_RECORDING)
2024 newdemo_record_multi_decloak(pnum);
2029 multi_do_door_open(char *buf)
2037 segnum = INTEL_SHORT(*(short *)(buf+1));
2041 // mprintf((0, "Opening door on side %d of segment # %d.\n", side, segnum));
2043 if ((segnum < 0) || (segnum > Highest_segment_index) || (side < 0) || (side > 5))
2049 seg = &Segments[segnum];
2051 if (seg->sides[side].wall_num == -1) { //Opening door on illegal wall
2056 w = &Walls[seg->sides[side].wall_num];
2058 if (w->type == WALL_BLASTABLE)
2060 if (!(w->flags & WALL_BLASTED))
2062 mprintf((0, "Blasting wall by remote command.\n"));
2063 wall_destroy(seg, side);
2067 else if (w->state != WALL_DOOR_OPENING)
2069 wall_open_door(seg, side);
2076 // mprintf((0, "Door already opening!\n"));
2080 multi_do_create_explosion(char *buf)
2085 pnum = buf[count++];
2087 // mprintf((0, "Creating small fireball.\n"));
2088 create_small_fireball_on_object(&Objects[Players[pnum].objnum], F1_0, 1);
2092 multi_do_controlcen_fire(char *buf)
2094 vms_vector to_target;
2099 memcpy(&to_target, buf+count, 12); count += 12;
2100 #ifdef MACINTOSH // swap the vector to_target
2101 to_target.x = (fix)INTEL_INT((int)to_target.x);
2102 to_target.y = (fix)INTEL_INT((int)to_target.y);
2103 to_target.z = (fix)INTEL_INT((int)to_target.z);
2105 gun_num = buf[count]; count += 1;
2106 objnum = INTEL_SHORT(*(short *)(buf+count)); count += 2;
2108 Laser_create_new_easy(&to_target, &Gun_pos[(int)gun_num], objnum, CONTROLCEN_WEAPON_NUM, 1);
2112 multi_do_create_powerup(char *buf)
2122 if (Endlevel_sequence || Control_center_destroyed)
2125 pnum = buf[count++];
2126 powerup_type = buf[count++];
2127 segnum = INTEL_SHORT(*(short *)(buf+count)); count+=2;
2128 objnum = INTEL_SHORT(*(short *)(buf+count)); count+=2;
2130 if ((segnum < 0) || (segnum > Highest_segment_index)) {
2135 new_pos = *(vms_vector *)(buf+count); count+=sizeof(vms_vector);
2137 new_pos.x = (fix)SWAPINT((int)new_pos.x);
2138 new_pos.y = (fix)SWAPINT((int)new_pos.y);
2139 new_pos.z = (fix)SWAPINT((int)new_pos.z);
2143 my_objnum = call_object_create_egg(&Objects[Players[(int)pnum].objnum], 1, OBJ_POWERUP, powerup_type);
2145 if (my_objnum < 0) {
2146 mprintf((0, "Could not create new powerup!\n"));
2150 if (Network_send_objects && network_objnum_is_past(my_objnum))
2152 mprintf((0, "Resetting object sync due to powerup creation.\n"));
2153 Network_send_objnum = -1;
2156 Objects[my_objnum].pos = new_pos;
2158 vm_vec_zero(&Objects[my_objnum].mtype.phys_info.velocity);
2160 obj_relink(my_objnum, segnum);
2162 map_objnum_local_to_remote(my_objnum, objnum, pnum);
2164 object_create_explosion(segnum, &new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE);
2165 mprintf((0, "Creating powerup type %d in segment %i.\n", powerup_type, segnum));
2167 if (Game_mode & GM_NETWORK)
2168 PowerupsInMine[(int)powerup_type]++;
2172 multi_do_play_sound(char *buf)
2174 int pnum = (int)(buf[1]);
2175 int sound_num = (int)(buf[2]);
2176 fix volume = (int)(buf[3]) << 12;
2178 if (!Players[pnum].connected)
2181 Assert(Players[pnum].objnum >= 0);
2182 Assert(Players[pnum].objnum <= Highest_object_index);
2184 digi_link_sound_to_object( sound_num, Players[pnum].objnum, 0, volume);
2188 multi_do_score(char *buf)
2190 int pnum = (int)(buf[1]);
2192 if ((pnum < 0) || (pnum >= N_players))
2194 Int3(); // Non-terminal, see rob
2198 if (Newdemo_state == ND_STATE_RECORDING)
2199 newdemo_record_multi_score(pnum, INTEL_INT(*(int *)(buf+2)) );
2201 Players[pnum].score = INTEL_INT(*(int *)(buf+2));
2203 multi_sort_kill_list();
2207 multi_do_trigger(char *buf)
2209 int pnum = (int)(buf[1]);
2210 int trigger = (int)(buf[2]);
2212 mprintf ((0,"MULTI doing trigger!\n"));
2214 if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num))
2216 Int3(); // Got trigger from illegal playernum
2219 if ((trigger < 0) || (trigger >= Num_triggers))
2221 Int3(); // Illegal trigger number in multiplayer
2224 check_trigger_sub(trigger, pnum,0);
2227 void multi_do_drop_marker (char *buf)
2230 int pnum=(int)(buf[1]);
2231 int mesnum=(int)(buf[2]);
2232 vms_vector position;
2234 if (pnum==Player_num) // my marker? don't set it down cuz it might screw up the orientation
2237 position.x=(fix)INTEL_INT(*(int *)(buf+3));
2238 position.y=(fix)INTEL_INT(*(int *)(buf+7));
2239 position.z=(fix)INTEL_INT(*(int *)(buf+11));
2242 MarkerMessage[(pnum*2)+mesnum][i]=buf[15+i];
2244 MarkerPoint[(pnum*2)+mesnum]=position;
2246 if (MarkerObject[(pnum*2)+mesnum] !=-1 && Objects[MarkerObject[(pnum*2)+mesnum]].type!=OBJ_NONE && MarkerObject[(pnum*2)+mesnum] !=0)
2247 obj_delete(MarkerObject[(pnum*2)+mesnum]);
2249 MarkerObject[(pnum*2)+mesnum] = drop_marker_object(&position,Objects[Players[Player_num].objnum].segnum,&Objects[Players[Player_num].objnum].orient,(pnum*2)+mesnum);
2250 strcpy (MarkerOwner[(pnum*2)+mesnum],Players[pnum].callsign);
2251 mprintf ((0,"Dropped player %d message: %s\n",pnum,MarkerMessage[(pnum*2)+mesnum]));
2255 void multi_do_hostage_door_status(char *buf)
2257 // Update hit point status of a door
2263 wallnum = INTEL_SHORT(*(short *)(buf+count)); count += 2;
2264 hps = (fix)INTEL_INT(*(int *)(buf+count)); count += 4;
2266 if ((wallnum < 0) || (wallnum > Num_walls) || (hps < 0) || (Walls[wallnum].type != WALL_BLASTABLE))
2268 Int3(); // Non-terminal, see Rob
2272 // mprintf((0, "Damaging wall number %d to %f points.\n", wallnum, f2fl(hps)));
2274 if (hps < Walls[wallnum].hps)
2275 wall_damage(&Segments[Walls[wallnum].segnum], Walls[wallnum].sidenum, Walls[wallnum].hps - hps);
2278 void multi_do_save_game(char *buf)
2285 slot = *(ubyte *)(buf+count); count += 1;
2286 id = INTEL_INT(*(uint *)(buf+count)); count += 4;
2287 memcpy( desc, &buf[count], 20 ); count += 20;
2289 multi_save_game( slot, id, desc );
2292 void multi_do_restore_game(char *buf)
2298 slot = *(ubyte *)(buf+count); count += 1;
2299 id = INTEL_INT(*(uint *)(buf+count)); count += 4;
2301 multi_restore_game( slot, id );
2305 void multi_do_req_player(char *buf)
2309 // Send my netplayer_stats to everyone!
2310 player_n = *(ubyte *)(buf+1);
2311 if ( (player_n == Player_num) || (player_n == 255) ) {
2312 extract_netplayer_stats( &ps, &Players[Player_num] );
2313 ps.Player_num = Player_num;
2314 ps.message_type = MULTI_SEND_PLAYER; // SET
2315 multi_send_data((ubyte*)&ps, sizeof(netplayer_stats), 0);
2319 void multi_do_send_player(char *buf)
2321 // Got a player packet from someone!!!
2322 netplayer_stats * p;
2323 p = (netplayer_stats *)buf;
2325 Assert( p->Player_num <= N_players );
2327 mprintf(( 0, "Got netplayer_stats for player %d (I'm %d)\n", p->Player_num, Player_num ));
2328 mprintf(( 0, "Their shields are: %d\n", f2i(p->shields) ));
2330 use_netplayer_stats( &Players[p->Player_num], p );
2334 multi_reset_stuff(void)
2336 // A generic, emergency function to solve problems that crop up
2337 // when a player exits quick-out from the game because of a
2338 // serial connection loss. Fixes several weird bugs!
2342 Players[Player_num].homing_object_dist = -F1_0; // Turn off homing sound.
2344 Dead_player_camera = 0;
2345 Endlevel_sequence = 0;
2350 multi_reset_player_object(object *objp)
2354 //Init physics for a non-console player
2356 Assert(objp >= Objects);
2357 Assert(objp <= Objects+Highest_object_index);
2358 Assert((objp->type == OBJ_PLAYER) || (objp->type == OBJ_GHOST));
2360 vm_vec_zero(&objp->mtype.phys_info.velocity);
2361 vm_vec_zero(&objp->mtype.phys_info.thrust);
2362 vm_vec_zero(&objp->mtype.phys_info.rotvel);
2363 vm_vec_zero(&objp->mtype.phys_info.rotthrust);
2364 objp->mtype.phys_info.brakes = objp->mtype.phys_info.turnroll = 0;
2365 objp->mtype.phys_info.mass = Player_ship->mass;
2366 objp->mtype.phys_info.drag = Player_ship->drag;
2367 // objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE | PF_USES_THRUST);
2368 objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE);
2372 objp->render_type = RT_POLYOBJ;
2373 objp->rtype.pobj_info.model_num = Player_ship->model_num; //what model is this?
2374 objp->rtype.pobj_info.subobj_flags = 0; //zero the flags
2375 for (i=0;i<MAX_SUBMODELS;i++)
2376 vm_angvec_zero(&objp->rtype.pobj_info.anim_angles[i]);
2378 //reset textures for this, if not player 0
2380 multi_reset_object_texture (objp);
2386 if (objp->type == OBJ_GHOST)
2387 objp->render_type = RT_NONE;
2391 void multi_reset_object_texture (object *objp)
2395 if (Game_mode & GM_TEAM)
2396 id = get_team(objp->id);
2401 objp->rtype.pobj_info.alt_textures=0;
2403 Assert(N_PLAYER_SHIP_TEXTURES == Polygon_models[objp->rtype.pobj_info.model_num].n_textures);
2405 for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
2406 multi_player_textures[id-1][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[objp->rtype.pobj_info.model_num].first_texture+i]];
2408 multi_player_textures[id-1][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2]];
2409 multi_player_textures[id-1][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2+1]];
2411 objp->rtype.pobj_info.alt_textures = id;
2418 extern int TTRecv[];
2419 extern FILE *RecieveLogFile;
2422 multi_process_bigdata(char *buf, int len)
2424 // Takes a bunch of messages, check them for validity,
2425 // and pass them to multi_process_data.
2427 int type, sub_len, bytes_processed = 0;
2429 while( bytes_processed < len ) {
2430 type = buf[bytes_processed];
2432 if ( (type<0) || (type>MULTI_MAX_TYPE)) {
2433 mprintf( (1, "multi_process_bigdata: Invalid packet type %d!\n", type ));
2436 sub_len = message_length[type];
2438 Assert(sub_len > 0);
2440 if ( (bytes_processed+sub_len) > len ) {
2441 mprintf( (1, "multi_process_bigdata: packet type %d too short (%d>%d)!\n", type, (bytes_processed+sub_len), len ));
2446 multi_process_data(&buf[bytes_processed], sub_len);
2447 bytes_processed += sub_len;
2452 // Part 2 : Functions that send communication messages to inform the other
2453 // players of something we did.
2457 multi_send_fire(void)
2459 if (!Network_laser_fired)
2462 multibuf[0] = (char)MULTI_FIRE;
2463 multibuf[1] = (char)Player_num;
2464 multibuf[2] = (char)Network_laser_gun;
2465 multibuf[3] = (char)Network_laser_level;
2466 multibuf[4] = (char)Network_laser_flags;
2467 multibuf[5] = (char)Network_laser_fired;
2469 *(short *)(multibuf+6) = INTEL_SHORT(Network_laser_track);
2471 multi_send_data(multibuf, 8, 0);
2473 Network_laser_fired = 0;
2477 multi_send_destroy_controlcen(int objnum, int player)
2479 if (player == Player_num)
2480 HUD_init_message(TXT_YOU_DEST_CONTROL);
2481 else if ((player > 0) && (player < N_players))
2482 HUD_init_message("%s %s", Players[player].callsign, TXT_HAS_DEST_CONTROL);
2484 HUD_init_message(TXT_CONTROL_DESTROYED);
2486 multibuf[0] = (char)MULTI_CONTROLCEN;
2487 *(ushort *)(multibuf+1) = INTEL_SHORT(objnum);
2488 multibuf[3] = player;
2489 multi_send_data(multibuf, 4, 2);
2492 void multi_send_drop_marker (int player,vms_vector position,char messagenum,char text[])
2496 if (player<N_players)
2498 mprintf ((0,"Sending MARKER drop!\n"));
2499 multibuf[0]=(char)MULTI_MARKER;
2500 multibuf[1]=(char)player;
2501 multibuf[2]=messagenum;
2502 *(fix *)(multibuf+3)=INTEL_INT(position.x);
2503 *(fix *)(multibuf+7)=INTEL_INT(position.y);
2504 *(fix *)(multibuf+11)=INTEL_INT(position.z);
2506 multibuf[15+i]=text[i];
2508 multi_send_data(multibuf, 55, 1);
2512 multi_send_endlevel_start(int secret)
2514 multibuf[0] = (char)MULTI_ENDLEVEL_START;
2515 multibuf[1] = Player_num;
2516 multibuf[2] = (char)secret;
2518 if ((secret) && !multi_goto_secret)
2519 multi_goto_secret = 1;
2520 else if (!multi_goto_secret)
2521 multi_goto_secret = 2;
2523 multi_send_data(multibuf, 3, 1);
2524 if (Game_mode & GM_NETWORK)
2526 Players[Player_num].connected = 5;
2527 network_send_endlevel_packet();
2532 multi_send_player_explode(char type)
2537 Assert( (type == MULTI_PLAYER_DROP) || (type == MULTI_PLAYER_EXPLODE) );
2539 multi_send_position(Players[Player_num].objnum);
2541 if (Network_send_objects)
2543 mprintf((0, "Resetting object sync due to player explosion.\n"));
2544 Network_send_objnum = -1;
2547 multibuf[count++] = type;
2548 multibuf[count++] = Player_num;
2550 *(ushort *)(multibuf+count) = INTEL_SHORT((ushort)Players[Player_num].primary_weapon_flags);
2552 *(ushort *)(multibuf+count) = INTEL_SHORT((ushort)Players[Player_num].secondary_weapon_flags);
2554 multibuf[count++] = (char)Players[Player_num].laser_level;
2556 multibuf[count++] = (char)Players[Player_num].secondary_ammo[HOMING_INDEX];
2557 multibuf[count++] = (char)Players[Player_num].secondary_ammo[CONCUSSION_INDEX];
2558 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_INDEX];
2559 multibuf[count++] = (char)Players[Player_num].secondary_ammo[MEGA_INDEX];
2560 multibuf[count++] = (char)Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
2562 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE1_INDEX];
2563 multibuf[count++] = (char)Players[Player_num].secondary_ammo[GUIDED_INDEX];
2564 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_MINE_INDEX];
2565 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE4_INDEX];
2566 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE5_INDEX];
2568 *(ushort *)(multibuf+count) = INTEL_SHORT( (ushort)Players[Player_num].primary_ammo[VULCAN_INDEX] );
2570 *(ushort *)(multibuf+count) = INTEL_SHORT( (ushort)Players[Player_num].primary_ammo[GAUSS_INDEX] );
2572 *(uint *)(multibuf+count) = INTEL_INT( (uint)Players[Player_num].flags );
2575 multibuf[count++] = Net_create_loc;
2577 Assert(Net_create_loc <= MAX_NET_CREATE_OBJECTS);
2579 memset(multibuf+count, -1, MAX_NET_CREATE_OBJECTS*sizeof(short));
2581 mprintf((0, "Created %d explosion objects.\n", Net_create_loc));
2583 for (i = 0; i < Net_create_loc; i++)
2585 if (Net_create_objnums[i] <= 0) {
2586 Int3(); // Illegal value in created egg object numbers
2591 *(short *)(multibuf+count) = INTEL_SHORT( (short)Net_create_objnums[i] ); count += 2;
2593 // We created these objs so our local number = the network number
2594 map_objnum_local_to_local((short)Net_create_objnums[i]);
2599 // mprintf((1, "explode message size = %d, max = %d.\n", count, message_length[MULTI_PLAYER_EXPLODE]));
2601 if (count > message_length[MULTI_PLAYER_EXPLODE])
2606 multi_send_data(multibuf, message_length[MULTI_PLAYER_EXPLODE], 2);
2607 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
2608 multi_send_decloak();
2609 if (Game_mode & GM_MULTI_ROBOTS)
2610 multi_strip_robots(Player_num);
2613 extern ubyte Secondary_weapon_to_powerup[];
2614 extern ubyte Primary_weapon_to_powerup[];
2616 // put a lid on how many objects will be spewed by an exploding player
2617 // to prevent rampant powerups in netgames
2619 void multi_cap_objects ()
2624 if (!(Game_mode & GM_NETWORK))
2627 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2629 type=Primary_weapon_to_powerup[index];
2630 if (PowerupsInMine[(int)type]>=MaxPowerupsAllowed[(int)type])
2631 if(Players[Player_num].primary_weapon_flags & (1 << index))
2633 mprintf ((0,"PIM=%d MPA=%d\n",PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]));
2634 mprintf ((0,"Killing a primary cuz there's too many! (%d)\n",(int)type));
2635 Players[Player_num].primary_weapon_flags&=(~(1 << index));
2640 // Don't do the adjustment stuff for Hoard mode
2641 if (!(Game_mode & GM_HOARD))
2642 Players[Player_num].secondary_ammo[2]/=4;
2644 Players[Player_num].secondary_ammo[7]/=4;
2646 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2648 if ((Game_mode & GM_HOARD) && index==PROXIMITY_INDEX)
2651 type=Secondary_weapon_to_powerup[index];
2653 if ((Players[Player_num].secondary_ammo[index]+PowerupsInMine[(int)type])>MaxPowerupsAllowed[(int)type])
2655 if (MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]<0)
2656 Players[Player_num].secondary_ammo[index]=0;
2658 Players[Player_num].secondary_ammo[index]=(MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]);
2660 mprintf ((0,"Hey! I killed secondary type %d because PIM=%d MPA=%d\n",(int)type,PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]));
2664 if (!(Game_mode & GM_HOARD))
2665 Players[Player_num].secondary_ammo[2]*=4;
2666 Players[Player_num].secondary_ammo[7]*=4;
2668 if (Players[Player_num].laser_level > MAX_LASER_LEVEL)
2669 if (PowerupsInMine[POW_SUPER_LASER]+1 > MaxPowerupsAllowed[POW_SUPER_LASER])
2670 Players[Player_num].laser_level=0;
2672 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
2673 if (PowerupsInMine[POW_QUAD_FIRE]+1 > MaxPowerupsAllowed[POW_QUAD_FIRE])
2674 Players[Player_num].flags&=(~PLAYER_FLAGS_QUAD_LASERS);
2676 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
2677 if (PowerupsInMine[POW_CLOAK]+1 > MaxPowerupsAllowed[POW_CLOAK])
2678 Players[Player_num].flags&=(~PLAYER_FLAGS_CLOAKED);
2680 if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL)
2681 if (PowerupsInMine[POW_FULL_MAP]+1 > MaxPowerupsAllowed[POW_FULL_MAP])
2682 Players[Player_num].flags&=(~PLAYER_FLAGS_MAP_ALL);
2684 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
2685 if (PowerupsInMine[POW_AFTERBURNER]+1 > MaxPowerupsAllowed[POW_AFTERBURNER])
2686 Players[Player_num].flags&=(~PLAYER_FLAGS_AFTERBURNER);
2688 if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
2689 if (PowerupsInMine[POW_AMMO_RACK]+1 > MaxPowerupsAllowed[POW_AMMO_RACK])
2690 Players[Player_num].flags&=(~PLAYER_FLAGS_AMMO_RACK);
2692 if (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER)
2693 if (PowerupsInMine[POW_CONVERTER]+1 > MaxPowerupsAllowed[POW_CONVERTER])
2694 Players[Player_num].flags&=(~PLAYER_FLAGS_CONVERTER);
2696 if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT)
2697 if (PowerupsInMine[POW_HEADLIGHT]+1 > MaxPowerupsAllowed[POW_HEADLIGHT])
2698 Players[Player_num].flags&=(~PLAYER_FLAGS_HEADLIGHT);
2700 if (Game_mode & GM_CAPTURE)
2702 if (Players[Player_num].flags & PLAYER_FLAGS_FLAG)
2704 if (get_team(Player_num)==TEAM_RED)
2705 flagtype=POW_FLAG_BLUE;
2707 flagtype=POW_FLAG_RED;
2709 if (PowerupsInMine[(int)flagtype]+1 > MaxPowerupsAllowed[(int)flagtype])
2710 Players[Player_num].flags&=(~PLAYER_FLAGS_FLAG);
2716 // adds players inventory to multi cap
2718 void multi_adjust_cap_for_player (int pnum)
2724 if (!(Game_mode & GM_NETWORK))
2727 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2729 type=Primary_weapon_to_powerup[index];
2730 if (Players[pnum].primary_weapon_flags & (1 << index))
2731 MaxPowerupsAllowed[(int)type]++;
2734 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2736 type=Secondary_weapon_to_powerup[index];
2737 MaxPowerupsAllowed[(int)type]+=Players[pnum].secondary_ammo[index];
2740 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
2741 MaxPowerupsAllowed[POW_SUPER_LASER]++;
2743 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
2744 MaxPowerupsAllowed[POW_QUAD_FIRE]++;
2746 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
2747 MaxPowerupsAllowed[POW_CLOAK]++;
2749 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
2750 MaxPowerupsAllowed[POW_FULL_MAP]++;
2752 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
2753 MaxPowerupsAllowed[POW_AFTERBURNER]++;
2755 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
2756 MaxPowerupsAllowed[POW_AMMO_RACK]++;
2758 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
2759 MaxPowerupsAllowed[POW_CONVERTER]++;
2761 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
2762 MaxPowerupsAllowed[POW_HEADLIGHT]++;
2765 void multi_adjust_remote_cap (int pnum)
2771 if (!(Game_mode & GM_NETWORK))
2774 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2776 type=Primary_weapon_to_powerup[index];
2777 if (Players[pnum].primary_weapon_flags & (1 << index))
2778 PowerupsInMine[(int)type]++;
2781 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2783 type=Secondary_weapon_to_powerup[index];
2785 if ((Game_mode & GM_HOARD) && index==2)
2788 if (index==2 || index==7) // PROX or SMARTMINES? Those bastards...
2789 PowerupsInMine[(int)type]+=(Players[pnum].secondary_ammo[index]/4);
2791 PowerupsInMine[(int)type]+=Players[pnum].secondary_ammo[index];
2795 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
2796 PowerupsInMine[POW_SUPER_LASER]++;
2798 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
2799 PowerupsInMine[POW_QUAD_FIRE]++;
2801 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
2802 PowerupsInMine[POW_CLOAK]++;
2804 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
2805 PowerupsInMine[POW_FULL_MAP]++;
2807 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
2808 PowerupsInMine[POW_AFTERBURNER]++;
2810 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
2811 PowerupsInMine[POW_AMMO_RACK]++;
2813 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
2814 PowerupsInMine[POW_CONVERTER]++;
2816 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
2817 PowerupsInMine[POW_HEADLIGHT]++;
2822 multi_send_message(void)
2825 if (Network_message_reciever != -1)
2827 multibuf[loc] = (char)MULTI_MESSAGE; loc += 1;
2828 multibuf[loc] = (char)Player_num; loc += 1;
2829 strncpy(multibuf+loc, Network_message, MAX_MESSAGE_LEN); loc += MAX_MESSAGE_LEN;
2830 multibuf[loc-1] = '\0';
2831 multi_send_data(multibuf, loc, 0);
2832 Network_message_reciever = -1;
2837 multi_send_reappear()
2839 multibuf[0] = (char)MULTI_REAPPEAR;
2840 *(short *)(multibuf+1) = INTEL_SHORT(Players[Player_num].objnum);
2842 multi_send_data(multibuf, 3, 2);
2843 PKilledFlags[Player_num]=0;
2847 multi_send_position(int objnum)
2854 if (Game_mode & GM_NETWORK) {
2858 multibuf[count++] = (char)MULTI_POSITION;
2860 create_shortpos((shortpos *)(multibuf+count), Objects+objnum,0);
2861 count += sizeof(shortpos);
2863 create_shortpos(&sp, Objects+objnum, 1);
2864 memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
2866 memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
2870 multi_send_data(multibuf, count, 0);
2874 multi_send_kill(int objnum)
2876 // I died, tell the world.
2881 Assert(Objects[objnum].id == Player_num);
2882 killer_objnum = Players[Player_num].killer_objnum;
2884 multi_compute_kill(killer_objnum, objnum);
2886 multibuf[0] = (char)MULTI_KILL; count += 1;
2887 multibuf[1] = Player_num; count += 1;
2888 if (killer_objnum > -1) {
2889 short s; // do it with variable since INTEL_SHORT won't work on return val from function.
2891 s = (short)objnum_local_to_remote(killer_objnum, (byte *)&multibuf[count+2]);
2892 *(short *)(multibuf+count) = INTEL_SHORT(s);
2896 *(short *)(multibuf+count) = INTEL_SHORT((short)-1);
2897 multibuf[count+2] = (char)-1;
2900 multi_send_data(multibuf, count, 1);
2903 if (Game_mode & GM_MULTI_ROBOTS)
2904 multi_strip_robots(Player_num);
2909 multi_send_remobj(int objnum)
2911 // Tell the other guy to remove an object from his list
2914 short remote_objnum;
2916 if (Objects[objnum].type==OBJ_POWERUP && (Game_mode & GM_NETWORK))
2918 if (PowerupsInMine[Objects[objnum].id] > 0)
2920 PowerupsInMine[Objects[objnum].id]--;
2921 if (multi_powerup_is_4pack (Objects[objnum].id))
2923 mprintf ((0,"Hey babe! Doing that wacky 4 pack stuff."));
2925 if (PowerupsInMine[Objects[objnum].id-1]-4<0)
2926 PowerupsInMine[Objects[objnum].id-1]=0;
2928 PowerupsInMine[Objects[objnum].id-1]-=4;
2934 multibuf[0] = (char)MULTI_REMOVE_OBJECT;
2936 remote_objnum = objnum_local_to_remote((short)objnum, &obj_owner);
2938 *(short *)(multibuf+1) = INTEL_SHORT(remote_objnum); // Map to network objnums
2940 multibuf[3] = obj_owner;
2942 // mprintf((0, "multi_send_remobj: %d = %d owner %d.\n", objnum, remote_objnum, obj_owner));
2944 multi_send_data(multibuf, 4, 0);
2946 if (Network_send_objects && network_objnum_is_past(objnum))
2948 mprintf((0, "Resetting object sync due to object removal.\n"));
2949 Network_send_objnum = -1;
2954 multi_send_quit(int why)
2956 // I am quitting the game, tell the other guy the bad news.
2958 Assert (why == MULTI_QUIT);
2960 multibuf[0] = (char)why;
2961 multibuf[1] = Player_num;
2962 multi_send_data(multibuf, 2, 1);
2967 multi_send_cloak(void)
2969 // Broadcast a change in our pflags (made to support cloaking)
2971 multibuf[0] = MULTI_CLOAK;
2972 multibuf[1] = (char)Player_num;
2974 multi_send_data(multibuf, 2, 1);
2977 if (Game_mode & GM_MULTI_ROBOTS)
2978 multi_strip_robots(Player_num);
2983 multi_send_decloak(void)
2985 // Broadcast a change in our pflags (made to support cloaking)
2987 multibuf[0] = MULTI_DECLOAK;
2988 multibuf[1] = (char)Player_num;
2990 multi_send_data(multibuf, 2, 1);
2994 multi_send_door_open(int segnum, int side,ubyte flag)
2996 // When we open a door make sure everyone else opens that door
2998 multibuf[0] = MULTI_DOOR_OPEN;
2999 *(short *)(multibuf+1) = INTEL_SHORT( (short)segnum );
3000 multibuf[3] = (byte)side;
3003 multi_send_data(multibuf, 5, 2);
3006 extern void network_send_naked_packet (char *,short,int);
3009 multi_send_door_open_specific(int pnum,int segnum, int side,ubyte flag)
3011 // For sending doors only to a specific person (usually when they're joining)
3013 Assert (Game_mode & GM_NETWORK);
3014 // Assert (pnum>-1 && pnum<N_players);
3016 multibuf[0] = MULTI_DOOR_OPEN;
3017 *(short *)(multibuf+1) = INTEL_SHORT( (short)segnum );
3018 multibuf[3] = (byte)side;
3021 network_send_naked_packet(multibuf, 5, pnum);
3025 // Part 3 : Functions that change or prepare the game for multiplayer use.
3026 // Not including functions needed to syncronize or start the
3027 // particular type of multiplayer game. Includes preparing the
3028 // mines, player structures, etc.
3031 multi_send_create_explosion(int pnum)
3033 // Send all data needed to create a remote explosion
3037 multibuf[count] = MULTI_CREATE_EXPLOSION; count += 1;
3038 multibuf[count] = (byte)pnum; count += 1;
3042 multi_send_data(multibuf, count, 0);
3046 multi_send_controlcen_fire(vms_vector *to_goal, int best_gun_num, int objnum)
3049 vms_vector swapped_vec;
3053 multibuf[count] = MULTI_CONTROLCEN_FIRE; count += 1;
3055 memcpy(multibuf+count, to_goal, 12); count += 12;
3057 swapped_vec.x = (fix)INTEL_INT( (int)to_goal->x );
3058 swapped_vec.y = (fix)INTEL_INT( (int)to_goal->y );
3059 swapped_vec.z = (fix)INTEL_INT( (int)to_goal->z );
3060 memcpy(multibuf+count, &swapped_vec, 12); count += 12;
3062 multibuf[count] = (char)best_gun_num; count += 1;
3063 *(short *)(multibuf+count) = INTEL_SHORT( (short)objnum ); count += 2;
3066 multi_send_data(multibuf, count, 0);
3070 multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos)
3072 // Create a powerup on a remote machine, used for remote
3073 // placement of used powerups like missiles and cloaking
3077 vms_vector swapped_vec;
3081 if (Game_mode & GM_NETWORK)
3082 PowerupsInMine[powerup_type]++;
3084 multibuf[count] = MULTI_CREATE_POWERUP; count += 1;
3085 multibuf[count] = Player_num; count += 1;
3086 multibuf[count] = powerup_type; count += 1;
3087 *(short *)(multibuf+count) = INTEL_SHORT( (short)segnum ); count += 2;
3088 *(short *)(multibuf+count) = INTEL_SHORT( (short)objnum ); count += 2;
3090 *(vms_vector *)(multibuf+count) = *pos; count += sizeof(vms_vector);
3092 swapped_vec.x = (fix)INTEL_INT( (int)pos->x );
3093 swapped_vec.y = (fix)INTEL_INT( (int)pos->y );
3094 swapped_vec.z = (fix)INTEL_INT( (int)pos->z );
3095 memcpy(multibuf+count, &swapped_vec, 12); count += 12;
3099 multi_send_data(multibuf, count, 2);
3101 if (Network_send_objects && network_objnum_is_past(objnum))
3103 mprintf((0, "Resetting object sync due to powerup creation.\n"));
3104 Network_send_objnum = -1;
3107 mprintf((0, "Creating powerup type %d in segment %i.\n", powerup_type, segnum));
3108 map_objnum_local_to_local(objnum);
3112 multi_send_play_sound(int sound_num, fix volume)
3115 multibuf[count] = MULTI_PLAY_SOUND; count += 1;
3116 multibuf[count] = Player_num; count += 1;
3117 multibuf[count] = (char)sound_num; count += 1;
3118 multibuf[count] = (char)(volume >> 12); count += 1;
3121 multi_send_data(multibuf, count, 0);
3125 multi_send_audio_taunt(int taunt_num)
3127 return; // Taken out, awaiting sounds..
3130 int audio_taunts[4] = {
3131 SOUND_CONTROL_CENTER_WARNING_SIREN,
3132 SOUND_HOSTAGE_RESCUED,
3133 SOUND_REFUEL_STATION_GIVING_FUEL,
3138 Assert(taunt_num >= 0);
3139 Assert(taunt_num < 4);
3141 digi_play_sample( audio_taunts[taunt_num], F1_0 );
3142 multi_send_play_sound(audio_taunts[taunt_num], F1_0);
3147 multi_send_score(void)
3149 // Send my current score to all other players so it will remain
3153 if (Game_mode & GM_MULTI_COOP) {
3154 multi_sort_kill_list();
3155 multibuf[count] = MULTI_SCORE; count += 1;
3156 multibuf[count] = Player_num; count += 1;
3157 *(int *)(multibuf+count) = INTEL_INT( Players[Player_num].score ); count += 4;
3158 multi_send_data(multibuf, count, 0);
3164 multi_send_save_game(ubyte slot, uint id, char * desc)
3168 multibuf[count] = MULTI_SAVE_GAME; count += 1;
3169 multibuf[count] = slot; count += 1; // Save slot=0
3170 *(uint *)(multibuf+count) = INTEL_INT( id ); count += 4; // Save id
3171 memcpy( &multibuf[count], desc, 20 ); count += 20;
3173 multi_send_data(multibuf, count, 2);
3177 multi_send_restore_game(ubyte slot, uint id)
3181 multibuf[count] = MULTI_RESTORE_GAME; count += 1;
3182 multibuf[count] = slot; count += 1; // Save slot=0
3183 *(uint *)(multibuf+count) = INTEL_INT( id ); count += 4; // Save id
3185 multi_send_data(multibuf, count, 2);
3189 multi_send_netplayer_stats_request(ubyte player_num)
3193 multibuf[count] = MULTI_REQ_PLAYER; count += 1;
3194 multibuf[count] = player_num; count += 1;
3196 multi_send_data(multibuf, count, 0 );
3200 multi_send_trigger(int triggernum)
3202 // Send an even to trigger something in the mine
3206 multibuf[count] = MULTI_TRIGGER; count += 1;
3207 multibuf[count] = Player_num; count += 1;
3208 multibuf[count] = (ubyte)triggernum; count += 1;
3210 mprintf ((0,"Sending trigger %d\n",triggernum));
3212 multi_send_data(multibuf, count, 1);
3213 // multi_send_data(multibuf, count, 1); // twice?
3217 multi_send_hostage_door_status(int wallnum)
3219 // Tell the other player what the hit point status of a hostage door
3224 Assert(Walls[wallnum].type == WALL_BLASTABLE);
3226 multibuf[count] = MULTI_HOSTAGE_DOOR; count += 1;
3227 *(short *)(multibuf+count) = INTEL_SHORT( (short)wallnum ); count += 2;
3228 *(fix *)(multibuf+count) = (fix)INTEL_INT( (int)Walls[wallnum].hps ); count += 4;
3230 // mprintf((0, "Door %d damaged by %f points.\n", wallnum, f2fl(Walls[wallnum].hps)));
3232 multi_send_data(multibuf, count, 0);
3235 extern int ConsistencyCount;
3236 extern int Drop_afterburner_blob_flag;
3240 void multi_prep_level(void)
3242 // Do any special stuff to the level required for serial games
3243 // before we begin playing in it.
3245 // Player_num MUST be set before calling this procedure.
3247 // This function must be called before checksuming the Object array,
3248 // since the resulting checksum with depend on the value of Player_num
3249 // at the time this is called.
3252 int cloak_count, inv_count;
3254 Assert(Game_mode & GM_MULTI);
3256 Assert(NumNetPlayerPositions > 0);
3260 Drop_afterburner_blob_flag=0;
3263 for (i=0;i<MAX_NUM_NET_PLAYERS;i++)
3266 for (i = 0; i < NumNetPlayerPositions; i++)
3268 if (i != Player_num)
3269 Objects[Players[i].objnum].control_type = CT_REMOTE;
3270 Objects[Players[i].objnum].movement_type = MT_PHYSICS;
3271 multi_reset_player_object(&Objects[Players[i].objnum]);
3272 LastPacketTime[i] = 0;
3276 for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
3278 robot_controlled[i] = -1;
3279 robot_agitation[i] = 0;
3284 Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
3286 if (!(Game_mode & GM_MULTI_COOP))
3288 multi_delete_extra_objects(); // Removes monsters from level
3291 if (Game_mode & GM_MULTI_ROBOTS)
3293 multi_set_robot_ai(); // Set all Robot AI to types we can cope with
3296 if (Game_mode & GM_NETWORK)
3298 multi_adjust_cap_for_player(Player_num);
3299 multi_send_powerup_update();
3300 ng=1; // ng means network game
3306 for (i=0; i<=Highest_object_index; i++)
3310 if ((Objects[i].type == OBJ_HOSTAGE) && !(Game_mode & GM_MULTI_COOP))
3312 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);
3316 Objects[objnum].rtype.vclip_info.vclip_num = Powerup_info[POW_SHIELD_BOOST].vclip_num;
3317 Objects[objnum].rtype.vclip_info.frametime = Vclip[Objects[objnum].rtype.vclip_info.vclip_num].frame_time;
3318 Objects[objnum].rtype.vclip_info.framenum = 0;
3319 Objects[objnum].mtype.phys_info.drag = 512; //1024;
3320 Objects[objnum].mtype.phys_info.mass = F1_0;
3321 vm_vec_zero(&Objects[objnum].mtype.phys_info.velocity);
3326 if (Objects[i].type == OBJ_POWERUP)
3328 if (Objects[i].id == POW_EXTRA_LIFE)
3330 if (ng && !Netgame.DoInvulnerability)
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;
3338 Objects[i].id = POW_INVULNERABILITY;
3339 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3340 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3345 if (!(Game_mode & GM_MULTI_COOP))
3346 if ((Objects[i].id >= POW_KEY_BLUE) && (Objects[i].id <= POW_KEY_GOLD))
3348 Objects[i].id = POW_SHIELD_BOOST;
3349 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3350 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3353 if (Objects[i].id == POW_INVULNERABILITY) {
3354 if (inv_count >= 3 || (ng && !Netgame.DoInvulnerability)) {
3355 mprintf((0, "Bashing Invulnerability object #%i to shield.\n", i));
3356 Objects[i].id = POW_SHIELD_BOOST;
3357 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3358 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3363 if (Objects[i].id == POW_CLOAK) {
3364 if (cloak_count >= 3 || (ng && !Netgame.DoCloak)) {
3365 mprintf((0, "Bashing Cloak object #%i to shield.\n", i));
3366 Objects[i].id = POW_SHIELD_BOOST;
3367 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3368 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3373 if (Objects[i].id == POW_AFTERBURNER && ng && !Netgame.DoAfterburner)
3374 bash_to_shield (i,"afterburner");
3375 if (Objects[i].id == POW_FUSION_WEAPON && ng && !Netgame.DoFusions)
3376 bash_to_shield (i,"fusion");
3377 if (Objects[i].id == POW_PHOENIX_WEAPON && ng && !Netgame.DoPhoenix)
3378 bash_to_shield (i,"phoenix");
3380 if (Objects[i].id == POW_HELIX_WEAPON && ng && !Netgame.DoHelix)
3381 bash_to_shield (i,"helix");
3383 if (Objects[i].id == POW_MEGA_WEAPON && ng && !Netgame.DoMegas)
3384 bash_to_shield (i,"mega");
3386 if (Objects[i].id == POW_SMARTBOMB_WEAPON && ng && !Netgame.DoSmarts)
3387 bash_to_shield (i,"smartmissile");
3389 if (Objects[i].id == POW_GAUSS_WEAPON && ng && !Netgame.DoGauss)
3390 bash_to_shield (i,"gauss");
3392 if (Objects[i].id == POW_VULCAN_WEAPON && ng && !Netgame.DoVulcan)
3393 bash_to_shield (i,"vulcan");
3395 if (Objects[i].id == POW_PLASMA_WEAPON && ng && !Netgame.DoPlasma)
3396 bash_to_shield (i,"plasma");
3398 if (Objects[i].id == POW_OMEGA_WEAPON && ng && !Netgame.DoOmega)
3399 bash_to_shield (i,"omega");
3401 if (Objects[i].id == POW_SUPER_LASER && ng && !Netgame.DoSuperLaser)
3402 bash_to_shield (i,"superlaser");
3404 if (Objects[i].id == POW_PROXIMITY_WEAPON && ng && !Netgame.DoProximity)
3405 bash_to_shield (i,"proximity");
3407 // Special: Make all proximity bombs into shields if in hoard mode because
3408 // we use the proximity slot in the player struct to signify how many orbs
3411 if (Objects[i].id == POW_PROXIMITY_WEAPON && ng && (Game_mode & GM_HOARD))
3412 bash_to_shield (i,"proximity");
3414 if (Objects[i].id==POW_VULCAN_AMMO && ng && (!Netgame.DoVulcan && !Netgame.DoGauss))
3415 bash_to_shield(i,"vulcan ammo");
3417 if (Objects[i].id == POW_SPREADFIRE_WEAPON && ng && !Netgame.DoSpread)
3418 bash_to_shield (i,"spread");
3419 if (Objects[i].id == POW_SMART_MINE && ng && !Netgame.DoSmartMine)
3420 bash_to_shield (i,"smartmine");
3421 if (Objects[i].id == POW_SMISSILE1_1 && ng && !Netgame.DoFlash)
3422 bash_to_shield (i,"flash");
3423 if (Objects[i].id == POW_SMISSILE1_4 && ng && !Netgame.DoFlash)
3424 bash_to_shield (i,"flash");
3425 if (Objects[i].id == POW_GUIDED_MISSILE_1 && ng && !Netgame.DoGuided)
3426 bash_to_shield (i,"guided");
3427 if (Objects[i].id == POW_GUIDED_MISSILE_4 && ng && !Netgame.DoGuided)
3428 bash_to_shield (i,"guided");
3429 if (Objects[i].id == POW_EARTHSHAKER_MISSILE && ng && !Netgame.DoEarthShaker)
3430 bash_to_shield (i,"earth");
3431 if (Objects[i].id == POW_MERCURY_MISSILE_1 && ng && !Netgame.DoMercury)
3432 bash_to_shield (i,"Mercury");
3433 if (Objects[i].id == POW_MERCURY_MISSILE_4 && ng && !Netgame.DoMercury)
3434 bash_to_shield (i,"Mercury");
3435 if (Objects[i].id == POW_CONVERTER && ng && !Netgame.DoConverter)
3436 bash_to_shield (i,"Converter");
3437 if (Objects[i].id == POW_AMMO_RACK && ng && !Netgame.DoAmmoRack)
3438 bash_to_shield (i,"Ammo rack");
3439 if (Objects[i].id == POW_HEADLIGHT && ng && !Netgame.DoHeadlight)
3440 bash_to_shield (i,"Headlight");
3441 if (Objects[i].id == POW_LASER && ng && !Netgame.DoLaserUpgrade)
3442 bash_to_shield (i,"Laser powerup");
3443 if (Objects[i].id == POW_HOMING_AMMO_1 && ng && !Netgame.DoHoming)
3444 bash_to_shield (i,"Homing");
3445 if (Objects[i].id == POW_HOMING_AMMO_4 && ng && !Netgame.DoHoming)
3446 bash_to_shield (i,"Homing");
3447 if (Objects[i].id == POW_QUAD_FIRE && ng && !Netgame.DoQuadLasers)
3448 bash_to_shield (i,"Quad Lasers");
3449 if (Objects[i].id == POW_FLAG_BLUE && !(Game_mode & GM_CAPTURE))
3450 bash_to_shield (i,"Blue flag");
3451 if (Objects[i].id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
3452 bash_to_shield (i,"Red flag");
3456 if (Game_mode & GM_HOARD)
3459 if ((Game_mode & GM_CAPTURE) || (Game_mode & GM_HOARD))
3460 multi_apply_goal_textures();
3462 multi_sort_kill_list();
3464 multi_show_player_list();
3466 ConsoleObject->control_type = CT_FLYING;
3468 reset_player_object();
3472 int Goal_blue_segnum,Goal_red_segnum;
3474 void multi_apply_goal_textures()
3480 for (i=0; i <= Highest_segment_index; i++)
3483 seg2 = &Segment2s[i];
3485 if (seg2->special==SEGMENT_IS_GOAL_BLUE)
3488 Goal_blue_segnum = i;
3490 if (Game_mode & GM_HOARD)
3491 tex=find_goal_texture (TMI_GOAL_HOARD);
3493 tex=find_goal_texture (TMI_GOAL_BLUE);
3496 for (j = 0; j < 6; j++) {
3498 seg->sides[j].tmap_num=tex;
3500 seg->sides[j].uvls[v].l = i2f(100); //max out
3503 seg2->static_light = i2f(100); //make static light bright
3507 if (seg2->special==SEGMENT_IS_GOAL_RED)
3509 Goal_red_segnum = i;
3511 // Make both textures the same if Hoard mode
3513 if (Game_mode & GM_HOARD)
3514 tex=find_goal_texture (TMI_GOAL_HOARD);
3516 tex=find_goal_texture (TMI_GOAL_RED);
3519 for (j = 0; j < 6; j++) {
3521 seg->sides[j].tmap_num=tex;
3523 seg->sides[j].uvls[v].l = i2f(1000); //max out
3526 seg2->static_light = i2f(100); //make static light bright
3530 int find_goal_texture (ubyte t)
3534 for (i=0;i<NumTextures;i++)
3535 if (TmapInfo[i].flags & t)
3538 Int3(); // Hey, there is no goal texture for this PIG!!!!
3539 // Edit bitmaps.tbl and designate two textures to be RED and BLUE
3545 /* DPH: Moved to gameseq.c
3546 void bash_to_shield (int i,char *s)
3548 int type=Objects[i].id;
3550 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
3552 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
3554 Objects[i].id = POW_SHIELD_BOOST;
3555 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3556 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3560 void multi_set_robot_ai(void)
3562 // Go through the objects array looking for robots and setting
3563 // them to certain supported types of NET AI behavior.
3567 // for (i = 0; i <= Highest_object_index; i++)
3569 // if (Objects[i].type == OBJ_ROBOT) {
3570 // Objects[i].ai_info.REMOTE_OWNER = -1;
3571 // if (Objects[i].ai_info.behavior == AIB_STATION)
3572 // Objects[i].ai_info.behavior = AIB_NORMAL;
3577 int multi_delete_extra_objects()
3583 // Go through the object list and remove any objects not used in
3584 // 'Anarchy!' games.
3586 // This function also prints the total number of available multiplayer
3587 // positions in this level, even though this should always be 8 or more!
3590 for (i=0;i<=Highest_object_index;i++) {
3591 if ((objp->type==OBJ_PLAYER) || (objp->type==OBJ_GHOST))
3593 else if ((objp->type==OBJ_ROBOT) && (Game_mode & GM_MULTI_ROBOTS))
3595 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) ) {
3596 // Before deleting object, if it's a robot, drop it's special powerup, if any
3597 if (objp->type == OBJ_ROBOT)
3598 if (objp->contains_count && (objp->contains_type == OBJ_POWERUP))
3599 object_create_egg(objp);
3608 void change_playernum_to( int new_Player_num )
3610 if (Player_num > -1)
3611 memcpy( Players[new_Player_num].callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 );
3612 Player_num = new_Player_num;
3615 int multi_all_players_alive()
3618 for (i=0;i<N_players;i++)
3620 if (PKilledFlags[i] && Players[i].connected)
3626 void multi_initiate_save_game()
3633 if ((Endlevel_sequence) || (Control_center_destroyed))
3636 if (!multi_all_players_alive())
3638 HUD_init_message ("Can't save...all players must be alive!");
3642 // multi_send_netplayer_stats_request(255);
3647 slot = state_get_save_file(filename, desc, 1 );
3656 // Make a unique game id
3657 game_id = timer_get_fixed_seconds();
3658 game_id ^= N_players<<4;
3659 for (i=0; i<N_players; i++ )
3660 game_id ^= *(uint *)Players[i].callsign;
3661 if ( game_id == 0 ) game_id = 1; // 0 is invalid
3663 mprintf(( 1, "Game_id = %8x\n", game_id));
3664 multi_send_save_game(slot, game_id, desc );
3666 multi_save_game(slot,game_id, desc );
3669 extern int state_get_game_id(char *);
3671 void multi_initiate_restore_game()
3676 if ((Endlevel_sequence) || (Control_center_destroyed))
3679 if (!multi_all_players_alive())
3681 HUD_init_message ("Can't restore...all players must be alive!");
3686 slot = state_get_restore_file(filename,1);
3691 state_game_id=state_get_game_id (filename);
3697 multi_send_restore_game(slot,state_game_id);
3699 multi_restore_game(slot,state_game_id);
3702 void multi_save_game(ubyte slot, uint id, char *desc)
3706 if ((Endlevel_sequence) || (Control_center_destroyed))
3710 sprintf( filename, "%s.mg%d", Players[Player_num].callsign, slot );
3712 sprintf( filename, ":Players:%s.mg%d", Players[Player_num].callsign, slot );
3714 mprintf(( 0, "Save game %x on slot %d\n", id, slot ));
3715 HUD_init_message( "Saving game #%d, '%s'", slot, desc );
3718 state_save_all_sub(filename, desc, 0 );
3721 void multi_restore_game(ubyte slot, uint id)
3724 player saved_player;
3728 if ((Endlevel_sequence) || (Control_center_destroyed))
3731 mprintf(( 0, "Restore game %x from slot %d\n", id, slot ));
3732 saved_player = Players[Player_num];
3734 sprintf( filename, "%s.mg%d", Players[Player_num].callsign, slot );
3736 sprintf( filename, ":Players:%s.mg%d", Players[Player_num].callsign, slot );
3739 for (i=0;i<N_players;i++)
3740 multi_strip_robots(i);
3742 thisid=state_get_game_id (filename);
3745 multi_bad_restore ();
3749 pnum=state_restore_all_sub( filename, 1, 0 );
3751 mprintf ((0,"StateId=%d ThisID=%d\n",state_game_id,id));
3753 /* if (state_game_id != id ) {
3754 // Game doesn't match!!!
3755 nm_messagebox( "Error", 1, "Ok", "Cannot restore saved game" );
3756 Game_mode |= GM_GAME_OVER;
3757 Function_mode = FMODE_MENU;
3758 longjmp(LeaveGame, 0);
3761 change_playernum_to(pnum-1);
3762 memcpy( Players[Player_num].callsign, saved_player.callsign, CALLSIGN_LEN+1 );
3763 memcpy( Players[Player_num].net_address, saved_player.net_address, 6 );
3764 Players[Player_num].connected = saved_player.connected;
3765 Players[Player_num].n_packets_got = saved_player.n_packets_got;
3766 Players[Player_num].n_packets_sent = saved_player.n_packets_sent;
3767 Viewer = ConsoleObject = &Objects[pnum-1]; */
3771 void extract_netplayer_stats( netplayer_stats *ps, player * pd )
3775 ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below...
3776 ps->energy = (fix)INTEL_INT(pd->energy); // Amount of energy remaining.
3777 ps->shields = (fix)INTEL_INT(pd->shields); // shields remaining (protection)
3778 ps->lives = pd->lives; // Lives remaining, 0 = game over.
3779 ps->laser_level = pd->laser_level; // Current level of the laser.
3780 ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
3781 ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
3782 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3783 ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]);
3784 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3785 ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]);
3787 // memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3788 // memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3790 ps->last_score=INTEL_INT(pd->last_score); // Score at beginning of current level.
3791 ps->score=INTEL_INT(pd->score); // Current score.
3792 ps->cloak_time=(fix)INTEL_INT(pd->cloak_time); // Time cloaked
3793 ps->homing_object_dist=(fix)INTEL_INT(pd->homing_object_dist); // Distance of nearest homing object.
3794 ps->invulnerable_time=(fix)INTEL_INT(pd->invulnerable_time); // Time invulnerable
3795 ps->KillGoalCount=INTEL_SHORT(pd->KillGoalCount);
3796 ps->net_killed_total=INTEL_SHORT(pd->net_killed_total); // Number of times killed total
3797 ps->net_kills_total=INTEL_SHORT(pd->net_kills_total); // Number of net kills total
3798 ps->num_kills_level=INTEL_SHORT(pd->num_kills_level); // Number of kills this level
3799 ps->num_kills_total=INTEL_SHORT(pd->num_kills_total); // Number of kills total
3800 ps->num_robots_level=INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level
3801 ps->num_robots_total=INTEL_SHORT(pd->num_robots_total); // Number of robots total
3802 ps->hostages_rescued_total=INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued.
3803 ps->hostages_total=INTEL_SHORT(pd->hostages_total); // Total number of hostages.
3804 ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
3807 void use_netplayer_stats( player * ps, netplayer_stats *pd )
3811 ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below...
3812 ps->energy = (fix)INTEL_INT((int)pd->energy); // Amount of energy remaining.
3813 ps->shields = (fix)INTEL_INT((int)pd->shields); // shields remaining (protection)
3814 ps->lives = pd->lives; // Lives remaining, 0 = game over.
3815 ps->laser_level = pd->laser_level; // Current level of the laser.
3816 ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
3817 ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
3818 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3819 ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]);
3820 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3821 ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]);
3822 // memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3823 // memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3824 ps->last_score = INTEL_INT(pd->last_score); // Score at beginning of current level.
3825 ps->score = INTEL_INT(pd->score); // Current score.
3826 ps->cloak_time = (fix)INTEL_INT((int)pd->cloak_time); // Time cloaked
3827 ps->homing_object_dist = (fix)INTEL_INT((int)pd->homing_object_dist); // Distance of nearest homing object.
3828 ps->invulnerable_time = (fix)INTEL_INT((int)pd->invulnerable_time); // Time invulnerable
3829 ps->KillGoalCount=INTEL_SHORT(pd->KillGoalCount);
3830 ps->net_killed_total = INTEL_SHORT(pd->net_killed_total); // Number of times killed total
3831 ps->net_kills_total = INTEL_SHORT(pd->net_kills_total); // Number of net kills total
3832 ps->num_kills_level = INTEL_SHORT(pd->num_kills_level); // Number of kills this level
3833 ps->num_kills_total = INTEL_SHORT(pd->num_kills_total); // Number of kills total
3834 ps->num_robots_level = INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level
3835 ps->num_robots_total = INTEL_SHORT(pd->num_robots_total); // Number of robots total
3836 ps->hostages_rescued_total = INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued.
3837 ps->hostages_total = INTEL_SHORT(pd->hostages_total); // Total number of hostages.
3838 ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
3841 void multi_send_drop_weapon (int objnum,int seed)
3847 objp = &Objects[objnum];
3849 ammo_count = objp->ctype.powerup_info.count;
3851 if (objp->id == POW_OMEGA_WEAPON && ammo_count == F1_0)
3852 ammo_count = F1_0 - 1; //make fit in short
3854 Assert(ammo_count < F1_0); //make sure fits in short
3856 multibuf[count++]=(char)MULTI_DROP_WEAPON;
3857 multibuf[count++]=(char)objp->id;
3859 *(short *) (multibuf+count)=INTEL_SHORT(Player_num); count += 2;
3860 *(short *) (multibuf+count)=INTEL_SHORT(objnum); count += 2;
3861 *(short *) (multibuf+count)=INTEL_SHORT(ammo_count); count += 2;
3862 *(int *) (multibuf+count)=INTEL_INT(seed);
3864 map_objnum_local_to_local(objnum);
3866 if (Game_mode & GM_NETWORK)
3867 PowerupsInMine[objp->id]++;
3869 multi_send_data(multibuf, 12, 2);
3872 void multi_do_drop_weapon (char *buf)
3874 int pnum,ammo,objnum,remote_objnum,seed;
3878 powerup_id=(int)(buf[1]);
3879 pnum = INTEL_SHORT(*(short *)(buf+2));
3880 remote_objnum = INTEL_SHORT(*(short *)(buf+4));
3881 ammo = INTEL_SHORT(*(ushort *)(buf+6));
3882 seed = INTEL_INT(*(int *)(buf+8));
3884 objp = &Objects[Players[pnum].objnum];
3886 objnum = spit_powerup(objp, powerup_id, seed);
3888 map_objnum_local_to_remote(objnum, remote_objnum, pnum);
3891 Objects[objnum].ctype.powerup_info.count = ammo;
3893 if (Game_mode & GM_NETWORK)
3894 PowerupsInMine[powerup_id]++;
3896 mprintf ((0,"Dropped weapon %d!\n"));
3900 void multi_send_guided_info (object *miss,char done)
3907 mprintf ((0,"Sending guided info!\n"));
3909 multibuf[count++]=(char)MULTI_GUIDED;
3910 multibuf[count++]=(char)Player_num;
3911 multibuf[count++]=done;
3914 create_shortpos((shortpos *)(multibuf+count), miss,0);
3915 count+=sizeof(shortpos);
3917 create_shortpos(&sp, miss, 1);
3918 memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
3920 memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
3924 multi_send_data(multibuf, count, 0);
3927 void multi_do_guided (char *buf)
3936 if (Guided_missile[(int)pnum]==NULL)
3940 mprintf ((0,"Guided missile for %s is NULL!\n",Players[(int)pnum].callsign));
3947 mprintf ((0,"Got guided info for %d (%s)\n",pnum,Players[(int)pnum].callsign));
3953 release_guided_missile(pnum);
3958 if (Guided_missile[(int)pnum]-Objects<0 || Guided_missile[(int)pnum]-Objects > Highest_object_index)
3960 Int3(); // Get Jason immediately!
3965 extract_shortpos(Guided_missile[(int)pnum], (shortpos *)(buf+count),0);
3967 memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + count), 9);
3968 memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + count + 9), 14);
3969 extract_shortpos(Guided_missile[(int)pnum], &sp, 1);
3972 count+=sizeof (shortpos);
3974 update_object_seg(Guided_missile[(int)pnum]);
3977 void multi_send_stolen_items ()
3980 multibuf[0]=MULTI_STOLEN_ITEMS;
3982 for (i=0;i<MAX_STOLEN_ITEMS;i++)
3984 multibuf[i+1]=Stolen_items[i];
3985 mprintf ((0,"[%d]=%d ",i,Stolen_items[i]));
3986 count++; // So I like to break my stuff into smaller chunks, so what?
3989 multi_send_data(multibuf, count, 1);
3992 void multi_do_stolen_items (char *buf)
3996 mprintf ((0,"Recieved a stolen item packet...\n"));
3998 for (i=0;i<MAX_STOLEN_ITEMS;i++)
4000 Stolen_items[i]=buf[i+1];
4001 mprintf ((0,"[%d]=%d ",i,Stolen_items[i]));
4006 extern void network_send_important_packet (char *,int);
4008 void multi_send_wall_status (int wallnum,ubyte type,ubyte flags,ubyte state)
4011 multibuf[count]=MULTI_WALL_STATUS; count++;
4012 *(short *)(multibuf+count)=INTEL_SHORT(wallnum); count+=2;
4013 multibuf[count]=type; count++;
4014 multibuf[count]=flags; count++;
4015 multibuf[count]=state; count++;
4017 /* if (Game_mode & GM_NETWORK)
4019 network_send_important_packet (multibuf,count);
4020 network_send_important_packet (multibuf,count);
4024 multi_send_data(multibuf, count, 1); // twice, just to be sure
4025 multi_send_data(multibuf, count, 1);
4028 void multi_send_wall_status_specific (int pnum,int wallnum,ubyte type,ubyte flags,ubyte state)
4030 // Send wall states a specific rejoining player
4034 Assert (Game_mode & GM_NETWORK);
4035 // Assert (pnum>-1 && pnum<N_players);
4037 multibuf[count]=MULTI_WALL_STATUS; count++;
4038 *(short *)(multibuf+count)=INTEL_SHORT(wallnum); count+=2;
4039 multibuf[count]=type; count++;
4040 multibuf[count]=flags; count++;
4041 multibuf[count]=state; count++;
4043 network_send_naked_packet(multibuf, count,pnum); // twice, just to be sure
4044 network_send_naked_packet(multibuf, count,pnum);
4047 void multi_do_wall_status (char *buf)
4050 ubyte flag,type,state;
4052 wallnum=INTEL_SHORT( *(short *)(buf+1) );
4057 Assert (wallnum>=0);
4058 Walls[wallnum].type=type;
4059 Walls[wallnum].flags=flag;
4060 // Assert(state <= 4);
4061 Walls[wallnum].state=state;
4063 if (Walls[wallnum].type==WALL_OPEN)
4065 digi_kill_sound_linked_to_segment(Walls[wallnum].segnum,Walls[wallnum].sidenum,SOUND_FORCEFIELD_HUM);
4066 // digi_kill_sound_linked_to_segment(csegp-Segments,cside,SOUND_FORCEFIELD_HUM);
4070 // mprintf ((0,"Got a walls packet.\n"));
4073 void multi_send_jason_cheat (int num)
4079 void multi_send_kill_goal_counts()
4082 multibuf[0]=MULTI_KILLGOALS;
4084 for (i=0;i<MAX_PLAYERS;i++)
4086 *(char *)(multibuf+count)=(char)Players[i].KillGoalCount;
4090 mprintf ((0,"MULTI: Sending KillGoalCounts...\n"));
4091 multi_send_data(multibuf, count, 1);
4094 void multi_do_kill_goal_counts(char *buf)
4098 for (i=0;i<MAX_PLAYERS;i++)
4100 Players[i].KillGoalCount=*(char *)(buf+count);
4101 mprintf ((0,"KGC: %s has %d kills!\n",Players[i].callsign,Players[i].KillGoalCount));
4107 void multi_send_heartbeat ()
4109 if (!Netgame.PlayTimeAllowed)
4112 multibuf[0]=MULTI_HEARTBEAT;
4113 *(fix *)(multibuf+1)=(fix)INTEL_INT(ThisLevelTime);
4114 multi_send_data(multibuf, 5, 0);
4117 void multi_do_heartbeat (char *buf)
4121 num=(fix)INTEL_INT(*(int *)(buf+1));
4126 void multi_check_for_killgoal_winner ()
4128 int i,best=0,bestnum=0;
4132 if (Control_center_destroyed)
4135 for (i=0;i<N_players;i++)
4137 if (Players[i].KillGoalCount>best)
4139 best=Players[i].KillGoalCount;
4144 if (bestnum==Player_num)
4146 HUD_init_message("You have the best score at %d kills!",best);
4147 // Players[Player_num].shields=i2f(200);
4151 HUD_init_message ("%s has the best score with %d kills!",Players[bestnum].callsign,best);
4153 HUD_init_message ("The control center has been destroyed!");
4155 objp=obj_find_first_of_type (OBJ_CNTRLCEN);
4156 net_destroy_controlcen (objp);
4159 void multi_send_seismic (fix start,fix end)
4163 multibuf[0]=MULTI_SEISMIC;
4164 *(fix *)(multibuf+count)=(fix)INTEL_INT(start); count+=(sizeof(fix));
4165 *(fix *)(multibuf+count)=(fix)INTEL_INT(end); count+=(sizeof(fix));
4167 multi_send_data(multibuf, count, 1);
4170 extern fix Seismic_disturbance_start_time;
4171 extern fix Seismic_disturbance_end_time;
4173 void multi_do_seismic (char *buf)
4175 Seismic_disturbance_start_time=(fix)INTEL_INT( *(int *)(buf+1) );
4176 Seismic_disturbance_end_time=(fix)INTEL_INT( *(int *)(buf+5) );
4177 digi_play_sample (SOUND_SEISMIC_DISTURBANCE_START, F1_0);
4180 void multi_send_light (int segnum,ubyte val)
4183 multibuf[0]=MULTI_LIGHT;
4184 *(int *)(multibuf+count)=INTEL_INT(segnum); count+=(sizeof(int));
4185 *(char *)(multibuf+count)=val; count++;
4188 //mprintf ((0,"Sending %d!\n",Segments[segnum].sides[i].tmap_num2));
4189 *(short *)(multibuf+count)=INTEL_SHORT(Segments[segnum].sides[i].tmap_num2); count+=2;
4191 multi_send_data(multibuf, count, 1);
4193 void multi_send_light_specific (int pnum,int segnum,ubyte val)
4197 Assert (Game_mode & GM_NETWORK);
4198 // Assert (pnum>-1 && pnum<N_players);
4200 multibuf[0]=MULTI_LIGHT;
4201 *(int *)(multibuf+count)=INTEL_INT(segnum); count+=(sizeof(int));
4202 *(char *)(multibuf+count)=val; count++;
4206 //mprintf ((0,"Sending %d!\n",Segments[segnum].sides[i].tmap_num2));
4207 *(short *)(multibuf+count)=INTEL_SHORT(Segments[segnum].sides[i].tmap_num2); count+=2;
4209 network_send_naked_packet(multibuf, count, pnum);
4212 void multi_do_light (char *buf)
4215 int seg=INTEL_INT(*(int *)(buf+1));
4216 ubyte sides=*(char *)(buf+5);
4220 if ((sides & (1<<i)))
4222 subtract_light (seg,i);
4223 Segments[seg].sides[i].tmap_num2=INTEL_SHORT( *(short *)(buf+(6+(2*i))) );
4224 // mprintf ((0,"Got %d!\n",Segments[seg].sides[i].tmap_num2));
4229 //@@void multi_send_start_trigger(int triggernum)
4231 //@@ // Send an even to trigger something in the mine
4235 //@@ multibuf[count] = MULTI_START_TRIGGER; count += 1;
4236 //@@ multibuf[count] = Player_num; count += 1;
4237 //@@ multibuf[count] = (ubyte)triggernum; count += 1;
4239 //@@// mprintf ((0,"Sending start trigger %d\n",triggernum));
4240 //@@ multi_send_data(multibuf, count, 2);
4242 //@@void multi_do_start_trigger(char *buf)
4244 //@@ int pnum = buf[1];
4245 //@@ int trigger = buf[2];
4247 //@@// mprintf ((0,"MULTI doing start trigger!\n"));
4249 //@@ if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num))
4251 //@@ Int3(); // Got trigger from illegal playernum
4254 //@@ if ((trigger < 0) || (trigger >= Num_triggers))
4256 //@@ Int3(); // Illegal trigger number in multiplayer
4260 //@@ if (!(Triggers[trigger].flags & TF_SPRUNG))
4261 //@@ check_trigger_sub(trigger, pnum,0);
4265 void multi_do_flags (char *buf)
4268 uint flags=INTEL_INT( *(uint *)(buf+2) );
4270 if (pnum!=Player_num)
4271 Players[(int)pnum].flags=flags;
4274 void multi_send_flags (char pnum)
4276 multibuf[0]=MULTI_FLAGS;
4278 *(uint *)(multibuf+2)=INTEL_INT(Players[(int)pnum].flags);
4280 multi_send_data(multibuf, 6, 1);
4283 void multi_send_drop_blobs (char pnum)
4285 multibuf[0]=MULTI_DROP_BLOB;
4288 multi_send_data(multibuf, 2, 0);
4291 void multi_do_drop_blob (char *buf)
4294 drop_afterburner_blobs (&Objects[Players[(int)pnum].objnum], 2, i2f(5)/2, -1);
4297 void multi_send_powerup_update ()
4302 multibuf[0]=MULTI_POWERUP_UPDATE;
4303 for (i=0;i<MAX_POWERUP_TYPES;i++)
4304 multibuf[i+1]=MaxPowerupsAllowed[i];
4306 multi_send_data(multibuf, MAX_POWERUP_TYPES+1, 1);
4308 void multi_do_powerup_update (char *buf)
4312 for (i=0;i<MAX_POWERUP_TYPES;i++)
4313 if (buf[i+1]>MaxPowerupsAllowed[i])
4314 MaxPowerupsAllowed[i]=buf[i+1];
4317 extern active_door ActiveDoors[];
4318 extern int Num_open_doors; // Number of open doors
4320 void multi_send_active_door (char i)
4324 multibuf[0]=MULTI_ACTIVE_DOOR;
4326 multibuf[2]=Num_open_doors;
4329 memcpy ((char *)(&multibuf[3]),&ActiveDoors[(int)i],sizeof(struct active_door));
4330 count += sizeof(active_door);
4332 *(int *)(multibuf + count) = INTEL_INT(ActiveDoors[i].n_parts); count += 4;
4333 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].front_wallnum[0]); count += 2;
4334 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].front_wallnum[1]); count += 2;
4335 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].back_wallnum[0]); count += 2;
4336 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].back_wallnum[1]); count += 2;
4337 *(int *)(multibuf + count) = INTEL_INT(ActiveDoors[i].time); count += 4;
4339 // multi_send_data (multibuf,sizeof(struct active_door)+3,1);
4340 multi_send_data (multibuf,count,1);
4343 void multi_do_active_door (char *buf)
4347 Num_open_doors=buf[2];
4351 memcpy (&ActiveDoors[(int)i],buf+count,sizeof(struct active_door));
4353 ActiveDoors[i].n_parts = INTEL_INT( *(int *)(buf+count) ); count += 4;
4354 ActiveDoors[i].front_wallnum[0] = INTEL_SHORT( *(short *)(buf+count) ); count +=2;
4355 ActiveDoors[i].front_wallnum[1] = INTEL_SHORT( *(short *)(buf+count) ); count +=2;
4356 ActiveDoors[i].back_wallnum[0] = INTEL_SHORT( *(short *)(buf+count) ); count +=2;
4357 ActiveDoors[i].back_wallnum[1] = INTEL_SHORT( *(short *)(buf+count) ); count +=2;
4358 ActiveDoors[i].time = INTEL_INT( *(int *)(buf+count) ); count += 4;
4362 void multi_send_sound_function (char whichfunc,char sound)
4366 multibuf[0]=MULTI_SOUND_FUNCTION; count++;
4367 multibuf[1]=Player_num; count++;
4368 multibuf[2]=whichfunc; count++;
4370 *(uint *)(multibuf+count)=sound; count++;
4372 multibuf[3] = sound; count++; // this would probably work on the PC as well. Jason?
4374 multi_send_data (multibuf,4,0);
4377 #define AFTERBURNER_LOOP_START 20098
4378 #define AFTERBURNER_LOOP_END 25776
4380 void multi_do_sound_function (char *buf)
4384 char pnum,whichfunc;
4387 if (Players[Player_num].connected!=1)
4395 digi_kill_sound_linked_to_object (Players[(int)pnum].objnum);
4396 else if (whichfunc==3)
4397 digi_link_sound_to_object3( sound, Players[(int)pnum].objnum, 1,F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END);
4400 void multi_send_capture_bonus (char pnum)
4402 Assert (Game_mode & GM_CAPTURE);
4404 multibuf[0]=MULTI_CAPTURE_BONUS;
4407 multi_send_data (multibuf,2,1);
4408 multi_do_capture_bonus (multibuf);
4410 void multi_send_orb_bonus (char pnum)
4412 Assert (Game_mode & GM_HOARD);
4414 multibuf[0]=MULTI_ORB_BONUS;
4416 multibuf[2]=Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
4418 multi_send_data (multibuf,3,1);
4419 multi_do_orb_bonus (multibuf);
4421 void multi_do_capture_bonus(char *buf)
4423 // Figure out the results of a network kills and add it to the
4424 // appropriate player's tally.
4429 kmatrix_kills_changed = 1;
4431 if (pnum==Player_num)
4432 HUD_init_message("You have Scored!");
4434 HUD_init_message("%s has Scored!",Players[(int)pnum].callsign);
4436 if (pnum==Player_num)
4437 digi_play_sample (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
4438 else if (get_team(pnum)==TEAM_RED)
4439 digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
4441 digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
4443 Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
4445 team_kills[get_team(pnum)] += 5;
4446 Players[(int)pnum].net_kills_total += 5;
4447 Players[(int)pnum].KillGoalCount+=5;
4449 if (Netgame.KillGoal>0)
4451 TheGoal=Netgame.KillGoal*5;
4453 if (Players[(int)pnum].KillGoalCount>=TheGoal)
4455 if (pnum==Player_num)
4457 HUD_init_message("You reached the kill goal!");
4458 Players[Player_num].shields=i2f(200);
4461 HUD_init_message ("%s has reached the kill goal!",Players[(int)pnum].callsign);
4463 HUD_init_message ("The control center has been destroyed!");
4464 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
4468 multi_sort_kill_list();
4469 multi_show_player_list();
4472 int GetOrbBonus (char num)
4476 bonus=num*(num+1)/2;
4480 void multi_do_orb_bonus(char *buf)
4482 // Figure out the results of a network kills and add it to the
4483 // appropriate player's tally.
4487 int bonus=GetOrbBonus (buf[2]);
4489 kmatrix_kills_changed = 1;
4491 if (pnum==Player_num)
4492 HUD_init_message("You have scored %d points!",bonus);
4494 HUD_init_message("%s has scored with %d orbs!",Players[(int)pnum].callsign,buf[2]);
4496 if (pnum==Player_num)
4497 digi_start_sound_queued (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
4498 else if (Game_mode & GM_TEAM)
4500 if (get_team(pnum)==TEAM_RED)
4501 digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
4503 digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
4506 digi_play_sample (SOUND_OPPONENT_HAS_SCORED,F1_0*2);
4508 if (bonus>PhallicLimit)
4510 if (pnum==Player_num)
4511 HUD_init_message ("You have the record with %d points!",bonus);
4513 HUD_init_message ("%s has the record with %d points!",Players[(int)pnum].callsign,bonus);
4514 digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
4519 Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear orb flag
4521 team_kills[get_team(pnum)] += bonus;
4522 Players[(int)pnum].net_kills_total += bonus;
4523 Players[(int)pnum].KillGoalCount+=bonus;
4525 team_kills[get_team(pnum)]%=1000;
4526 Players[(int)pnum].net_kills_total%=1000;
4527 Players[(int)pnum].KillGoalCount%=1000;
4529 if (Netgame.KillGoal>0)
4531 TheGoal=Netgame.KillGoal*5;
4533 if (Players[(int)pnum].KillGoalCount>=TheGoal)
4535 if (pnum==Player_num)
4537 HUD_init_message("You reached the kill goal!");
4538 Players[Player_num].shields=i2f(200);
4541 HUD_init_message ("%s has reached the kill goal!",Players[(int)pnum].callsign);
4543 HUD_init_message ("The control center has been destroyed!");
4544 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
4547 multi_sort_kill_list();
4548 multi_show_player_list();
4551 void multi_send_got_flag (char pnum)
4553 multibuf[0]=MULTI_GOT_FLAG;
4556 digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
4558 multi_send_data (multibuf,2,1);
4559 multi_send_flags (Player_num);
4563 digi_sound ReversedSound;
4565 void multi_send_got_orb (char pnum)
4567 multibuf[0]=MULTI_GOT_ORB;
4570 digi_play_sample (SOUND_YOU_GOT_ORB,F1_0*2);
4572 multi_send_data (multibuf,2,1);
4573 multi_send_flags (Player_num);
4576 void multi_do_got_flag (char *buf)
4580 if (pnum==Player_num)
4581 digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
4582 else if (get_team(pnum)==TEAM_RED)
4583 digi_start_sound_queued (SOUND_HUD_RED_GOT_FLAG,F1_0*2);
4585 digi_start_sound_queued (SOUND_HUD_BLUE_GOT_FLAG,F1_0*2);
4586 Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
4587 HUD_init_message ("%s picked up a flag!",Players[(int)pnum].callsign);
4589 void multi_do_got_orb (char *buf)
4593 Assert (Game_mode & GM_HOARD);
4595 if (Game_mode & GM_TEAM)
4597 if (get_team(pnum)==get_team(Player_num))
4598 digi_play_sample (SOUND_FRIEND_GOT_ORB,F1_0*2);
4600 digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
4603 digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
4605 Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
4606 HUD_init_message ("%s picked up an orb!",Players[(int)pnum].callsign);
4614 if (!(Game_mode & GM_HOARD))
4615 Int3(); // How did we get here? Get Leighton!
4617 if (!Players[Player_num].secondary_ammo[PROXIMITY_INDEX])
4619 HUD_init_message("No orbs to drop!");
4625 objnum = spit_powerup(ConsoleObject,POW_HOARD_ORB,seed);
4630 HUD_init_message("Orb dropped!");
4631 digi_play_sample (SOUND_DROP_WEAPON,F1_0);
4633 if ((Game_mode & GM_HOARD) && objnum>-1)
4634 multi_send_drop_flag(objnum,seed);
4636 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]--;
4638 // If empty, tell everyone to stop drawing the box around me
4639 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]==0)
4640 multi_send_flags (Player_num);
4647 if (!(Game_mode & GM_CAPTURE) && !(Game_mode & GM_HOARD))
4649 if (Game_mode & GM_HOARD)
4655 if (!(Players[Player_num].flags & PLAYER_FLAGS_FLAG))
4657 HUD_init_message("No flag to drop!");
4662 HUD_init_message("Flag dropped!");
4663 digi_play_sample (SOUND_DROP_WEAPON,F1_0);
4667 if (get_team (Player_num)==TEAM_RED)
4668 objnum = spit_powerup(ConsoleObject,POW_FLAG_BLUE,seed);
4670 objnum = spit_powerup(ConsoleObject,POW_FLAG_RED,seed);
4675 if ((Game_mode & GM_CAPTURE) && objnum>-1)
4676 multi_send_drop_flag(objnum,seed);
4678 Players[Player_num].flags &=~(PLAYER_FLAGS_FLAG);
4682 void multi_send_drop_flag (int objnum,int seed)
4687 objp = &Objects[objnum];
4689 multibuf[count++]=(char)MULTI_DROP_FLAG;
4690 multibuf[count++]=(char)objp->id;
4692 *(short *) (multibuf+count)=INTEL_SHORT(Player_num); count += 2;
4693 *(short *) (multibuf+count)=INTEL_SHORT(objnum); count += 2;
4694 *(short *) (multibuf+count)=INTEL_SHORT(objp->ctype.powerup_info.count); count += 2;
4695 *(int *) (multibuf+count)=INTEL_INT(seed);
4697 map_objnum_local_to_local(objnum);
4699 if (!(Game_mode & GM_HOARD))
4700 if (Game_mode & GM_NETWORK)
4701 PowerupsInMine[objp->id]++;
4703 multi_send_data(multibuf, 12, 2);
4706 void multi_do_drop_flag (char *buf)
4708 int pnum,ammo,objnum,remote_objnum,seed;
4713 pnum=INTEL_SHORT( *(short *)(buf+2) );
4714 remote_objnum=INTEL_SHORT( *(short *)(buf+4) );
4715 ammo=INTEL_SHORT( *(short *)(buf+6) );
4716 seed=INTEL_INT( *(int *)(buf+8) );
4718 objp = &Objects[Players[pnum].objnum];
4720 objnum = spit_powerup(objp, powerup_id, seed);
4722 map_objnum_local_to_remote(objnum, remote_objnum, pnum);
4725 Objects[objnum].ctype.powerup_info.count = ammo;
4727 if (!(Game_mode & GM_HOARD))
4729 if (Game_mode & GM_NETWORK)
4730 PowerupsInMine[powerup_id]++;
4731 Players[pnum].flags &= ~(PLAYER_FLAGS_FLAG);
4733 mprintf ((0,"Dropped flag %d!\n"));
4737 void multi_bad_restore ()
4739 Function_mode = FMODE_MENU;
4740 nm_messagebox(NULL, 1, TXT_OK,
4741 "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.");
4742 Function_mode = FMODE_GAME;
4743 multi_quit_game = 1;
4744 multi_leave_menu = 1;
4745 multi_reset_stuff();
4748 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
4749 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
4750 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
4751 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
4752 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
4753 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
4754 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
4755 extern byte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
4758 void multi_send_robot_controls (char pnum)
4762 mprintf ((0,"Sending ROBOT_CONTROLS!!!\n"));
4764 multibuf[0]=MULTI_ROBOT_CONTROLS;
4766 memcpy (&(multibuf[count]),&robot_controlled,MAX_ROBOTS_CONTROLLED*4);
4767 count+=(MAX_ROBOTS_CONTROLLED*4);
4768 memcpy (&(multibuf[count]),&robot_agitation,MAX_ROBOTS_CONTROLLED*4);
4769 count+=(MAX_ROBOTS_CONTROLLED*4);
4770 memcpy (&(multibuf[count]),&robot_controlled_time,MAX_ROBOTS_CONTROLLED*4);
4771 count+=(MAX_ROBOTS_CONTROLLED*4);
4772 memcpy (&(multibuf[count]),&robot_last_send_time,MAX_ROBOTS_CONTROLLED*4);
4773 count+=(MAX_ROBOTS_CONTROLLED*4);
4774 memcpy (&(multibuf[count]),&robot_last_message_time,MAX_ROBOTS_CONTROLLED*4);
4775 count+=(MAX_ROBOTS_CONTROLLED*4);
4776 memcpy (&(multibuf[count]),&robot_send_pending,MAX_ROBOTS_CONTROLLED*4);
4777 count+=(MAX_ROBOTS_CONTROLLED*4);
4778 memcpy (&(multibuf[count]),&robot_fired,MAX_ROBOTS_CONTROLLED*4);
4779 count+=(MAX_ROBOTS_CONTROLLED*4);
4781 network_send_naked_packet (multibuf,142,pnum);
4783 void multi_do_robot_controls(char *buf)
4787 mprintf ((0,"Recieved ROBOT_CONTROLS!!!\n"));
4789 if (buf[1]!=Player_num)
4791 Int3(); // Get Jason! Recieved a coop_sync that wasn't ours!
4795 memcpy (&robot_controlled,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4796 count+=(MAX_ROBOTS_CONTROLLED*4);
4797 memcpy (&robot_agitation,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4798 count+=(MAX_ROBOTS_CONTROLLED*4);
4799 memcpy (&robot_controlled_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4800 count+=(MAX_ROBOTS_CONTROLLED*4);
4801 memcpy (&robot_last_send_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4802 count+=(MAX_ROBOTS_CONTROLLED*4);
4803 memcpy (&robot_last_message_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4804 count+=(MAX_ROBOTS_CONTROLLED*4);
4805 memcpy (&robot_send_pending,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4806 count+=(MAX_ROBOTS_CONTROLLED*4);
4807 memcpy (&robot_fired,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4808 count+=(MAX_ROBOTS_CONTROLLED*4);
4811 #define POWERUPADJUSTS 5
4812 int PowerupAdjustMapping[]={11,19,39,41,44};
4814 int multi_powerup_is_4pack (int id)
4818 for (i=0;i<POWERUPADJUSTS;i++)
4819 if (id==PowerupAdjustMapping[i])
4824 int multi_powerup_is_allowed(int id)
4826 if (id == POW_INVULNERABILITY && !Netgame.DoInvulnerability)
4828 if (id == POW_CLOAK && !Netgame.DoCloak)
4830 if (id == POW_AFTERBURNER && !Netgame.DoAfterburner)
4832 if (id == POW_FUSION_WEAPON && !Netgame.DoFusions)
4834 if (id == POW_PHOENIX_WEAPON && !Netgame.DoPhoenix)
4836 if (id == POW_HELIX_WEAPON && !Netgame.DoHelix)
4838 if (id == POW_MEGA_WEAPON && !Netgame.DoMegas)
4840 if (id == POW_SMARTBOMB_WEAPON && !Netgame.DoSmarts)
4842 if (id == POW_GAUSS_WEAPON && !Netgame.DoGauss)
4844 if (id == POW_VULCAN_WEAPON && !Netgame.DoVulcan)
4846 if (id == POW_PLASMA_WEAPON && !Netgame.DoPlasma)
4848 if (id == POW_OMEGA_WEAPON && !Netgame.DoOmega)
4850 if (id == POW_SUPER_LASER && !Netgame.DoSuperLaser)
4852 if (id == POW_PROXIMITY_WEAPON && !Netgame.DoProximity)
4854 if (id==POW_VULCAN_AMMO && (!Netgame.DoVulcan && !Netgame.DoGauss))
4856 if (id == POW_SPREADFIRE_WEAPON && !Netgame.DoSpread)
4858 if (id == POW_SMART_MINE && !Netgame.DoSmartMine)
4860 if (id == POW_SMISSILE1_1 && !Netgame.DoFlash)
4862 if (id == POW_SMISSILE1_4 && !Netgame.DoFlash)
4864 if (id == POW_GUIDED_MISSILE_1 && !Netgame.DoGuided)
4866 if (id == POW_GUIDED_MISSILE_4 && !Netgame.DoGuided)
4868 if (id == POW_EARTHSHAKER_MISSILE && !Netgame.DoEarthShaker)
4870 if (id == POW_MERCURY_MISSILE_1 && !Netgame.DoMercury)
4872 if (id == POW_MERCURY_MISSILE_4 && !Netgame.DoMercury)
4874 if (id == POW_CONVERTER && !Netgame.DoConverter)
4876 if (id == POW_AMMO_RACK && !Netgame.DoAmmoRack)
4878 if (id == POW_HEADLIGHT && !Netgame.DoHeadlight)
4880 if (id == POW_LASER && !Netgame.DoLaserUpgrade)
4882 if (id == POW_HOMING_AMMO_1 && !Netgame.DoHoming)
4884 if (id == POW_HOMING_AMMO_4 && !Netgame.DoHoming)
4886 if (id == POW_QUAD_FIRE && !Netgame.DoQuadLasers)
4888 if (id == POW_FLAG_BLUE && !(Game_mode & GM_CAPTURE))
4890 if (id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
4896 void multi_send_finish_game ()
4898 multibuf[0]=MULTI_FINISH_GAME;
4899 multibuf[1]=Player_num;
4901 multi_send_data (multibuf,2,1);
4905 extern void do_final_boss_hacks();
4906 void multi_do_finish_game (char *buf)
4908 if (buf[0]!=MULTI_FINISH_GAME)
4911 if (Current_level_num!=Last_level)
4914 do_final_boss_hacks();
4917 void multi_send_trigger_specific (char pnum,char trig)
4919 multibuf[0] = MULTI_START_TRIGGER;
4922 network_send_naked_packet(multibuf, 2, pnum);
4924 void multi_do_start_trigger (char *buf)
4926 Triggers[(int)buf[1]].flags |=TF_DISABLED;
4929 extern int GetMyNetRanking();
4930 extern char *RankStrings[];
4932 void multi_add_lifetime_kills ()
4934 // This function adds a kill to lifetime stats of this player, and possibly
4935 // gives a promotion. If so, it will tell everyone else
4939 if (!Game_mode & GM_NETWORK)
4942 oldrank=GetMyNetRanking();
4946 if (oldrank!=GetMyNetRanking())
4948 multi_send_ranking();
4949 if (!FindArg("-norankings"))
4951 HUD_init_message ("You have been promoted to %s!",RankStrings[GetMyNetRanking()]);
4952 digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
4953 NetPlayers.players[Player_num].rank=GetMyNetRanking();
4956 write_player_file();
4959 void multi_add_lifetime_killed ()
4961 // This function adds a "killed" to lifetime stats of this player, and possibly
4962 // gives a demotion. If so, it will tell everyone else
4966 if (!Game_mode & GM_NETWORK)
4969 oldrank=GetMyNetRanking();
4973 if (oldrank!=GetMyNetRanking())
4975 multi_send_ranking();
4976 NetPlayers.players[Player_num].rank=GetMyNetRanking();
4978 if (!FindArg("-norankings"))
4979 HUD_init_message ("You have been demoted to %s!",RankStrings[GetMyNetRanking()]);
4982 write_player_file();
4986 void multi_send_ranking ()
4988 multibuf[0]=(char)MULTI_RANK;
4989 multibuf[1]=(char)Player_num;
4990 multibuf[2]=(char)GetMyNetRanking();
4992 multi_send_data (multibuf,3,1);
4995 void multi_do_ranking (char *buf)
5001 if (NetPlayers.players[(int)pnum].rank<rank)
5002 strcpy (rankstr,"promoted");
5003 else if (NetPlayers.players[(int)pnum].rank>rank)
5004 strcpy (rankstr,"demoted");
5008 NetPlayers.players[(int)pnum].rank=rank;
5010 if (!FindArg("-norankings"))
5011 HUD_init_message ("%s has been %s to %s!",Players[(int)pnum].callsign,rankstr,RankStrings[(int)rank]);
5013 void multi_send_modem_ping ()
5015 multibuf[0]=MULTI_MODEM_PING;
5016 multi_send_data (multibuf,1,1);
5018 void multi_send_modem_ping_return ()
5020 multibuf[0]=MULTI_MODEM_PING_RETURN;
5021 multi_send_data (multibuf,1,1);
5024 void multi_do_modem_ping_return ()
5026 if (PingLaunchTime==0)
5028 mprintf ((0,"Got invalid PING RETURN from opponent!\n"));
5032 PingReturnTime=timer_get_fixed_seconds();
5034 HUD_init_message ("Ping time for opponent is %d ms!",f2i(fixmul(PingReturnTime-PingLaunchTime,i2f(1000))));
5039 void multi_quick_sound_hack (int num)
5042 num = digi_xlat_sound(num);
5043 length=GameSounds[num].length;
5044 ReversedSound.data=(ubyte *)d_malloc (length);
5045 ReversedSound.length=length;
5047 for (i=0;i<length;i++)
5048 ReversedSound.data[i]=GameSounds[num].data[length-i-1];
5053 void multi_send_play_by_play (int num,int spnum,int dpnum)
5055 if (!(Game_mode & GM_HOARD))
5059 multibuf[0]=MULTI_PLAY_BY_PLAY;
5060 multibuf[1]=(char)num;
5061 multibuf[2]=(char)spnum;
5062 multibuf[3]=(char)dpnum;
5063 multi_send_data (multibuf,4,1);
5064 multi_do_play_by_play (multibuf);
5066 void multi_do_play_by_play (char *buf)
5068 int whichplay=buf[1];
5072 if (!(Game_mode & GM_HOARD))
5074 Int3(); // Get Leighton, something bad has happened.
5081 HUD_init_message ("Ouch! %s has been smacked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
5084 HUD_init_message ("Haha! %s has been spanked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
5092 /// CODE TO LOAD HOARD DATA
5096 void init_bitmap(grs_bitmap *bm,int w,int h,int flags,ubyte *data)
5098 bm->bm_x = bm->bm_y = 0;
5099 bm->bm_w = bm->bm_rowsize = w;
5101 bm->bm_type = BM_LINEAR;
5102 bm->bm_flags = flags;
5108 grs_bitmap Orb_icons[2];
5110 int Hoard_goal_eclip;
5112 void init_hoard_data()
5114 static int first_time=1;
5115 static int orb_vclip;
5116 int n_orb_frames,n_goal_frames;
5119 ubyte palette[256*3];
5122 extern int Num_bitmap_files,Num_effects,Num_sound_files;
5124 ifile = cfopen("hoard.ham","rb");
5126 Error("can't open <hoard.dat>");
5128 n_orb_frames = cfile_read_short(ifile);
5129 orb_w = cfile_read_short(ifile);
5130 orb_h = cfile_read_short(ifile);
5131 save_pos = cftell(ifile);
5132 cfseek(ifile,sizeof(palette)+n_orb_frames*orb_w*orb_h,SEEK_CUR);
5133 n_goal_frames = cfile_read_short(ifile);
5134 cfseek(ifile,save_pos,SEEK_SET);
5138 int bitmap_num=Num_bitmap_files;
5140 //Allocate memory for bitmaps
5141 MALLOC( bitmap_data, ubyte, n_orb_frames*orb_w*orb_h + n_goal_frames*64*64 );
5144 orb_vclip = Num_vclips++;
5145 Assert(Num_vclips <= VCLIP_MAXNUM);
5146 Vclip[orb_vclip].play_time = F1_0/2;
5147 Vclip[orb_vclip].num_frames = n_orb_frames;
5148 Vclip[orb_vclip].frame_time = Vclip[orb_vclip].play_time / Vclip[orb_vclip].num_frames;
5149 Vclip[orb_vclip].flags = 0;
5150 Vclip[orb_vclip].sound_num = -1;
5151 Vclip[orb_vclip].light_value = F1_0;
5152 for (i=0;i<n_orb_frames;i++) {
5153 Vclip[orb_vclip].frames[i].index = bitmap_num;
5154 init_bitmap(&GameBitmaps[bitmap_num],orb_w,orb_h,BM_FLAG_TRANSPARENT,bitmap_data);
5155 bitmap_data += orb_w*orb_h;
5157 Assert(bitmap_num < MAX_BITMAP_FILES);
5160 //Create obj powerup
5161 Powerup_info[POW_HOARD_ORB].vclip_num = orb_vclip;
5162 Powerup_info[POW_HOARD_ORB].hit_sound = -1; //Powerup_info[POW_SHIELD_BOOST].hit_sound;
5163 Powerup_info[POW_HOARD_ORB].size = Powerup_info[POW_SHIELD_BOOST].size;
5164 Powerup_info[POW_HOARD_ORB].light = Powerup_info[POW_SHIELD_BOOST].light;
5166 //Create orb goal wall effect
5167 Hoard_goal_eclip = Num_effects++;
5168 Assert(Num_effects < MAX_EFFECTS);
5169 Effects[Hoard_goal_eclip] = Effects[94]; //copy from blue goal
5170 Effects[Hoard_goal_eclip].changing_wall_texture = NumTextures;
5171 Effects[Hoard_goal_eclip].vc.num_frames=n_goal_frames;
5173 TmapInfo[NumTextures] = TmapInfo[find_goal_texture(TMI_GOAL_BLUE)];
5174 TmapInfo[NumTextures].eclip_num = Hoard_goal_eclip;
5175 TmapInfo[NumTextures].flags = TMI_GOAL_HOARD;
5177 Assert(NumTextures < MAX_TEXTURES);
5178 for (i=0;i<n_goal_frames;i++) {
5179 Effects[Hoard_goal_eclip].vc.frames[i].index = bitmap_num;
5180 init_bitmap(&GameBitmaps[bitmap_num],64,64,0,bitmap_data);
5181 bitmap_data += 64*64;
5183 Assert(bitmap_num < MAX_BITMAP_FILES);
5188 //Load and remap bitmap data for orb
5189 cfread(palette,3,256,ifile);
5190 for (i=0;i<n_orb_frames;i++) {
5191 grs_bitmap *bm = &GameBitmaps[Vclip[orb_vclip].frames[i].index];
5192 cfread(bm->bm_data,1,orb_w*orb_h,ifile);
5193 gr_remap_bitmap_good( bm, palette, 255, -1 );
5196 //Load and remap bitmap data for goal texture
5197 cfile_read_short(ifile); //skip frame count
5198 cfread(palette,3,256,ifile);
5199 for (i=0;i<n_goal_frames;i++) {
5200 grs_bitmap *bm = &GameBitmaps[Effects[Hoard_goal_eclip].vc.frames[i].index];
5201 cfread(bm->bm_data,1,64*64,ifile);
5202 gr_remap_bitmap_good( bm, palette, 255, -1 );
5205 //Load and remap bitmap data for HUD icons
5207 icon_w = cfile_read_short(ifile);
5208 icon_h = cfile_read_short(ifile);
5211 MALLOC( bitmap_data, ubyte, icon_w*icon_h );
5212 init_bitmap(&Orb_icons[i],icon_w,icon_h,BM_FLAG_TRANSPARENT,bitmap_data);
5214 cfread(palette,3,256,ifile);
5215 cfread(Orb_icons[i].bm_data,1,icon_w*icon_h,ifile);
5216 gr_remap_bitmap_good( &Orb_icons[i], palette, 255, -1 );
5221 //Load sounds for orb game
5226 len = cfile_read_int(ifile); //get 11k len
5228 if (digi_sample_rate == SAMPLE_RATE_22K) {
5229 cfseek(ifile,len,SEEK_CUR); //skip over 11k sample
5230 len = cfile_read_int(ifile); //get 22k len
5233 GameSounds[Num_sound_files+i].length = len;
5234 GameSounds[Num_sound_files+i].data = d_malloc(len);
5235 cfread(GameSounds[Num_sound_files+i].data,1,len,ifile);
5237 if (digi_sample_rate == SAMPLE_RATE_11K) {
5238 len = cfile_read_int(ifile); //get 22k len
5239 cfseek(ifile,len,SEEK_CUR); //skip over 22k sample
5242 Sounds[SOUND_YOU_GOT_ORB+i] = Num_sound_files+i;
5243 AltSounds[SOUND_YOU_GOT_ORB+i] = Sounds[SOUND_YOU_GOT_ORB+i];
5253 multi_process_data(char *buf, int len)
5255 // Take an entire message (that has already been checked for validity,
5256 // if necessary) and act on it.
5263 if (type > MULTI_MAX_TYPE)
5265 mprintf((1, "multi_process_data: invalid type %d.\n", type));
5273 fprintf (RecieveLogFile,"Packet type: %d Len:%d TT=%d\n",type,len,TTRecv[type]);
5274 fflush (RecieveLogFile);
5279 case MULTI_POSITION:
5280 if (!Endlevel_sequence) multi_do_position(buf); break;
5281 case MULTI_REAPPEAR:
5282 if (!Endlevel_sequence) multi_do_reappear(buf); break;
5284 if (!Endlevel_sequence) multi_do_fire(buf); break;
5286 multi_do_kill(buf); break;
5287 case MULTI_REMOVE_OBJECT:
5288 if (!Endlevel_sequence) multi_do_remobj(buf); break;
5289 case MULTI_PLAYER_DROP:
5290 case MULTI_PLAYER_EXPLODE:
5291 if (!Endlevel_sequence) multi_do_player_explode(buf); break;
5293 if (!Endlevel_sequence) multi_do_message(buf); break;
5295 if (!Endlevel_sequence) multi_do_quit(buf); break;
5296 case MULTI_BEGIN_SYNC:
5298 case MULTI_CONTROLCEN:
5299 if (!Endlevel_sequence) multi_do_controlcen_destroy(buf); break;
5300 case MULTI_POWERUP_UPDATE:
5301 if (!Endlevel_sequence) multi_do_powerup_update(buf); break;
5302 case MULTI_SOUND_FUNCTION:
5303 multi_do_sound_function(buf); break;
5305 if (!Endlevel_sequence) multi_do_drop_marker (buf); break;
5306 case MULTI_DROP_WEAPON:
5307 if (!Endlevel_sequence) multi_do_drop_weapon(buf); break;
5308 case MULTI_DROP_FLAG:
5309 if (!Endlevel_sequence) multi_do_drop_flag(buf); break;
5311 if (!Endlevel_sequence) multi_do_guided (buf); break;
5312 case MULTI_STOLEN_ITEMS:
5313 if (!Endlevel_sequence) multi_do_stolen_items(buf); break;
5314 case MULTI_WALL_STATUS:
5315 if (!Endlevel_sequence) multi_do_wall_status(buf); break;
5316 case MULTI_HEARTBEAT:
5317 if (!Endlevel_sequence) multi_do_heartbeat (buf); break;
5319 if (!Endlevel_sequence) multi_do_seismic (buf); break;
5321 if (!Endlevel_sequence) multi_do_light (buf); break;
5322 case MULTI_KILLGOALS:
5324 if (!Endlevel_sequence) multi_do_kill_goal_counts (buf); break;
5325 case MULTI_ENDLEVEL_START:
5326 if (!Endlevel_sequence) multi_do_escape(buf); break;
5327 case MULTI_END_SYNC:
5330 if (!Endlevel_sequence) multi_do_cloak(buf); break;
5332 if (!Endlevel_sequence) multi_do_decloak(buf); break;
5333 case MULTI_DOOR_OPEN:
5334 if (!Endlevel_sequence) multi_do_door_open(buf); break;
5335 case MULTI_CREATE_EXPLOSION:
5336 if (!Endlevel_sequence) multi_do_create_explosion(buf); break;
5337 case MULTI_CONTROLCEN_FIRE:
5338 if (!Endlevel_sequence) multi_do_controlcen_fire(buf); break;
5339 case MULTI_CREATE_POWERUP:
5340 if (!Endlevel_sequence) multi_do_create_powerup(buf); break;
5341 case MULTI_PLAY_SOUND:
5342 if (!Endlevel_sequence) multi_do_play_sound(buf); break;
5343 case MULTI_CAPTURE_BONUS:
5344 if (!Endlevel_sequence) multi_do_capture_bonus(buf); break;
5345 case MULTI_ORB_BONUS:
5346 if (!Endlevel_sequence) multi_do_orb_bonus(buf); break;
5347 case MULTI_GOT_FLAG:
5348 if (!Endlevel_sequence) multi_do_got_flag(buf); break;
5350 if (!Endlevel_sequence) multi_do_got_orb(buf); break;
5351 case MULTI_PLAY_BY_PLAY:
5352 if (!Endlevel_sequence) multi_do_play_by_play(buf); break;
5354 if (!Endlevel_sequence) multi_do_ranking (buf); break;
5355 case MULTI_MODEM_PING:
5356 if (!Endlevel_sequence) multi_send_modem_ping_return(); break;
5357 case MULTI_MODEM_PING_RETURN:
5358 if (!Endlevel_sequence) multi_do_modem_ping_return(); break;
5360 case MULTI_FINISH_GAME:
5361 multi_do_finish_game(buf); break; // do this one regardless of endsequence
5362 case MULTI_ROBOT_CONTROLS:
5363 if (!Endlevel_sequence) multi_do_robot_controls(buf); break;
5364 case MULTI_ROBOT_CLAIM:
5365 if (!Endlevel_sequence) multi_do_claim_robot(buf); break;
5366 case MULTI_ROBOT_POSITION:
5367 if (!Endlevel_sequence) multi_do_robot_position(buf); break;
5368 case MULTI_ROBOT_EXPLODE:
5369 if (!Endlevel_sequence) multi_do_robot_explode(buf); break;
5370 case MULTI_ROBOT_RELEASE:
5371 if (!Endlevel_sequence) multi_do_release_robot(buf); break;
5372 case MULTI_ROBOT_FIRE:
5373 if (!Endlevel_sequence) multi_do_robot_fire(buf); break;
5376 if (!Endlevel_sequence) multi_do_score(buf); break;
5377 case MULTI_CREATE_ROBOT:
5378 if (!Endlevel_sequence) multi_do_create_robot(buf); break;
5380 if (!Endlevel_sequence) multi_do_trigger(buf); break;
5381 case MULTI_START_TRIGGER:
5382 if (!Endlevel_sequence) multi_do_start_trigger(buf); break;
5384 if (!Endlevel_sequence) multi_do_flags(buf); break;
5385 case MULTI_DROP_BLOB:
5386 if (!Endlevel_sequence) multi_do_drop_blob(buf); break;
5387 case MULTI_ACTIVE_DOOR:
5388 if (!Endlevel_sequence) multi_do_active_door(buf); break;
5389 case MULTI_BOSS_ACTIONS:
5390 if (!Endlevel_sequence) multi_do_boss_actions(buf); break;
5391 case MULTI_CREATE_ROBOT_POWERUPS:
5392 if (!Endlevel_sequence) multi_do_create_robot_powerups(buf); break;
5393 case MULTI_HOSTAGE_DOOR:
5394 if (!Endlevel_sequence) multi_do_hostage_door_status(buf); break;
5395 case MULTI_SAVE_GAME:
5396 if (!Endlevel_sequence) multi_do_save_game(buf); break;
5397 case MULTI_RESTORE_GAME:
5398 if (!Endlevel_sequence) multi_do_restore_game(buf); break;
5399 case MULTI_REQ_PLAYER:
5400 if (!Endlevel_sequence) multi_do_req_player(buf); break;
5401 case MULTI_SEND_PLAYER:
5402 if (!Endlevel_sequence) multi_do_send_player(buf); break;
5405 mprintf((1, "Invalid type in multi_process_input().\n"));