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1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell 
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/Network/MultiUtil.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * C file that contains misc. functions to support multiplayer
16  *
17  * $Log$
18  * Revision 1.10  2006/04/26 19:48:58  taylor
19  * various big-endian fixes, mainly networking support related
20  *
21  * Revision 1.9  2003/05/25 02:30:43  taylor
22  * Freespace 1 support
23  *
24  * Revision 1.8  2002/06/17 06:33:10  relnev
25  * ryan's struct patch for gcc 2.95
26  *
27  * Revision 1.7  2002/06/09 04:41:24  relnev
28  * added copyright header
29  *
30  * Revision 1.6  2002/06/05 08:05:29  relnev
31  * stub/warning removal.
32  *
33  * reworked the sound code.
34  *
35  * Revision 1.5  2002/06/02 04:26:34  relnev
36  * warning cleanup
37  *
38  * Revision 1.4  2002/05/27 00:40:47  theoddone33
39  * Fix net_addr vs net_addr_t
40  *
41  * Revision 1.3  2002/05/26 20:49:54  theoddone33
42  * More progress
43  *
44  * Revision 1.2  2002/05/07 03:16:47  theoddone33
45  * The Great Newline Fix
46  *
47  * Revision 1.1.1.1  2002/05/03 03:28:10  root
48  * Initial import.
49  *
50  * 
51  * 47    9/15/99 1:45a Dave
52  * Don't init joystick on standalone. Fixed campaign mode on standalone.
53  * Fixed no-score-report problem in TvT
54  * 
55  * 46    9/09/99 8:53p Dave
56  * Fixed multiplayer degenerate orientation case problem. Make sure warp
57  * effect never goes lower than LOD 1. 
58  * 
59  * 45    8/24/99 1:50a Dave
60  * Fixed client-side afterburner stuttering. Added checkbox for no version
61  * checking on PXO join. Made button info passing more friendly between
62  * client and server.
63  * 
64  * 44    8/23/99 10:30a Dave
65  * Make sure a kill limit of 0 really means "no kill limit"
66  * 
67  * 43    8/22/99 5:53p Dave
68  * Scoring fixes. Added self destruct key. Put callsigns in the logfile
69  * instead of ship designations for multiplayer players.
70  * 
71  * 42    8/22/99 1:19p Dave
72  * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
73  * which d3d cards are detected.
74  * 
75  * 41    8/19/99 10:59a Dave
76  * Packet loss detection.
77  * 
78  * 40    8/06/99 2:44a Dave
79  * Make sure dead players who leave respawn AI.
80  * 
81  * 39    8/06/99 12:29a Dave
82  * Multiple bug fixes.
83  * 
84  * 38    8/03/99 11:02p Dave
85  * Maybe fixed sync problems in multiplayer.
86  * 
87  * 37    7/30/99 7:01p Dave
88  * Dogfight escort gauge. Fixed up laser rendering in Glide.
89  * 
90  * 36    7/26/99 5:50p Dave
91  * Revised ingame join. Better? We'll see....
92  * 
93  * 35    7/15/99 9:20a Andsager
94  * FS2_DEMO initial checkin
95  * 
96  * 34    7/08/99 10:53a Dave
97  * New multiplayer interpolation scheme. Not 100% done yet, but still
98  * better than the old way.
99  * 
100  * 33    6/25/99 5:04p Jasenw
101  * Added some debug line stuff.
102  * 
103  * 32    6/16/99 4:06p Dave
104  * New pilot info popup. Added new draw-bitmap-as-poly function.
105  * 
106  * 31    5/18/99 11:50a Andsager
107  * Remove unused object type OBJ_GHOST_SAVE
108  * 
109  * 30    5/04/99 5:20p Dave
110  * Fixed up multiplayer join screen and host options screen. Should both
111  * be at 100% now.
112  * 
113  * 29    5/03/99 8:33p Dave
114  * New version of multi host options screen.
115  * 
116  * 28    4/27/99 12:16a Dave
117  * Fixed beam weapon muzzle glow problem. Fixed premature timeout on the
118  * pxo server list screen. Fixed secondary firing for hosts on a
119  * standalone. Fixed wacky multiplayer weapon "shuddering" problem.
120  * 
121  * 27    4/25/99 7:43p Dave
122  * Misc small bug fixes. Made sun draw properly.
123  * 
124  * 26    4/25/99 3:02p Dave
125  * Build defines for the E3 build.
126  * 
127  * 25    4/09/99 2:21p Dave
128  * Multiplayer beta stuff. CD checking.
129  * 
130  * 24    4/08/99 2:10a Dave
131  * Numerous bug fixes for the beta. Added builtin mission info for the
132  * beta.
133  * 
134  * 23    3/10/99 6:50p Dave
135  * Changed the way we buffer packets for all clients. Optimized turret
136  * fired packets. Did some weapon firing optimizations.
137  * 
138  * 22    3/09/99 6:24p Dave
139  * More work on object update revamping. Identified several sources of
140  * unnecessary bandwidth.
141  * 
142  * 21    3/08/99 7:03p Dave
143  * First run of new object update system. Looks very promising.
144  * 
145  * 20    3/01/99 10:00a Dave
146  * Fxied several dogfight related stats bugs.
147  * 
148  * 19    2/24/99 2:25p Dave
149  * Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn
150  * bug for dogfight more.
151  * 
152  * 18    2/23/99 2:29p Dave
153  * First run of oldschool dogfight mode. 
154  * 
155  * 17    2/12/99 6:16p Dave
156  * Pre-mission Squad War code is 95% done.
157  * 
158  * 16    2/11/99 3:08p Dave
159  * PXO refresh button. Very preliminary squad war support.
160  * 
161  * 15    2/08/99 5:07p Dave
162  * FS2 chat server support. FS2 specific validated missions.
163  * 
164  * 14    1/30/99 1:29a Dave
165  * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
166  * screen.  Fixed beam weapon death messages.
167  * 
168  * 13    1/14/99 6:06p Dave
169  * 100% full squad logo support for single player and multiplayer.
170  * 
171  * 12    1/12/99 4:07a Dave
172  * Put in barracks code support for selecting squad logos. Properly
173  * distribute squad logos in a multiplayer game.
174  * 
175  * 11    12/14/98 4:01p Dave
176  * Got multi_data stuff working well with new xfer stuff. 
177  * 
178  * 10    12/14/98 12:13p Dave
179  * Spiffed up xfer system a bit. Put in support for squad logo file xfer.
180  * Need to test now.
181  * 
182  * 9     11/19/98 4:19p Dave
183  * Put IPX sockets back in psnet. Consolidated all multiplayer config
184  * files into one.
185  * 
186  * 8     11/19/98 8:04a Dave
187  * Full support for D3-style reliable sockets. Revamped packet lag/loss
188  * system, made it receiver side and at the lowest possible level.
189  * 
190  * 7     11/17/98 11:12a Dave
191  * Removed player identification by address. Now assign explicit id #'s.
192  * 
193  * 6     11/05/98 5:55p Dave
194  * Big pass at reducing #includes
195  * 
196  * 5     10/13/98 9:29a Dave
197  * Started neatening up freespace.h. Many variables renamed and
198  * reorganized. Added AlphaColors.[h,cpp]
199  * 
200  * 4     10/09/98 2:57p Dave
201  * Starting splitting up OS stuff.
202  * 
203  * 3     10/07/98 6:27p Dave
204  * Globalized mission and campaign file extensions. Removed Silent Threat
205  * special code. Moved \cache \players and \multidata into the \data
206  * directory.
207  * 
208  * 2     10/07/98 10:53a Dave
209  * Initial checkin.
210  * 
211  * 1     10/07/98 10:50a Dave
212  * 
213  * 283   9/28/98 1:54p Dave
214  * Make sure French and German don't xfer builtin files they don't have
215  * (to themselves)
216  * 
217  * 282   9/28/98 1:41p Dave
218  * Properly detect "builtin" missions.
219  * 
220  * 281   9/21/98 11:46p Dave
221  * Flag mission disk players in the right spot.
222  * 
223  * 280   9/15/98 7:24p Dave
224  * Minor UI changes. Localized bunch of new text.
225  * 
226  * $NoKeywords: $
227  */
228
229 #ifndef PLAT_UNIX
230 #include <winsock.h>
231 #else
232 #include <sys/types.h>
233 #include <sys/socket.h>
234 #include <netinet/in.h>
235 #include <arpa/inet.h>
236 #include <netdb.h>
237 #include <errno.h>
238 #endif
239 #include <ctype.h>
240 #include "multiutil.h"
241 #include "multimsgs.h"
242 #include "multi.h"
243 #include "linklist.h"
244 #include "gamesequence.h"
245 #include "hudmessage.h"
246 #include "freespace.h"
247 #include "key.h"
248 #include "2d.h"
249 #include "weapon.h"
250 #include "timer.h"
251 #include "ship.h"
252 #include "psnet.h"
253 #include "player.h"
254 #include "missionparse.h"
255 #include "missionshipchoice.h"
256 #include "missionscreencommon.h"
257 #include "missionweaponchoice.h"
258 #include "multi_xfer.h"
259 #include "stand_gui.h"
260 #include "shipfx.h"
261 #include "object.h"
262 #include "managepilot.h"
263 #include "multiteamselect.h"
264 #include "shiphit.h"
265 #include "missiondebrief.h"
266 #include "observer.h"
267 #include "missionmessage.h"
268 #include "multilag.h"
269 #include "popup.h"
270 #include "popupdead.h"
271 #include "hudconfig.h"
272 #include "multiui.h"
273 #include "optionsmenu.h"
274 #include "missionhotkey.h"
275 #include "missiongoals.h"
276 #include "afterburner.h"
277 #include "chatbox.h"
278 #include "multi_kick.h"
279 #include "multi_data.h"
280 #include "multi_voice.h"
281 #include "multi_ping.h"
282 #include "multi_team.h"
283 #include "multi_respawn.h"
284 #include "multi_ingame.h"
285 #include "multi_observer.h"
286 #include "multi_pinfo.h"
287 #include "multi_endgame.h"
288 #include "multi_pmsg.h"
289 #include "multi_pause.h"
290 #include "multi_obj.h"
291 #include "multi_log.h"
292 #include "multi_rate.h"
293 #include "osregistry.h"
294 #include "hudescort.h"
295 #include "multi_fstracker.h"
296
297 extern int MSG_WINDOW_X_START;  // used to position multiplayer text messages
298 extern int MSG_WINDOW_Y_START;
299 extern int MSG_WINDOW_HEIGHT;
300
301 // if a client doesn't receive an update for an object after this many seconds, query server
302 // as to the objects status.
303 #define MULTI_CLIENT_OBJ_TIMEOUT                10
304 #define MAX_SHIPS_PER_QUERY                     10
305
306
307 // this function assignes the given object with the given signature.  If the signature is 0, then we choose
308 // the next signature number from the correct pool.  I thought that it might be desireable
309 // to not always have to take the next signature on the list.  what_kind is used to assign either a
310 // permanent or non-permanent signature to an object.  permanent signatures are used for ships, non_permanent
311 // signatures are used for everything else.
312 ushort multi_assign_network_signature( int what_kind )
313 {
314         ushort sig;     
315
316         // do limit checking on the permanent and non_permanent signatures.  Ships are considered "permanent"
317         // as are debris and asteroids since they don't die very often.  It would be vary rare for this
318         // value (the permanent signature) to wrap.  For now, this condition is an error condition
319         if ( what_kind == MULTI_SIG_SHIP ) {
320                 if ( Next_ship_signature == 0 ){
321                         Next_ship_signature = SHIP_SIG_MIN;
322                 }
323
324                 sig = Next_ship_signature++;
325
326                 if ( Next_ship_signature == SHIP_SIG_MAX ) {
327                         Int3();                 // get Allender -- signature stuff wrapped.
328                         Next_ship_signature = SHIP_SIG_MIN;
329                 }
330
331                 // signature stuff for asteroids.
332         } else if ( what_kind == MULTI_SIG_ASTEROID ) {
333                 if ( Next_asteroid_signature == 0 ){
334                         Next_asteroid_signature = ASTEROID_SIG_MIN;
335                 }
336
337                 sig = Next_asteroid_signature++;
338                 if ( Next_asteroid_signature == ASTEROID_SIG_MAX ) {
339                         Int3();                 // get Allender -- signature stuff wrapped.
340                         Next_asteroid_signature = ASTEROID_SIG_MIN;
341                 }
342
343                 // signatures for debris
344         } else if ( what_kind == MULTI_SIG_DEBRIS ) {
345                 if ( Next_debris_signature == 0 ){
346                         Next_debris_signature = DEBRIS_SIG_MIN;
347                 }
348
349                 sig = Next_debris_signature++;
350                 if ( Next_debris_signature == DEBRIS_SIG_MAX ) {
351                         Int3();                 // get Allender -- signature stuff wrapped.
352                         Next_debris_signature = DEBRIS_SIG_MIN;
353                 }
354
355                 // signature stuff for weapons and other expendable things.
356         } else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
357                 if ( Next_non_perm_signature == 0 ){
358                         Next_non_perm_signature = NPERM_SIG_MIN;
359                 }
360
361                 sig = Next_non_perm_signature++;
362                 if ( Next_non_perm_signature == NPERM_SIG_MAX ){
363                         Next_non_perm_signature = NPERM_SIG_MIN;
364                 }
365         } else {
366                 Int3();         // get allender - Illegal signature type requested
367                 sig = 0;
368         }
369
370         return sig;
371 }
372
373 // this function returns the next network signature that will be used for a newly created object
374 // what_kind parameter tells us what kind of signature to get -- permanent or non-permanent
375 ushort multi_get_next_network_signature( int what_kind )
376 {
377         if ( what_kind == MULTI_SIG_SHIP ) {
378                 if ( Next_ship_signature == 0 )
379                         Next_ship_signature = SHIP_SIG_MIN;
380                 return Next_ship_signature;
381
382         } else if ( what_kind == MULTI_SIG_DEBRIS ) {
383                 if ( Next_debris_signature == 0 )
384                         Next_debris_signature = DEBRIS_SIG_MIN;
385                 return Next_debris_signature;
386
387         } else if ( what_kind == MULTI_SIG_ASTEROID ) {
388                 if ( Next_asteroid_signature == 0 )
389                         Next_asteroid_signature = ASTEROID_SIG_MIN;
390                 return Next_asteroid_signature;
391
392         } else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
393                 if ( Next_non_perm_signature == 0 )
394                         Next_non_perm_signature = NPERM_SIG_MIN;
395                 return Next_non_perm_signature;
396
397         } else {
398                 Int3();                 // get allender
399                 return 0;
400         }
401 }
402
403 // this routine sets the network signature to the given value.  Should be called from client only
404 // and is used mainly for firing weapons.  what_kind tells us permanent or non-permanent signature
405 void multi_set_network_signature( ushort signature, int what_kind )
406 {
407         SDL_assert( signature != 0 );
408
409         if ( what_kind == MULTI_SIG_SHIP ) {
410                 SDL_assert( (signature >= SHIP_SIG_MIN) && (signature <= SHIP_SIG_MAX) );
411                 Next_ship_signature = signature;
412         } else if ( what_kind == MULTI_SIG_DEBRIS ) {
413                 SDL_assert( (signature >= DEBRIS_SIG_MIN) && (signature <= DEBRIS_SIG_MAX) );
414                 Next_debris_signature = signature;
415         } else if ( what_kind == MULTI_SIG_ASTEROID ) {
416                 SDL_assert( (signature >= ASTEROID_SIG_MIN) && (signature <= ASTEROID_SIG_MAX) );
417                 Next_asteroid_signature = signature;
418         } else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
419                 SDL_assert( (signature >= NPERM_SIG_MIN) && (signature <= NPERM_SIG_MAX) );
420                 Next_non_perm_signature = signature;
421         } else
422                 Int3();                 // get Allender
423 }
424
425 // multi_get_network_object() takes a net_signature and tries to locate the object in the object list
426 // with that network signature.  Returns NULL if the object cannot be found
427 object *multi_get_network_object( ushort net_signature )
428 {
429         object *objp;
430
431         if ( net_signature == 0 )
432                 return NULL;
433
434         if(GET_FIRST(&obj_used_list) == NULL)
435                 return NULL;
436
437         for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) )
438                 if ( objp->net_signature == net_signature )
439                         break;
440
441         // if not found on used list, check create list
442         if ( objp == END_OF_LIST(&obj_used_list) ) {
443                 for ( objp = GET_FIRST(&obj_create_list); objp != END_OF_LIST(&obj_create_list); objp = GET_NEXT(objp) )
444                         if ( objp->net_signature == net_signature )
445                                 break;
446
447                 if ( objp == END_OF_LIST(&obj_create_list) )
448                         objp = NULL;
449         }
450
451         return objp;
452 }
453
454
455 // -------------------------------------------------------------------------------------------------
456 //      multi_random_death_word() will return a word from the below list at random.
457 //
458 //      Note:  Keep words grouped into sections of 10
459
460 #define NUM_DEATH_WORDS 40
461
462 const char *multi_random_death_word()
463 {
464         int index;
465
466         index = rand() % NUM_DEATH_WORDS;
467         switch (index) {
468                 case 0:
469                         return XSTR("zapped",853);
470                 case 1:
471                         return XSTR("caulked",854);
472                 case 2:
473                         return XSTR("killed",855);
474                 case 3:
475                         return XSTR("waxed",856);
476                 case 4:
477                         return XSTR("popped",857);
478                 case 5:
479                         return XSTR("murdered",858);
480                 case 6:
481                         return XSTR("bludgeoned",859);
482                 case 7:
483                         return XSTR("destroyed",860);
484                 case 8:
485                         return XSTR("iced",861);
486                 case 9:
487                         return XSTR("obliterated",862);
488                 case 10:
489                         return XSTR("toasted",863);
490                 case 11:
491                         return XSTR("roasted",864);
492                 case 12:
493                         return XSTR("turned into anti-matter",865);
494                 case 13:
495                         return XSTR("killed like a pig",866);
496                 case 14:
497                         return XSTR("taught a lesson",867);
498                 case 15:
499                         return XSTR("slaughtered with impunity",868);
500                 case 16:
501                         return XSTR("spanked like a naughty boy",869);
502                 case 17:
503                         return XSTR("skunked",870);
504                 case 18:
505                         return XSTR("beat senseless",871);
506                 case 19:
507                         return XSTR("shot up",872);
508                 case 20:
509                         return XSTR("spaced",873);
510                 case 21:
511                         return XSTR("hosed",874);
512                 case 22:
513                         return XSTR("capped",875);
514                 case 23:
515                         return XSTR("beat down",876);
516                 case 24:
517                         return XSTR("hit wit da shizzo",877);
518                 case 25:
519                         return XSTR("sk00led",878);
520                 case 26:
521                         return XSTR("whooped up",879);
522                 case 27:
523                         return XSTR("brought to the all-you-can-take whoop ass buffet",880);
524                 case 28:
525                         return XSTR("served up a whoop ass sandwich...hold the mercy",881);
526                 case 29:
527                         return XSTR("gibbed by Kayser Sozay's rocket",882);
528                 case 30:
529                         return XSTR("shot down",883);
530                 case 31:
531                         return XSTR("given early retirement",884);
532                 case 32:
533                         return XSTR("instructed",885);
534                 case 33:
535                         return XSTR("eviscerated",886);
536                 case 34:
537                         return XSTR("pummelled",887);
538                 case 35:
539                         return XSTR("eradicated",888);
540                 case 36:
541                         return XSTR("cleansed",889);
542                 case 37:
543                         return XSTR("perforated",890);
544                 case 38:
545                         return XSTR("canned",891);
546                 case 39:
547                         return XSTR("decompressed",892);
548         }
549
550         return NOX("Error");
551 }
552
553 // -------------------------------------------------------------------------------------------------
554 //      multi_random_chat_start() will return a word from the below list at random.
555 //
556 //
557
558 #define NUM_CHAT_START_WORDS    8
559 #define MAX_CHAT_PHRASE_LEN     25              // be careful not to exceed (or update if exceeded)
560
561 const char *multi_random_chat_start()
562 {
563         int index;
564
565         index = rand() % NUM_CHAT_START_WORDS;
566         switch (index) {
567                 case 0:
568                         return XSTR("says",893);
569                 case 1:
570                         return XSTR("bleats",894);
571                 case 2:
572                         return XSTR("opines",895);
573                 case 3:
574                         return XSTR("postulates",896);
575                 case 4:
576                         return XSTR("declares",897);
577                 case 5:
578                         return XSTR("vomits out",898);
579                 case 6:
580                         return XSTR("whines",899);
581                 case 7:
582                         return XSTR("barks",900);
583         }
584
585         return NOX("Error");
586 }
587
588 // -------------------------------------------------------------------------------------------------
589 //      multi_ship_class_lookup() will return the Ship_info[] index for the ship specified as a 
590 // parameter.
591 //
592 //
593
594 int multi_ship_class_lookup(const char* ship_name)
595 {
596         int i, player_ship_class;
597
598         // find the ship_info index for the ship_name
599
600         player_ship_class = -1;
601         for (i = 0; i < Num_ship_types; i++) {
602                 if ( !SDL_strcasecmp(Ship_info[i].name, ship_name) ) {
603                         player_ship_class = i;
604                         break;
605                 }
606         } // end for 
607
608         if (i == Num_ship_types){
609                 return -1;
610         }
611
612         return player_ship_class;
613 }
614
615 // -------------------------------------------------------------------------------------------------
616 //      find_player() is called when a packet arrives, and we need to know which net player to update.
617 // The matching is done based on the address and port.  Port checking is done in case multiple
618 // instances of FreeSpace are running on the same box.
619 //
620 //
621
622 int find_player( net_addr_t* addr )
623 {
624         int i;
625
626         for (i = 0; i < MAX_PLAYERS; i++ ) {
627                 if ( !MULTI_CONNECTED(Net_players[i])){
628                         continue;
629                 }
630                 if ( psnet_same( addr, &(Net_players[i].p_info.addr)) ){
631                         return i;
632                 }
633         }
634
635         return -1;
636 }
637
638 // so that we can lookup on the admin port transparently
639 int find_player_no_port(net_addr_t *addr)
640 {
641         int i;
642
643         for (i = 0; i < MAX_PLAYERS; i++ ) {
644                 if ( !MULTI_CONNECTED(Net_players[i])){
645                         continue;
646                 }
647
648                 if ( memcmp(&addr->addr, &Net_players[i].p_info.addr.addr, IP_ADDRESS_LENGTH) == 0 ) {
649                         return i;
650                 }
651         }
652
653         return -1;
654 }
655
656 int find_player_id(short player_id)
657 {
658         int i;
659         for (i = 0; i < MAX_PLAYERS; i++ ) {
660                 if ( !MULTI_CONNECTED(Net_players[i])){
661                         continue;
662                 }
663                 if(player_id == Net_players[i].player_id){
664                         return i;
665                 }
666         }       
667
668         // couldn't find the player
669         return -1;
670 }
671
672 // note this is only valid to do on a server!
673 int find_player_socket(PSNET_SOCKET_RELIABLE sock)
674 {
675         int i;
676         for (i = 0; i < MAX_PLAYERS; i++ ) {
677                 if ( !MULTI_CONNECTED(Net_players[i])){
678                         continue;
679                 }
680                 if(sock == Net_players[i].reliable_socket){
681                         return i;
682                 }
683         }       
684
685         // couldn't find the player
686         return -1;
687 }
688
689 // multi_find_player_by_object returns a player num (reference by Net_players[x]) when given a object *.
690 // used to find netplayers in game when only the object is known
691 int multi_find_player_by_object( object *objp )
692 {
693         int i, objnum;
694
695         objnum = OBJ_INDEX(objp);
696         for (i = 0; i < MAX_PLAYERS; i++ ) {
697                 if ( !MULTI_CONNECTED(Net_players[i])){
698                         continue;
699                 }
700                 if ( objnum == Net_players[i].player->objnum ){
701                         return i;
702                 }
703         }
704
705         // return -1 if the object is not found -- this is a bad situation, but we will handle it in higher
706         // level code
707         return -1;
708 }
709
710 // returns a player num based upon player object signature
711 int multi_find_player_by_signature( int signature )
712 {
713         int idx;
714
715         for(idx=0;idx<MAX_PLAYERS;idx++){
716                 // compare against each player's object signature
717                 if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].player->objnum].signature == signature)){
718                         // found the player
719                         return idx;
720                 }
721         }
722
723         // didn't find the player
724         return -1;
725 }
726
727 // returns a player num based upon object net signature
728 int multi_find_player_by_net_signature(ushort net_signature)
729 {
730         int idx;
731
732         for(idx=0;idx<MAX_PLAYERS;idx++){
733                 // compare against each player's object signature
734                 if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].player->objnum].net_signature == net_signature)){
735                         // found the player
736                         return idx;
737                 }
738         }
739
740         // didn't find the player
741         return -1;
742 }
743
744 int multi_find_player_by_ship_name(const char *ship_name)
745 {
746         int idx;
747
748         // bogus
749         if(ship_name == NULL){
750                 return -1;
751         }
752
753         for(idx=0; idx<MAX_PLAYERS; idx++){
754                 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && (Net_players[idx].player != NULL) && (Net_players[idx].player->objnum >= 0) && (Net_players[idx].player->objnum < MAX_OBJECTS) && (Objects[Net_players[idx].player->objnum].type == OBJ_SHIP) && 
755                         (Objects[Net_players[idx].player->objnum].instance >= 0) && (Objects[Net_players[idx].player->objnum].instance < MAX_SHIPS) && !SDL_strcasecmp(ship_name, Ships[Objects[Net_players[idx].player->objnum].instance].ship_name) ){
756                         return idx;
757                 }
758         }
759
760         // didn't find the player
761         return -1;
762 }
763
764 int multi_get_player_ship(int np_index)
765 {
766         // bogus
767         if((np_index < 0) || (np_index >= MAX_PLAYERS)){
768                 return -1;
769         }
770
771         // cool?
772         if(MULTI_CONNECTED(Net_players[np_index]) && !MULTI_OBSERVER(Net_players[np_index]) && !MULTI_STANDALONE(Net_players[np_index]) && 
773                 (Net_players[np_index].player != NULL) && (Net_players[np_index].player->objnum >= 0) && (Net_players[np_index].player->objnum < MAX_OBJECTS) && (Objects[Net_players[np_index].player->objnum].type == OBJ_SHIP) && 
774                 (Objects[Net_players[np_index].player->objnum].instance >= 0) && (Objects[Net_players[np_index].player->objnum].instance < MAX_SHIPS) ){
775
776                 return Objects[Net_players[np_index].player->objnum].instance;
777         }
778
779         // nope
780         return -1;
781 }
782
783 // find_open_netplayer_slot() attempts to find a free slot in the Net_players structure for a new player.
784 // it returns -1 if there is no new slot, and the slot number if one is found
785 // NOTE : this attempts to preserve a player object as long as possible for him to come back to
786 int multi_find_open_netplayer_slot()
787 {
788         int i;
789         int found_first;
790
791         found_first = -1;
792         for (i = 0; i < MAX_PLAYERS; i++)
793                 if ( !MULTI_CONNECTED(Net_players[i]) ){
794                    if(found_first == -1) {
795                                 found_first = i;
796                                 break;
797                         }
798                 }
799
800         if(i == MAX_PLAYERS){
801                 if(found_first == -1)
802                         return -1;
803                 else
804                         return found_first;
805         }
806
807         return i;
808 }
809
810 // find_open_player_slot() attempts to find an open player array slot.  The 0th element of the array
811 // should always be taken by the console player's pilot.  All other slots are up for grab though.
812 int multi_find_open_player_slot()
813 {
814         int i;
815
816         for (i = 0; i < MAX_PLAYERS; i++)
817                 if ( !(Players[i].flags & PLAYER_FLAGS_STRUCTURE_IN_USE) )
818                         break;
819         
820         if ( i == MAX_PLAYERS )
821                 return -1;
822
823         return i;
824 }
825
826 // stuff_netplayer_info stuffs information into the given Net_player structure.  It is called when
827 // a new person is entering the game.  The state of the Net_player is set to it's basic starting
828 // state
829 void stuff_netplayer_info( net_player *nplayer, net_addr_t *addr, int ship_class, player *pplayer )
830 {
831         nplayer->p_info.addr = *addr;
832         nplayer->flags |= NETINFO_FLAG_CONNECTED;
833         nplayer->state = NETPLAYER_STATE_JOINING;
834         nplayer->p_info.ship_class = ship_class;
835         nplayer->player = pplayer;
836         nplayer->p_info.options.obj_update_level = OBJ_UPDATE_HIGH;
837
838         // if setting up my net flags, then set the flag to say I can do networking.
839         if ( nplayer == Net_player ){
840                 nplayer->flags |= NETINFO_FLAG_DO_NETWORKING;
841         }
842 }
843
844 // multi_assign_player_ship takes a Net_player index and an object * and assigned that player to
845 // that object
846 void multi_assign_player_ship( int net_player, object *objp,int ship_class )
847 {
848         ship *shipp;
849         int idx;
850
851         SDL_assert ( MULTI_CONNECTED(Net_players[net_player]) );
852
853         shipp = &Ships[objp->instance];
854
855         Net_players[net_player].player->objnum = OBJ_INDEX(objp);
856         Net_players[net_player].p_info.ship_class = ship_class;
857
858         // check to see if we are assigning my player -- if so, then set Player_ship and Player_ai
859         if ( Net_player == &Net_players[net_player] ) {
860                 Player_obj = objp;
861                 Player_ship = shipp;
862                 Player_ai = &Ai_info[Player_ship->ai_index];
863         }
864
865         // find the parse object for this ship.  Also, set the wingman status stuff so wingman status gauge
866         // works properly.
867         Net_players[net_player].p_info.p_objp = mission_parse_get_arrival_ship( shipp->ship_name );
868         SDL_assert( Net_players[net_player].p_info.p_objp != NULL );            // get allender -- ship should be on list
869         Net_players[net_player].p_info.p_objp->ship_class = ship_class;         // be sure this gets set so respawns work
870
871         // game server and this client need to initialize this information so object updating
872         // works properly.
873         if ( MULTIPLAYER_MASTER || (Net_player == &Net_players[net_player]) ) {
874                 Net_players[net_player].s_info.eye_pos = objp->pos;
875                 Net_players[net_player].s_info.eye_orient = objp->orient;
876         }
877
878         // zero update info     
879         for(idx=0; idx<MAX_PLAYERS; idx++){
880                 shipp->np_updates[idx].orient_chksum = 0;
881                 shipp->np_updates[idx].pos_chksum = 0;
882                 shipp->np_updates[idx].seq = 0;
883                 shipp->np_updates[idx].status_update_stamp = -1;
884                 shipp->np_updates[idx].subsys_update_stamp = -1;
885                 shipp->np_updates[idx].update_stamp = -1;
886         }
887 }
888
889 // -------------------------------------------------------------------------------------------------
890 //      create_player() is called when a net player needs to be instantiated.  The ship that is created
891 // depends on the parameter ship_class.  Note that if ship_class is invalid, the ship default_player_ship
892 // is used.  Returns 1 on success, 0 otherwise
893
894 int multi_create_player( int net_player_num, player *pl, char* name, net_addr_t* addr, int ship_class, short id)
895 {
896         int player_ship_class = ship_class;
897         int i,current_player_count;
898
899         SDL_assert ( net_player_num < MAX_PLAYERS );                            // probably shoudln't be able to even get into this routine if no room  
900         
901         // blast _any_ old data
902         memset(&Net_players[net_player_num],0,sizeof(net_player));
903
904         // get the current # of players
905         current_player_count = multi_num_players();
906
907         // DOH!!! The lack of this caused many bugs. 
908         Net_players[net_player_num].flags = (NETINFO_FLAG_DO_NETWORKING);
909                 
910         if ( ship_class == -1 ) {
911                 nprintf(("Network","Network ==> ship class is -1, creating a default ship for multiplayer\n"));
912
913                 // find the ship that matches the string stored in default_player_ship
914
915                 for (i = 0; i < Num_ship_types; i++) {
916                         if ( !SDL_strcasecmp(Ship_info[i].name, default_player_ship) ) {
917                                 player_ship_class = i;
918                                 break;
919                         }
920                 }
921
922                 if (i == Num_ship_types)
923                         SDL_assert(0);
924         }
925         
926         if ( player_ship_class >= Num_ship_types ) {
927                 player_ship_class = multi_ship_class_lookup(default_player_ship);
928                 nprintf(("Network","Network ==> Ship class was %d Creating a default ship for multiplayer\n", player_ship_class));
929         }
930
931         // blast the old player data
932         memset(pl,0,sizeof(player));
933
934         // set up the net_player structure
935         stuff_netplayer_info( &Net_players[net_player_num], addr, player_ship_class, pl );
936         Net_players[net_player_num].s_info.num_last_buttons = 0;
937         // Net_players[net_player_num].respawn_count = 0;
938         Net_players[net_player_num].last_heard_time = timer_get_fixed_seconds();
939         Net_players[net_player_num].reliable_socket = INVALID_SOCKET;
940         Net_players[net_player_num].s_info.kick_timestamp = -1;
941         Net_players[net_player_num].s_info.voice_token_timestamp = -1;
942         Net_players[net_player_num].s_info.tracker_security_last = -1;
943         Net_players[net_player_num].s_info.target_objnum = -1;
944         Net_players[net_player_num].s_info.accum_buttons = 0;
945
946         // zero out this players ping times data
947         multi_ping_reset(&Net_players[net_player_num].s_info.ping);
948
949         // zero out his object update and control info sequencing data
950         Net_players[net_player_num].client_cinfo_seq = 0;
951         Net_players[net_player_num].client_server_seq = 0;              
952         
953         // timestamp his last_full_update_time
954         Net_players[net_player_num].s_info.last_full_update_time = timestamp(0);
955
956         // nil his file xfer handle
957         Net_players[net_player_num].s_info.xfer_handle = -1;
958
959         // nil his data rate timestamp stuff
960         Net_players[net_player_num].s_info.rate_stamp = -1;
961         Net_players[net_player_num].s_info.rate_bytes = 0;
962
963         // nil packet buffer stuff
964         Net_players[net_player_num].s_info.unreliable_buffer_size = 0;
965         Net_players[net_player_num].s_info.reliable_buffer_size = 0;
966         
967         // various ack handles  
968         SDL_strlcpy(pl->callsign, name, SDL_arraysize(pl->callsign));
969         pilot_set_short_callsign(pl, SHORT_CALLSIGN_PIXEL_W);   // calculate the short callsign 
970         pl->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE;
971         pl->objnum = -1;
972
973         // if we're the standalone server and this is the first guy to join, mark him as the host
974         // and give him all host priveleges
975         if((Game_mode & GM_STANDALONE_SERVER) && (current_player_count == 0)){
976                 Net_players[net_player_num].flags |= NETINFO_FLAG_GAME_HOST;
977         }
978         
979         Net_players[net_player_num].player_id = id;
980
981         Net_player->sv_bytes_sent = 0;
982         Net_player->sv_last_pl = -1;
983         Net_player->cl_bytes_recvd = 0;
984         Net_player->cl_last_pl = -1;
985
986         // add to the escort list
987         if(MULTI_IN_MISSION){
988                 hud_escort_add_player(id);
989         }
990
991         return 1;
992 }
993
994 // next function makes a player object an ai object (also decrementing the num_players in the
995 // netgame).  It appropiately sets the object flags and other interesting AI information which
996 // ought to get set in order to make this new ai object behave correctly.
997 void multi_make_player_ai( object *pobj )
998 {
999
1000         SDL_assert ( pobj != NULL );
1001
1002         if ( pobj->type != OBJ_SHIP )
1003                 return;
1004
1005         pobj->flags &= ~(OF_PLAYER_SHIP);
1006         obj_set_flags( pobj, pobj->flags | OF_COULD_BE_PLAYER );
1007
1008         // target_objnum must be -1 or else new AI ship will fire on whatever this player
1009         // had targeted.
1010         set_target_objnum( &(Ai_info[Ships[pobj->instance].ai_index]), -1 );
1011
1012 }
1013
1014 // delete_player takes an index into the Net_players array to delete.  Deletion of a player might happen
1015 // because of the player leaving the game on his own, or no net activity from the player after X seconds
1016 void delete_player(int player_num,int kicked_reason)
1017 {                       
1018         char notify_string[256] = "";
1019         int idx;
1020         
1021         if(!MULTI_CONNECTED(Net_players[player_num])){
1022                 return;
1023         }
1024
1025         // NETLOG
1026         ml_printf(NOX("Deleting player %s"), Net_players[player_num].player->callsign);
1027         
1028         psnet_rel_close_socket( &(Net_players[player_num].reliable_socket) );                                   // close out the reliable socket        
1029
1030         // if this guy was ingame joining, the remove my netgame flag so others may join
1031         if ( Net_players[player_num].flags & NETINFO_FLAG_INGAME_JOIN ) {
1032                 Netgame.flags &= ~NG_FLAG_INGAME_JOINING;
1033                 Netgame.flags &= ~NG_FLAG_INGAME_JOINING_CRITICAL;
1034         }
1035         
1036         Net_players[player_num].flags &= ~NETINFO_FLAG_CONNECTED;                                                       // person not connected anymore
1037         Net_players[player_num].player->flags &= ~(PLAYER_FLAGS_STRUCTURE_IN_USE);    // free up his player structure
1038
1039         Net_players[player_num].s_info.reliable_connect_time = -1;
1040
1041         // add to the escort list
1042         hud_escort_remove_player(Net_players[player_num].player_id);
1043
1044         // is this guy the server
1045         if(Net_players[player_num].flags & NETINFO_FLAG_AM_MASTER){
1046                 // if the server leaves in the debriefing state, we should still wait until the player selects accept before we quit
1047                 if ((gameseq_get_state() != GS_STATE_DEBRIEF) && (gameseq_get_state() != GS_STATE_MULTI_DOGFIGHT_DEBRIEF)){
1048                         multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_SERVER_LEFT);
1049                 }               
1050         }
1051         // if he was just the host      
1052         else if(Net_players[player_num].flags & NETINFO_FLAG_GAME_HOST){
1053                 Net_players[player_num].flags &= ~(NETINFO_FLAG_GAME_HOST);
1054         
1055                 // am I the server
1056                 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1057                         // are we a standalone server and in a mission?
1058                         if((Game_mode & GM_STANDALONE_SERVER) && MULTI_IN_MISSION){                     
1059                                 // choose a new host                    
1060                                 int found_new_host = 0;
1061                                 for(idx=0; idx<MAX_PLAYERS; idx++){
1062                                         if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
1063                                                 // make this guy the host
1064                                                 Net_players[idx].flags |= NETINFO_FLAG_GAME_HOST;
1065
1066                                                 // send a packet
1067                                                 send_host_captain_change_packet(Net_players[idx].player_id, 0);
1068
1069                                                 found_new_host = 1;
1070                                                 break;
1071                                         }
1072                                 }
1073                                 // end the game         
1074                                 if(!found_new_host){
1075                                         multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
1076                                 }                        
1077                         } else {
1078                                 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
1079                         }
1080                 } 
1081         }
1082
1083         // if we're the server of the game, notify everyone else that this guy has left
1084         // if he's marked as being kicked, then other players know about it already, so don't send again
1085         if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1086                 if(Net_players[player_num].flags & NETINFO_FLAG_KICKED){
1087                         char str[512];
1088                         memset(str, 0, 512);
1089                         multi_kick_get_text(&Net_players[player_num], Net_players[player_num].s_info.kick_reason, str, SDL_arraysize(str));
1090                         multi_display_chat_msg(str, player_num, 0);                                                      
1091                 } else {
1092                         send_leave_game_packet(Net_players[player_num].player_id, kicked_reason);
1093                 }
1094         }
1095         
1096         // if this guy is an observer, we have to make sure we delete his observer object (only if we're the server however)
1097         if( (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Net_players[player_num].flags & NETINFO_FLAG_OBSERVER) ) {
1098                 if ( Net_players[player_num].player->objnum != -1 ){
1099                         obj_delete(Net_players[player_num].player->objnum);                     // maybe change this to set flag instead                
1100                 }
1101         } else {
1102                 // otherwise mark it so that he can return to it later if possible
1103                 if ( (Net_players[player_num].player->objnum >= 0) && (Net_players[player_num].player->objnum < MAX_OBJECTS) && (Objects[Net_players[player_num].player->objnum].type == OBJ_SHIP) && (Objects[Net_players[player_num].player->objnum].instance >= 0) && (Objects[Net_players[player_num].player->objnum].instance < MAX_SHIPS)) {
1104                         multi_make_player_ai( &Objects[Net_players[player_num].player->objnum] );
1105                 } else {
1106                         multi_respawn_player_leave(&Net_players[player_num]);
1107                 }
1108         }
1109
1110         // if we're in the team select, and we're the host, we have to make sure all team select data is correctly updated                      
1111         // MWA 7/28/98.  Don't do this for a standalone server.  Since he doesn't go through the team selection
1112         // screens, his data structures are not 100% accurate.  Doing so on a standalone resulted in the wrong
1113         // ships getting marked as COULD_BE_PLAYER.  On the standalone, these flags will get properly set
1114         // in the multi_make_player_ai code above.
1115         if( (Netgame.game_state == NETGAME_STATE_BRIEFING) && !(Game_mode & GM_STANDALONE_SERVER) ) {
1116                 multi_ts_handle_player_drop();                  
1117         }                                                               
1118
1119         if (gameseq_get_state() == GS_STATE_DEBRIEF){
1120                 debrief_handle_player_drop();
1121         }
1122
1123         // handle any specific dropping conditions
1124         if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1125                 multi_team_handle_drop();
1126         }       
1127         multi_data_handle_drop(player_num);     
1128
1129         // tell the pinfo popup that a player has left
1130         multi_pinfo_notify_drop(&Net_players[player_num]);
1131
1132         // tell the datarate stuff that the player has dropped
1133         multi_rate_reset(player_num);
1134
1135         // display a message that this guy has left
1136         if(Net_players[player_num].player->callsign){
1137                 SDL_snprintf(notify_string,SDL_arraysize(notify_string),XSTR("<%s has left>",901),Net_players[player_num].player->callsign);
1138                 multi_display_chat_msg(notify_string,0,0);
1139         }
1140         
1141         // standalone gui type stuff
1142         if (Game_mode & GM_STANDALONE_SERVER) {
1143                 std_remove_player(&Net_players[player_num]);
1144                 std_connect_set_connect_count();
1145         }
1146
1147         // blast this memory clean
1148         memset(&Net_players[player_num], 0, sizeof(net_player));
1149         Net_players[player_num].reliable_socket = INVALID_SOCKET;
1150
1151         extern int Multi_client_update_times[MAX_PLAYERS];
1152         Multi_client_update_times[player_num] = -1;
1153 }
1154
1155 #define INACTIVE_LIMIT_NORMAL (15 * F1_0)
1156 #define INACTIVE_LIMIT_WAIT   (20 * F1_0)
1157
1158 // -------------------------------------------------------------------------------------------------
1159 //      multi_cull_zombies() will check if there has been any net players or observers that have been inactive for
1160 // INACTIVE_LIMIT milliseconds since last check.  If so, they are taken out of the net game.
1161 //
1162 //
1163
1164 void multi_cull_zombies()
1165 {
1166 #if 0
1167         fix current_time;
1168         int inactive_limit;
1169         int i;
1170
1171         if(gameseq_get_state() == GS_STATE_MULTI_WAIT)
1172                 inactive_limit = INACTIVE_LIMIT_WAIT;
1173         else
1174                 inactive_limit = INACTIVE_LIMIT_NORMAL;
1175
1176         current_time = timer_get_fixed_seconds();
1177
1178         for (i = 0; i < MAX_PLAYERS; i++) {
1179                 if ( !MULTI_CONNECTED(&Net_players[i])){
1180                         continue;
1181                 }
1182
1183                 // server will(should) cull out players based on their sockets dying.
1184                 if ( Net_players[i].flags & NETINFO_FLAG_MASTER ){
1185                         continue;
1186                 }
1187
1188                 if ( (current_time - Net_players[i].last_heard_time) > inactive_limit) {
1189                         HUD_printf(XSTR("Dumping %s after prolonged inactivity",902),Net_players[i].player->callsign);
1190                         nprintf(("Network", "Assuming %s is a zombie, removing from game\n", Net_players[i].player->callsign));
1191
1192                         multi_kick_player(i,0);                 
1193                 }
1194         }
1195 #endif
1196 }
1197
1198 // -------------------------------------------------------------------------------------------------
1199 // netmisc_calc_checksum() calculates the checksum of a block of memory.
1200 //
1201 //
1202 ushort netmisc_calc_checksum( void * vptr, int len )
1203 {
1204         ubyte * ptr = (ubyte *)vptr;
1205         unsigned int sum1,sum2;
1206
1207         sum1 = sum2 = 0;
1208
1209         while(len--)    {
1210                 sum1 += *ptr++;
1211                 if (sum1 >= 255 ) sum1 -= 255;
1212                 sum2 += sum1;
1213         }
1214         sum2 %= 255;
1215         
1216         return (unsigned short)((sum1<<8)+ sum2);
1217 }
1218
1219
1220 // -------------------------------------------------------------------------------------------------
1221 // fill_net_addr() calculates the checksum of a block of memory.
1222 //
1223 //
1224
1225 void fill_net_addr(net_addr_t* addr, ubyte* address, ushort port)
1226 {
1227         SDL_assert(addr != NULL);
1228         SDL_assert(address != NULL);
1229
1230         addr->type = Multi_options_g.protocol;
1231         memcpy( addr->addr, address, IP_ADDRESS_LENGTH);
1232         addr->port = port;
1233 }
1234
1235
1236
1237 // -------------------------------------------------------------------------------------------------
1238 // get_text_address()
1239 //
1240 //
1241
1242 char* get_text_address( char * text, const int max_textlen, ubyte * address )
1243 {
1244
1245         in_addr temp_addr;
1246
1247         memcpy(&temp_addr.s_addr, address, 4);
1248         SDL_strlcpy(text, inet_ntoa(temp_addr), max_textlen);
1249
1250         return text;
1251 }
1252
1253 // non-16byte version of matrix packing
1254 // return size of packed matrix
1255 void multi_pack_orient_matrix(ubyte *data,matrix *m)
1256 {       
1257         data[16] = 0;
1258         float x1, y1, x2, y2;
1259
1260         if(m->v.rvec.xyz.z < 0) data[16] |= (1<<0);     // X
1261         if(m->v.uvec.xyz.z < 0) data[16] |= (1<<1);     // Y
1262         if(m->v.fvec.xyz.z < 0) data[16] |= (1<<2);     // V
1263         if(m->v.fvec.xyz.x < 0) data[16] |= (1<<3);     // Z
1264         if(m->v.fvec.xyz.y < 0) data[16] |= (1<<4);     // W
1265
1266         x1 = INTEL_FLOAT(m->v.rvec.xyz.x);
1267         y1 = INTEL_FLOAT(m->v.rvec.xyz.y);
1268         x2 = INTEL_FLOAT(m->v.uvec.xyz.x);
1269         y2 = INTEL_FLOAT(m->v.uvec.xyz.y);
1270
1271         memcpy(&data[0], &x1, 4);       // a
1272         memcpy(&data[4], &y1, 4);       // b
1273         memcpy(&data[8], &x2, 4);       // c
1274         memcpy(&data[12], &y2, 4);      // d
1275 }
1276
1277 // return bytes processed
1278 // non-16 byte version of unpack matrix code
1279 void multi_unpack_orient_matrix(ubyte *data,matrix *m)
1280 {
1281         float x1, y1, x2, y2;
1282
1283         memcpy(&x1, &data[0], 4);
1284         memcpy(&y1, &data[4], 4);
1285         memcpy(&x2, &data[8], 4);
1286         memcpy(&y2, &data[12],4);
1287
1288         m->v.rvec.xyz.x = INTEL_FLOAT(x1);
1289         m->v.rvec.xyz.y = INTEL_FLOAT(y1);
1290         m->v.uvec.xyz.x = INTEL_FLOAT(x2);
1291         m->v.uvec.xyz.y = INTEL_FLOAT(y2);
1292         
1293         m->v.rvec.xyz.z = fl_sqrt(fl_abs(1 - (m->v.rvec.xyz.x * m->v.rvec.xyz.x) - (m->v.rvec.xyz.y * m->v.rvec.xyz.y))); // X
1294         m->v.uvec.xyz.z = fl_sqrt(fl_abs(1 - (m->v.uvec.xyz.x * m->v.uvec.xyz.x) - (m->v.uvec.xyz.y * m->v.uvec.xyz.y))); // Y
1295         m->v.fvec.xyz.z = fl_sqrt(fl_abs(1 - (m->v.rvec.xyz.z * m->v.rvec.xyz.z) - (m->v.uvec.xyz.z * m->v.uvec.xyz.z))); // V
1296         m->v.fvec.xyz.x = fl_sqrt(fl_abs(1 - (m->v.rvec.xyz.x * m->v.rvec.xyz.x) - (m->v.uvec.xyz.x * m->v.uvec.xyz.x))); // Z
1297         m->v.fvec.xyz.y = fl_sqrt(fl_abs(1 - (m->v.rvec.xyz.y * m->v.rvec.xyz.y) - (m->v.uvec.xyz.y * m->v.uvec.xyz.y))); // W
1298
1299         m->v.rvec.xyz.z *= (data[16] & (1<<0)) ? -1.0f : 1.0f;
1300         m->v.uvec.xyz.z *= (data[16] & (1<<1)) ? -1.0f : 1.0f;
1301         m->v.fvec.xyz.z *= (data[16] & (1<<2)) ? -1.0f : 1.0f;
1302         m->v.fvec.xyz.x *= (data[16] & (1<<3)) ? -1.0f : 1.0f;
1303         m->v.fvec.xyz.y *= (data[16] & (1<<4)) ? -1.0f : 1.0f;
1304 }
1305                               
1306 void multi_do_client_warp(float flFrametime)
1307 {
1308    ship_obj *moveup;
1309         
1310    moveup = GET_FIRST(&Ship_obj_list);
1311         while(moveup!=END_OF_LIST(&Ship_obj_list)){
1312                 // do all _necessary_ ship warp in (arrival) processing
1313                 if ( Ships[Objects[moveup->objnum].instance].flags & SF_ARRIVING )      
1314                         shipfx_warpin_frame( &Objects[moveup->objnum], flFrametime );
1315                 moveup = GET_NEXT(moveup);
1316         }       
1317 }       
1318
1319 // ------------------------------------------------------------------------------------
1320 // ship status change stuff
1321
1322 int lookup_ship_status(net_player *p,int unique_id,int remove)
1323 {
1324         int idx;
1325         
1326         for(idx=0;idx<p->s_info.num_last_buttons;idx++){
1327                 if(p->s_info.last_buttons_id[idx] == unique_id){
1328                         if(remove){
1329                                 remove_ship_status_item(p,idx);
1330                                 p->s_info.num_last_buttons--;
1331                         }
1332                         return 1;
1333                 }
1334         }
1335         return 0;
1336 }
1337
1338 void remove_ship_status_item(net_player *p,int id)
1339 {
1340         int idx;
1341         for(idx=id;idx<BUTTON_INFO_SAVE_COUNT-1;idx++){
1342                 p->s_info.last_buttons[idx] = p->s_info.last_buttons[idx+1];
1343                 p->s_info.last_buttons_id[idx] = p->s_info.last_buttons_id[idx+1];
1344                 p->s_info.last_buttons_time[idx] = p->s_info.last_buttons_time[idx+1];
1345         }
1346 }
1347
1348 // 
1349 void add_net_button_info(net_player *p,button_info *bi,int unique_id)
1350 {
1351    int lookup,idx;
1352         fix earliest;
1353
1354         // if the list is full, put it in the oldest slot since it's probably a lost packet anyway
1355    if(p->s_info.num_last_buttons < BUTTON_INFO_SAVE_COUNT-1){
1356                 p->s_info.last_buttons[p->s_info.num_last_buttons] = *bi;
1357                 p->s_info.last_buttons_id[p->s_info.num_last_buttons] = unique_id;
1358                 p->s_info.last_buttons_time[p->s_info.num_last_buttons] = timer_get_fixed_seconds();
1359                 p->s_info.num_last_buttons++;
1360         } else {
1361                 earliest = 0;
1362       lookup = -1;
1363                 for(idx=0;idx<BUTTON_INFO_SAVE_COUNT;idx++){
1364                         if((p->s_info.last_buttons_time[idx] < earliest) || (earliest == 0)){
1365                                 earliest = p->s_info.last_buttons_time[idx];
1366                                 lookup = idx;
1367                         }
1368                 }
1369                 if(lookup != -1){
1370                         p->s_info.last_buttons[lookup] = *bi;
1371                         p->s_info.last_buttons_id[lookup] = unique_id;
1372                         p->s_info.last_buttons_time[lookup] = timer_get_fixed_seconds();
1373                 }
1374         }               
1375 }
1376
1377 extern int button_function_critical(int n,net_player *p = NULL);
1378 void multi_apply_ship_status(net_player *p,button_info *bi,int locally)
1379 {
1380         int i, j;
1381         Multi_button_info_ok=1;
1382         for ( i = 0; i < NUM_BUTTON_FIELDS; i++ ) {
1383                 if ( bi->status[i] == 0 )
1384                         continue;
1385                 // at least one bit is set in the status integer
1386                 for ( j = 0; j < 32; j++ ) {
1387
1388                         // check if the bit is set. If button_function returns 1 (implying the action was taken), then unset the bit
1389                         if ( bi->status[i] & (1<<j) ) {
1390             if(locally){
1391                                         if(button_function_critical(32*i + j,NULL))   // will apply to this console
1392                                                 bi->status[i] &= ~(1<<j);
1393                                 } else {
1394                                         if(button_function_critical(32*i + j,p))      // will only apply to a net-player
1395                                                 bi->status[i] &= ~(1<<j);
1396                                 }
1397                         }
1398                 }
1399         }
1400         Multi_button_info_ok=0;
1401 }
1402
1403 // send 10x a second MAX
1404 #define MULTI_SHIP_STATUS_TIME                  350
1405 int Multi_ship_status_stamp = -1;
1406 button_info Multi_ship_status_bi;
1407
1408 void multi_maybe_send_ship_status()
1409 {
1410         int idx;
1411         button_info *bi = &Player->bi;
1412
1413         // strip out noncritical button presses
1414         button_strip_noncritical_keys(bi);
1415
1416         // xor all fields into the accum button info
1417         for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){               
1418                 Multi_ship_status_bi.status[idx] |= bi->status[idx];            
1419         }
1420
1421         // check timestamp
1422         if((Multi_ship_status_stamp < 0) || timestamp_elapsed_safe(Multi_ship_status_stamp, MULTI_SHIP_STATUS_TIME*2)){
1423                 int should_send = 0;
1424                 for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){                       
1425                         // we have at least something to send
1426                         if(Multi_ship_status_bi.status[idx] != 0){
1427                                 should_send = 1;                        
1428                         }               
1429                 }
1430
1431                 // do we have something to send
1432                 if(should_send){
1433                         // add_net_button_info(Net_player, &Multi_ship_status_bi, Multi_button_info_id);
1434                         send_ship_status_packet(Net_player, &Multi_ship_status_bi, Multi_button_info_id++);
1435                 }
1436
1437                 // zero it out
1438                 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
1439
1440                 // reset timestamp
1441                 Multi_ship_status_stamp = timestamp(MULTI_SHIP_STATUS_TIME);
1442         }
1443 }
1444
1445 void multi_subsys_update_all()
1446 {
1447         /*
1448         int idx;
1449         SDL_assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
1450         for(idx=0;idx<MAX_PLAYERS;idx++){
1451                 if((Net_players[idx].flags & NETINFO_FLAG_CONNECTED) && !psnet_same(&My_addr,&Net_players[idx].addr) && !(Net_players[idx].flags & NETINFO_FLAG_OBSERVER))
1452                         send_subsys_update_packet(&Net_players[idx]);
1453         }
1454         */
1455 }
1456
1457 int multi_find_player_by_callsign(const char *callsign)
1458 {
1459         int idx;
1460         for(idx=0;idx<MAX_PLAYERS;idx++){
1461                 if(MULTI_CONNECTED(Net_players[idx]) && (strcmp(callsign,Net_players[idx].player->callsign)==0)){
1462                         return idx;
1463                 }
1464         }
1465
1466         return -1;
1467 }
1468
1469 // if Game_current_mission_filename is a builtin multiplayer mission
1470 int multi_is_builtin_mission()
1471 {
1472         // int idx;
1473         char name[512];
1474
1475         // get the full filename
1476         memset(name,0,512);
1477         SDL_strlcpy(name, Game_current_mission_filename, SDL_arraysize(name));
1478         cf_add_ext(name, FS_MISSION_FILE_EXT);
1479
1480         // if this mission is builtin   
1481         if(game_find_builtin_mission(name) != NULL){
1482                 return 1;
1483         }
1484
1485         // not builtin
1486         return 0;
1487 }
1488
1489 // verify that the player has a valid mission file and do 1 of 3 things
1490 void server_verify_filesig(short player_id, ushort sum_sig, int length_sig)
1491 {       
1492 #if defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO)
1493         net_player *pl;
1494    int player;
1495
1496         player = find_player_id(player_id);
1497         SDL_assert(player >= 0);
1498         if(player < 0){
1499                 return;
1500         }
1501         pl = &Net_players[player];
1502
1503         // all missions should be builtin, so if we don't have a match, kick the player
1504         if((sum_sig != Multi_current_file_checksum) || (length_sig != Multi_current_file_length)){
1505                 multi_kick_player(player, 0, KICK_REASON_CANT_XFER);
1506         } else {
1507                 pl->flags |= NETINFO_FLAG_MISSION_OK;
1508         }
1509 #else
1510         net_player *pl;
1511    int player;
1512         int ok; 
1513         int is_builtin;
1514    
1515         player = find_player_id(player_id);
1516         SDL_assert(player >= 0);
1517         if(player < 0){
1518                 return;
1519         }
1520         pl = &Net_players[player];
1521
1522         // if the current mission is a builtin mission, check stuff out
1523         is_builtin = multi_is_builtin_mission();
1524                 
1525         if(is_builtin){
1526                 // if the player doesn't have it, kick him
1527                 if((sum_sig == 0xffff) && (length_sig == -1)){
1528                         multi_kick_player(player, 0, KICK_REASON_CANT_XFER);
1529                 } else {
1530                         pl->flags |= NETINFO_FLAG_MISSION_OK;
1531                 }
1532
1533                 // done
1534                 return;
1535         }
1536
1537         if( (length_sig != Multi_current_file_length) || (sum_sig != Multi_current_file_checksum)){
1538                 ok = 0;
1539         } else {
1540                 ok = 1; 
1541         }
1542
1543    // in an ingame join situation
1544         if(pl->flags & NETINFO_FLAG_INGAME_JOIN){               
1545                 if(!ok){
1546                         // if the netgame settings allow in-mission file xfers
1547                         if(Netgame.options.flags & MSO_FLAG_INGAME_XFER){
1548                                 pl->s_info.ingame_join_flags |= INGAME_JOIN_FLAG_FILE_XFER;
1549                                 pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
1550                         }
1551                         // otherwise send him a nak and tell him to get the hell away 
1552                         else {
1553                                 send_ingame_nak(ACK_FILE_ACCEPTED,pl);
1554                         }
1555                 } else {
1556                         pl->flags |= NETINFO_FLAG_MISSION_OK;
1557                 }
1558         }
1559         // in a normal join situation
1560         else {
1561                 // if the file does not check out, send it to him
1562                 if(!ok){                        
1563                         pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
1564                 }
1565                 // otherwise mark him as having a valid mission
1566                 else {
1567                         pl->flags |= NETINFO_FLAG_MISSION_OK;                   
1568                 }
1569         }
1570 #endif
1571 }
1572
1573 // check to see if every client has NETINFO_FLAG_MISSION_OK
1574 int server_all_filesigs_ok()
1575 {
1576         int idx;
1577         int ok = 1;
1578         
1579         for(idx=0;idx<MAX_PLAYERS;idx++){
1580                 if(MULTI_CONNECTED(Net_players[idx]) && !(Net_players[idx].flags & NETINFO_FLAG_MISSION_OK)){
1581                         ok = 0;
1582                         break;
1583                 }
1584         }
1585
1586         return ok;
1587 }
1588
1589 void multi_untag_player_ships()
1590 {
1591         ship_obj *moveup;
1592
1593         moveup = GET_FIRST(&Ship_obj_list);
1594         while(moveup != END_OF_LIST(&Ship_obj_list)){
1595                 if(Objects[moveup->objnum].flags & OF_PLAYER_SHIP){
1596                         Objects[moveup->objnum].flags &= ~(OF_PLAYER_SHIP);
1597                         obj_set_flags( &Objects[moveup->objnum], Objects[moveup->objnum].flags | OF_COULD_BE_PLAYER );
1598                 }
1599                 moveup = GET_NEXT(moveup);
1600         }
1601 }
1602
1603 // broadcast alltime stats to everyone in the game
1604 void multi_broadcast_stats(int stats_code)
1605 {
1606         int idx;
1607
1608         // broadcast everyone's stats to everyone else
1609         for(idx=0;idx<MAX_PLAYERS;idx++){
1610                 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){                 
1611                         send_player_stats_block_packet(&Net_players[idx], stats_code);
1612                 }
1613         }                       
1614 }
1615
1616 // check to see if all players other than the local player are in a given NETPLAYER_ state
1617 // this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
1618 int multi_netplayer_state_check(int state,int ignore_standalone)
1619 {
1620         int idx;        
1621         for(idx=0;idx<MAX_PLAYERS;idx++){
1622                 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1623                         if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1624                                 continue;
1625                         }
1626
1627                         if(Net_players[idx].state != state){
1628                                 return 0;
1629                         }
1630                 }
1631         }
1632         return 1;
1633 }
1634
1635 int multi_netplayer_state_check2(int state, int state2, int ignore_standalone)
1636 {
1637         int idx;        
1638         for(idx=0;idx<MAX_PLAYERS;idx++){
1639                 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1640                         if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1641                                 continue;
1642                         }
1643
1644                         if((Net_players[idx].state != state) && (Net_players[idx].state != state2)){
1645                                 return 0;
1646                         }
1647                 }
1648         }
1649         return 1;
1650 }
1651
1652 int multi_netplayer_state_check3(int state, int state2, int state3, int ignore_standalone)
1653 {
1654         int idx;        
1655         for(idx=0;idx<MAX_PLAYERS;idx++){
1656                 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1657                         if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1658                                 continue;
1659                         }
1660
1661                         if((Net_players[idx].state != state) && (Net_players[idx].state != state2) && (Net_players[idx].state != state3)){
1662                                 return 0;
1663                         }
1664                 }
1665         }
1666         return 1;
1667 }
1668
1669 // check to see if all players other than the local player are in a given NETPLAYER_ state
1670 // this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
1671 int multi_netplayer_flag_check(int flags,int ignore_standalone)
1672 {
1673         int idx;        
1674         for(idx=0;idx<MAX_PLAYERS;idx++){
1675                 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1676                         if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1677                                 continue;
1678                         }
1679
1680                         if(!(Net_players[idx].flags & flags)){
1681                                 return 0;
1682                         }
1683                 }
1684         }
1685         return 1;
1686 }
1687
1688 // function which gets called from psnet_* code to evaluate an error received on a reliable
1689 // socket.  In general, we only want to do drastic measures if the error indicates that the client
1690 // is no longer there.
1691 void multi_eval_socket_error(PSNET_SOCKET sock, int error)
1692 {
1693         if ( error == WSAENOTSOCK ){
1694                 nprintf(("Network","Socket connection terminated and/or nonexistent, bailing..\n"));
1695
1696                 // mwa -- don't go back to main menu.  You don't want host to do this.  Maybe we can ignore it
1697                 // because of a leaving player.
1698                 return;
1699                 //gameseq_post_event(GS_EVENT_MAIN_MENU);
1700                 // Int3();                                                      // get allender -- something happened to socket connection!!!
1701         }
1702
1703         if ( (error != WSAECONNRESET) && (error != WSAECONNABORTED) && (error != WSAESHUTDOWN) ) {
1704                 nprintf(("Network", "Error %d received on reliable socket -- ignoring\n", error));
1705                 return;
1706         }
1707
1708         if(error == WSAESHUTDOWN){
1709                 nprintf(("Network","Received WSAESHUTDOWN on client socket. Cool.\n"));
1710         }
1711
1712         // mwa -- always return for now because debugging with the stuff below is a real pain.
1713         // in essence, you can't do it!
1714         //return;
1715
1716         if( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1717                 int idx;
1718
1719                 nprintf(("Network", "pitching player because drop on reliable socket\n"));
1720                 // find the netplayer whose socket we have an error on.  Dump the player when we find him.
1721                 // NOTE : make sure not to ban him
1722                 for(idx=0;idx<MAX_PLAYERS;idx++){
1723                         if(Net_players[idx].reliable_socket == sock){
1724                                 delete_player(idx);
1725                                 return;
1726                         }
1727                 }
1728         } else {
1729                 nprintf(("Network", "Communications to server lost -- quitting game\n"));
1730                 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
1731         }
1732 }
1733
1734 // send a repair info packet with code == code to a player if his object is the one being acted upon
1735 // dest_objp is the player object (or possible player object).  source_objp is the object pointer
1736 // of the repair ship that is the source of the action.  code means what is happening -- queueing up
1737 // for repair, getting repaired, aborted, complete, etc. 
1738 void multi_maybe_send_repair_info(object *dest_objp, object *source_objp, int code )
1739 {
1740         // only send information on player objects
1741         if ( !MULTIPLAYER_MASTER )
1742                 return;
1743         
1744         SDL_assert( dest_objp->type == OBJ_SHIP );
1745         SDL_assert( dest_objp != source_objp );
1746
1747         send_repair_info_packet( dest_objp, source_objp, code );
1748 }
1749
1750 int multi_is_valid_unknown_packet(ubyte type){
1751         return (type == GAME_QUERY) || (type == JOIN) || (type == PING) || (type == PONG) || (type == GAME_INFO)
1752                 || (type == ACCEPT) || (type == GAME_ACTIVE) || (type == INGAME_NAK) || (type == DENY)
1753                 || (type == UPDATE_DESCRIPT) || (type == ACCEPT_PLAYER_DATA) ? 1 : 0;   
1754 }
1755
1756 void multi_create_standalone_object()
1757 {
1758         // now create a bullshit ship for the standalone
1759         matrix m = IDENTITY_MATRIX;
1760         vector v;
1761         int objnum, pobj_num;
1762
1763         vm_vec_zero(&v);
1764         objnum = observer_create(&m,&v);
1765         Player_obj = &Objects[objnum];
1766         obj_set_flags(Player_obj, Player_obj->flags & (~OF_COLLIDES) );
1767         //obj_set_flags(Player_obj, Player_obj->flags | OF_SHOULD_BE_DEAD);
1768         obj_set_flags(Player_obj, Player_obj->flags & (~OF_PLAYER_SHIP));
1769         Net_player->player->objnum = objnum;
1770
1771         // create the default player ship object and use that as my default virtual "ship", and make it "invisible"
1772         pobj_num = parse_create_object(&Player_start_pobject);
1773         SDL_assert(pobj_num != -1);
1774         obj_set_flags(&Objects[pobj_num],OF_PLAYER_SHIP);
1775         Objects[pobj_num].net_signature = STANDALONE_SHIP_SIG;
1776         Player_ship = &Ships[Objects[pobj_num].instance];
1777
1778         // make ship hidden from sensors so that this observer cannot target it.  Observers really have two ships
1779         // one observer, and one "Player_ship".  Observer needs to ignore the Player_ship.
1780         Player_ship->flags |= SF_HIDDEN_FROM_SENSORS;
1781         SDL_strlcpy(Player_ship->ship_name, XSTR("Standalone Ship",904), SDL_arraysize(Player_ship->ship_name));
1782         Player_ai = &Ai_info[Ships[Objects[pobj_num].instance].ai_index];               
1783
1784 }
1785
1786 int multi_message_should_broadcast(int type)
1787 {
1788         return (type == MESSAGE_ARRIVE_ENEMY) || (type == MESSAGE_BETA_ARRIVED) || 
1789                     (type == MESSAGE_GAMMA_ARRIVED) || (type == MESSAGE_HELP) || (type == MESSAGE_REINFORCEMENTS) ? 1 : 0;
1790 }
1791
1792 // active game list handling functions
1793 active_game *multi_new_active_game( void )
1794 {
1795         active_game *new_game;
1796
1797         new_game = (active_game *)malloc(sizeof(active_game));
1798         if ( new_game == NULL ) {
1799                 nprintf(("Network", "Cannot allocate space for new active game structure\n"));
1800                 return NULL;
1801         }       
1802
1803         if ( Active_game_head != NULL ) {
1804                 new_game->next = Active_game_head->next;
1805                 new_game->next->prev = new_game;
1806                 Active_game_head->next = new_game;
1807                 new_game->prev = Active_game_head;
1808         } else {
1809                 Active_game_head = new_game;
1810                 Active_game_head->next = Active_game_head->prev = Active_game_head;
1811         }
1812
1813         Active_game_count++;
1814
1815         // notify the join game screen of this new item
1816         multi_join_notify_new_game();
1817                 
1818         return new_game;
1819 }
1820
1821 active_game *multi_update_active_games(active_game *ag)
1822 {
1823         active_game *gp = NULL;
1824         active_game *stop = NULL;               
1825
1826         // see if we have a game from this address already -- if not, create one.  In either case, get a pointer
1827         // to an active_game structure
1828         if ( Active_game_head != NULL ) {       // no games on list at all
1829                 int on_list;
1830
1831                 gp = Active_game_head;
1832                 stop = Active_game_head;
1833
1834                 on_list = 0;
1835                 do {
1836                         if ( psnet_same(&gp->server_addr, &ag->server_addr) /*&& (gp->game.security == game->security)*/ ) {
1837                                 on_list = 1;
1838                                 break;
1839                         }
1840                         gp = gp->next;
1841                 } while (gp != stop);
1842
1843                 // insert in the list
1844                 if (!on_list){
1845                         gp = multi_new_active_game();
1846                         // gp->ping_time = -1.0f;                       
1847
1848                         // copy in the game information
1849                         memcpy(&gp->server_addr,&ag->server_addr,sizeof(net_addr_t));
1850                         SDL_strlcpy(gp->name, ag->name, SDL_arraysize(gp->name));
1851                         SDL_strlcpy(gp->mission_name, ag->mission_name, SDL_arraysize(gp->mission_name));
1852                         SDL_strlcpy(gp->title, ag->title, SDL_arraysize(gp->title));
1853                         gp->num_players = ag->num_players;
1854                         gp->flags = ag->flags;
1855                         
1856                         // ping him
1857                         /*
1858                         gp->ping_start = timer_get_fixed_seconds();
1859                         gp->ping_end = -1;
1860                         send_ping(&gp->server_addr);                    
1861                         */
1862                         multi_ping_reset(&gp->ping);
1863                         multi_ping_send(&gp->server_addr,&gp->ping);
1864                 }
1865                 // otherwise update the netgame info we have for this guy
1866                 else {                          
1867                         memset(gp->name,0,MAX_GAMENAME_LEN+1);
1868                         SDL_strlcpy(gp->name, ag->name, SDL_arraysize(gp->name));
1869                         memset(gp->mission_name,0,NAME_LENGTH+1);
1870                         SDL_strlcpy(gp->mission_name, ag->mission_name, SDL_arraysize(gp->mission_name));
1871                         memset(gp->title,0,NAME_LENGTH+1);
1872                         SDL_strlcpy(gp->title, ag->title, SDL_arraysize(gp->title));
1873                         gp->num_players = ag->num_players;
1874                         gp->flags = ag->flags;                  
1875                 }
1876         } else {
1877                 gp = multi_new_active_game();
1878                 // gp->ping_time = -1.0f;               
1879
1880                 // copy in the game information 
1881                 memcpy(&gp->server_addr,&ag->server_addr,sizeof(net_addr_t));
1882                 SDL_strlcpy(gp->name, ag->name, SDL_arraysize(gp->name));
1883                 SDL_strlcpy(gp->mission_name, ag->mission_name, SDL_arraysize(gp->mission_name));
1884                 SDL_strlcpy(gp->title, ag->title, SDL_arraysize(gp->title));
1885                 gp->num_players = ag->num_players;
1886                 gp->flags = ag->flags;
1887                 
1888                 // ping him
1889                 // gp->ping_start = timer_get_fixed_seconds();
1890                 // gp->ping_end = -1;
1891                 // send_ping(&gp->server_addr);
1892                 multi_ping_reset(&gp->ping);
1893                 multi_ping_send(&gp->server_addr,&gp->ping);
1894         }               
1895
1896         // don't do anything if we don't have a game entry
1897         if(gp == NULL){
1898                 return NULL;
1899         }
1900         
1901         // update the last time we heard from him
1902         if (Net_player->p_info.options.flags & MLO_FLAG_LOCAL_BROADCAST) {
1903                 gp->heard_from_timer = timestamp(MULTI_JOIN_SERVER_TIMEOUT_LOCAL);
1904         } else {
1905                 gp->heard_from_timer = timestamp(MULTI_JOIN_SERVER_TIMEOUT);
1906         }
1907
1908         return gp;
1909 }
1910
1911 void multi_free_active_games()
1912 {
1913         active_game *moveup,*backup;    
1914
1915         moveup = Active_game_head;
1916         backup = NULL;
1917         if(moveup != NULL){
1918                 do {                    
1919                         backup = moveup;
1920                         moveup = moveup->next;
1921                         
1922                         free(backup);
1923                         backup = NULL;
1924                 } while(moveup != Active_game_head);
1925                 Active_game_head = NULL;
1926         }       
1927         Active_game_count = 0;
1928 }
1929
1930 server_item *multi_new_server_item( void )
1931 {
1932         server_item *new_game;
1933
1934         new_game = (server_item *)malloc(sizeof(server_item));
1935         if ( new_game == NULL ) {
1936                 nprintf(("Network", "Cannot allocate space for new server_item structure\n"));
1937                 return NULL;
1938         }
1939
1940         if ( Game_server_head != NULL ) {
1941                 new_game->next = Game_server_head->next;
1942                 new_game->next->prev = new_game;
1943                 Game_server_head->next = new_game;
1944                 new_game->prev = Game_server_head;
1945         } else {
1946                 Game_server_head = new_game;
1947                 Game_server_head->next = Game_server_head->prev = Game_server_head;
1948         }
1949                 
1950         return new_game;
1951 }
1952
1953 void multi_free_server_list()
1954 {
1955         server_item *moveup,*backup;    
1956
1957         moveup = Game_server_head;
1958         backup = NULL;
1959         if(moveup != NULL){
1960                 do {                    
1961                         backup = moveup;
1962                         moveup = moveup->next;
1963                         
1964                         free(backup);
1965                         backup = NULL;
1966                 } while(moveup != Game_server_head);
1967                 Game_server_head = NULL;
1968         }       
1969 }
1970
1971 int multi_num_players()
1972 {
1973         int idx,count;
1974
1975         // count the players who are actively connected
1976         count = 0;
1977         for(idx=0;idx<MAX_PLAYERS;idx++){
1978                 // count all connected players except the standalone server (if any)
1979                 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx])){                 
1980                         count++;
1981                 }
1982         }
1983
1984         return count;
1985 }
1986
1987 int multi_num_observers()
1988 {
1989         int idx,count;
1990
1991         // count the players who are actively connected
1992         count = 0;
1993         for(idx=0;idx<MAX_PLAYERS;idx++){
1994                 // count all connected players except the standalone server (if any)
1995                 if(MULTI_CONNECTED(Net_players[idx]) && MULTI_PERM_OBSERVER(Net_players[idx])){
1996                         count++;
1997                 }
1998         }
1999
2000         return count;
2001
2002 }
2003
2004 int multi_num_connections()
2005 {
2006         int idx,count;
2007
2008         // count the players who are actively connected
2009         count = 0;
2010         for(idx=0;idx<MAX_PLAYERS;idx++){
2011                 // count all connected players except the standalone server (if any)
2012                 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
2013                         count++;
2014                 }
2015         }
2016
2017         return count;
2018 }
2019
2020 int multi_can_message(net_player *p)
2021 {
2022         int max_rank;
2023         ship *sp;
2024
2025         // if the player is an observer of any kind, he cannot message
2026         if(p->flags & NETINFO_FLAG_OBSERVER){
2027                 return 0;
2028         }
2029
2030         switch(Netgame.options.squad_set){
2031         // only those of the highest rank can message
2032         case MSO_SQUAD_RANK:
2033                 max_rank = multi_get_highest_rank();
2034                 if(p->player->stats.rank < max_rank){
2035                         return 0;
2036                 }
2037                 break;
2038
2039         // only wing/team leaders can message
2040         case MSO_SQUAD_LEADER:
2041                 // if the player has an invalid object #
2042                 if(p->player->objnum < 0){
2043                         return 0;
2044                 }
2045
2046                 // check to see if he's a wingleader
2047                 sp = &Ships[Objects[p->player->objnum].instance];               
2048                 if(SDL_strcasecmp(sp->ship_name,NOX("alpha 1")) && SDL_strcasecmp(sp->ship_name,NOX("beta 1")) && SDL_strcasecmp(sp->ship_name,NOX("gamma 1")) && SDL_strcasecmp(sp->ship_name,NOX("zeta 1")) ){
2049                         return 0;
2050                 }       
2051                 break;
2052
2053         // anyone can end message
2054         case MSO_SQUAD_ANY:
2055                 break;
2056
2057         // only the host can message
2058         case MSO_SQUAD_HOST:
2059                 if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
2060                         return 0;
2061                 }
2062                 break;
2063         }       
2064         
2065         return 1;
2066 }
2067
2068 int multi_can_end_mission(net_player *p)
2069 {
2070         int max_rank;
2071         ship *sp;       
2072
2073         // the host can _always_ unpause a game
2074         if(p->flags & NETINFO_FLAG_GAME_HOST){
2075                 return 1;
2076         }
2077
2078         switch(Netgame.options.endgame_set){
2079         // only those of the highest rank can end the mission
2080         case MSO_END_RANK:
2081                 max_rank = multi_get_highest_rank();
2082                 if(p->player->stats.rank < max_rank){
2083                         return 0;
2084                 }
2085                 break;
2086
2087         // only wing/team leaders can end the mission
2088         case MSO_END_LEADER:
2089                 // if the player has an invalid object #
2090                 if(p->player->objnum < 0){
2091                         return 0;
2092                 }
2093
2094                 // check to see if he's a wingleader
2095                 sp = &Ships[Objects[p->player->objnum].instance];
2096                 if(SDL_strcasecmp(sp->ship_name,NOX("alpha 1")) && SDL_strcasecmp(sp->ship_name,NOX("beta 1")) && SDL_strcasecmp(sp->ship_name,NOX("gamma 1")) && SDL_strcasecmp(sp->ship_name,NOX("zeta 1")) ){
2097                         return 0;
2098                 }       
2099                 break;
2100
2101         // anyone can end the mission
2102         case MSO_END_ANY:
2103                 break;
2104
2105         // only the host can end the mission
2106         case MSO_END_HOST:
2107                 if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
2108                         return 0;
2109                 }
2110                 break;
2111         }       
2112         
2113         return 1;
2114 }
2115
2116 int multi_eval_join_request(join_request *jr,net_addr_t *addr)
2117 {       
2118         int team0_avail,team1_avail;
2119
2120         // if the server versions are incompatible
2121         if(jr->version < MULTI_FS_SERVER_COMPATIBLE_VERSION){
2122                 return JOIN_DENY_JR_BAD_VERSION;
2123         }
2124
2125         // check to make sure we are otherwise in a state to accept
2126         if(Netgame.game_state != NETGAME_STATE_FORMING){
2127                 return JOIN_DENY_JR_STATE;
2128         }
2129         
2130         // the standalone has some oddball situations which we must handle seperately
2131         if(Game_mode & GM_STANDALONE_SERVER){           
2132                 // if this is the first connection, he will be the host so we must always accept him
2133                 if(multi_num_players() == 0){
2134                         // check to see if this is a tracker game, and if so make sure this is a valid MT player        
2135                         // we probably eventually want to make sure he's not passing us a fake tracker id#
2136                         if (MULTI_IS_TRACKER_GAME) {
2137                                 if(jr->tracker_id < 0){
2138                                         return JOIN_DENY_JR_TRACKER_INVAL;
2139                                 }                       
2140                         }                       
2141
2142                         // if we're password protected          
2143                         if(std_is_host_passwd() && strcmp(jr->passwd, Multi_options_g.std_passwd)){
2144                                 return JOIN_DENY_JR_PASSWD;
2145                         }
2146                                 
2147                         // don't allow the host to join as an observer
2148                         if(jr->flags & JOIN_FLAG_AS_OBSERVER){
2149                                 return JOIN_DENY_JR_NOOBS;
2150                         } else {
2151                                 return -1;
2152                         }
2153                 }               
2154         }
2155
2156         // first off check to see if we're violating any of our max players/observers/connections boundaries    
2157                 // if we've already got the full 16 (MAX_PLAYERS) connections - yow
2158         if( (multi_num_connections() >= MULTI_MAX_CONNECTIONS) ||                       
2159                 // if we're full of observers and this guy wants to be an observer
2160                 ((multi_num_observers() >= MAX_OBSERVERS) && (jr->flags & JOIN_FLAG_AS_OBSERVER)) ||
2161                 // if we're up to MULTI_MAX_PLAYERS-1 and we're on the standalone
2162                 ((multi_num_players() >= (MULTI_MAX_PLAYERS - 1)) && (Game_mode & GM_STANDALONE_SERVER)) ||
2163                 // if we're up to MULTI_MAX_PLAYERS
2164                 (multi_num_players() >= MULTI_MAX_PLAYERS) ||
2165                 // if the max players for a standalone was set
2166                 ((Multi_options_g.std_max_players != -1) && (multi_num_players() >= Multi_options_g.std_max_players)) ){
2167
2168                 // we're full buddy - sorry
2169                 return JOIN_DENY_JR_FULL;
2170         }
2171         
2172         // check to see if this is a tracker game, and if so make sure this is a valid MT player        
2173         // we probably eventually want to make sure he's not passing us a fake tracker id#
2174         if (MULTI_IS_TRACKER_GAME) {
2175                 if(jr->tracker_id < 0){
2176                         return JOIN_DENY_JR_TRACKER_INVAL;
2177                 }                       
2178         }
2179
2180         // check to see if the player is trying to ingame join in a closed game
2181         if(MULTI_IN_MISSION && (Netgame.mode == NG_MODE_CLOSED)){
2182                 return JOIN_DENY_JR_CLOSED;
2183         }       
2184
2185         // check to see if the player has passed a valid password in a password protected game
2186         if((Netgame.mode == NG_MODE_PASSWORD) && strcmp(Netgame.passwd,jr->passwd)){
2187                 return JOIN_DENY_JR_PASSWD;
2188         }
2189
2190         // check to see if the netgame is forming and is temporarily marked as closed
2191         if((Netgame.game_state == NETGAME_STATE_FORMING) && (Netgame.flags & NG_FLAG_TEMP_CLOSED)){
2192                 return JOIN_DENY_JR_TEMP_CLOSED;
2193         }       
2194
2195         // check to make sure he meets the rank requirement
2196         if((Netgame.mode == NG_MODE_RANK_ABOVE) && (jr->player_rank < Netgame.rank_base)){
2197                 return JOIN_DENY_JR_RANK_LOW;
2198         }
2199
2200         // check to make sure he meets the rank requirement
2201         if((Netgame.mode == NG_MODE_RANK_BELOW) && (jr->player_rank > Netgame.rank_base)){
2202                 return JOIN_DENY_JR_RANK_HIGH;
2203         }       
2204
2205         // can't ingame join a non-dogfight game
2206         if((Netgame.game_state != NETGAME_STATE_FORMING) && !(Netgame.type_flags & NG_TYPE_DOGFIGHT)){
2207                 return JOIN_DENY_JR_TYPE;
2208         }       
2209
2210         // if the player was banned by the standalone
2211         if((Game_mode & GM_STANDALONE_SERVER) && std_player_is_banned(jr->callsign)){
2212                 return JOIN_DENY_JR_BANNED;
2213         }
2214
2215         // if the game is in-mission, make sure there are ships available
2216         if(MULTI_IN_MISSION && !(jr->flags & JOIN_FLAG_AS_OBSERVER)){
2217                 team0_avail = 0;
2218                 team1_avail = 0;
2219                 multi_player_ships_available(&team0_avail,&team1_avail);
2220
2221                 // if there are no ships available on either team
2222                 if((team0_avail == 0) && (team1_avail == 0)){
2223                         return JOIN_DENY_JR_FULL;
2224                 }
2225         }
2226
2227         // if my ingame joining flag is set, then deny since we only allow one ingame joiner at a time
2228         if ( Netgame.flags & NG_FLAG_INGAME_JOINING ){
2229                 return JOIN_DENY_JR_INGAME_JOIN;
2230         }
2231
2232         // check to make sure the game is not full (of observers, or players, as appropriate)
2233         if((jr->flags & JOIN_FLAG_AS_OBSERVER)){
2234                 if((multi_num_observers() + 1) > Netgame.options.max_observers){
2235                         return JOIN_DENY_JR_FULL;
2236                 }
2237         } 
2238
2239         // if the netgame is restricted or is team vs. team
2240         if((Netgame.mode == NG_MODE_RESTRICTED) || (Netgame.type_flags & NG_TYPE_TEAM)){
2241                 // ingame, we must query the host to see if this guy is accepted
2242                 if(MULTI_IN_MISSION){
2243                         return JOIN_QUERY_RESTRICTED;
2244                 }               
2245         }               
2246         
2247         // check to make sure this player hasn't been kick/banned
2248         if(multi_kick_is_banned(addr)){
2249                 return JOIN_DENY_JR_BANNED;
2250         }
2251
2252         // check to make sure this player doesn't already exist
2253         if ( find_player(addr) >= 0 ) {
2254                 return JOIN_DENY_JR_DUP;
2255         }
2256
2257         return -1;
2258 }
2259
2260 // called by any machine (client, host, server, standalone, etc), to begin warping out all player objects
2261 void multi_warpout_all_players()
2262 {
2263         int idx;
2264
2265         // i'f i'm already marked as warping out, don't do this again
2266         if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
2267                 return;
2268         }
2269
2270         // stop my afterburners
2271         if((Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER)){
2272                 afterburners_stop( Player_obj, 1 );
2273         }
2274
2275         // traverse through each player
2276         for(idx=0;idx<MAX_PLAYERS;idx++) {
2277                 object *objp;
2278
2279                 // only warpout player _ships_ which are not mine
2280                 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (Objects[Net_players[idx].player->objnum].type == OBJ_SHIP)){
2281
2282                         objp = &Objects[Net_players[idx].player->objnum];
2283
2284                         obj_set_flags( objp, objp->flags & (~OF_COLLIDES) );
2285                         shipfx_warpout_start( objp );
2286                 }
2287         }
2288
2289         // now, mark ourselves as needing to warp out
2290         Net_player->flags |= NETINFO_FLAG_WARPING_OUT;
2291         
2292         // if we're an observer, or we're respawning, or we can't warp out. so just jump into the debrief state
2293         if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Net_player->flags & NETINFO_FLAG_RESPAWNING) ||
2294                 (Net_player->flags & NETINFO_FLAG_OBSERVER) || ((Player_obj->type == OBJ_SHIP) && (Player_ship->flags & SF_CANNOT_WARP)) ){             
2295
2296                 if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
2297                         gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
2298                 } else {
2299                         gameseq_post_event(GS_EVENT_DEBRIEF);           
2300                 }
2301         }
2302         // if we're a ship, then begin the warpout process
2303         else {
2304                 // turn off collision detection for my ship
2305                 obj_set_flags(Player_obj, Player_obj->flags & (~OF_COLLIDES) );
2306                 gameseq_post_event(GS_EVENT_PLAYER_WARPOUT_START_FORCED);                               
2307         }
2308 }
2309
2310 // determine the highest rank of any of the players in the game
2311 int multi_get_highest_rank()
2312 {
2313         int idx;
2314         int max_rank = -1;
2315         
2316         // go through all the players
2317         for(idx=0;idx<MAX_PLAYERS;idx++){
2318                 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && (Net_players[idx].player->stats.rank > max_rank)){
2319                         max_rank = Net_players[idx].player->stats.rank;
2320                 }
2321         }
2322
2323         // return what we found
2324         return max_rank;                        
2325 }
2326
2327 // called on the machine of the player who hit alt+j
2328 void multi_handle_end_mission_request()
2329 {
2330         int idx;
2331         
2332         // all clients should send the request to the server. no exceptions
2333         if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2334                 send_endgame_packet();
2335         }
2336         // the server of the game does some further processing
2337         else {
2338                 ml_string("Server received endgame request, proceeding...");                    
2339
2340                 // first we should toss all ingame joiners
2341                 for(idx=0;idx<MAX_PLAYERS;idx++){
2342                         if(MULTI_CONNECTED(Net_players[idx]) && (Net_players[idx].flags & NETINFO_FLAG_INGAME_JOIN)){
2343                                 multi_kick_player(idx,0,KICK_REASON_INGAME_ENDED);
2344                         }
2345                 }               
2346                                 
2347                 // send the endgame packet to all clients, who will act on it immediately
2348                 send_endgame_packet();                  
2349                 Netgame.game_state = NETGAME_STATE_ENDGAME;             
2350                 send_netgame_update_packet();                                   
2351                 
2352                 if(Game_mode & GM_STANDALONE_SERVER){                                   
2353                         // move to the standalone postgame (which is where we'll handle stats packets, etc)
2354                         gameseq_post_event(GS_EVENT_STANDALONE_POSTGAME);
2355                 }
2356
2357                 // begin the warpout process for all players and myself
2358                 multi_warpout_all_players();
2359         } 
2360 }
2361
2362 // called to handle any special cases where a player is in some submemu when the game is ended 
2363 void multi_handle_state_special()
2364 {
2365         int stack_depth,current_depth;  
2366         
2367         // first off - kill any active popups
2368         popup_kill_any_active();
2369
2370         // kill any popupdeads
2371         if(popupdead_is_active()){
2372                 popupdead_close();
2373         }
2374
2375         // kill off the pilot info popup if its active
2376         if(multi_pinfo_popup_active()){
2377                 multi_pinfo_popup_kill();
2378         }
2379
2380         // now do any special processing for being in states other then the gameplay states
2381         stack_depth = gameseq_get_depth();
2382         
2383         // if we're not pushed on top of any states, do any special state case handling here
2384         if(stack_depth == 0){           
2385                 // currently there are no special cases, so return
2386                 return;
2387         } 
2388         // if we are pushed on any states, post events to pop them off one by one
2389         else {
2390                 current_depth = stack_depth;
2391                 do {            
2392                         switch(gameseq_get_state(stack_depth - current_depth)){                         
2393                         // the hotkey screen
2394                         case GS_STATE_HOTKEY_SCREEN :           
2395                                 mission_hotkey_exit();
2396                                 Game_do_state_should_skip = 1;
2397                                 break;
2398                         // the options menu
2399                         case GS_STATE_OPTIONS_MENU:             
2400                                 options_cancel_exit();
2401                                 Game_do_state_should_skip = 1;
2402                                 break;
2403                         // the hud config (1 deeper in the options menu)
2404                         case GS_STATE_HUD_CONFIG:
2405                                 hud_config_cancel();                    
2406                                 Game_do_state_should_skip = 1;
2407                                 break;
2408                         // controls config (1 deeper than the options menu)
2409                         case GS_STATE_CONTROL_CONFIG:
2410                                 control_config_cancel_exit();   
2411                                 Game_do_state_should_skip = 1;
2412                                 break;
2413                         // mission goals screen
2414                         case GS_STATE_SHOW_GOALS:
2415                                 mission_goal_exit();
2416                                 Game_do_state_should_skip = 1;
2417                                 break;                  
2418                         // mission log scrollback
2419                         case GS_STATE_MISSION_LOG_SCROLLBACK:
2420                                 hud_scrollback_exit();
2421                                 Game_do_state_should_skip = 1;
2422                                 break;
2423                         // pause screen
2424                         case GS_STATE_MULTI_PAUSED:
2425                                 gameseq_pop_state();
2426                                 Game_do_state_should_skip = 1;
2427                                 break;
2428                         }
2429
2430                         // next pushed state
2431                         current_depth--;
2432                 } while(current_depth > 0);     
2433         }
2434 }
2435
2436 // called by the file xfer subsytem when we start receiving a file
2437 void multi_file_xfer_notify(int handle)
2438 {
2439         char *filename;
2440         int cf_type;
2441         int is_mission = 0;     
2442
2443         // get the filename of the file we are receiving
2444         filename = NULL;
2445         filename = multi_xfer_get_filename(handle);
2446
2447         // something is messed up
2448         if(filename == NULL){
2449                 return;
2450         }
2451
2452         // convert the filename to all lowercase
2453         SDL_strlwr(filename);
2454
2455         // if this is a mission file
2456         is_mission = (strstr(filename, FS_MISSION_FILE_EXT) != NULL);
2457         
2458         // determine where its going to go
2459         if(is_mission){
2460                 cf_type = Net_player->p_info.options.flags & MLO_FLAG_XFER_MULTIDATA ? CF_TYPE_MULTI_CACHE : CF_TYPE_MISSIONS;
2461         } else {
2462                 cf_type = CF_TYPE_MULTI_CACHE;
2463         }
2464
2465         // QUICK FIX
2466         // check to see if the file is read-only                        
2467         if((strlen(filename) > 0) && !cf_access(filename, cf_type, 00) && (cf_access(filename, cf_type, 02) == -1)){    
2468                 multi_xfer_xor_flags(handle, MULTI_XFER_FLAG_REJECT);
2469
2470                 Net_player->flags &= ~(NETINFO_FLAG_DO_NETWORKING);
2471                 popup(PF_USE_AFFIRMATIVE_ICON, 1, XSTR("&Ok", 713), XSTR("An outdated copy of this file exists, but it cannot be overwritten by the server because it is set to be read-only. Change the permissions on this file next time.", 714));           
2472                 multi_quit_game(PROMPT_NONE);           
2473                 return;
2474         }       
2475
2476         // if the incoming filename is a freespace file, set my netplayer state to be "file xfer"
2477         if(is_mission){
2478                 // we'd better not be xferring a file right now
2479                 SDL_assert(Net_player->s_info.xfer_handle == -1);
2480
2481                 // force into the multidata directory
2482                 multi_xfer_handle_force_dir(handle, cf_type);           
2483         
2484                 // set my xfer handle
2485                 Net_player->s_info.xfer_handle = handle;
2486                 
2487                 Net_player->state = NETPLAYER_STATE_MISSION_XFER;
2488                 send_netplayer_update_packet();
2489         }
2490         // otherwise always hand it off to the multi_data system
2491         else {
2492                 multi_data_handle_incoming(handle);             
2493         }
2494 }
2495
2496 // return the lag/disconnected status of the game
2497 #define MULTI_LAG_VAL           400
2498 int multi_query_lag_status()
2499 {
2500         // -1 == not lagged, 0 == lagged, 1 == disconnected
2501
2502         // if I'm the server of the game, I can't be lagged
2503         if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
2504                 return -1;
2505         }
2506         
2507         // if we've been disconnected for some reason or another
2508         if(multi_client_server_dead()){
2509                 return 1;
2510         }
2511
2512         // if our ping time to the server is over a certain time
2513         if(Netgame.server->s_info.ping.ping_avg >= MULTI_LAG_VAL){
2514                 return 0;
2515         } 
2516
2517         // not lagged
2518         return -1;
2519 }
2520
2521 // process a valid join request
2522 void multi_process_valid_join_request(join_request *jr, net_addr_t *who_from, int ingame_join_team)
2523 {
2524         int net_player_num,player_num;
2525         short id_num;
2526         
2527         // create netplayer and player objects for this guy
2528         net_player_num = multi_find_open_netplayer_slot();
2529         player_num = multi_find_open_player_slot();
2530         id_num = multi_get_new_id();
2531         SDL_assert((net_player_num != -1) && (player_num != -1));                       
2532
2533         // if he is requesting to join as an observer
2534         if(jr->flags & JOIN_FLAG_AS_OBSERVER){                  
2535                 // create the (permanently) observer player
2536                 if(!multi_obs_create_player(net_player_num, jr->callsign, who_from, &Players[player_num])){
2537                         Int3();
2538                 }
2539
2540                 // copy his pilot image filename
2541                 if(strlen(jr->image_filename) > 0){
2542                         SDL_strlcpy(Net_players[net_player_num].player->image_filename, jr->image_filename, MAX_FILENAME_LEN);
2543                 } else {
2544                         SDL_strlcpy(Net_players[net_player_num].player->image_filename, "", MAX_FILENAME_LEN);
2545                 }
2546
2547                 // copy his pilot squad filename
2548 #ifndef MAKE_FS1
2549                 Net_players[net_player_num].player->insignia_texture = -1;
2550                 player_set_squad_bitmap(Net_players[net_player_num].player, jr->squad_filename);                
2551 #endif
2552
2553                 // clear his multi_data info
2554                 multi_data_handle_join(net_player_num);
2555
2556                 // set some extra flags for him as appropriate
2557                 if(MULTI_IN_MISSION){
2558                         Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;                  
2559                 }
2560
2561                 Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;            
2562                 Net_players[net_player_num].player_id = id_num;
2563                 Net_players[net_player_num].tracker_player_id = jr->tracker_id;
2564
2565                 // store pxo info
2566 #ifndef MAKE_FS1
2567                 if(strlen(jr->pxo_squad_name) > 0){
2568                         SDL_strlcpy(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name, LOGIN_LEN);
2569                 } else {
2570                         SDL_strlcpy(Net_players[net_player_num].p_info.pxo_squad_name, "", LOGIN_LEN);
2571                 }               
2572 #endif
2573
2574                 // if he's using hacked data
2575                 if(jr->flags & JOIN_FLAG_HAXOR){
2576                         Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
2577                 }
2578
2579                 // set his reliable connect time
2580                 Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
2581
2582                 // send the accept packet here
2583                 send_accept_packet(net_player_num, (Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN) ? ACCEPT_OBSERVER | ACCEPT_INGAME : ACCEPT_OBSERVER);
2584         } else {
2585                 // create the player object     
2586                 if(!multi_create_player( net_player_num, &Players[player_num], jr->callsign, who_from, -1, id_num )){
2587                         Int3();
2588                 }
2589                 
2590                 // copy his pilot image filename
2591                 if(strlen(jr->image_filename) > 0){
2592                         SDL_strlcpy(Net_players[net_player_num].player->image_filename, jr->image_filename, MAX_FILENAME_LEN);
2593                 } else {
2594                         SDL_strlcpy(Net_players[net_player_num].player->image_filename, "", MAX_FILENAME_LEN);
2595                 }
2596
2597                 // copy his pilot squad filename                
2598 #ifndef MAKE_FS1
2599                 Net_players[net_player_num].player->insignia_texture = -1;
2600                 player_set_squad_bitmap(Net_players[net_player_num].player, jr->squad_filename);                                
2601 #endif
2602
2603                 // clear his multi_data info
2604                 multi_data_handle_join(net_player_num);
2605
2606                 // mark him as being connected
2607                 Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;
2608                                                 
2609                 // set his tracker id correctly
2610                 Net_players[net_player_num].tracker_player_id = jr->tracker_id;                         
2611
2612                 // set his player id#
2613                 Net_players[net_player_num].player_id = id_num;
2614
2615                 // store pxo info
2616 #ifndef MAKE_FS1
2617                 if(strlen(jr->pxo_squad_name) > 0){
2618                         SDL_strlcpy(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name, LOGIN_LEN);
2619                 } else {
2620                         SDL_strlcpy(Net_players[net_player_num].p_info.pxo_squad_name, "", LOGIN_LEN);
2621                 }               
2622 #endif
2623
2624                 // if he's using hacked data
2625                 if(jr->flags & JOIN_FLAG_HAXOR){
2626                         Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
2627                 }
2628                 
2629                 // flag him appropriately if he's doing an ingame join
2630                 if(MULTI_IN_MISSION){
2631                         Int3();
2632                         Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;
2633                         Net_players[net_player_num].s_info.ingame_join_flags = 0;
2634                 }               
2635
2636                 // set his reliable connect time
2637                 Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
2638
2639                 // if he's joining as a host (on the standalone)
2640                 if(Net_players[net_player_num].flags & NETINFO_FLAG_GAME_HOST){
2641                         send_accept_packet(net_player_num, ACCEPT_HOST);
2642
2643                         Netgame.host = &Net_players[net_player_num];
2644
2645                         // set the game and player states appropriately
2646                         Netgame.game_state = NETGAME_STATE_STD_HOST_SETUP;                      
2647                 }
2648                 // if he's joining ingame
2649                 else if(Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN){
2650                         // if we're in team vs. team mode
2651                         if(Netgame.type_flags & NG_TYPE_TEAM){
2652                                 SDL_assert(ingame_join_team != -1);
2653
2654                                 Net_players[net_player_num].p_info.team = ingame_join_team;
2655                         }
2656
2657                         send_accept_packet(net_player_num, ACCEPT_INGAME, ingame_join_team);
2658
2659                         // set his last full update time for updating him on ingame join ships
2660                         Net_players[net_player_num].s_info.last_full_update_time = timestamp(INGAME_SHIP_UPDATE_TIME);
2661                 } 
2662                 // if he's joining as an otherwise ordinary client
2663                 else {
2664                         send_accept_packet(net_player_num, ACCEPT_CLIENT);
2665                 }
2666         }
2667
2668         // set my ingame joining flag if the new guy is joining ingame
2669         if ( Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN ){
2670                 Int3();
2671                 Netgame.flags |= NG_FLAG_INGAME_JOINING;
2672         }       
2673         
2674         // copy in his options
2675         memcpy(&Net_players[net_player_num].p_info.options, &jr->player_options, sizeof(multi_local_options));
2676
2677         // if on the standalone, then do any necessary gui updating
2678         if(Game_mode & GM_STANDALONE_SERVER) {          
2679                 std_add_player(&Net_players[net_player_num]);
2680                 std_connect_set_connect_count();
2681                 std_connect_set_host_connect_status();
2682         } else {
2683                 // let the create game screen know someone has joined
2684                 if(gameseq_get_state() == GS_STATE_MULTI_HOST_SETUP){
2685                         multi_create_handle_join(&Net_players[net_player_num]);
2686                 }
2687         }
2688
2689         extern int Multi_client_update_times[MAX_PLAYERS];
2690         Multi_client_update_times[net_player_num] = -1;
2691
2692         // notify datarate
2693         multi_rate_reset(net_player_num);
2694 }
2695
2696 // if a player is trying to join a restricted game, evaluate the keypress (accept or not, etc)
2697 int multi_process_restricted_keys(int k)
2698 {       
2699         int key1=-1,key2=-1;    //JAS: Get rid of optimized warning
2700         int team_val;
2701         
2702         // if the query timestamp is not set, don't do anything
2703         if(Multi_restr_query_timestamp == -1){
2704                 return 0;
2705         }
2706
2707         // determine what keys to look for based upon the mode we're in
2708         switch(Multi_join_restr_mode){
2709         // normal restricted join, Y or N
2710         case MULTI_JOIN_RESTR_MODE_1:
2711                 key1 = SDLK_y;
2712                 key2 = SDLK_n;
2713                 break;
2714
2715         // team vs team, team 0 only has ships
2716         case MULTI_JOIN_RESTR_MODE_2:
2717                 key1 = SDLK_y;
2718                 key2 = SDLK_n;
2719                 break;
2720
2721         // team vs team, team 1 only has ships          
2722         case MULTI_JOIN_RESTR_MODE_3:
2723                 key1 = SDLK_y;
2724                 key2 = SDLK_n;
2725                 break;
2726
2727         // team vs team, both teams have ships
2728         case MULTI_JOIN_RESTR_MODE_4:
2729                 key1 = SDLK_1;
2730                 key2 = SDLK_2;
2731                 break;
2732         
2733         // illegal mode
2734         default :
2735                 Int3();
2736         }       
2737
2738         // check the keypress
2739         if((k == key1) || (k == key2)){
2740                 // unset the timestamp
2741                 Multi_restr_query_timestamp = -1;                       
2742
2743                 // MWA -- 5/26/98.  Next line commented out.  It should be cleared when the ingame joiner
2744                 // actually gets into the mission
2745                 //Netgame.flags &= ~(NG_FLAG_INGAME_JOINING);
2746
2747                 // determine which team to put him on (if any)
2748                 switch(Multi_join_restr_mode){
2749                 // normal restricted join, Y or N
2750                 case MULTI_JOIN_RESTR_MODE_1:
2751                         team_val = (k == key1) ? 0 : -1;
2752                         break;
2753
2754                 // team vs team, team 0 only has ships
2755                 case MULTI_JOIN_RESTR_MODE_2:
2756                         team_val = (k == key1) ? 0 : -1;                        
2757                         break;
2758
2759                 // team vs team, team 1 only has ships          
2760                 case MULTI_JOIN_RESTR_MODE_3:
2761                         team_val = (k == key1) ? 1 : -1;                        
2762                         break;
2763
2764                 // team vs team, both teams have ships
2765                 case MULTI_JOIN_RESTR_MODE_4:
2766                         team_val = (k == key1) ? 0 : 1;                 
2767                         break;
2768         
2769                 // illegal mode
2770                 default :
2771                         team_val = -1;  // JAS: Get rid of optimized warning
2772                         Int3();
2773                 }                               
2774
2775                 // perform the proper response  
2776                 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
2777                         if(team_val >= 0){                      
2778                                 multi_process_valid_join_request(&Multi_restr_join_request,&Multi_restr_addr,team_val);                 
2779                         }
2780                 }
2781                 // otherwise tell the standalone to accept him
2782                 else {
2783                         if(team_val >= 0){
2784                                 send_host_restr_packet("null",1,team_val);
2785                         } else {
2786                                 send_host_restr_packet("null",2,-1);
2787                         }
2788                 }
2789
2790                 // processed a key
2791                 return 1;
2792         }
2793         
2794         // didn't process any keys
2795         return 0;
2796 }
2797
2798 // determine the status of available player ships (use team_0 for non team vs. team situations)
2799 void multi_player_ships_available(int *team_0,int *team_1)
2800 {
2801         ship_obj *moveup;
2802         int mp_team_num;
2803         
2804         *team_0 = 0;
2805         *team_1 = 0;
2806         
2807         moveup = GET_FIRST(&Ship_obj_list);
2808         while(moveup!=END_OF_LIST(&Ship_obj_list)){
2809                 // if this ship is flagged as OF_COULD_BE_PLAYER
2810                 if(Objects[moveup->objnum].flags & OF_COULD_BE_PLAYER){
2811                         // get the team # for this ship
2812                         mp_team_num = multi_ts_get_team(Ships[Objects[moveup->objnum].instance].ship_name);
2813                         if(mp_team_num == 0){
2814                                 (*team_0)++;
2815                         } else if(mp_team_num == 1){
2816                                 (*team_1)++;
2817                         }
2818                 }
2819                 
2820                 moveup = GET_NEXT(moveup);
2821         }       
2822 }
2823
2824 // server should update the player's bank/link status with the data in the passed ship
2825 void multi_server_update_player_weapons(net_player *pl,ship *shipp)
2826 {
2827         // don't process when the ship is dying.
2828         if ( (shipp->flags & SF_DYING) || NETPLAYER_IS_DEAD(pl) )
2829                 return;
2830
2831         // primary bank status
2832         pl->s_info.cur_primary_bank = (char)shipp->weapons.current_primary_bank;
2833
2834         // primary link status
2835         pl->s_info.cur_link_status &= ~(1<<0);
2836         if(shipp->flags & SF_PRIMARY_LINKED){
2837                 pl->s_info.cur_link_status |= (1<<0);
2838         }
2839
2840         // secondary bank status
2841         if ( shipp->weapons.current_secondary_bank < 0 ) {
2842                 nprintf(("Network", "bashing %s's current sbank to 0\n", shipp->ship_name));
2843                 shipp->weapons.current_secondary_bank = 0;
2844         }
2845         pl->s_info.cur_secondary_bank = (char)shipp->weapons.current_secondary_bank;
2846
2847         // secondary link status
2848         pl->s_info.cur_link_status &= ~(1<<1);
2849         if(shipp->flags & SF_SECONDARY_DUAL_FIRE){
2850                 pl->s_info.cur_link_status |= (1<<1);
2851         }
2852
2853         // ets values
2854         pl->s_info.ship_ets = 0x0000;
2855         // shield ets           
2856         pl->s_info.ship_ets |= ((ushort)shipp->shield_recharge_index << 8);
2857         // weapon ets
2858         pl->s_info.ship_ets |= ((ushort)shipp->weapon_recharge_index << 4);
2859         // engine ets
2860         pl->s_info.ship_ets |= ((ushort)shipp->engine_recharge_index);
2861
2862         SDL_assert( pl->s_info.ship_ets != 0 );
2863 }
2864
2865 // flush the multidata cache directory
2866 void multi_flush_multidata_cache()
2867 {
2868         nprintf(("Network","FLUSHING MULTIDATA CACHE\n"));
2869         
2870         // call the cfile function to flush the directory
2871         cfile_flush_dir(CF_TYPE_MULTI_CACHE);
2872 }
2873
2874 // flush all data from a previous mission before starting the next
2875 void multi_flush_mission_stuff()
2876 {
2877         int idx;
2878         
2879         for(idx=0;idx<MAX_PLAYERS;idx++){
2880                 if(MULTI_CONNECTED(Net_players[idx])){                  
2881                         // unset all unneeded status bits
2882                         Net_players[idx].flags &= ~(NETINFO_FLAG_MISSION_OK | NETINFO_FLAG_RESPAWNING | NETINFO_FLAG_WARPING_OUT);
2883                         
2884                         // server is always "mission ok"
2885                         if(Net_players[idx].flags & NETINFO_FLAG_AM_MASTER){
2886                                 Net_players[idx].flags |= NETINFO_FLAG_MISSION_OK;
2887                         }
2888
2889                         // if this guy is a non-permanent observer, unset the appropriate flags
2890                         if(MULTI_TEMP_OBSERVER(Net_players[idx])){
2891                                 Net_players[idx].flags &= ~(NETINFO_FLAG_OBSERVER | NETINFO_FLAG_OBS_PLAYER);
2892                         }
2893
2894                         // misc
2895                         multi_ping_reset(&Net_players[idx].s_info.ping);                                
2896                         Net_players[idx].s_info.num_last_buttons = 0;
2897                         Net_players[idx].s_info.wing_index_backup = 0;
2898                         Net_players[idx].s_info.wing_index = 0;
2899                         Net_players[idx].p_info.ship_class = -1;
2900                         Net_players[idx].p_info.ship_index = -1;
2901                         Net_players[idx].s_info.xfer_handle = -1;
2902
2903                         // ack handles
2904                         Net_players[idx].s_info.wing_index_backup = 0;
2905                                 
2906                         // objnum 
2907                         Players[idx].objnum = -1;
2908                 }
2909         }       
2910
2911         // reset netgame stuff
2912         Netgame.flags &= ~(NG_FLAG_TEMP_CLOSED);                
2913
2914         multi_xfer_reset();
2915
2916         // standalone servers should clear their goal trees now
2917         if(Game_mode & GM_STANDALONE_SERVER){
2918                 std_multi_setup_goal_tree();
2919         }
2920         
2921         // object signatures
2922         // this will eventually get reset to Netgame.security the next time an object gets its signature assigned.
2923         // We do this to resynchronize the host/server and all clients
2924         Next_ship_signature = SHIP_SIG_MIN;
2925         Next_asteroid_signature = ASTEROID_SIG_MIN;
2926         Next_non_perm_signature = NPERM_SIG_MIN;
2927
2928         // everyone will need to either reload the current mission, leave, or load the next mission, so in any case
2929         Multi_mission_loaded = 0;
2930 }
2931
2932 // should we ignore all controls and keypresses because of some multiplayer 
2933 int multi_ignore_controls(int key)
2934 {               
2935         // if the multiplayer text messaging system is active, don't return any keys    
2936         if((key > 0) && multi_msg_text_process(key)){
2937                 return 1;
2938         }
2939
2940         // if the host of the game is being prompted to accept or deny a player in a restricted game
2941         if((key > 0) && multi_process_restricted_keys(key)){
2942                 return 1;
2943         }
2944         
2945         // if we're in text messaging mode, ignore controls
2946         if(multi_msg_text_mode()){
2947                 return 1;
2948         }       
2949
2950         // if the pause system wants to eat keys for a while
2951         if(multi_pause_eat_keys()){
2952                 return 1;
2953         }
2954
2955         // multiplayer didn't eat the key
2956         return 0;
2957 }
2958
2959 // if the kill limit has been reached by any given player
2960 int multi_kill_limit_reached()
2961 {
2962         int idx;
2963
2964         // is the kill limit <= 0 ?
2965         // if so, consider it as _no_ kill limit
2966         if(Netgame.options.kill_limit <= 0){
2967                 return 0;
2968         }
2969         
2970         // look through all active, non-observer players
2971         for(idx=0;idx<MAX_PLAYERS;idx++){
2972                 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && (Net_players[idx].player->stats.m_kill_count_ok >= Netgame.options.kill_limit)){
2973                         // someone reached the limit
2974                         return 1;
2975                 }
2976         }
2977
2978         // limit has not been reached yet
2979         return 0;
2980 }
2981
2982 // display a chat message (write to the correct spot - hud, standalone gui, chatbox, etc)
2983 void multi_display_chat_msg(const char *msg, int player_index, int add_id)
2984 {
2985         // if i'm a standalone, always add to the gui
2986         if(Game_mode & GM_STANDALONE_SERVER){
2987                 std_add_chat_text(msg,player_index,add_id);
2988                 return;
2989         }
2990         
2991         // in gameplay
2992         if(Game_mode & GM_IN_MISSION){                                  
2993                 // if we're paused, send it to the chatbox
2994                 if(Multi_pause_status){
2995                         chatbox_add_line(msg, player_index, add_id);
2996                 }
2997                 // otherwise print to the HUD
2998                 else {
2999                         multi_msg_display_mission_text(msg, player_index);
3000                 }
3001         }
3002         // otherwise add it to the chatbox
3003         else {
3004                 chatbox_add_line(msg, player_index, add_id);
3005         }               
3006 }
3007
3008 // fill in Current_file_checksum and Current_file_length
3009 void multi_get_mission_checksum(const char *filename)
3010 {
3011         CFILE *in;
3012
3013         Multi_current_file_checksum = 0xffff;
3014         Multi_current_file_length = -1;
3015
3016         // get the filename
3017         in = cfopen(filename,"rb");
3018         if(in != NULL){
3019                 // get the length of the file
3020                 Multi_current_file_length = cfilelength(in);
3021                 cfclose(in);
3022
3023                 in = cfopen(filename,"rb");
3024                 if(in != NULL){
3025                         // get the checksum of the file
3026                         cf_chksum_short(in,&Multi_current_file_checksum);
3027
3028                         // close the file
3029                         cfclose(in);
3030                         in = NULL;
3031                 }
3032                 // if the file doesn't exist, setup some special values, so the server recognizes this
3033                 else {
3034                         Multi_current_file_checksum = 0xffff;
3035                         Multi_current_file_length = -1;
3036                 }
3037         } else {
3038                 // don't transfew builtin missions
3039                 if(multi_is_builtin_mission()){ 
3040                         multi_quit_game(PROMPT_ALL, MULTI_END_NOTIFY_KICKED_CANT_XFER);
3041                 }
3042         }
3043         nprintf(("Network","NET FILE CHECKSUM : %d %d\n",Multi_current_file_checksum,Multi_current_file_length));
3044 }
3045
3046 char multi_unit_to_char(float unit)
3047 {
3048         char ret;
3049         
3050         if(unit > 1.0f){
3051                 Int3();
3052                 unit = 1.0f;
3053         }
3054         if(unit < -1.0f){
3055                 Int3();
3056                 unit = -1.0f;
3057         }
3058
3059         ret = (char)(unit * 127.0f);
3060         return ret;
3061 }
3062
3063 float multi_char_to_unit(float val)
3064 {
3065         float ret;
3066
3067         ret = (float)val / 127.0f;
3068         if(ret > 1.0f){
3069                 Int3();
3070                 ret = 1.0f;
3071         }
3072         if(ret < -1.0f){
3073                 Int3();
3074                 ret = -1.0f;
3075         }
3076
3077         return ret;
3078 }
3079
3080 // if we should render our ping time to the server in a multiplayer game
3081 int multi_show_ingame_ping()
3082 {
3083         // always show it for now
3084         return 1;
3085 }
3086
3087 int multi_get_connection_speed()
3088 {
3089         int cspeed;
3090         const char *connection_speed;
3091
3092         // 'Fast' should be a safe default in 2015
3093         connection_speed = os_config_read_string("Network", "ConnectionSpeed", "Fast");
3094
3095         if ( !SDL_strcasecmp(connection_speed, NOX("Slow")) ) {
3096                 cspeed = CONNECTION_SPEED_288;
3097         } else if ( !SDL_strcasecmp(connection_speed, NOX("56K")) ) {
3098                 cspeed = CONNECTION_SPEED_56K;
3099         } else if ( !SDL_strcasecmp(connection_speed, NOX("ISDN")) ) {
3100                 cspeed = CONNECTION_SPEED_SISDN;
3101         } else if ( !SDL_strcasecmp(connection_speed, NOX("Cable")) ) {
3102                 cspeed = CONNECTION_SPEED_CABLE;
3103         } else if ( !SDL_strcasecmp(connection_speed, NOX("Fast")) ) {
3104                 cspeed = CONNECTION_SPEED_T1;
3105         } else {
3106                 cspeed = CONNECTION_SPEED_NONE;
3107         }
3108
3109         return cspeed;
3110 }
3111
3112 // return a MVALID_STATUS_* define based upon the passed string
3113 int multi_string_to_status(char *valid_string)
3114 {
3115         if ( !SDL_strcmp(valid_string, "valid") ) {
3116                 return MVALID_STATUS_VALID;
3117         } else if ( !SDL_strcmp(valid_string, "invalid") ) {
3118                 return MVALID_STATUS_INVALID;
3119         }
3120
3121         return MVALID_STATUS_UNKNOWN;   
3122 }
3123
3124 // if we're in tracker mode, do a validation update on all known missions
3125 void multi_update_valid_missions()
3126 {
3127         char next_filename[MAX_FILENAME_LEN+1]; 
3128         char next_line[512];
3129         char status_string[50];
3130         char temp[256];
3131         char *tok;
3132         CFILE *in;
3133         int idx, file_index;    
3134         int was_cancelled;
3135
3136         // if we're a standalone, show a dialog saying "validating missions"
3137         if(Game_mode & GM_STANDALONE_SERVER){
3138                 std_create_gen_dialog("Validating missions");
3139                 std_gen_set_text("Querying:",1);
3140         }
3141
3142         // mark all missions on our list as being MVALID_STATUS_UNKNOWN
3143         for(idx=0; idx<Multi_create_mission_count; idx++){
3144                 Multi_create_mission_list[idx].valid_status = MVALID_STATUS_UNKNOWN;
3145         }
3146         
3147         // attempt to open the valid mission config file
3148         in = cfopen(MULTI_VALID_MISSION_FILE, "rt", CFILE_NORMAL, CF_TYPE_DATA);
3149         if(in != NULL){         
3150                 // read in all listed missions
3151                 while(!cfeof(in)){
3152                         // read in a line
3153                         memset(next_line, 0, 512);
3154                         cfgets(next_line, 512, in);
3155                         drop_trailing_white_space(next_line);
3156                         drop_leading_white_space(next_line);
3157
3158                         // read in a filename
3159                         memset(next_filename, 0, MAX_FILENAME_LEN+1);
3160                         memset(temp, 0, 256);
3161                         tok = strtok(next_line, " ");
3162                         if(tok == NULL){
3163                                 continue;
3164                         }                       
3165                         SDL_strlcpy(temp, tok, SDL_arraysize(temp));
3166                         drop_trailing_white_space(temp);
3167                         drop_leading_white_space(temp);
3168                         SDL_strlcpy(next_filename, temp, SDL_arraysize(next_filename));
3169                         
3170                         // read in the status string
3171                         memset(status_string, 0, 50);
3172                         memset(temp, 0, 256);
3173                         tok = strtok(NULL," \n");
3174                         if(tok == NULL){
3175                                 continue;
3176                         }
3177                         SDL_strlcpy(temp, tok, SDL_arraysize(temp));
3178                         drop_trailing_white_space(temp);
3179                         drop_leading_white_space(temp);
3180                         SDL_strlcpy(status_string, temp, SDL_arraysize(status_string));
3181
3182                         // try and find the file
3183                         file_index = multi_create_lookup_mission(next_filename);
3184                         if(file_index >= 0){
3185                                 Multi_create_mission_list[file_index].valid_status = (char)multi_string_to_status(status_string);
3186                         }
3187                 }
3188
3189                 // close the infile
3190                 cfclose(in);
3191                 in = NULL;      
3192         }       
3193
3194         // now poll for all unknown missions
3195         was_cancelled = 0;
3196
3197         for (idx = 0; idx < Multi_create_mission_count; idx++) {
3198                 if (Multi_create_mission_list[idx].valid_status != MVALID_STATUS_UNKNOWN) {
3199                         continue;
3200                 }
3201
3202                 int rval = multi_fs_tracker_validate_mission(Multi_create_mission_list[idx].filename);
3203
3204                 if (rval == -2) {
3205                         was_cancelled = 1;
3206                         break;
3207                 }
3208
3209                 Multi_create_mission_list[idx].valid_status = rval;
3210         }
3211
3212         // if the operation was cancelled, don't write anything new
3213         if(was_cancelled){
3214                 // if we're a standalone, kill the validate dialog
3215                 if(Game_mode & GM_STANDALONE_SERVER){
3216                         std_destroy_gen_dialog();
3217                 }
3218
3219                 return;
3220         }
3221
3222         // now rewrite the outfile with the new mission info
3223         in = cfopen(MULTI_VALID_MISSION_FILE, "wt", CFILE_NORMAL, CF_TYPE_DATA);
3224         if(in == NULL){
3225                 // if we're a standalone, kill the validate dialog
3226                 if(Game_mode & GM_STANDALONE_SERVER){
3227                         std_destroy_gen_dialog();
3228                 }
3229
3230                 return;
3231         }
3232         for(idx=0; idx<Multi_create_mission_count; idx++){
3233                 switch(Multi_create_mission_list[idx].valid_status){
3234                 case MVALID_STATUS_VALID:
3235                         cfputs(Multi_create_mission_list[idx].filename, in);
3236                         cfputs(NOX("   valid"), in);
3237                         cfputs(NOX("\n"), in);
3238                         break;
3239
3240                 case MVALID_STATUS_INVALID:
3241                         cfputs(Multi_create_mission_list[idx].filename, in);
3242                         cfputs(NOX("   invalid"), in);
3243                         cfputs(NOX("\n"), in);
3244                         break;
3245                 }
3246         }
3247
3248         // close the outfile
3249         cfclose(in);
3250         in = NULL;
3251
3252         // if we're a standalone, kill the validate dialog
3253         if(Game_mode & GM_STANDALONE_SERVER){
3254                 std_destroy_gen_dialog();
3255         }
3256 }
3257
3258 // get a new id# for a player
3259 short multi_get_new_id()
3260 {
3261         if(Multi_id_num > 20000){
3262                 Multi_id_num = 0;
3263         } 
3264
3265         return Multi_id_num++;
3266 }
3267
3268
3269 // ------------------------------------
3270
3271 //XSTR:OFF
3272 DCF(multi,"changes multiplayer settings")
3273 {
3274         if(Dc_command){
3275                 dc_get_arg(ARG_STRING);
3276                 
3277                 if(strcmp(Dc_arg, "kick")==0){                          // kick a player
3278                         multi_dcf_kick();
3279 #ifndef NDEBUG
3280                 } else if(strcmp(Dc_arg, "stats")==0) {
3281                         // multi_toggle_stats();
3282                 } else if(strcmp(Dc_arg, "show_stats")==0) {
3283                         // multi_show_basic_stats(0);
3284                 } else if(strcmp(Dc_arg, "dump_stats")==0) {
3285                         // multi_show_basic_stats(1);
3286 #endif
3287                 } else if(strcmp(Dc_arg, "voice")==0){                          // settings for multiplayer voice
3288                         multi_voice_dcf();
3289                 } else if(strcmp(Dc_arg, "respawn_chump")==0){  // set a really large # of respawns
3290                         if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){                       
3291                                 Netgame.respawn = 9999;
3292                                 Netgame.options.respawn = 9999;                         
3293
3294                                 // if i'm the server, send a netgame update
3295                                 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
3296                                         send_netgame_update_packet();
3297                                 } 
3298                         }
3299                 } else if(strcmp(Dc_arg, "ss_leaders")==0){             // only host or team captains can modify ships
3300                         if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){                       
3301                                 Netgame.options.flags |= MSO_FLAG_SS_LEADERS;
3302                                 multi_options_update_netgame();
3303                         }
3304                 } else if(strcmp(Dc_arg, "make_players")==0){
3305 #ifndef NDEBUG
3306                         multi_make_fake_players(MAX_PLAYERS);
3307 #endif
3308                 } else if(strcmp(Dc_arg, "givecd")==0){
3309                         extern int Multi_has_cd;
3310                         Multi_has_cd = 1;
3311                 /*
3312                 } else if(strcmp(Dc_arg, "oo")==0){
3313                         int new_flags = -1;
3314
3315                         dc_get_arg(ARG_INT);
3316                         if(Dc_arg_type & ARG_INT){
3317                                 new_flags = Dc_arg_int;
3318                         }
3319
3320                         dc_printf("Interesting flags\nPos : %d\nVelocity : %d\nDesired vel : %d\nOrient : %d\nRotvel : %d\nDesired rotvel %d\n",
3321                                                  1<<0, 1<<7, 1<<8, 1<<1, 1<<9, 1<<10);
3322                 */
3323                 } else if(strcmp(Dc_arg, "oo_sort")==0){                        
3324                         extern int OO_sort;
3325
3326                         OO_sort = !OO_sort;
3327                         if(OO_sort){
3328                                 dc_printf("Network object sorting ENABLED\n");
3329                         } else {
3330                                 dc_printf("Network object sorting DISABLED\n");
3331                         }
3332                 }
3333         }
3334 }
3335
3336 //XSTR:ON
3337
3338 // PXO crc checking stuff
3339 #ifndef NDEBUG
3340
3341 void multi_spew_pxo_checksums(int max_files, char *outfile)
3342 {
3343         char **file_names;
3344         char full_name[MAX_FILENAME_LEN+1];
3345         char wild_card[6];
3346         int count, idx;
3347         uint checksum;
3348         FILE *out;
3349
3350         // allocate filename space      
3351         file_names = (char**)malloc(sizeof(char*) * max_files);
3352         if(file_names != NULL){
3353                 SDL_snprintf(wild_card, SDL_arraysize(wild_card), "*%s", FS_MISSION_FILE_EXT);
3354                 count = cf_get_file_list(max_files, file_names, CF_TYPE_MISSIONS, wild_card);   
3355         
3356                 // open the outfile
3357                 out = fopen(outfile, "wt");
3358                 if(out == NULL){
3359                         return;
3360                 }
3361                 
3362                 // do all the checksums
3363                 for(idx=0; idx<count; idx++){
3364                         memset(full_name, 0, MAX_FILENAME_LEN+1);                       
3365                         SDL_strlcpy(full_name, cf_add_ext(file_names[idx], FS_MISSION_FILE_EXT), SDL_arraysize(full_name));
3366
3367                         if(cf_chksum_long(full_name, &checksum)){
3368                                 fprintf(out, "%s        :       %d\n", full_name, (int)checksum);
3369                         }
3370                 }
3371
3372                 fclose(out);
3373                 free(file_names);
3374         }
3375 }
3376
3377 DCF(pxospew,"spew PXO 32 bit checksums for all visible mission files")
3378 {
3379         int max_files;
3380
3381         dc_get_arg(ARG_INT);
3382         if(Dc_arg_type & ARG_INT){
3383                 max_files = Dc_arg_int; 
3384
3385                 dc_get_arg(ARG_STRING);
3386                 if(Dc_arg_type & ARG_STRING){
3387                         multi_spew_pxo_checksums(max_files, Dc_arg);
3388                 }
3389         }
3390 }
3391
3392 #endif
3393
3394 // make a bunch of fake players - don't rely on this to be very safe - its mostly used for interface testing
3395 #ifndef NDEBUG
3396 void multi_make_fake_players(int count)
3397 {
3398         int idx;
3399         
3400         for(idx=0;idx<count;idx++){
3401                 if(!MULTI_CONNECTED(Net_players[idx])){
3402                         Net_players[idx].player = &Players[idx];
3403                         SDL_snprintf(Net_players[idx].player->callsign, CALLSIGN_LEN, "Player %d", idx);
3404                         Net_players[idx].flags |= NETINFO_FLAG_CONNECTED;
3405                 }
3406         }
3407 }
3408 #endif
3409
3410 // ---------------------------------------------------------------------------------------------------------------------
3411 // PACK UNPACK STUFF
3412 //
3413
3414 #ifndef PLAT_UNIX
3415 #pragma optimize("", off)
3416 #endif
3417
3418 typedef struct bitbuffer {
3419         ubyte           mask;
3420    int          rack;
3421         ubyte           *data;
3422         ubyte           *org_data;
3423 } bitbuffer;
3424
3425 void bitbuffer_init( bitbuffer *bitbuf, ubyte *data )
3426 {
3427         bitbuf->rack = 0;       
3428         bitbuf->mask = 0x80;
3429         bitbuf->data = data;
3430         bitbuf->org_data = data;
3431 }
3432
3433 int bitbuffer_write_flush( bitbuffer *bitbuf )
3434 {
3435         // Flush to next byte
3436         if ( bitbuf->mask != 0x80 )     {
3437         *bitbuf->data++ = (ubyte)bitbuf->rack;
3438         }
3439         return bitbuf->data-bitbuf->org_data;
3440 }
3441
3442 int bitbuffer_read_flush( bitbuffer *bitbuf )
3443 {
3444         return bitbuf->data-bitbuf->org_data;
3445 }
3446
3447 void bitbuffer_put( bitbuffer *bitbuf, uint data, int bit_count ) 
3448 {
3449         uint mask;
3450
3451         mask = 1L << ( bit_count - 1 );
3452         while ( mask != 0) {
3453                 if ( mask & data )      {
3454                         bitbuf->rack |= bitbuf->mask;
3455                 }
3456                 bitbuf->mask >>= 1;
3457                 if ( bitbuf->mask == 0 ) {
3458                         *bitbuf->data++=(ubyte)bitbuf->rack;
3459                         bitbuf->rack = 0;
3460                         bitbuf->mask = 0x80;
3461                 }
3462                 mask >>= 1;
3463         }
3464 }
3465
3466 uint bitbuffer_get_unsigned( bitbuffer *bitbuf, int bit_count ) 
3467 {
3468         uint mask;
3469         uint return_value;
3470
3471         mask = 1L << ( bit_count - 1 );
3472         return_value = 0;
3473
3474         while ( mask != 0)      {
3475                 if ( bitbuf->mask == 0x80 ) {
3476                         bitbuf->rack = *bitbuf->data++;
3477                 }
3478                 if ( bitbuf->rack & bitbuf->mask )      {
3479                         return_value |= mask;
3480                 }
3481                 mask >>= 1;
3482                 bitbuf->mask >>= 1;
3483                 if ( bitbuf->mask == 0 )        {
3484                         bitbuf->mask = 0x80;
3485                 }
3486         }
3487
3488         return return_value;
3489 }
3490
3491 int bitbuffer_get_signed( bitbuffer *bitbuf, int bit_count ) 
3492 {
3493         uint mask;
3494         uint return_value;
3495
3496         mask = 1L << ( bit_count - 1 );
3497         return_value = 0;
3498
3499         while ( mask != 0)      {
3500                 if ( bitbuf->mask == 0x80 ) {
3501                         bitbuf->rack = *bitbuf->data++;
3502                 }
3503                 if ( bitbuf->rack & bitbuf->mask )      {
3504                         return_value |= mask;
3505                 }
3506                 mask >>= 1;
3507                 bitbuf->mask >>= 1;
3508                 if ( bitbuf->mask == 0 )        {
3509                         bitbuf->mask = 0x80;
3510                 }
3511         }
3512
3513         // sign extend return value
3514         return_value <<= (32-bit_count);
3515         
3516         return ((int)return_value)>>(32-bit_count);
3517 }
3518         
3519
3520
3521 // Packs/unpacks an object position.
3522 // Returns number of bytes read or written.
3523 // #define OO_POS_RET_SIZE                                                      9
3524 int multi_pack_unpack_position( int write, ubyte *data, vector *pos)
3525 {
3526         bitbuffer buf;
3527
3528         bitbuffer_init(&buf,data);
3529
3530         int a, b, c;
3531
3532         if ( write )    {
3533                 // Output pos
3534
3535                 a = fl2i(pos->xyz.x*105.0f+0.5f); 
3536                 b = fl2i(pos->xyz.y*105.0f+0.5f);
3537                 c = fl2i(pos->xyz.z*105.0f+0.5f);
3538                 CAP(a,-8388608,8388607);
3539                 CAP(b,-8388608,8388607);
3540                 CAP(c,-8388608,8388607);
3541                 
3542                 bitbuffer_put( &buf, (uint)a, 24 );
3543                 bitbuffer_put( &buf, (uint)b, 24 );
3544                 bitbuffer_put( &buf, (uint)c, 24 );
3545
3546
3547                 return bitbuffer_write_flush(&buf);
3548
3549         } else {
3550
3551                 // unpack pos
3552                 a = bitbuffer_get_signed(&buf,24);
3553                 b = bitbuffer_get_signed(&buf,24);
3554                 c = bitbuffer_get_signed(&buf,24);
3555
3556                 pos->xyz.x = i2fl(a)/105.0f;
3557                 pos->xyz.y = i2fl(b)/105.0f;
3558                 pos->xyz.z = i2fl(c)/105.0f;
3559
3560                 return bitbuffer_read_flush(&buf);
3561         }
3562 }
3563
3564 int degenerate_count = 0;
3565 int non_degenerate_count = 0;
3566
3567 /*
3568 hack = ((ushort)orient->v.fvec.xyz.x * 32767);
3569                         memcpy(&hack, &orient->v.fvec.xyz.x, 4);
3570                         bitbuffer_put( &buf, hack, 32  );
3571                         memcpy(&hack, &orient->v.fvec.xyz.y, 4);
3572                         bitbuffer_put( &buf, hack, 32  );
3573                         memcpy(&hack, &orient->v.fvec.xyz.z, 4);
3574                         bitbuffer_put( &buf, hack, 32  );
3575
3576                         memcpy(&hack, &orient->v.uvec.xyz.x, 4);
3577                         bitbuffer_put( &buf, hack, 32  );
3578                         memcpy(&hack, &orient->v.uvec.xyz.y, 4);
3579                         bitbuffer_put( &buf, hack, 32  );
3580                         memcpy(&hack, &orient->v.uvec.xyz.z, 4);
3581                         bitbuffer_put( &buf, hack, 32  );
3582
3583                         memcpy(&hack, &orient->v.rvec.xyz.x, 4);
3584                         bitbuffer_put( &buf, hack, 32  );
3585                         memcpy(&hack, &orient->v.rvec.xyz.y, 4);
3586                         bitbuffer_put( &buf, hack, 32  );
3587                         memcpy(&hack, &orient->v.rvec.xyz.z, 4);
3588                         bitbuffer_put( &buf, hack, 32  );*/
3589
3590 /*
3591 hack = bitbuffer_get_unsigned(&buf, 32);
3592                         memcpy(&orient->v.fvec.xyz.x, &hack, 4);
3593                         hack = bitbuffer_get_unsigned(&buf, 32);
3594                         memcpy(&orient->v.fvec.xyz.y, &hack, 4);
3595                         hack = bitbuffer_get_unsigned(&buf, 32);
3596                         memcpy(&orient->v.fvec.xyz.z, &hack, 4);
3597
3598                         hack = bitbuffer_get_unsigned(&buf, 32);
3599                         memcpy(&orient->v.uvec.xyz.x, &hack, 4);
3600                         hack = bitbuffer_get_unsigned(&buf, 32);
3601                         memcpy(&orient->v.uvec.xyz.y, &hack, 4);
3602                         hack = bitbuffer_get_unsigned(&buf, 32);
3603                         memcpy(&orient->v.uvec.xyz.z, &hack, 4);
3604
3605                         hack = bitbuffer_get_unsigned(&buf, 32);
3606                         memcpy(&orient->v.rvec.xyz.x, &hack, 4);
3607                         hack = bitbuffer_get_unsigned(&buf, 32);
3608                         memcpy(&orient->v.rvec.xyz.y, &hack, 4);
3609                         hack = bitbuffer_get_unsigned(&buf, 32);
3610                         memcpy(&orient->v.rvec.xyz.z, &hack, 4);*/
3611
3612 // Packs/unpacks an orientation matrix.
3613 // Returns number of bytes read or written.
3614 // #define OO_ORIENT_RET_SIZE                                           6
3615 int multi_pack_unpack_orient( int write, ubyte *data, matrix *orient)
3616 {
3617         bitbuffer buf;
3618
3619         bitbuffer_init(&buf, data + 1);
3620
3621         vector rot_axis;        
3622         float theta;
3623         int a, b, c, d;
3624         angles ang;     
3625         ubyte flag = 0x00;      
3626
3627         #define D_SCALE 32768.0f
3628         #define D_MAX_RANGE 32767
3629         #define D_MIN_RANGE -32768
3630
3631         #define N_SCALE 2048.0f
3632         #define N_MAX_RANGE 2047
3633         #define N_MIN_RANGE -2048
3634
3635         if ( write )    {                       
3636                 // degenerate case - send the whole orient matrix
3637                 vm_extract_angles_matrix(&ang, orient); 
3638                 if((ang.h > 3.130) && (ang.h < 3.150)){
3639                         degenerate_count++;
3640
3641                         flag = 0xff;
3642                         
3643                         // stuff it     
3644                         a = fl2i(orient->v.fvec.xyz.x * D_SCALE);
3645                         CAP(a, D_MIN_RANGE, D_MAX_RANGE);                       
3646                         bitbuffer_put( &buf, a, 16  );
3647                         a = fl2i(orient->v.fvec.xyz.y * D_SCALE);
3648                         CAP(a, D_MIN_RANGE, D_MAX_RANGE);                       
3649                         bitbuffer_put( &buf, a, 16  );
3650                         a = fl2i(orient->v.fvec.xyz.z * D_SCALE);
3651                         CAP(a, D_MIN_RANGE, D_MAX_RANGE);                       
3652                         bitbuffer_put( &buf, a, 16  );
3653
3654                         a = fl2i(orient->v.uvec.xyz.x * D_SCALE);
3655                         CAP(a, D_MIN_RANGE, D_MAX_RANGE);                       
3656                         bitbuffer_put( &buf, a, 16  );
3657                         a = fl2i(orient->v.uvec.xyz.y * D_SCALE);
3658                         CAP(a, D_MIN_RANGE, D_MAX_RANGE);                       
3659                         bitbuffer_put( &buf, a, 16  );
3660                         a = fl2i(orient->v.uvec.xyz.z * D_SCALE);
3661                         CAP(a, D_MIN_RANGE, D_MAX_RANGE);                       
3662                         bitbuffer_put( &buf, a, 16  );
3663
3664                         a = fl2i(orient->v.rvec.xyz.x * D_SCALE);
3665                         CAP(a, D_MIN_RANGE, D_MAX_RANGE);                       
3666                         bitbuffer_put( &buf, a, 16  );
3667                         a = fl2i(orient->v.rvec.xyz.y * D_SCALE);
3668                         CAP(a, D_MIN_RANGE, D_MAX_RANGE);                       
3669                         bitbuffer_put( &buf, a, 16  );
3670                         a = fl2i(orient->v.rvec.xyz.z * D_SCALE);
3671                         CAP(a, D_MIN_RANGE, D_MAX_RANGE);                       
3672                         bitbuffer_put( &buf, a, 16  );
3673                 } else {
3674                         non_degenerate_count++;
3675                                 
3676                         vm_matrix_to_rot_axis_and_angle(orient, &theta, &rot_axis);             
3677                         // Have theta, which is an angle between 0 and PI.
3678                         // Convert it to be between -1.0f and 1.0f
3679                         theta = theta*2.0f/PI-1.0f;                     
3680
3681                         // -1 to 1
3682                         a = fl2i(rot_axis.xyz.x*N_SCALE); 
3683                         b = fl2i(rot_axis.xyz.y*N_SCALE);
3684                         c = fl2i(rot_axis.xyz.z*N_SCALE);
3685                         d = fl2i(theta*N_SCALE);
3686
3687                         CAP(a, N_MIN_RANGE, N_MAX_RANGE);
3688                         CAP(b, N_MIN_RANGE, N_MAX_RANGE);
3689                         CAP(c, N_MIN_RANGE, N_MAX_RANGE);
3690                         CAP(d, N_MIN_RANGE, N_MAX_RANGE);
3691                                         
3692                         bitbuffer_put( &buf, (uint)a, 12 );
3693                         bitbuffer_put( &buf, (uint)b, 12 );
3694                         bitbuffer_put( &buf, (uint)c, 12 );
3695                         bitbuffer_put( &buf, (uint)d, 12 );
3696                 }
3697
3698                 // flag for degenerate case
3699                 data[0] = flag;
3700
3701                 return bitbuffer_write_flush(&buf) + 1;
3702         } else {
3703                 flag = data[0];
3704
3705                 // degenerate
3706                 if(flag){
3707                         a = bitbuffer_get_signed(&buf, 16);
3708                         orient->v.fvec.xyz.x = i2fl(a) / D_SCALE;                       
3709                         a = bitbuffer_get_signed(&buf, 16);
3710                         orient->v.fvec.xyz.y = i2fl(a) / D_SCALE;                       
3711                         a = bitbuffer_get_signed(&buf, 16);
3712                         orient->v.fvec.xyz.z = i2fl(a) / D_SCALE;                       
3713
3714                         a = bitbuffer_get_signed(&buf, 16);
3715                         orient->v.uvec.xyz.x = i2fl(a) / D_SCALE;                       
3716                         a = bitbuffer_get_signed(&buf, 16);
3717                         orient->v.uvec.xyz.y = i2fl(a) / D_SCALE;                       
3718                         a = bitbuffer_get_signed(&buf, 16);
3719                         orient->v.uvec.xyz.z = i2fl(a) / D_SCALE;                       
3720
3721                         a = bitbuffer_get_signed(&buf, 16);
3722                         orient->v.rvec.xyz.x = i2fl(a) / D_SCALE;                       
3723                         a = bitbuffer_get_signed(&buf, 16);
3724                         orient->v.rvec.xyz.y = i2fl(a) / D_SCALE;                       
3725                         a = bitbuffer_get_signed(&buf, 16);
3726                         orient->v.rvec.xyz.z = i2fl(a) / D_SCALE;                       
3727                 } else {
3728                         a = bitbuffer_get_signed(&buf,12);
3729                         b = bitbuffer_get_signed(&buf,12);
3730                         c = bitbuffer_get_signed(&buf,12);
3731                         d = bitbuffer_get_signed(&buf,12);
3732
3733                         // special case         
3734                         rot_axis.xyz.x = i2fl(a)/N_SCALE;
3735                         rot_axis.xyz.y = i2fl(b)/N_SCALE;
3736                         rot_axis.xyz.z = i2fl(c)/N_SCALE;
3737                         theta = i2fl(d)/N_SCALE;
3738                                 
3739                         // Convert theta back to range 0-PI
3740                         theta = (theta+1.0f)*PI/2.0f;
3741                                 
3742                         vm_quaternion_rotate(orient, theta, &rot_axis);         
3743
3744                         vm_orthogonalize_matrix(orient);                
3745                 }
3746
3747                 return bitbuffer_read_flush(&buf) + 1;
3748         }
3749 }
3750
3751
3752 // Packs/unpacks an orientation matrix.
3753 // Returns number of bytes read or written.
3754 // #define OO_ORIENT_RET_SIZE                                           6
3755 /*
3756 int multi_pack_unpack_orient( int write, ubyte *data, matrix *orient)
3757 {
3758         bitbuffer buf;
3759
3760         bitbuffer_init(&buf,data);
3761
3762         vector rot_axis;        
3763         float theta;
3764         int a, b, c, d;
3765
3766         if ( write )    {
3767
3768                 // if our heading is 3.14 radians
3769                 //angles ang;
3770                 //vm_extract_angles_matrix(&a, orient);
3771                 //if((ang.h > 3.1300) && (ang.h < 3.1500)){                     
3772                 //} else {
3773
3774                         util_matrix_to_rot_axis_and_angle(orient, &theta, &rot_axis);           
3775                         // Have theta, which is an angle between 0 and PI.
3776                         // Convert it to be between -1.0f and 1.0f
3777                         theta = theta*2.0f/PI-1.0f;
3778
3779                         #define SCALE 2048.0f
3780
3781                         #define MAX_RANGE 2047
3782                         #define MIN_RANGE -2048
3783
3784                         // -1 to 1
3785                         a = fl2i(rot_axis.xyz.x*SCALE); 
3786                         b = fl2i(rot_axis.xyz.y*SCALE);
3787                         c = fl2i(rot_axis.xyz.z*SCALE);
3788                         d = fl2i(theta*SCALE);
3789
3790                         CAP(a,MIN_RANGE,MAX_RANGE);
3791                         CAP(b,MIN_RANGE,MAX_RANGE);
3792                         CAP(c,MIN_RANGE,MAX_RANGE);
3793                         CAP(d,MIN_RANGE,MAX_RANGE);
3794                 //}
3795                 
3796                 bitbuffer_put( &buf, (uint)a, 12 );
3797                 bitbuffer_put( &buf, (uint)b, 12 );
3798                 bitbuffer_put( &buf, (uint)c, 12 );
3799                 bitbuffer_put( &buf, (uint)d, 12 );
3800
3801                 return bitbuffer_write_flush(&buf);
3802
3803         } else {
3804
3805                 a = bitbuffer_get_signed(&buf,12);
3806                 b = bitbuffer_get_signed(&buf,12);
3807                 c = bitbuffer_get_signed(&buf,12);
3808                 d = bitbuffer_get_signed(&buf,12);
3809
3810                 // special case         
3811                 rot_axis.xyz.x = i2fl(a)/SCALE;
3812                 rot_axis.xyz.y = i2fl(b)/SCALE;
3813                 rot_axis.xyz.z = i2fl(c)/SCALE;
3814                 theta = i2fl(d)/SCALE;
3815                         
3816                 // Convert theta back to range 0-PI
3817                 theta = (theta+1.0f)*PI/2.0f;
3818                         
3819                 vm_quaternion_rotate(orient, theta, &rot_axis);         
3820
3821                 vm_orthogonalize_matrix(orient);                
3822
3823                 return bitbuffer_read_flush(&buf);
3824         }
3825 }
3826 */
3827
3828 // Packs/unpacks velocity
3829 // Returns number of bytes read or written.
3830 // #define OO_VEL_RET_SIZE                                                      4
3831 int multi_pack_unpack_vel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi)
3832 {
3833         bitbuffer buf;
3834
3835         bitbuffer_init(&buf,data);
3836
3837         int a, b, c;
3838         float r, u, f;
3839
3840         if ( write )    {
3841                 // output velocity
3842                 r = vm_vec_dot( &orient->v.rvec, &pi->vel );
3843                 u = vm_vec_dot( &orient->v.uvec, &pi->vel );
3844                 f = vm_vec_dot( &orient->v.fvec, &pi->vel );
3845
3846                 a = fl2i(r * 0.5f); 
3847                 b = fl2i(u * 0.5f);
3848                 c = fl2i(f * 0.5f);
3849                 CAP(a,-512,511);
3850                 CAP(b,-512,511);
3851                 CAP(c,-512,511);
3852                 bitbuffer_put( &buf, (uint)a, 10 );
3853                 bitbuffer_put( &buf, (uint)b, 10 );
3854                 bitbuffer_put( &buf, (uint)c, 10 );
3855
3856                 return bitbuffer_write_flush(&buf);
3857         } else {
3858                 // unpack velocity
3859                 float r, u, f;
3860                 a = bitbuffer_get_signed(&buf,10);
3861                 b = bitbuffer_get_signed(&buf,10);
3862                 c = bitbuffer_get_signed(&buf,10);
3863                 r = i2fl(a)/0.5f;
3864                 u = i2fl(b)/0.5f;
3865                 f = i2fl(c)/0.5f;
3866
3867                 // Convert into world coordinates
3868                 vm_vec_zero(&pi->vel);
3869                 vm_vec_scale_add2( &pi->vel, &orient->v.rvec, r );
3870                 vm_vec_scale_add2( &pi->vel, &orient->v.uvec, u );
3871                 vm_vec_scale_add2( &pi->vel, &orient->v.fvec, f );
3872
3873                 return bitbuffer_read_flush(&buf);
3874         }
3875 }
3876
3877 // Packs/unpacks desired_velocity
3878 // Returns number of bytes read or written.
3879 // #define OO_DESIRED_VEL_RET_SIZE                              3
3880 int multi_pack_unpack_desired_vel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi, ship_info *sip)
3881 {
3882         bitbuffer buf;
3883
3884         bitbuffer_init(&buf,data);
3885
3886         int a;
3887         vector  max_vel;
3888         float r,u,f;
3889         int fields = 0;
3890
3891         max_vel.xyz.x = max( sip->max_vel.xyz.x, sip->afterburner_max_vel.xyz.x );
3892         max_vel.xyz.y = max( sip->max_vel.xyz.y, sip->afterburner_max_vel.xyz.y );
3893         max_vel.xyz.z = max( sip->max_vel.xyz.z, sip->afterburner_max_vel.xyz.z );      
3894
3895         if ( write )    {
3896                 // Find desired vel in local coordinates
3897                 // Velocity can be from -1024 to 1024
3898
3899                 // bitfields for each value             
3900                 if(max_vel.xyz.x > 0.0f){
3901                         fields |= (1<<0);
3902                 }
3903                 if(max_vel.xyz.y > 0.0f){
3904                         fields |= (1<<1);
3905                 }
3906                 if(max_vel.xyz.z > 0.0f){
3907                         fields |= (1<<2);
3908                 }               
3909                 // fields = sip - Ship_info;
3910                 bitbuffer_put(&buf, (uint)fields, 8);
3911
3912                 r = vm_vec_dot( &orient->v.rvec, &pi->desired_vel );
3913                 u = vm_vec_dot( &orient->v.uvec, &pi->desired_vel );
3914                 f = vm_vec_dot( &orient->v.fvec, &pi->desired_vel );
3915
3916                 if ( max_vel.xyz.x > 0.0f )     {
3917                         r = r / max_vel.xyz.x;
3918                         a = fl2i( r * 128.0f );
3919                         CAP(a,-128, 127 );                      
3920                         bitbuffer_put( &buf, (uint)a, 8 );                      
3921                 } 
3922
3923                 if ( max_vel.xyz.y > 0.0f )     {
3924                         u = u / max_vel.xyz.y;
3925                         a = fl2i( u * 128.0f );
3926                         CAP(a,-128, 127 );
3927                         bitbuffer_put( &buf, (uint)a, 8 );
3928                 } 
3929
3930                 if ( max_vel.xyz.z > 0.0f )     {
3931                         f = f / max_vel.xyz.z;
3932                         a = fl2i( f * 128.0f );
3933                         CAP(a,-128, 127 );
3934                         bitbuffer_put( &buf, (uint)a, 8 );
3935                 }
3936
3937                 return bitbuffer_write_flush(&buf);
3938         } else {
3939
3940                 // Find desired vel in local coordinates
3941                 // Velocity can be from -1024 to 1024
3942
3943                 // get the fields bitbuffer
3944                 fields = bitbuffer_get_signed(&buf, 8);
3945                 
3946                 if ( fields & (1<<0) )  {
3947                         a = bitbuffer_get_signed(&buf,8);
3948                         r = i2fl(a)/128.0f;
3949                 } else {
3950                         r = 0.0f;
3951                 }
3952                 
3953                 if ( fields & (1<<1) )  {
3954                         a = bitbuffer_get_signed(&buf,8);
3955                         u = i2fl(a)/128.0f;
3956                 } else {
3957                         u = 0.0f;
3958                 }
3959                 
3960                 if ( fields & (1<<2) )  {
3961                         a = bitbuffer_get_signed(&buf,8);
3962                         f = i2fl(a)/128.0f;
3963                 } else {
3964                         f = 0.0f;
3965                 }               
3966                 
3967                 // Convert into world coordinates
3968                 vm_vec_zero(&pi->vel);
3969                 vm_vec_scale_add2( &pi->desired_vel, &orient->v.rvec, r*max_vel.xyz.x );
3970                 vm_vec_scale_add2( &pi->desired_vel, &orient->v.uvec, u*max_vel.xyz.y );
3971                 vm_vec_scale_add2( &pi->desired_vel, &orient->v.fvec, f*max_vel.xyz.z );
3972
3973                 return bitbuffer_read_flush(&buf);
3974         }
3975 }
3976
3977 // Packs/unpacks rotational velocity
3978 // Returns number of bytes read or written.
3979 // #define OO_ROTVEL_RET_SIZE                                           4
3980 int multi_pack_unpack_rotvel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi)
3981 {
3982         bitbuffer buf;
3983
3984         bitbuffer_init(&buf,data);
3985
3986         int a, b, c;
3987
3988         if ( write )    {
3989                 // output rotational velocity
3990                 a = fl2i(pi->rotvel.xyz.x*32.0f); 
3991                 b = fl2i(pi->rotvel.xyz.y*32.0f);
3992                 c = fl2i(pi->rotvel.xyz.z*32.0f);
3993                 CAP(a,-512,511);
3994                 CAP(b,-512,511);
3995                 CAP(c,-512,511);
3996                 bitbuffer_put( &buf, (uint)a, 10 );
3997                 bitbuffer_put( &buf, (uint)b, 10 );
3998                 bitbuffer_put( &buf, (uint)c, 10 );
3999
4000
4001                 return bitbuffer_write_flush(&buf);
4002
4003         } else {
4004
4005                 // unpack rotational velocity
4006                 a = bitbuffer_get_signed(&buf,10);
4007                 b = bitbuffer_get_signed(&buf,10);
4008                 c = bitbuffer_get_signed(&buf,10);
4009                 pi->rotvel.xyz.x = i2fl(a)/32.0f;
4010                 pi->rotvel.xyz.y = i2fl(b)/32.0f;
4011                 pi->rotvel.xyz.z = i2fl(c)/32.0f;
4012
4013                 return bitbuffer_read_flush(&buf);
4014         }
4015 }
4016
4017 // Packs/unpacks desired rotvel
4018 // Returns number of bytes read or written.
4019 // #define OO_DESIRED_ROTVEL_RET_SIZE                   3
4020 int multi_pack_unpack_desired_rotvel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi, ship_info *sip)
4021 {
4022         bitbuffer buf;
4023         int fields = 0;
4024
4025         bitbuffer_init(&buf,data);
4026
4027         int a;
4028         float r,u,f;
4029
4030         if ( write )    {
4031                 // use ship_info values for max_rotvel instead of taking it from physics info
4032
4033                 // bitfields for each value
4034                 if(sip->max_rotvel.xyz.x > 0.0f){
4035                         fields |= (1<<0);
4036                 }
4037                 if(sip->max_rotvel.xyz.y > 0.0f){
4038                         fields |= (1<<1);
4039                 }
4040                 if(sip->max_rotvel.xyz.z > 0.0f){
4041                         fields |= (1<<2);
4042
4043                 }
4044                 bitbuffer_put(&buf, (uint)fields, 8);
4045
4046                 // output desired rotational velocity as a percent of max               
4047                 if ( sip->max_rotvel.xyz.x > 0.0f )     {               
4048                         a = fl2i( pi->desired_rotvel.xyz.x*128.0f / sip->max_rotvel.xyz.x );
4049                         CAP(a,-128, 127 );
4050                         bitbuffer_put( &buf, (uint)a, 8 );
4051                 } 
4052
4053                 if ( sip->max_rotvel.xyz.y > 0.0f )     {               
4054                         a = fl2i( pi->desired_rotvel.xyz.y*128.0f / sip->max_rotvel.xyz.y );
4055                         CAP(a,-128, 127 );
4056                         bitbuffer_put( &buf, (uint)a, 8 );
4057                 } 
4058
4059                 if ( sip->max_rotvel.xyz.z > 0.0f )     {               
4060                         a = fl2i( pi->desired_rotvel.xyz.z*128.0f / sip->max_rotvel.xyz.z );
4061                         CAP(a,-128, 127 );
4062                         bitbuffer_put( &buf, (uint)a, 8 );
4063                 } 
4064
4065                 return bitbuffer_write_flush(&buf);
4066         } else {
4067                 fields = bitbuffer_get_signed(&buf, 8);
4068
4069                 // unpack desired rotational velocity
4070                 if ( fields & (1<<0) )  {               
4071                         a = bitbuffer_get_signed(&buf,8);
4072                         r = i2fl(a)/128.0f;
4073                 } else {
4074                         r = 0.0f;
4075                 }
4076                 if ( fields & (1<<1) )  {               
4077                         a = bitbuffer_get_signed(&buf,8);
4078                         u = i2fl(a)/128.0f;
4079                 } else {
4080                         u = 0.0f;
4081                 }
4082                 if ( fields & (1<<2) )  {               
4083                         a = bitbuffer_get_signed(&buf,8);
4084                         f = i2fl(a)/128.0f;
4085                 } else {
4086                         f = 0.0f;
4087                 }
4088                 pi->desired_rotvel.xyz.x = r*sip->max_rotvel.xyz.x;
4089                 pi->desired_rotvel.xyz.y = u*sip->max_rotvel.xyz.y;
4090                 pi->desired_rotvel.xyz.z = f*sip->max_rotvel.xyz.z;
4091
4092                 return bitbuffer_read_flush(&buf);
4093         }
4094 }
4095
4096 #ifndef PLAT_UNIX
4097 #pragma optimize("", on)
4098 #endif