2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
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
10 * $Logfile: /Freespace2/code/Network/MultiUtil.cpp $
15 * C file that contains misc. functions to support multiplayer
18 * Revision 1.10 2006/04/26 19:48:58 taylor
19 * various big-endian fixes, mainly networking support related
21 * Revision 1.9 2003/05/25 02:30:43 taylor
24 * Revision 1.8 2002/06/17 06:33:10 relnev
25 * ryan's struct patch for gcc 2.95
27 * Revision 1.7 2002/06/09 04:41:24 relnev
28 * added copyright header
30 * Revision 1.6 2002/06/05 08:05:29 relnev
31 * stub/warning removal.
33 * reworked the sound code.
35 * Revision 1.5 2002/06/02 04:26:34 relnev
38 * Revision 1.4 2002/05/27 00:40:47 theoddone33
39 * Fix net_addr vs net_addr_t
41 * Revision 1.3 2002/05/26 20:49:54 theoddone33
44 * Revision 1.2 2002/05/07 03:16:47 theoddone33
45 * The Great Newline Fix
47 * Revision 1.1.1.1 2002/05/03 03:28:10 root
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
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.
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
64 * 44 8/23/99 10:30a Dave
65 * Make sure a kill limit of 0 really means "no kill limit"
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.
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.
75 * 41 8/19/99 10:59a Dave
76 * Packet loss detection.
78 * 40 8/06/99 2:44a Dave
79 * Make sure dead players who leave respawn AI.
81 * 39 8/06/99 12:29a Dave
84 * 38 8/03/99 11:02p Dave
85 * Maybe fixed sync problems in multiplayer.
87 * 37 7/30/99 7:01p Dave
88 * Dogfight escort gauge. Fixed up laser rendering in Glide.
90 * 36 7/26/99 5:50p Dave
91 * Revised ingame join. Better? We'll see....
93 * 35 7/15/99 9:20a Andsager
94 * FS2_DEMO initial checkin
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.
100 * 33 6/25/99 5:04p Jasenw
101 * Added some debug line stuff.
103 * 32 6/16/99 4:06p Dave
104 * New pilot info popup. Added new draw-bitmap-as-poly function.
106 * 31 5/18/99 11:50a Andsager
107 * Remove unused object type OBJ_GHOST_SAVE
109 * 30 5/04/99 5:20p Dave
110 * Fixed up multiplayer join screen and host options screen. Should both
113 * 29 5/03/99 8:33p Dave
114 * New version of multi host options screen.
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.
121 * 27 4/25/99 7:43p Dave
122 * Misc small bug fixes. Made sun draw properly.
124 * 26 4/25/99 3:02p Dave
125 * Build defines for the E3 build.
127 * 25 4/09/99 2:21p Dave
128 * Multiplayer beta stuff. CD checking.
130 * 24 4/08/99 2:10a Dave
131 * Numerous bug fixes for the beta. Added builtin mission info for the
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.
138 * 22 3/09/99 6:24p Dave
139 * More work on object update revamping. Identified several sources of
140 * unnecessary bandwidth.
142 * 21 3/08/99 7:03p Dave
143 * First run of new object update system. Looks very promising.
145 * 20 3/01/99 10:00a Dave
146 * Fxied several dogfight related stats bugs.
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.
152 * 18 2/23/99 2:29p Dave
153 * First run of oldschool dogfight mode.
155 * 17 2/12/99 6:16p Dave
156 * Pre-mission Squad War code is 95% done.
158 * 16 2/11/99 3:08p Dave
159 * PXO refresh button. Very preliminary squad war support.
161 * 15 2/08/99 5:07p Dave
162 * FS2 chat server support. FS2 specific validated missions.
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.
168 * 13 1/14/99 6:06p Dave
169 * 100% full squad logo support for single player and multiplayer.
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.
175 * 11 12/14/98 4:01p Dave
176 * Got multi_data stuff working well with new xfer stuff.
178 * 10 12/14/98 12:13p Dave
179 * Spiffed up xfer system a bit. Put in support for squad logo file xfer.
182 * 9 11/19/98 4:19p Dave
183 * Put IPX sockets back in psnet. Consolidated all multiplayer config
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.
190 * 7 11/17/98 11:12a Dave
191 * Removed player identification by address. Now assign explicit id #'s.
193 * 6 11/05/98 5:55p Dave
194 * Big pass at reducing #includes
196 * 5 10/13/98 9:29a Dave
197 * Started neatening up freespace.h. Many variables renamed and
198 * reorganized. Added AlphaColors.[h,cpp]
200 * 4 10/09/98 2:57p Dave
201 * Starting splitting up OS stuff.
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
208 * 2 10/07/98 10:53a Dave
211 * 1 10/07/98 10:50a Dave
213 * 283 9/28/98 1:54p Dave
214 * Make sure French and German don't xfer builtin files they don't have
217 * 282 9/28/98 1:41p Dave
218 * Properly detect "builtin" missions.
220 * 281 9/21/98 11:46p Dave
221 * Flag mission disk players in the right spot.
223 * 280 9/15/98 7:24p Dave
224 * Minor UI changes. Localized bunch of new text.
232 #include <sys/types.h>
233 #include <sys/socket.h>
234 #include <netinet/in.h>
235 #include <arpa/inet.h>
240 #include "multiutil.h"
241 #include "multimsgs.h"
243 #include "linklist.h"
244 #include "gamesequence.h"
245 #include "hudmessage.h"
246 #include "freespace.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"
262 #include "managepilot.h"
263 #include "multiteamselect.h"
265 #include "missiondebrief.h"
266 #include "observer.h"
267 #include "missionmessage.h"
268 #include "multilag.h"
270 #include "popupdead.h"
271 #include "hudconfig.h"
273 #include "optionsmenu.h"
274 #include "missionhotkey.h"
275 #include "missiongoals.h"
276 #include "afterburner.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"
296 extern int MSG_WINDOW_X_START; // used to position multiplayer text messages
297 extern int MSG_WINDOW_Y_START;
298 extern int MSG_WINDOW_HEIGHT;
300 extern int ascii_table[];
301 extern int shifted_ascii_table[];
303 // if a client doesn't receive an update for an object after this many seconds, query server
304 // as to the objects status.
305 #define MULTI_CLIENT_OBJ_TIMEOUT 10
306 #define MAX_SHIPS_PER_QUERY 10
309 // this function assignes the given object with the given signature. If the signature is 0, then we choose
310 // the next signature number from the correct pool. I thought that it might be desireable
311 // to not always have to take the next signature on the list. what_kind is used to assign either a
312 // permanent or non-permanent signature to an object. permanent signatures are used for ships, non_permanent
313 // signatures are used for everything else.
314 ushort multi_assign_network_signature( int what_kind )
318 // do limit checking on the permanent and non_permanent signatures. Ships are considered "permanent"
319 // as are debris and asteroids since they don't die very often. It would be vary rare for this
320 // value (the permanent signature) to wrap. For now, this condition is an error condition
321 if ( what_kind == MULTI_SIG_SHIP ) {
322 if ( Next_ship_signature == 0 ){
323 Next_ship_signature = SHIP_SIG_MIN;
326 sig = Next_ship_signature++;
328 if ( Next_ship_signature == SHIP_SIG_MAX ) {
329 Int3(); // get Allender -- signature stuff wrapped.
330 Next_ship_signature = SHIP_SIG_MIN;
333 // signature stuff for asteroids.
334 } else if ( what_kind == MULTI_SIG_ASTEROID ) {
335 if ( Next_asteroid_signature == 0 ){
336 Next_asteroid_signature = ASTEROID_SIG_MIN;
339 sig = Next_asteroid_signature++;
340 if ( Next_asteroid_signature == ASTEROID_SIG_MAX ) {
341 Int3(); // get Allender -- signature stuff wrapped.
342 Next_asteroid_signature = ASTEROID_SIG_MIN;
345 // signatures for debris
346 } else if ( what_kind == MULTI_SIG_DEBRIS ) {
347 if ( Next_debris_signature == 0 ){
348 Next_debris_signature = DEBRIS_SIG_MIN;
351 sig = Next_debris_signature++;
352 if ( Next_debris_signature == DEBRIS_SIG_MAX ) {
353 Int3(); // get Allender -- signature stuff wrapped.
354 Next_debris_signature = DEBRIS_SIG_MIN;
357 // signature stuff for weapons and other expendable things.
358 } else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
359 if ( Next_non_perm_signature == 0 ){
360 Next_non_perm_signature = NPERM_SIG_MIN;
363 sig = Next_non_perm_signature++;
364 if ( Next_non_perm_signature == NPERM_SIG_MAX ){
365 Next_non_perm_signature = NPERM_SIG_MIN;
368 Int3(); // get allender - Illegal signature type requested
375 // this function returns the next network signature that will be used for a newly created object
376 // what_kind parameter tells us what kind of signature to get -- permanent or non-permanent
377 ushort multi_get_next_network_signature( int what_kind )
379 if ( what_kind == MULTI_SIG_SHIP ) {
380 if ( Next_ship_signature == 0 )
381 Next_ship_signature = SHIP_SIG_MIN;
382 return Next_ship_signature;
384 } else if ( what_kind == MULTI_SIG_DEBRIS ) {
385 if ( Next_debris_signature == 0 )
386 Next_debris_signature = DEBRIS_SIG_MIN;
387 return Next_debris_signature;
389 } else if ( what_kind == MULTI_SIG_ASTEROID ) {
390 if ( Next_asteroid_signature == 0 )
391 Next_asteroid_signature = ASTEROID_SIG_MIN;
392 return Next_asteroid_signature;
394 } else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
395 if ( Next_non_perm_signature == 0 )
396 Next_non_perm_signature = NPERM_SIG_MIN;
397 return Next_non_perm_signature;
400 Int3(); // get allender
405 // this routine sets the network signature to the given value. Should be called from client only
406 // and is used mainly for firing weapons. what_kind tells us permanent or non-permanent signature
407 void multi_set_network_signature( ushort signature, int what_kind )
409 Assert( signature != 0 );
411 if ( what_kind == MULTI_SIG_SHIP ) {
412 Assert( (signature >= SHIP_SIG_MIN) && (signature <= SHIP_SIG_MAX) );
413 Next_ship_signature = signature;
414 } else if ( what_kind == MULTI_SIG_DEBRIS ) {
415 Assert( (signature >= DEBRIS_SIG_MIN) && (signature <= DEBRIS_SIG_MAX) );
416 Next_debris_signature = signature;
417 } else if ( what_kind == MULTI_SIG_ASTEROID ) {
418 Assert( (signature >= ASTEROID_SIG_MIN) && (signature <= ASTEROID_SIG_MAX) );
419 Next_asteroid_signature = signature;
420 } else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
421 Assert( (signature >= NPERM_SIG_MIN) && (signature <= NPERM_SIG_MAX) );
422 Next_non_perm_signature = signature;
424 Int3(); // get Allender
427 // multi_get_network_object() takes a net_signature and tries to locate the object in the object list
428 // with that network signature. Returns NULL if the object cannot be found
429 object *multi_get_network_object( ushort net_signature )
433 if ( net_signature == 0 )
436 if(GET_FIRST(&obj_used_list) == NULL)
439 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) )
440 if ( objp->net_signature == net_signature )
443 // if not found on used list, check create list
444 if ( objp == END_OF_LIST(&obj_used_list) ) {
445 for ( objp = GET_FIRST(&obj_create_list); objp != END_OF_LIST(&obj_create_list); objp = GET_NEXT(objp) )
446 if ( objp->net_signature == net_signature )
449 if ( objp == END_OF_LIST(&obj_create_list) )
457 // -------------------------------------------------------------------------------------------------
458 // multi_random_death_word() will return a word from the below list at random.
460 // Note: Keep words grouped into sections of 10
462 #define NUM_DEATH_WORDS 40
464 char *multi_random_death_word()
468 index = rand() % NUM_DEATH_WORDS;
471 return XSTR("zapped",853);
473 return XSTR("caulked",854);
475 return XSTR("killed",855);
477 return XSTR("waxed",856);
479 return XSTR("popped",857);
481 return XSTR("murdered",858);
483 return XSTR("bludgeoned",859);
485 return XSTR("destroyed",860);
487 return XSTR("iced",861);
489 return XSTR("obliterated",862);
491 return XSTR("toasted",863);
493 return XSTR("roasted",864);
495 return XSTR("turned into anti-matter",865);
497 return XSTR("killed like a pig",866);
499 return XSTR("taught a lesson",867);
501 return XSTR("slaughtered with impunity",868);
503 return XSTR("spanked like a naughty boy",869);
505 return XSTR("skunked",870);
507 return XSTR("beat senseless",871);
509 return XSTR("shot up",872);
511 return XSTR("spaced",873);
513 return XSTR("hosed",874);
515 return XSTR("capped",875);
517 return XSTR("beat down",876);
519 return XSTR("hit wit da shizzo",877);
521 return XSTR("sk00led",878);
523 return XSTR("whooped up",879);
525 return XSTR("brought to the all-you-can-take whoop ass buffet",880);
527 return XSTR("served up a whoop ass sandwich...hold the mercy",881);
529 return XSTR("gibbed by Kayser Sozay's rocket",882);
531 return XSTR("shot down",883);
533 return XSTR("given early retirement",884);
535 return XSTR("instructed",885);
537 return XSTR("eviscerated",886);
539 return XSTR("pummelled",887);
541 return XSTR("eradicated",888);
543 return XSTR("cleansed",889);
545 return XSTR("perforated",890);
547 return XSTR("canned",891);
549 return XSTR("decompressed",892);
555 // -------------------------------------------------------------------------------------------------
556 // multi_random_chat_start() will return a word from the below list at random.
560 #define NUM_CHAT_START_WORDS 8
561 #define MAX_CHAT_PHRASE_LEN 25 // be careful not to exceed (or update if exceeded)
563 char *multi_random_chat_start()
567 index = rand() % NUM_CHAT_START_WORDS;
570 return XSTR("says",893);
572 return XSTR("bleats",894);
574 return XSTR("opines",895);
576 return XSTR("postulates",896);
578 return XSTR("declares",897);
580 return XSTR("vomits out",898);
582 return XSTR("whines",899);
584 return XSTR("barks",900);
590 // -------------------------------------------------------------------------------------------------
591 // multi_ship_class_lookup() will return the Ship_info[] index for the ship specified as a
596 int multi_ship_class_lookup(char* ship_name)
598 int i, player_ship_class;
600 // find the ship_info index for the ship_name
602 player_ship_class = -1;
603 for (i = 0; i < Num_ship_types; i++) {
604 if ( !stricmp(Ship_info[i].name, ship_name) ) {
605 player_ship_class = i;
610 if (i == Num_ship_types){
614 return player_ship_class;
617 // -------------------------------------------------------------------------------------------------
618 // find_player() is called when a packet arrives, and we need to know which net player to update.
619 // The matching is done based on the address and port. Port checking is done in case multiple
620 // instances of FreeSpace are running on the same box.
624 int find_player( net_addr_t* addr )
628 for (i = 0; i < MAX_PLAYERS; i++ ) {
629 if ( !MULTI_CONNECTED(Net_players[i])){
632 if ( psnet_same( addr, &(Net_players[i].p_info.addr)) ){
640 // so that we can lookup on the admin port transparently
641 int find_player_no_port(net_addr_t *addr)
646 for (i = 0; i < MAX_PLAYERS; i++ ) {
647 if ( !MULTI_CONNECTED(Net_players[i])){
650 if(addr->type == NET_IPX){
655 if ( memcmp(&addr->addr,&Net_players[i].p_info.addr.addr,len)== 0){
663 int find_player_id(short player_id)
666 for (i = 0; i < MAX_PLAYERS; i++ ) {
667 if ( !MULTI_CONNECTED(Net_players[i])){
670 if(player_id == Net_players[i].player_id){
675 // couldn't find the player
679 // note this is only valid to do on a server!
680 int find_player_socket(PSNET_SOCKET_RELIABLE sock)
683 for (i = 0; i < MAX_PLAYERS; i++ ) {
684 if ( !MULTI_CONNECTED(Net_players[i])){
687 if(sock == Net_players[i].reliable_socket){
692 // couldn't find the player
696 // multi_find_player_by_object returns a player num (reference by Net_players[x]) when given a object *.
697 // used to find netplayers in game when only the object is known
698 int multi_find_player_by_object( object *objp )
702 objnum = OBJ_INDEX(objp);
703 for (i = 0; i < MAX_PLAYERS; i++ ) {
704 if ( !MULTI_CONNECTED(Net_players[i])){
707 if ( objnum == Net_players[i].player->objnum ){
712 // return -1 if the object is not found -- this is a bad situation, but we will handle it in higher
717 // returns a player num based upon player object signature
718 int multi_find_player_by_signature( int signature )
722 for(idx=0;idx<MAX_PLAYERS;idx++){
723 // compare against each player's object signature
724 if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].player->objnum].signature == signature)){
730 // didn't find the player
734 // returns a player num based upon object net signature
735 int multi_find_player_by_net_signature(ushort net_signature)
739 for(idx=0;idx<MAX_PLAYERS;idx++){
740 // compare against each player's object signature
741 if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].player->objnum].net_signature == net_signature)){
747 // didn't find the player
751 int multi_find_player_by_ship_name(char *ship_name)
756 if(ship_name == NULL){
760 for(idx=0; idx<MAX_PLAYERS; idx++){
761 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) &&
762 (Objects[Net_players[idx].player->objnum].instance >= 0) && (Objects[Net_players[idx].player->objnum].instance < MAX_SHIPS) && !stricmp(ship_name, Ships[Objects[Net_players[idx].player->objnum].instance].ship_name) ){
767 // didn't find the player
771 int multi_get_player_ship(int np_index)
774 if((np_index < 0) || (np_index >= MAX_PLAYERS)){
779 if(MULTI_CONNECTED(Net_players[np_index]) && !MULTI_OBSERVER(Net_players[np_index]) && !MULTI_STANDALONE(Net_players[np_index]) &&
780 (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) &&
781 (Objects[Net_players[np_index].player->objnum].instance >= 0) && (Objects[Net_players[np_index].player->objnum].instance < MAX_SHIPS) ){
783 return Objects[Net_players[np_index].player->objnum].instance;
790 // find_open_netplayer_slot() attempts to find a free slot in the Net_players structure for a new player.
791 // it returns -1 if there is no new slot, and the slot number if one is found
792 // NOTE : this attempts to preserve a player object as long as possible for him to come back to
793 int multi_find_open_netplayer_slot()
799 for (i = 0; i < MAX_PLAYERS; i++)
800 if ( !MULTI_CONNECTED(Net_players[i]) ){
801 if(found_first == -1) {
807 if(i == MAX_PLAYERS){
808 if(found_first == -1)
817 // find_open_player_slot() attempts to find an open player array slot. The 0th element of the array
818 // should always be taken by the console player's pilot. All other slots are up for grab though.
819 int multi_find_open_player_slot()
823 for (i = 0; i < MAX_PLAYERS; i++)
824 if ( !(Players[i].flags & PLAYER_FLAGS_STRUCTURE_IN_USE) )
827 if ( i == MAX_PLAYERS )
833 // stuff_netplayer_info stuffs information into the given Net_player structure. It is called when
834 // a new person is entering the game. The state of the Net_player is set to it's basic starting
836 void stuff_netplayer_info( net_player *nplayer, net_addr_t *addr, int ship_class, player *pplayer )
838 nplayer->p_info.addr = *addr;
839 nplayer->flags |= NETINFO_FLAG_CONNECTED;
840 nplayer->state = NETPLAYER_STATE_JOINING;
841 nplayer->p_info.ship_class = ship_class;
842 nplayer->player = pplayer;
843 nplayer->p_info.options.obj_update_level = OBJ_UPDATE_HIGH;
845 // if setting up my net flags, then set the flag to say I can do networking.
846 if ( nplayer == Net_player ){
847 nplayer->flags |= NETINFO_FLAG_DO_NETWORKING;
851 // multi_assign_player_ship takes a Net_player index and an object * and assigned that player to
853 void multi_assign_player_ship( int net_player, object *objp,int ship_class )
858 Assert ( MULTI_CONNECTED(Net_players[net_player]) );
860 shipp = &Ships[objp->instance];
862 Net_players[net_player].player->objnum = OBJ_INDEX(objp);
863 Net_players[net_player].p_info.ship_class = ship_class;
865 // check to see if we are assigning my player -- if so, then set Player_ship and Player_ai
866 if ( Net_player == &Net_players[net_player] ) {
869 Player_ai = &Ai_info[Player_ship->ai_index];
872 // find the parse object for this ship. Also, set the wingman status stuff so wingman status gauge
874 Net_players[net_player].p_info.p_objp = mission_parse_get_arrival_ship( shipp->ship_name );
875 Assert( Net_players[net_player].p_info.p_objp != NULL ); // get allender -- ship should be on list
876 Net_players[net_player].p_info.p_objp->ship_class = ship_class; // be sure this gets set so respawns work
878 // game server and this client need to initialize this information so object updating
880 if ( MULTIPLAYER_MASTER || (Net_player == &Net_players[net_player]) ) {
881 Net_players[net_player].s_info.eye_pos = objp->pos;
882 Net_players[net_player].s_info.eye_orient = objp->orient;
886 for(idx=0; idx<MAX_PLAYERS; idx++){
887 shipp->np_updates[idx].orient_chksum = 0;
888 shipp->np_updates[idx].pos_chksum = 0;
889 shipp->np_updates[idx].seq = 0;
890 shipp->np_updates[idx].status_update_stamp = -1;
891 shipp->np_updates[idx].subsys_update_stamp = -1;
892 shipp->np_updates[idx].update_stamp = -1;
896 // -------------------------------------------------------------------------------------------------
897 // create_player() is called when a net player needs to be instantiated. The ship that is created
898 // depends on the parameter ship_class. Note that if ship_class is invalid, the ship default_player_ship
899 // is used. Returns 1 on success, 0 otherwise
901 int multi_create_player( int net_player_num, player *pl, char* name, net_addr_t* addr, int ship_class, short id)
903 int player_ship_class = ship_class;
904 int i,current_player_count;
906 Assert ( net_player_num < MAX_PLAYERS ); // probably shoudln't be able to even get into this routine if no room
908 // blast _any_ old data
909 memset(&Net_players[net_player_num],0,sizeof(net_player));
911 // get the current # of players
912 current_player_count = multi_num_players();
914 // DOH!!! The lack of this caused many bugs.
915 Net_players[net_player_num].flags = (NETINFO_FLAG_DO_NETWORKING);
917 if ( ship_class == -1 ) {
918 nprintf(("Network","Network ==> ship class is -1, creating a default ship for multiplayer\n"));
920 // find the ship that matches the string stored in default_player_ship
922 for (i = 0; i < Num_ship_types; i++) {
923 if ( !stricmp(Ship_info[i].name, default_player_ship) ) {
924 player_ship_class = i;
929 if (i == Num_ship_types)
933 if ( player_ship_class >= Num_ship_types ) {
934 player_ship_class = multi_ship_class_lookup(default_player_ship);
935 nprintf(("Network","Network ==> Ship class was %d Creating a default ship for multiplayer\n", player_ship_class));
938 // blast the old player data
939 memset(pl,0,sizeof(player));
941 // set up the net_player structure
942 stuff_netplayer_info( &Net_players[net_player_num], addr, player_ship_class, pl );
943 Net_players[net_player_num].s_info.num_last_buttons = 0;
944 // Net_players[net_player_num].respawn_count = 0;
945 Net_players[net_player_num].last_heard_time = timer_get_fixed_seconds();
946 Net_players[net_player_num].reliable_socket = INVALID_SOCKET;
947 Net_players[net_player_num].s_info.kick_timestamp = -1;
948 Net_players[net_player_num].s_info.voice_token_timestamp = -1;
949 Net_players[net_player_num].s_info.tracker_security_last = -1;
950 Net_players[net_player_num].s_info.target_objnum = -1;
951 Net_players[net_player_num].s_info.accum_buttons = 0;
953 // zero out this players ping times data
954 multi_ping_reset(&Net_players[net_player_num].s_info.ping);
956 // zero out his object update and control info sequencing data
957 Net_players[net_player_num].client_cinfo_seq = 0;
958 Net_players[net_player_num].client_server_seq = 0;
960 // timestamp his last_full_update_time
961 Net_players[net_player_num].s_info.last_full_update_time = timestamp(0);
963 // nil his file xfer handle
964 Net_players[net_player_num].s_info.xfer_handle = -1;
966 // nil his data rate timestamp stuff
967 Net_players[net_player_num].s_info.rate_stamp = -1;
968 Net_players[net_player_num].s_info.rate_bytes = 0;
970 // nil packet buffer stuff
971 Net_players[net_player_num].s_info.unreliable_buffer_size = 0;
972 Net_players[net_player_num].s_info.reliable_buffer_size = 0;
974 // various ack handles
975 strcpy(pl->callsign, name);
976 pilot_set_short_callsign(pl, SHORT_CALLSIGN_PIXEL_W); // calculate the short callsign
977 pl->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE;
980 // if we're the standalone server and this is the first guy to join, mark him as the host
981 // and give him all host priveleges
982 if((Game_mode & GM_STANDALONE_SERVER) && (current_player_count == 0)){
983 Net_players[net_player_num].flags |= NETINFO_FLAG_GAME_HOST;
986 Net_players[net_player_num].player_id = id;
988 Net_player->sv_bytes_sent = 0;
989 Net_player->sv_last_pl = -1;
990 Net_player->cl_bytes_recvd = 0;
991 Net_player->cl_last_pl = -1;
993 // add to the escort list
994 if(MULTI_IN_MISSION){
995 hud_escort_add_player(id);
1001 // next function makes a player object an ai object (also decrementing the num_players in the
1002 // netgame). It appropiately sets the object flags and other interesting AI information which
1003 // ought to get set in order to make this new ai object behave correctly.
1004 void multi_make_player_ai( object *pobj )
1007 Assert ( pobj != NULL );
1009 if ( pobj->type != OBJ_SHIP )
1012 pobj->flags &= ~(OF_PLAYER_SHIP);
1013 obj_set_flags( pobj, pobj->flags | OF_COULD_BE_PLAYER );
1015 // target_objnum must be -1 or else new AI ship will fire on whatever this player
1017 set_target_objnum( &(Ai_info[Ships[pobj->instance].ai_index]), -1 );
1021 // delete_player takes an index into the Net_players array to delete. Deletion of a player might happen
1022 // because of the player leaving the game on his own, or no net activity from the player after X seconds
1023 void delete_player(int player_num,int kicked_reason)
1025 char notify_string[256] = "";
1028 if(!MULTI_CONNECTED(Net_players[player_num])){
1033 ml_printf(NOX("Deleting player %s"), Net_players[player_num].player->callsign);
1035 psnet_rel_close_socket( &(Net_players[player_num].reliable_socket) ); // close out the reliable socket
1037 // if this guy was ingame joining, the remove my netgame flag so others may join
1038 if ( Net_players[player_num].flags & NETINFO_FLAG_INGAME_JOIN ) {
1039 Netgame.flags &= ~NG_FLAG_INGAME_JOINING;
1040 Netgame.flags &= ~NG_FLAG_INGAME_JOINING_CRITICAL;
1043 Net_players[player_num].flags &= ~NETINFO_FLAG_CONNECTED; // person not connected anymore
1044 Net_players[player_num].player->flags &= ~(PLAYER_FLAGS_STRUCTURE_IN_USE); // free up his player structure
1046 Net_players[player_num].s_info.reliable_connect_time = -1;
1048 // add to the escort list
1049 hud_escort_remove_player(Net_players[player_num].player_id);
1051 // is this guy the server
1052 if(Net_players[player_num].flags & NETINFO_FLAG_AM_MASTER){
1053 // if the server leaves in the debriefing state, we should still wait until the player selects accept before we quit
1054 if ((gameseq_get_state() != GS_STATE_DEBRIEF) && (gameseq_get_state() != GS_STATE_MULTI_DOGFIGHT_DEBRIEF)){
1055 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_SERVER_LEFT);
1058 // if he was just the host
1059 else if(Net_players[player_num].flags & NETINFO_FLAG_GAME_HOST){
1060 Net_players[player_num].flags &= ~(NETINFO_FLAG_GAME_HOST);
1063 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1064 // are we a standalone server and in a mission?
1065 if((Game_mode & GM_STANDALONE_SERVER) && MULTI_IN_MISSION){
1066 // choose a new host
1067 int found_new_host = 0;
1068 for(idx=0; idx<MAX_PLAYERS; idx++){
1069 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
1070 // make this guy the host
1071 Net_players[idx].flags |= NETINFO_FLAG_GAME_HOST;
1074 send_host_captain_change_packet(Net_players[idx].player_id, 0);
1081 if(!found_new_host){
1082 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
1085 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
1090 // if we're the server of the game, notify everyone else that this guy has left
1091 // if he's marked as being kicked, then other players know about it already, so don't send again
1092 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1093 if(Net_players[player_num].flags & NETINFO_FLAG_KICKED){
1095 memset(str, 0, 512);
1096 multi_kick_get_text(&Net_players[player_num], Net_players[player_num].s_info.kick_reason, str);
1097 multi_display_chat_msg(str, player_num, 0);
1099 send_leave_game_packet(Net_players[player_num].player_id, kicked_reason);
1103 // if this guy is an observer, we have to make sure we delete his observer object (only if we're the server however)
1104 if( (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Net_players[player_num].flags & NETINFO_FLAG_OBSERVER) ) {
1105 if ( Net_players[player_num].player->objnum != -1 ){
1106 obj_delete(Net_players[player_num].player->objnum); // maybe change this to set flag instead
1109 // otherwise mark it so that he can return to it later if possible
1110 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)) {
1111 multi_make_player_ai( &Objects[Net_players[player_num].player->objnum] );
1113 multi_respawn_player_leave(&Net_players[player_num]);
1117 // if we're in the team select, and we're the host, we have to make sure all team select data is correctly updated
1118 // MWA 7/28/98. Don't do this for a standalone server. Since he doesn't go through the team selection
1119 // screens, his data structures are not 100% accurate. Doing so on a standalone resulted in the wrong
1120 // ships getting marked as COULD_BE_PLAYER. On the standalone, these flags will get properly set
1121 // in the multi_make_player_ai code above.
1122 if( (Netgame.game_state == NETGAME_STATE_BRIEFING) && !(Game_mode & GM_STANDALONE_SERVER) ) {
1123 multi_ts_handle_player_drop();
1126 if (gameseq_get_state() == GS_STATE_DEBRIEF){
1127 debrief_handle_player_drop();
1130 // handle any specific dropping conditions
1131 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1132 multi_team_handle_drop();
1134 multi_data_handle_drop(player_num);
1136 // tell the pinfo popup that a player has left
1137 multi_pinfo_notify_drop(&Net_players[player_num]);
1139 // tell the datarate stuff that the player has dropped
1140 multi_rate_reset(player_num);
1142 // display a message that this guy has left
1143 if(Net_players[player_num].player->callsign){
1144 sprintf(notify_string,XSTR("<%s has left>",901),Net_players[player_num].player->callsign);
1145 multi_display_chat_msg(notify_string,0,0);
1148 // standalone gui type stuff
1149 if (Game_mode & GM_STANDALONE_SERVER) {
1150 std_remove_player(&Net_players[player_num]);
1151 std_connect_set_connect_count();
1154 // blast this memory clean
1155 memset(&Net_players[player_num], 0, sizeof(net_player));
1156 Net_players[player_num].reliable_socket = INVALID_SOCKET;
1158 extern int Multi_client_update_times[MAX_PLAYERS];
1159 Multi_client_update_times[player_num] = -1;
1162 #define INACTIVE_LIMIT_NORMAL (15 * F1_0)
1163 #define INACTIVE_LIMIT_WAIT (20 * F1_0)
1165 // -------------------------------------------------------------------------------------------------
1166 // multi_cull_zombies() will check if there has been any net players or observers that have been inactive for
1167 // INACTIVE_LIMIT milliseconds since last check. If so, they are taken out of the net game.
1171 void multi_cull_zombies()
1178 if(gameseq_get_state() == GS_STATE_MULTI_WAIT)
1179 inactive_limit = INACTIVE_LIMIT_WAIT;
1181 inactive_limit = INACTIVE_LIMIT_NORMAL;
1183 current_time = timer_get_fixed_seconds();
1185 for (i = 0; i < MAX_PLAYERS; i++) {
1186 if ( !MULTI_CONNECTED(&Net_players[i])){
1190 // server will(should) cull out players based on their sockets dying.
1191 if ( Net_players[i].flags & NETINFO_FLAG_MASTER ){
1195 if ( (current_time - Net_players[i].last_heard_time) > inactive_limit) {
1196 HUD_printf(XSTR("Dumping %s after prolonged inactivity",902),Net_players[i].player->callsign);
1197 nprintf(("Network", "Assuming %s is a zombie, removing from game\n", Net_players[i].player->callsign));
1199 multi_kick_player(i,0);
1205 // -------------------------------------------------------------------------------------------------
1206 // netmisc_calc_checksum() calculates the checksum of a block of memory.
1209 ushort netmisc_calc_checksum( void * vptr, int len )
1211 ubyte * ptr = (ubyte *)vptr;
1212 unsigned int sum1,sum2;
1218 if (sum1 >= 255 ) sum1 -= 255;
1223 return (unsigned short)((sum1<<8)+ sum2);
1227 // -------------------------------------------------------------------------------------------------
1228 // fill_net_addr() calculates the checksum of a block of memory.
1232 void fill_net_addr(net_addr_t* addr, ubyte* address, ubyte* net_id, ushort port)
1234 Assert(addr != NULL);
1235 Assert(address != NULL);
1236 Assert(net_id != NULL);
1238 addr->type = Multi_options_g.protocol;
1239 memset( addr->addr, 0x00, 6);
1240 memcpy( addr->addr, address, ADDRESS_LENGTH);
1241 memcpy( addr->net_id, net_id, 4);
1247 // -------------------------------------------------------------------------------------------------
1248 // get_text_address()
1252 char* get_text_address( char * text, ubyte * address )
1257 switch ( Multi_options_g.protocol ) {
1259 strcpy( text, XSTR("[ipx address here]",903) ); // TODO: find equiv to inet_ntoa() for IPX
1260 sprintf(text, "%x %x %x %x %x %x", address[0],
1270 memcpy(&temp_addr.s_addr, address, 4);
1271 strcpy( text, inet_ntoa(temp_addr) );
1283 // non-16byte version of matrix packing
1284 // return size of packed matrix
1285 void multi_pack_orient_matrix(ubyte *data,matrix *m)
1288 float x1, y1, x2, y2;
1290 if(m->v.rvec.xyz.z < 0) data[16] |= (1<<0); // X
1291 if(m->v.uvec.xyz.z < 0) data[16] |= (1<<1); // Y
1292 if(m->v.fvec.xyz.z < 0) data[16] |= (1<<2); // V
1293 if(m->v.fvec.xyz.x < 0) data[16] |= (1<<3); // Z
1294 if(m->v.fvec.xyz.y < 0) data[16] |= (1<<4); // W
1296 x1 = INTEL_FLOAT(&m->v.rvec.xyz.x);
1297 y1 = INTEL_FLOAT(&m->v.rvec.xyz.y);
1298 x2 = INTEL_FLOAT(&m->v.uvec.xyz.x);
1299 y2 = INTEL_FLOAT(&m->v.uvec.xyz.y);
1301 memcpy(&data[0], &x1, 4); // a
1302 memcpy(&data[4], &y1, 4); // b
1303 memcpy(&data[8], &x2, 4); // c
1304 memcpy(&data[12], &y2, 4); // d
1307 // return bytes processed
1308 // non-16 byte version of unpack matrix code
1309 void multi_unpack_orient_matrix(ubyte *data,matrix *m)
1311 float x1, y1, x2, y2;
1313 memcpy(&x1, &data[0], 4);
1314 memcpy(&y1, &data[4], 4);
1315 memcpy(&x2, &data[8], 4);
1316 memcpy(&y2, &data[12],4);
1318 m->v.rvec.xyz.x = INTEL_FLOAT(&x1);
1319 m->v.rvec.xyz.y = INTEL_FLOAT(&y1);
1320 m->v.uvec.xyz.x = INTEL_FLOAT(&x2);
1321 m->v.uvec.xyz.y = INTEL_FLOAT(&y2);
1323 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
1324 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
1325 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
1326 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
1327 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
1329 m->v.rvec.xyz.z *= (data[16] & (1<<0)) ? -1.0f : 1.0f;
1330 m->v.uvec.xyz.z *= (data[16] & (1<<1)) ? -1.0f : 1.0f;
1331 m->v.fvec.xyz.z *= (data[16] & (1<<2)) ? -1.0f : 1.0f;
1332 m->v.fvec.xyz.x *= (data[16] & (1<<3)) ? -1.0f : 1.0f;
1333 m->v.fvec.xyz.y *= (data[16] & (1<<4)) ? -1.0f : 1.0f;
1336 void multi_do_client_warp(float flFrametime)
1340 moveup = GET_FIRST(&Ship_obj_list);
1341 while(moveup!=END_OF_LIST(&Ship_obj_list)){
1342 // do all _necessary_ ship warp in (arrival) processing
1343 if ( Ships[Objects[moveup->objnum].instance].flags & SF_ARRIVING )
1344 shipfx_warpin_frame( &Objects[moveup->objnum], flFrametime );
1345 moveup = GET_NEXT(moveup);
1349 // ------------------------------------------------------------------------------------
1350 // ship status change stuff
1352 int lookup_ship_status(net_player *p,int unique_id,int remove)
1356 for(idx=0;idx<p->s_info.num_last_buttons;idx++){
1357 if(p->s_info.last_buttons_id[idx] == unique_id){
1359 remove_ship_status_item(p,idx);
1360 p->s_info.num_last_buttons--;
1368 void remove_ship_status_item(net_player *p,int id)
1371 for(idx=id;idx<BUTTON_INFO_SAVE_COUNT-1;idx++){
1372 p->s_info.last_buttons[idx] = p->s_info.last_buttons[idx+1];
1373 p->s_info.last_buttons_id[idx] = p->s_info.last_buttons_id[idx+1];
1374 p->s_info.last_buttons_time[idx] = p->s_info.last_buttons_time[idx+1];
1379 void add_net_button_info(net_player *p,button_info *bi,int unique_id)
1384 // if the list is full, put it in the oldest slot since it's probably a lost packet anyway
1385 if(p->s_info.num_last_buttons < BUTTON_INFO_SAVE_COUNT-1){
1386 p->s_info.last_buttons[p->s_info.num_last_buttons] = *bi;
1387 p->s_info.last_buttons_id[p->s_info.num_last_buttons] = unique_id;
1388 p->s_info.last_buttons_time[p->s_info.num_last_buttons] = timer_get_fixed_seconds();
1389 p->s_info.num_last_buttons++;
1393 for(idx=0;idx<BUTTON_INFO_SAVE_COUNT;idx++){
1394 if((p->s_info.last_buttons_time[idx] < earliest) || (earliest == 0)){
1395 earliest = p->s_info.last_buttons_time[idx];
1400 p->s_info.last_buttons[lookup] = *bi;
1401 p->s_info.last_buttons_id[lookup] = unique_id;
1402 p->s_info.last_buttons_time[lookup] = timer_get_fixed_seconds();
1407 extern int button_function_critical(int n,net_player *p = NULL);
1408 void multi_apply_ship_status(net_player *p,button_info *bi,int locally)
1411 Multi_button_info_ok=1;
1412 for ( i = 0; i < NUM_BUTTON_FIELDS; i++ ) {
1413 if ( bi->status[i] == 0 )
1415 // at least one bit is set in the status integer
1416 for ( j = 0; j < 32; j++ ) {
1418 // check if the bit is set. If button_function returns 1 (implying the action was taken), then unset the bit
1419 if ( bi->status[i] & (1<<j) ) {
1421 if(button_function_critical(32*i + j,NULL)) // will apply to this console
1422 bi->status[i] &= ~(1<<j);
1424 if(button_function_critical(32*i + j,p)) // will only apply to a net-player
1425 bi->status[i] &= ~(1<<j);
1430 Multi_button_info_ok=0;
1433 // send 10x a second MAX
1434 #define MULTI_SHIP_STATUS_TIME 350
1435 int Multi_ship_status_stamp = -1;
1436 button_info Multi_ship_status_bi;
1438 void multi_maybe_send_ship_status()
1441 button_info *bi = &Player->bi;
1443 // strip out noncritical button presses
1444 button_strip_noncritical_keys(bi);
1446 // xor all fields into the accum button info
1447 for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){
1448 Multi_ship_status_bi.status[idx] |= bi->status[idx];
1452 if((Multi_ship_status_stamp < 0) || timestamp_elapsed_safe(Multi_ship_status_stamp, MULTI_SHIP_STATUS_TIME*2)){
1453 int should_send = 0;
1454 for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){
1455 // we have at least something to send
1456 if(Multi_ship_status_bi.status[idx] != 0){
1461 // do we have something to send
1463 // add_net_button_info(Net_player, &Multi_ship_status_bi, Multi_button_info_id);
1464 send_ship_status_packet(Net_player, &Multi_ship_status_bi, Multi_button_info_id++);
1468 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
1471 Multi_ship_status_stamp = timestamp(MULTI_SHIP_STATUS_TIME);
1475 void multi_subsys_update_all()
1479 Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
1480 for(idx=0;idx<MAX_PLAYERS;idx++){
1481 if((Net_players[idx].flags & NETINFO_FLAG_CONNECTED) && !psnet_same(&My_addr,&Net_players[idx].addr) && !(Net_players[idx].flags & NETINFO_FLAG_OBSERVER))
1482 send_subsys_update_packet(&Net_players[idx]);
1487 int multi_find_player_by_callsign(char *callsign)
1490 for(idx=0;idx<MAX_PLAYERS;idx++){
1491 if(MULTI_CONNECTED(Net_players[idx]) && (strcmp(callsign,Net_players[idx].player->callsign)==0)){
1499 // if Game_current_mission_filename is a builtin multiplayer mission
1500 int multi_is_builtin_mission()
1505 // get the full filename
1507 strcpy(name,Game_current_mission_filename);
1508 cf_add_ext(name, FS_MISSION_FILE_EXT);
1510 // if this mission is builtin
1511 if(game_find_builtin_mission(name) != NULL){
1519 // verify that the player has a valid mission file and do 1 of 3 things
1520 void server_verify_filesig(short player_id, ushort sum_sig, int length_sig)
1522 #if defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO)
1526 player = find_player_id(player_id);
1527 Assert(player >= 0);
1531 pl = &Net_players[player];
1533 // all missions should be builtin, so if we don't have a match, kick the player
1534 if((sum_sig != Multi_current_file_checksum) || (length_sig != Multi_current_file_length)){
1535 multi_kick_player(player, 0, KICK_REASON_CANT_XFER);
1537 pl->flags |= NETINFO_FLAG_MISSION_OK;
1545 player = find_player_id(player_id);
1546 Assert(player >= 0);
1550 pl = &Net_players[player];
1552 // if the current mission is a builtin mission, check stuff out
1553 is_builtin = multi_is_builtin_mission();
1556 // if the player doesn't have it, kick him
1557 if((sum_sig == 0xffff) && (length_sig == -1)){
1558 multi_kick_player(player, 0, KICK_REASON_CANT_XFER);
1560 pl->flags |= NETINFO_FLAG_MISSION_OK;
1567 if( (length_sig != Multi_current_file_length) || (sum_sig != Multi_current_file_checksum)){
1573 // in an ingame join situation
1574 if(pl->flags & NETINFO_FLAG_INGAME_JOIN){
1576 // if the netgame settings allow in-mission file xfers
1577 if(Netgame.options.flags & MSO_FLAG_INGAME_XFER){
1578 pl->s_info.ingame_join_flags |= INGAME_JOIN_FLAG_FILE_XFER;
1579 pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
1581 // otherwise send him a nak and tell him to get the hell away
1583 send_ingame_nak(ACK_FILE_ACCEPTED,pl);
1586 pl->flags |= NETINFO_FLAG_MISSION_OK;
1589 // in a normal join situation
1591 // if the file does not check out, send it to him
1593 pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
1595 // otherwise mark him as having a valid mission
1597 pl->flags |= NETINFO_FLAG_MISSION_OK;
1603 // check to see if every client has NETINFO_FLAG_MISSION_OK
1604 int server_all_filesigs_ok()
1609 for(idx=0;idx<MAX_PLAYERS;idx++){
1610 if(MULTI_CONNECTED(Net_players[idx]) && !(Net_players[idx].flags & NETINFO_FLAG_MISSION_OK)){
1619 void multi_untag_player_ships()
1623 moveup = GET_FIRST(&Ship_obj_list);
1624 while(moveup != END_OF_LIST(&Ship_obj_list)){
1625 if(Objects[moveup->objnum].flags & OF_PLAYER_SHIP){
1626 Objects[moveup->objnum].flags &= ~(OF_PLAYER_SHIP);
1627 obj_set_flags( &Objects[moveup->objnum], Objects[moveup->objnum].flags | OF_COULD_BE_PLAYER );
1629 moveup = GET_NEXT(moveup);
1633 // broadcast alltime stats to everyone in the game
1634 void multi_broadcast_stats(int stats_code)
1638 // broadcast everyone's stats to everyone else
1639 for(idx=0;idx<MAX_PLAYERS;idx++){
1640 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
1641 send_player_stats_block_packet(&Net_players[idx], stats_code);
1646 // check to see if all players other than the local player are in a given NETPLAYER_ state
1647 // this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
1648 int multi_netplayer_state_check(int state,int ignore_standalone)
1651 for(idx=0;idx<MAX_PLAYERS;idx++){
1652 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1653 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1657 if(Net_players[idx].state != state){
1665 int multi_netplayer_state_check2(int state, int state2, int ignore_standalone)
1668 for(idx=0;idx<MAX_PLAYERS;idx++){
1669 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1670 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1674 if((Net_players[idx].state != state) && (Net_players[idx].state != state2)){
1682 int multi_netplayer_state_check3(int state, int state2, int state3, int ignore_standalone)
1685 for(idx=0;idx<MAX_PLAYERS;idx++){
1686 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1687 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1691 if((Net_players[idx].state != state) && (Net_players[idx].state != state2) && (Net_players[idx].state != state3)){
1699 // check to see if all players other than the local player are in a given NETPLAYER_ state
1700 // this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
1701 int multi_netplayer_flag_check(int flags,int ignore_standalone)
1704 for(idx=0;idx<MAX_PLAYERS;idx++){
1705 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1706 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1710 if(!(Net_players[idx].flags & flags)){
1718 // function which gets called from psnet_* code to evaluate an error received on a reliable
1719 // socket. In general, we only want to do drastic measures if the error indicates that the client
1720 // is no longer there.
1721 void multi_eval_socket_error(PSNET_SOCKET sock, int error)
1723 if ( error == WSAENOTSOCK ){
1724 nprintf(("Network","Socket connection terminated and/or nonexistent, bailing..\n"));
1726 // mwa -- don't go back to main menu. You don't want host to do this. Maybe we can ignore it
1727 // because of a leaving player.
1729 //gameseq_post_event(GS_EVENT_MAIN_MENU);
1730 // Int3(); // get allender -- something happened to socket connection!!!
1733 if ( (error != WSAECONNRESET) && (error != WSAECONNABORTED) && (error != WSAESHUTDOWN) ) {
1734 nprintf(("Network", "Error %d received on reliable socket -- ignoring\n", error));
1738 if(error == WSAESHUTDOWN){
1739 nprintf(("Network","Received WSAESHUTDOWN on client socket. Cool.\n"));
1742 // mwa -- always return for now because debugging with the stuff below is a real pain.
1743 // in essence, you can't do it!
1746 if( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1749 nprintf(("Network", "pitching player because drop on reliable socket\n"));
1750 // find the netplayer whose socket we have an error on. Dump the player when we find him.
1751 // NOTE : make sure not to ban him
1752 for(idx=0;idx<MAX_PLAYERS;idx++){
1753 if(Net_players[idx].reliable_socket == sock){
1759 nprintf(("Network", "Communications to server lost -- quitting game\n"));
1760 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
1764 // send a repair info packet with code == code to a player if his object is the one being acted upon
1765 // dest_objp is the player object (or possible player object). source_objp is the object pointer
1766 // of the repair ship that is the source of the action. code means what is happening -- queueing up
1767 // for repair, getting repaired, aborted, complete, etc.
1768 void multi_maybe_send_repair_info(object *dest_objp, object *source_objp, int code )
1770 // only send information on player objects
1771 if ( !MULTIPLAYER_MASTER )
1774 Assert( dest_objp->type == OBJ_SHIP );
1775 Assert( dest_objp != source_objp );
1777 send_repair_info_packet( dest_objp, source_objp, code );
1780 int multi_is_valid_unknown_packet(ubyte type){
1781 return (type == GAME_QUERY) || (type == JOIN) || (type == PING) || (type == PONG) || (type == GAME_INFO)
1782 || (type == ACCEPT) || (type == GAME_ACTIVE) || (type == INGAME_NAK) || (type == DENY)
1783 || (type == UPDATE_DESCRIPT) || (type == ACCEPT_PLAYER_DATA) ? 1 : 0;
1786 void multi_create_standalone_object()
1788 // now create a bullshit ship for the standalone
1789 matrix m = IDENTITY_MATRIX;
1791 int objnum, pobj_num;
1794 objnum = observer_create(&m,&v);
1795 Player_obj = &Objects[objnum];
1796 obj_set_flags(Player_obj, Player_obj->flags & (~OF_COLLIDES) );
1797 //obj_set_flags(Player_obj, Player_obj->flags | OF_SHOULD_BE_DEAD);
1798 obj_set_flags(Player_obj, Player_obj->flags & (~OF_PLAYER_SHIP));
1799 Net_player->player->objnum = objnum;
1801 // create the default player ship object and use that as my default virtual "ship", and make it "invisible"
1802 pobj_num = parse_create_object(&Player_start_pobject);
1803 Assert(pobj_num != -1);
1804 obj_set_flags(&Objects[pobj_num],OF_PLAYER_SHIP);
1805 Objects[pobj_num].net_signature = STANDALONE_SHIP_SIG;
1806 Player_ship = &Ships[Objects[pobj_num].instance];
1808 // make ship hidden from sensors so that this observer cannot target it. Observers really have two ships
1809 // one observer, and one "Player_ship". Observer needs to ignore the Player_ship.
1810 Player_ship->flags |= SF_HIDDEN_FROM_SENSORS;
1811 strcpy(Player_ship->ship_name, XSTR("Standalone Ship",904));
1812 Player_ai = &Ai_info[Ships[Objects[pobj_num].instance].ai_index];
1816 int multi_message_should_broadcast(int type)
1818 return (type == MESSAGE_ARRIVE_ENEMY) || (type == MESSAGE_BETA_ARRIVED) ||
1819 (type == MESSAGE_GAMMA_ARRIVED) || (type == MESSAGE_HELP) || (type == MESSAGE_REINFORCEMENTS) ? 1 : 0;
1822 // active game list handling functions
1823 active_game *multi_new_active_game( void )
1825 active_game *new_game;
1827 new_game = (active_game *)malloc(sizeof(active_game));
1828 if ( new_game == NULL ) {
1829 nprintf(("Network", "Cannot allocate space for new active game structure\n"));
1833 if ( Active_game_head != NULL ) {
1834 new_game->next = Active_game_head->next;
1835 new_game->next->prev = new_game;
1836 Active_game_head->next = new_game;
1837 new_game->prev = Active_game_head;
1839 Active_game_head = new_game;
1840 Active_game_head->next = Active_game_head->prev = Active_game_head;
1843 Active_game_count++;
1845 // notify the join game screen of this new item
1846 multi_join_notify_new_game();
1851 active_game *multi_update_active_games(active_game *ag)
1853 active_game *gp = NULL;
1854 active_game *stop = NULL;
1856 // see if we have a game from this address already -- if not, create one. In either case, get a pointer
1857 // to an active_game structure
1858 if ( Active_game_head != NULL ) { // no games on list at all
1861 gp = Active_game_head;
1862 stop = Active_game_head;
1866 if ( psnet_same(&gp->server_addr, &ag->server_addr) /*&& (gp->game.security == game->security)*/ ) {
1871 } while (gp != stop);
1873 // insert in the list
1875 gp = multi_new_active_game();
1876 // gp->ping_time = -1.0f;
1878 // copy in the game information
1879 memcpy(&gp->server_addr,&ag->server_addr,sizeof(net_addr_t));
1880 strcpy(gp->name,ag->name);
1881 strcpy(gp->mission_name,ag->mission_name);
1882 strcpy(gp->title,ag->title);
1883 gp->num_players = ag->num_players;
1884 gp->flags = ag->flags;
1888 gp->ping_start = timer_get_fixed_seconds();
1890 send_ping(&gp->server_addr);
1892 multi_ping_reset(&gp->ping);
1893 multi_ping_send(&gp->server_addr,&gp->ping);
1895 // otherwise update the netgame info we have for this guy
1897 memset(gp->name,0,MAX_GAMENAME_LEN+1);
1898 strcpy(gp->name,ag->name);
1899 memset(gp->mission_name,0,NAME_LENGTH+1);
1900 strcpy(gp->mission_name,ag->mission_name);
1901 memset(gp->title,0,NAME_LENGTH+1);
1902 strcpy(gp->title,ag->title);
1903 gp->num_players = ag->num_players;
1904 gp->flags = ag->flags;
1907 gp = multi_new_active_game();
1908 // gp->ping_time = -1.0f;
1910 // copy in the game information
1911 memcpy(&gp->server_addr,&ag->server_addr,sizeof(net_addr_t));
1912 strcpy(gp->name,ag->name);
1913 strcpy(gp->mission_name,ag->mission_name);
1914 strcpy(gp->title,ag->title);
1915 gp->num_players = ag->num_players;
1916 gp->flags = ag->flags;
1919 // gp->ping_start = timer_get_fixed_seconds();
1920 // gp->ping_end = -1;
1921 // send_ping(&gp->server_addr);
1922 multi_ping_reset(&gp->ping);
1923 multi_ping_send(&gp->server_addr,&gp->ping);
1926 // don't do anything if we don't have a game entry
1931 // update the last time we heard from him
1932 if((Multi_options_g.protocol == NET_TCP) && (Net_player->p_info.options.flags & MLO_FLAG_LOCAL_BROADCAST)){
1933 gp->heard_from_timer = timestamp(MULTI_JOIN_SERVER_TIMEOUT_LOCAL);
1935 gp->heard_from_timer = timestamp(MULTI_JOIN_SERVER_TIMEOUT);
1941 void multi_free_active_games()
1943 active_game *moveup,*backup;
1945 moveup = Active_game_head;
1950 moveup = moveup->next;
1954 } while(moveup != Active_game_head);
1955 Active_game_head = NULL;
1957 Active_game_count = 0;
1960 server_item *multi_new_server_item( void )
1962 server_item *new_game;
1964 new_game = (server_item *)malloc(sizeof(server_item));
1965 if ( new_game == NULL ) {
1966 nprintf(("Network", "Cannot allocate space for new server_item structure\n"));
1970 if ( Game_server_head != NULL ) {
1971 new_game->next = Game_server_head->next;
1972 new_game->next->prev = new_game;
1973 Game_server_head->next = new_game;
1974 new_game->prev = Game_server_head;
1976 Game_server_head = new_game;
1977 Game_server_head->next = Game_server_head->prev = Game_server_head;
1983 void multi_free_server_list()
1985 server_item *moveup,*backup;
1987 moveup = Game_server_head;
1992 moveup = moveup->next;
1996 } while(moveup != Game_server_head);
1997 Game_server_head = NULL;
2001 int multi_num_players()
2005 // count the players who are actively connected
2007 for(idx=0;idx<MAX_PLAYERS;idx++){
2008 // count all connected players except the standalone server (if any)
2009 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx])){
2017 int multi_num_observers()
2021 // count the players who are actively connected
2023 for(idx=0;idx<MAX_PLAYERS;idx++){
2024 // count all connected players except the standalone server (if any)
2025 if(MULTI_CONNECTED(Net_players[idx]) && MULTI_PERM_OBSERVER(Net_players[idx])){
2034 int multi_num_connections()
2038 // count the players who are actively connected
2040 for(idx=0;idx<MAX_PLAYERS;idx++){
2041 // count all connected players except the standalone server (if any)
2042 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
2050 int multi_can_message(net_player *p)
2055 // if the player is an observer of any kind, he cannot message
2056 if(p->flags & NETINFO_FLAG_OBSERVER){
2060 switch(Netgame.options.squad_set){
2061 // only those of the highest rank can message
2062 case MSO_SQUAD_RANK:
2063 max_rank = multi_get_highest_rank();
2064 if(p->player->stats.rank < max_rank){
2069 // only wing/team leaders can message
2070 case MSO_SQUAD_LEADER:
2071 // if the player has an invalid object #
2072 if(p->player->objnum < 0){
2076 // check to see if he's a wingleader
2077 sp = &Ships[Objects[p->player->objnum].instance];
2078 if(stricmp(sp->ship_name,NOX("alpha 1")) && stricmp(sp->ship_name,NOX("beta 1")) && stricmp(sp->ship_name,NOX("gamma 1")) && stricmp(sp->ship_name,NOX("zeta 1")) ){
2083 // anyone can end message
2087 // only the host can message
2088 case MSO_SQUAD_HOST:
2089 if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
2098 int multi_can_end_mission(net_player *p)
2103 // the host can _always_ unpause a game
2104 if(p->flags & NETINFO_FLAG_GAME_HOST){
2108 switch(Netgame.options.endgame_set){
2109 // only those of the highest rank can end the mission
2111 max_rank = multi_get_highest_rank();
2112 if(p->player->stats.rank < max_rank){
2117 // only wing/team leaders can end the mission
2118 case MSO_END_LEADER:
2119 // if the player has an invalid object #
2120 if(p->player->objnum < 0){
2124 // check to see if he's a wingleader
2125 sp = &Ships[Objects[p->player->objnum].instance];
2126 if(stricmp(sp->ship_name,NOX("alpha 1")) && stricmp(sp->ship_name,NOX("beta 1")) && stricmp(sp->ship_name,NOX("gamma 1")) && stricmp(sp->ship_name,NOX("zeta 1")) ){
2131 // anyone can end the mission
2135 // only the host can end the mission
2137 if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
2146 int multi_eval_join_request(join_request *jr,net_addr_t *addr)
2148 int team0_avail,team1_avail;
2150 // if the server versions are incompatible
2151 if(jr->version < MULTI_FS_SERVER_COMPATIBLE_VERSION){
2152 return JOIN_DENY_JR_BAD_VERSION;
2155 // check to make sure we are otherwise in a state to accept
2156 if(Netgame.game_state != NETGAME_STATE_FORMING){
2157 return JOIN_DENY_JR_STATE;
2160 // the standalone has some oddball situations which we must handle seperately
2161 if(Game_mode & GM_STANDALONE_SERVER){
2162 // if this is the first connection, he will be the host so we must always accept him
2163 if(multi_num_players() == 0){
2164 // check to see if this is a tracker game, and if so make sure this is a valid MT player
2165 // we probably eventually want to make sure he's not passing us a fake tracker id#
2166 if (MULTI_IS_TRACKER_GAME) {
2167 if(jr->tracker_id < 0){
2168 return JOIN_DENY_JR_TRACKER_INVAL;
2172 // if we're password protected
2173 if(std_is_host_passwd() && strcmp(jr->passwd, Multi_options_g.std_passwd)){
2174 return JOIN_DENY_JR_PASSWD;
2177 // don't allow the host to join as an observer
2178 if(jr->flags & JOIN_FLAG_AS_OBSERVER){
2179 return JOIN_DENY_JR_NOOBS;
2186 // first off check to see if we're violating any of our max players/observers/connections boundaries
2187 // if we've already got the full 16 (MAX_PLAYERS) connections - yow
2188 if( (multi_num_connections() >= MULTI_MAX_CONNECTIONS) ||
2189 // if we're full of observers and this guy wants to be an observer
2190 ((multi_num_observers() >= MAX_OBSERVERS) && (jr->flags & JOIN_FLAG_AS_OBSERVER)) ||
2191 // if we're up to MULTI_MAX_PLAYERS-1 and we're on the standalone
2192 ((multi_num_players() >= (MULTI_MAX_PLAYERS - 1)) && (Game_mode & GM_STANDALONE_SERVER)) ||
2193 // if we're up to MULTI_MAX_PLAYERS
2194 (multi_num_players() >= MULTI_MAX_PLAYERS) ||
2195 // if the max players for a standalone was set
2196 ((Multi_options_g.std_max_players != -1) && (multi_num_players() >= Multi_options_g.std_max_players)) ){
2198 // we're full buddy - sorry
2199 return JOIN_DENY_JR_FULL;
2202 // check to see if this is a tracker game, and if so make sure this is a valid MT player
2203 // we probably eventually want to make sure he's not passing us a fake tracker id#
2204 if (MULTI_IS_TRACKER_GAME) {
2205 if(jr->tracker_id < 0){
2206 return JOIN_DENY_JR_TRACKER_INVAL;
2210 // check to see if the player is trying to ingame join in a closed game
2211 if(MULTI_IN_MISSION && (Netgame.mode == NG_MODE_CLOSED)){
2212 return JOIN_DENY_JR_CLOSED;
2215 // check to see if the player has passed a valid password in a password protected game
2216 if((Netgame.mode == NG_MODE_PASSWORD) && strcmp(Netgame.passwd,jr->passwd)){
2217 return JOIN_DENY_JR_PASSWD;
2220 // check to see if the netgame is forming and is temporarily marked as closed
2221 if((Netgame.game_state == NETGAME_STATE_FORMING) && (Netgame.flags & NG_FLAG_TEMP_CLOSED)){
2222 return JOIN_DENY_JR_TEMP_CLOSED;
2225 // check to make sure he meets the rank requirement
2226 if((Netgame.mode == NG_MODE_RANK_ABOVE) && (jr->player_rank < Netgame.rank_base)){
2227 return JOIN_DENY_JR_RANK_LOW;
2230 // check to make sure he meets the rank requirement
2231 if((Netgame.mode == NG_MODE_RANK_BELOW) && (jr->player_rank > Netgame.rank_base)){
2232 return JOIN_DENY_JR_RANK_HIGH;
2235 // can't ingame join a non-dogfight game
2236 if((Netgame.game_state != NETGAME_STATE_FORMING) && !(Netgame.type_flags & NG_TYPE_DOGFIGHT)){
2237 return JOIN_DENY_JR_TYPE;
2240 // if the player was banned by the standalone
2241 if((Game_mode & GM_STANDALONE_SERVER) && std_player_is_banned(jr->callsign)){
2242 return JOIN_DENY_JR_BANNED;
2245 // if the game is in-mission, make sure there are ships available
2246 if(MULTI_IN_MISSION && !(jr->flags & JOIN_FLAG_AS_OBSERVER)){
2249 multi_player_ships_available(&team0_avail,&team1_avail);
2251 // if there are no ships available on either team
2252 if((team0_avail == 0) && (team1_avail == 0)){
2253 return JOIN_DENY_JR_FULL;
2257 // if my ingame joining flag is set, then deny since we only allow one ingame joiner at a time
2258 if ( Netgame.flags & NG_FLAG_INGAME_JOINING ){
2259 return JOIN_DENY_JR_INGAME_JOIN;
2262 // check to make sure the game is not full (of observers, or players, as appropriate)
2263 if((jr->flags & JOIN_FLAG_AS_OBSERVER)){
2264 if((multi_num_observers() + 1) > Netgame.options.max_observers){
2265 return JOIN_DENY_JR_FULL;
2269 // if the netgame is restricted or is team vs. team
2270 if((Netgame.mode == NG_MODE_RESTRICTED) || (Netgame.type_flags & NG_TYPE_TEAM)){
2271 // ingame, we must query the host to see if this guy is accepted
2272 if(MULTI_IN_MISSION){
2273 return JOIN_QUERY_RESTRICTED;
2277 // check to make sure this player hasn't been kick/banned
2278 if(multi_kick_is_banned(addr)){
2279 return JOIN_DENY_JR_BANNED;
2282 // check to make sure this player doesn't already exist
2283 if ( find_player(addr) >= 0 ) {
2284 return JOIN_DENY_JR_DUP;
2290 // called by any machine (client, host, server, standalone, etc), to begin warping out all player objects
2291 void multi_warpout_all_players()
2295 // i'f i'm already marked as warping out, don't do this again
2296 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
2300 // stop my afterburners
2301 if((Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER)){
2302 afterburners_stop( Player_obj, 1 );
2305 // traverse through each player
2306 for(idx=0;idx<MAX_PLAYERS;idx++) {
2309 // only warpout player _ships_ which are not mine
2310 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (Objects[Net_players[idx].player->objnum].type == OBJ_SHIP)){
2312 objp = &Objects[Net_players[idx].player->objnum];
2314 obj_set_flags( objp, objp->flags & (~OF_COLLIDES) );
2315 shipfx_warpout_start( objp );
2319 // now, mark ourselves as needing to warp out
2320 Net_player->flags |= NETINFO_FLAG_WARPING_OUT;
2322 // if we're an observer, or we're respawning, or we can't warp out. so just jump into the debrief state
2323 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Net_player->flags & NETINFO_FLAG_RESPAWNING) ||
2324 (Net_player->flags & NETINFO_FLAG_OBSERVER) || ((Player_obj->type == OBJ_SHIP) && (Player_ship->flags & SF_CANNOT_WARP)) ){
2326 if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
2327 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
2329 gameseq_post_event(GS_EVENT_DEBRIEF);
2332 // if we're a ship, then begin the warpout process
2334 // turn off collision detection for my ship
2335 obj_set_flags(Player_obj, Player_obj->flags & (~OF_COLLIDES) );
2336 gameseq_post_event(GS_EVENT_PLAYER_WARPOUT_START_FORCED);
2340 // determine the highest rank of any of the players in the game
2341 int multi_get_highest_rank()
2346 // go through all the players
2347 for(idx=0;idx<MAX_PLAYERS;idx++){
2348 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)){
2349 max_rank = Net_players[idx].player->stats.rank;
2353 // return what we found
2357 // called on the machine of the player who hit alt+j
2358 void multi_handle_end_mission_request()
2362 // all clients should send the request to the server. no exceptions
2363 if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2364 send_endgame_packet();
2366 // the server of the game does some further processing
2368 ml_string("Server received endgame request, proceeding...");
2370 // first we should toss all ingame joiners
2371 for(idx=0;idx<MAX_PLAYERS;idx++){
2372 if(MULTI_CONNECTED(Net_players[idx]) && (Net_players[idx].flags & NETINFO_FLAG_INGAME_JOIN)){
2373 multi_kick_player(idx,0,KICK_REASON_INGAME_ENDED);
2377 // send the endgame packet to all clients, who will act on it immediately
2378 send_endgame_packet();
2379 Netgame.game_state = NETGAME_STATE_ENDGAME;
2380 send_netgame_update_packet();
2382 if(Game_mode & GM_STANDALONE_SERVER){
2383 // move to the standalone postgame (which is where we'll handle stats packets, etc)
2384 gameseq_post_event(GS_EVENT_STANDALONE_POSTGAME);
2387 // begin the warpout process for all players and myself
2388 multi_warpout_all_players();
2392 // called to handle any special cases where a player is in some submemu when the game is ended
2393 void multi_handle_state_special()
2395 int stack_depth,current_depth;
2397 // first off - kill any active popups
2398 popup_kill_any_active();
2400 // kill any popupdeads
2401 if(popupdead_is_active()){
2405 // kill off the pilot info popup if its active
2406 if(multi_pinfo_popup_active()){
2407 multi_pinfo_popup_kill();
2410 // now do any special processing for being in states other then the gameplay states
2411 stack_depth = gameseq_get_depth();
2413 // if we're not pushed on top of any states, do any special state case handling here
2414 if(stack_depth == 0){
2415 // currently there are no special cases, so return
2418 // if we are pushed on any states, post events to pop them off one by one
2420 current_depth = stack_depth;
2422 switch(gameseq_get_state(stack_depth - current_depth)){
2423 // the hotkey screen
2424 case GS_STATE_HOTKEY_SCREEN :
2425 mission_hotkey_exit();
2426 Game_do_state_should_skip = 1;
2429 case GS_STATE_OPTIONS_MENU:
2430 options_cancel_exit();
2431 Game_do_state_should_skip = 1;
2433 // the hud config (1 deeper in the options menu)
2434 case GS_STATE_HUD_CONFIG:
2435 hud_config_cancel();
2436 Game_do_state_should_skip = 1;
2438 // controls config (1 deeper than the options menu)
2439 case GS_STATE_CONTROL_CONFIG:
2440 control_config_cancel_exit();
2441 Game_do_state_should_skip = 1;
2443 // mission goals screen
2444 case GS_STATE_SHOW_GOALS:
2445 mission_goal_exit();
2446 Game_do_state_should_skip = 1;
2448 // mission log scrollback
2449 case GS_STATE_MISSION_LOG_SCROLLBACK:
2450 hud_scrollback_exit();
2451 Game_do_state_should_skip = 1;
2454 case GS_STATE_MULTI_PAUSED:
2455 gameseq_pop_state();
2456 Game_do_state_should_skip = 1;
2460 // next pushed state
2462 } while(current_depth > 0);
2466 // called by the file xfer subsytem when we start receiving a file
2467 void multi_file_xfer_notify(int handle)
2475 // get the filename of the file we are receiving
2477 filename = multi_xfer_get_filename(handle);
2479 // get the directory the file is forced into
2480 force_dir = multi_xfer_get_force_dir(handle);
2482 // something is messed up
2483 if(filename == NULL){
2487 // convert the filename to all lowercase
2488 len = strlen(filename);
2489 for(idx=0;idx<len;idx++){
2490 filename[idx] = (char)tolower(filename[idx]);
2493 // if this is a mission file
2494 is_mission = (strstr(filename, FS_MISSION_FILE_EXT) != NULL);
2496 // determine where its going to go
2498 cf_type = Net_player->p_info.options.flags & MLO_FLAG_XFER_MULTIDATA ? CF_TYPE_MULTI_CACHE : CF_TYPE_MISSIONS;
2500 cf_type = CF_TYPE_MULTI_CACHE;
2504 // check to see if the file is read-only
2505 if((strlen(filename) > 0) && !cf_access(filename, cf_type, 00) && (cf_access(filename, cf_type, 02) == -1)){
2506 multi_xfer_xor_flags(handle, MULTI_XFER_FLAG_REJECT);
2508 Net_player->flags &= ~(NETINFO_FLAG_DO_NETWORKING);
2509 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));
2510 multi_quit_game(PROMPT_NONE);
2514 // if the incoming filename is a freespace file, set my netplayer state to be "file xfer"
2516 // we'd better not be xferring a file right now
2517 Assert(Net_player->s_info.xfer_handle == -1);
2519 // force into the multidata directory
2520 multi_xfer_handle_force_dir(handle, cf_type);
2522 // set my xfer handle
2523 Net_player->s_info.xfer_handle = handle;
2525 Net_player->state = NETPLAYER_STATE_MISSION_XFER;
2526 send_netplayer_update_packet();
2528 // otherwise always hand it off to the multi_data system
2530 multi_data_handle_incoming(handle);
2534 // return the lag/disconnected status of the game
2535 #define MULTI_LAG_VAL 400
2536 int multi_query_lag_status()
2538 // -1 == not lagged, 0 == lagged, 1 == disconnected
2540 // if I'm the server of the game, I can't be lagged
2541 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
2545 // if we've been disconnected for some reason or another
2546 if(multi_client_server_dead()){
2550 // if our ping time to the server is over a certain time
2551 if(Netgame.server->s_info.ping.ping_avg >= MULTI_LAG_VAL){
2559 // process a valid join request
2560 void multi_process_valid_join_request(join_request *jr, net_addr_t *who_from, int ingame_join_team)
2562 int net_player_num,player_num;
2565 // create netplayer and player objects for this guy
2566 net_player_num = multi_find_open_netplayer_slot();
2567 player_num = multi_find_open_player_slot();
2568 id_num = multi_get_new_id();
2569 Assert((net_player_num != -1) && (player_num != -1));
2571 // if he is requesting to join as an observer
2572 if(jr->flags & JOIN_FLAG_AS_OBSERVER){
2573 // create the (permanently) observer player
2574 if(!multi_obs_create_player(net_player_num, jr->callsign, who_from, &Players[player_num])){
2578 // copy his pilot image filename
2579 if(strlen(jr->image_filename) > 0){
2580 strcpy(Net_players[net_player_num].player->image_filename, jr->image_filename);
2582 strcpy(Net_players[net_player_num].player->image_filename, "");
2585 // copy his pilot squad filename
2587 Net_players[net_player_num].player->insignia_texture = -1;
2588 player_set_squad_bitmap(Net_players[net_player_num].player, jr->squad_filename);
2591 // clear his multi_data info
2592 multi_data_handle_join(net_player_num);
2594 // set some extra flags for him as appropriate
2595 if(MULTI_IN_MISSION){
2596 Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;
2599 Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;
2600 Net_players[net_player_num].player_id = id_num;
2601 Net_players[net_player_num].tracker_player_id = jr->tracker_id;
2605 if(strlen(jr->pxo_squad_name) > 0){
2606 strcpy(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name);
2608 strcpy(Net_players[net_player_num].p_info.pxo_squad_name, "");
2612 // if he's using hacked data
2613 if(jr->flags & JOIN_FLAG_HAXOR){
2614 Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
2617 // set his reliable connect time
2618 Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
2620 // send the accept packet here
2621 send_accept_packet(net_player_num, (Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN) ? ACCEPT_OBSERVER | ACCEPT_INGAME : ACCEPT_OBSERVER);
2623 // create the player object
2624 if(!multi_create_player( net_player_num, &Players[player_num], jr->callsign, who_from, -1, id_num )){
2628 // copy his pilot image filename
2629 if(strlen(jr->image_filename) > 0){
2630 strcpy(Net_players[net_player_num].player->image_filename, jr->image_filename);
2632 strcpy(Net_players[net_player_num].player->image_filename, "");
2635 // copy his pilot squad filename
2637 Net_players[net_player_num].player->insignia_texture = -1;
2638 player_set_squad_bitmap(Net_players[net_player_num].player, jr->squad_filename);
2641 // clear his multi_data info
2642 multi_data_handle_join(net_player_num);
2644 // mark him as being connected
2645 Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;
2647 // set his tracker id correctly
2648 Net_players[net_player_num].tracker_player_id = jr->tracker_id;
2650 // set his player id#
2651 Net_players[net_player_num].player_id = id_num;
2655 if(strlen(jr->pxo_squad_name) > 0){
2656 strcpy(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name);
2658 strcpy(Net_players[net_player_num].p_info.pxo_squad_name, "");
2662 // if he's using hacked data
2663 if(jr->flags & JOIN_FLAG_HAXOR){
2664 Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
2667 // flag him appropriately if he's doing an ingame join
2668 if(MULTI_IN_MISSION){
2670 Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;
2671 Net_players[net_player_num].s_info.ingame_join_flags = 0;
2674 // set his reliable connect time
2675 Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
2677 // if he's joining as a host (on the standalone)
2678 if(Net_players[net_player_num].flags & NETINFO_FLAG_GAME_HOST){
2679 send_accept_packet(net_player_num, ACCEPT_HOST);
2681 Netgame.host = &Net_players[net_player_num];
2683 // set the game and player states appropriately
2684 Netgame.game_state = NETGAME_STATE_STD_HOST_SETUP;
2686 // if he's joining ingame
2687 else if(Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN){
2688 // if we're in team vs. team mode
2689 if(Netgame.type_flags & NG_TYPE_TEAM){
2690 Assert(ingame_join_team != -1);
2692 Net_players[net_player_num].p_info.team = ingame_join_team;
2695 send_accept_packet(net_player_num, ACCEPT_INGAME, ingame_join_team);
2697 // set his last full update time for updating him on ingame join ships
2698 Net_players[net_player_num].s_info.last_full_update_time = timestamp(INGAME_SHIP_UPDATE_TIME);
2700 // if he's joining as an otherwise ordinary client
2702 send_accept_packet(net_player_num, ACCEPT_CLIENT);
2706 // set my ingame joining flag if the new guy is joining ingame
2707 if ( Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN ){
2709 Netgame.flags |= NG_FLAG_INGAME_JOINING;
2712 // copy in his options
2713 memcpy(&Net_players[net_player_num].p_info.options, &jr->player_options, sizeof(multi_local_options));
2715 // if on the standalone, then do any necessary gui updating
2716 if(Game_mode & GM_STANDALONE_SERVER) {
2717 std_add_player(&Net_players[net_player_num]);
2718 std_connect_set_connect_count();
2719 std_connect_set_host_connect_status();
2721 // let the create game screen know someone has joined
2722 if(gameseq_get_state() == GS_STATE_MULTI_HOST_SETUP){
2723 multi_create_handle_join(&Net_players[net_player_num]);
2727 extern int Multi_client_update_times[MAX_PLAYERS];
2728 Multi_client_update_times[net_player_num] = -1;
2731 multi_rate_reset(net_player_num);
2734 // if a player is trying to join a restricted game, evaluate the keypress (accept or not, etc)
2735 int multi_process_restricted_keys(int k)
2737 int key1=-1,key2=-1; //JAS: Get rid of optimized warning
2740 // if the query timestamp is not set, don't do anything
2741 if(Multi_restr_query_timestamp == -1){
2745 // determine what keys to look for based upon the mode we're in
2746 switch(Multi_join_restr_mode){
2747 // normal restricted join, Y or N
2748 case MULTI_JOIN_RESTR_MODE_1:
2753 // team vs team, team 0 only has ships
2754 case MULTI_JOIN_RESTR_MODE_2:
2759 // team vs team, team 1 only has ships
2760 case MULTI_JOIN_RESTR_MODE_3:
2765 // team vs team, both teams have ships
2766 case MULTI_JOIN_RESTR_MODE_4:
2776 // check the keypress
2777 if((k == key1) || (k == key2)){
2778 // unset the timestamp
2779 Multi_restr_query_timestamp = -1;
2781 // MWA -- 5/26/98. Next line commented out. It should be cleared when the ingame joiner
2782 // actually gets into the mission
2783 //Netgame.flags &= ~(NG_FLAG_INGAME_JOINING);
2785 // determine which team to put him on (if any)
2786 switch(Multi_join_restr_mode){
2787 // normal restricted join, Y or N
2788 case MULTI_JOIN_RESTR_MODE_1:
2789 team_val = (k == key1) ? 0 : -1;
2792 // team vs team, team 0 only has ships
2793 case MULTI_JOIN_RESTR_MODE_2:
2794 team_val = (k == key1) ? 0 : -1;
2797 // team vs team, team 1 only has ships
2798 case MULTI_JOIN_RESTR_MODE_3:
2799 team_val = (k == key1) ? 1 : -1;
2802 // team vs team, both teams have ships
2803 case MULTI_JOIN_RESTR_MODE_4:
2804 team_val = (k == key1) ? 0 : 1;
2809 team_val = -1; // JAS: Get rid of optimized warning
2813 // perform the proper response
2814 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
2816 multi_process_valid_join_request(&Multi_restr_join_request,&Multi_restr_addr,team_val);
2819 // otherwise tell the standalone to accept him
2822 send_host_restr_packet("null",1,team_val);
2824 send_host_restr_packet("null",2,-1);
2832 // didn't process any keys
2836 // determine the status of available player ships (use team_0 for non team vs. team situations)
2837 void multi_player_ships_available(int *team_0,int *team_1)
2845 moveup = GET_FIRST(&Ship_obj_list);
2846 while(moveup!=END_OF_LIST(&Ship_obj_list)){
2847 // if this ship is flagged as OF_COULD_BE_PLAYER
2848 if(Objects[moveup->objnum].flags & OF_COULD_BE_PLAYER){
2849 // get the team # for this ship
2850 mp_team_num = multi_ts_get_team(Ships[Objects[moveup->objnum].instance].ship_name);
2851 if(mp_team_num == 0){
2853 } else if(mp_team_num == 1){
2858 moveup = GET_NEXT(moveup);
2862 // server should update the player's bank/link status with the data in the passed ship
2863 void multi_server_update_player_weapons(net_player *pl,ship *shipp)
2865 // don't process when the ship is dying.
2866 if ( (shipp->flags & SF_DYING) || NETPLAYER_IS_DEAD(pl) )
2869 // primary bank status
2870 pl->s_info.cur_primary_bank = (char)shipp->weapons.current_primary_bank;
2872 // primary link status
2873 pl->s_info.cur_link_status &= ~(1<<0);
2874 if(shipp->flags & SF_PRIMARY_LINKED){
2875 pl->s_info.cur_link_status |= (1<<0);
2878 // secondary bank status
2879 if ( shipp->weapons.current_secondary_bank < 0 ) {
2880 nprintf(("Network", "bashing %s's current sbank to 0\n", shipp->ship_name));
2881 shipp->weapons.current_secondary_bank = 0;
2883 pl->s_info.cur_secondary_bank = (char)shipp->weapons.current_secondary_bank;
2885 // secondary link status
2886 pl->s_info.cur_link_status &= ~(1<<1);
2887 if(shipp->flags & SF_SECONDARY_DUAL_FIRE){
2888 pl->s_info.cur_link_status |= (1<<1);
2892 pl->s_info.ship_ets = 0x0000;
2894 pl->s_info.ship_ets |= ((ushort)shipp->shield_recharge_index << 8);
2896 pl->s_info.ship_ets |= ((ushort)shipp->weapon_recharge_index << 4);
2898 pl->s_info.ship_ets |= ((ushort)shipp->engine_recharge_index);
2900 Assert( pl->s_info.ship_ets != 0 );
2903 // flush the multidata cache directory
2904 void multi_flush_multidata_cache()
2906 nprintf(("Network","FLUSHING MULTIDATA CACHE\n"));
2908 // call the cfile function to flush the directory
2909 cfile_flush_dir(CF_TYPE_MULTI_CACHE);
2912 // flush all data from a previous mission before starting the next
2913 void multi_flush_mission_stuff()
2917 for(idx=0;idx<MAX_PLAYERS;idx++){
2918 if(MULTI_CONNECTED(Net_players[idx])){
2919 // unset all unneeded status bits
2920 Net_players[idx].flags &= ~(NETINFO_FLAG_MISSION_OK | NETINFO_FLAG_RESPAWNING | NETINFO_FLAG_WARPING_OUT);
2922 // server is always "mission ok"
2923 if(Net_players[idx].flags & NETINFO_FLAG_AM_MASTER){
2924 Net_players[idx].flags |= NETINFO_FLAG_MISSION_OK;
2927 // if this guy is a non-permanent observer, unset the appropriate flags
2928 if(MULTI_TEMP_OBSERVER(Net_players[idx])){
2929 Net_players[idx].flags &= ~(NETINFO_FLAG_OBSERVER | NETINFO_FLAG_OBS_PLAYER);
2933 multi_ping_reset(&Net_players[idx].s_info.ping);
2934 Net_players[idx].s_info.num_last_buttons = 0;
2935 Net_players[idx].s_info.wing_index_backup = 0;
2936 Net_players[idx].s_info.wing_index = 0;
2937 Net_players[idx].p_info.ship_class = -1;
2938 Net_players[idx].p_info.ship_index = -1;
2939 Net_players[idx].s_info.xfer_handle = -1;
2942 Net_players[idx].s_info.wing_index_backup = 0;
2945 Players[idx].objnum = -1;
2949 // reset netgame stuff
2950 Netgame.flags &= ~(NG_FLAG_TEMP_CLOSED);
2954 // standalone servers should clear their goal trees now
2955 if(Game_mode & GM_STANDALONE_SERVER){
2956 std_multi_setup_goal_tree();
2959 // object signatures
2960 // this will eventually get reset to Netgame.security the next time an object gets its signature assigned.
2961 // We do this to resynchronize the host/server and all clients
2962 Next_ship_signature = SHIP_SIG_MIN;
2963 Next_asteroid_signature = ASTEROID_SIG_MIN;
2964 Next_non_perm_signature = NPERM_SIG_MIN;
2966 // everyone will need to either reload the current mission, leave, or load the next mission, so in any case
2967 Multi_mission_loaded = 0;
2970 // should we ignore all controls and keypresses because of some multiplayer
2971 int multi_ignore_controls(int key)
2973 // if the multiplayer text messaging system is active, don't return any keys
2974 if((key > 0) && multi_msg_text_process(key)){
2978 // if the host of the game is being prompted to accept or deny a player in a restricted game
2979 if((key > 0) && multi_process_restricted_keys(key)){
2983 // if we're in text messaging mode, ignore controls
2984 if(multi_msg_text_mode()){
2988 // if the pause system wants to eat keys for a while
2989 if(multi_pause_eat_keys()){
2993 // multiplayer didn't eat the key
2997 // if the kill limit has been reached by any given player
2998 int multi_kill_limit_reached()
3002 // is the kill limit <= 0 ?
3003 // if so, consider it as _no_ kill limit
3004 if(Netgame.options.kill_limit <= 0){
3008 // look through all active, non-observer players
3009 for(idx=0;idx<MAX_PLAYERS;idx++){
3010 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)){
3011 // someone reached the limit
3016 // limit has not been reached yet
3020 // display a chat message (write to the correct spot - hud, standalone gui, chatbox, etc)
3021 void multi_display_chat_msg(char *msg, int player_index, int add_id)
3023 // if i'm a standalone, always add to the gui
3024 if(Game_mode & GM_STANDALONE_SERVER){
3025 std_add_chat_text(msg,player_index,add_id);
3030 if(Game_mode & GM_IN_MISSION){
3031 // if we're paused, send it to the chatbox
3032 if(Multi_pause_status){
3033 chatbox_add_line(msg, player_index, add_id);
3035 // otherwise print to the HUD
3037 multi_msg_display_mission_text(msg, player_index);
3040 // otherwise add it to the chatbox
3042 chatbox_add_line(msg, player_index, add_id);
3046 // fill in Current_file_checksum and Current_file_length
3047 void multi_get_mission_checksum(char *filename)
3051 Multi_current_file_checksum = 0xffff;
3052 Multi_current_file_length = -1;
3055 in = cfopen(filename,"rb");
3057 // get the length of the file
3058 Multi_current_file_length = cfilelength(in);
3061 in = cfopen(filename,"rb");
3063 // get the checksum of the file
3064 cf_chksum_short(in,&Multi_current_file_checksum);
3070 // if the file doesn't exist, setup some special values, so the server recognizes this
3072 Multi_current_file_checksum = 0xffff;
3073 Multi_current_file_length = -1;
3076 // don't transfew builtin missions
3077 if(multi_is_builtin_mission()){
3078 multi_quit_game(PROMPT_ALL, MULTI_END_NOTIFY_KICKED_CANT_XFER);
3081 nprintf(("Network","NET FILE CHECKSUM : %d %d\n",Multi_current_file_checksum,Multi_current_file_length));
3084 char multi_unit_to_char(float unit)
3097 ret = (char)(unit * 127.0f);
3101 float multi_char_to_unit(float val)
3105 ret = (float)val / 127.0f;
3118 // if we should render our ping time to the server in a multiplayer game
3119 int multi_show_ingame_ping()
3121 // always show it for now
3125 int multi_get_connection_speed()
3128 char *connection_speed;
3130 connection_speed = os_config_read_string(NULL, "ConnectionSpeed", "");
3132 if ( !stricmp(connection_speed, NOX("Slow")) ) {
3133 cspeed = CONNECTION_SPEED_288;
3134 } else if ( !stricmp(connection_speed, NOX("56K")) ) {
3135 cspeed = CONNECTION_SPEED_56K;
3136 } else if ( !stricmp(connection_speed, NOX("ISDN")) ) {
3137 cspeed = CONNECTION_SPEED_SISDN;
3138 } else if ( !stricmp(connection_speed, NOX("Cable")) ) {
3139 cspeed = CONNECTION_SPEED_CABLE;
3140 } else if ( !stricmp(connection_speed, NOX("Fast")) ) {
3141 cspeed = CONNECTION_SPEED_T1;
3143 cspeed = CONNECTION_SPEED_NONE;
3149 // return a MVALID_STATUS_* define based upon the passed string
3150 int multi_string_to_status(char *valid_string)
3152 return MVALID_STATUS_UNKNOWN;
3155 // if we're in tracker mode, do a validation update on all known missions
3156 void multi_update_valid_missions()
3158 char next_filename[MAX_FILENAME_LEN+1];
3159 char next_line[512];
3160 char status_string[50];
3164 int idx, file_index;
3167 // if we're a standalone, show a dialog saying "validating missions"
3168 if(Game_mode & GM_STANDALONE_SERVER){
3169 std_create_gen_dialog("Validating missions");
3170 std_gen_set_text("Querying:",1);
3173 // mark all missions on our list as being MVALID_STATUS_UNKNOWN
3174 for(idx=0; idx<Multi_create_mission_count; idx++){
3175 Multi_create_mission_list[idx].valid_status = MVALID_STATUS_UNKNOWN;
3178 // attempt to open the valid mission config file
3179 in = cfopen(MULTI_VALID_MISSION_FILE, "rt", CFILE_NORMAL, CF_TYPE_DATA);
3181 // read in all listed missions
3184 memset(next_line, 0, 512);
3185 cfgets(next_line, 512, in);
3186 drop_trailing_white_space(next_line);
3187 drop_leading_white_space(next_line);
3189 // read in a filename
3190 memset(next_filename, 0, MAX_FILENAME_LEN+1);
3191 memset(temp, 0, 256);
3192 tok = strtok(next_line, " ");
3197 drop_trailing_white_space(temp);
3198 drop_leading_white_space(temp);
3199 strcpy(next_filename, temp);
3201 // read in the status string
3202 memset(status_string, 0, 50);
3203 memset(temp, 0, 256);
3204 tok = strtok(NULL," \n");
3209 drop_trailing_white_space(temp);
3210 drop_leading_white_space(temp);
3211 strcpy(status_string, temp);
3213 // try and find the file
3214 file_index = multi_create_lookup_mission(next_filename);
3215 if(file_index >= 0){
3216 Multi_create_mission_list[file_index].valid_status = (char)multi_string_to_status(status_string);
3225 // now poll for all unknown missions
3228 // if the operation was cancelled, don't write anything new
3230 // if we're a standalone, kill the validate dialog
3231 if(Game_mode & GM_STANDALONE_SERVER){
3232 std_destroy_gen_dialog();
3238 // now rewrite the outfile with the new mission info
3239 in = cfopen(MULTI_VALID_MISSION_FILE, "wt", CFILE_NORMAL, CF_TYPE_DATA);
3241 // if we're a standalone, kill the validate dialog
3242 if(Game_mode & GM_STANDALONE_SERVER){
3243 std_destroy_gen_dialog();
3248 for(idx=0; idx<Multi_create_mission_count; idx++){
3249 switch(Multi_create_mission_list[idx].valid_status){
3250 case MVALID_STATUS_VALID:
3251 cfputs(Multi_create_mission_list[idx].filename, in);
3252 cfputs(NOX(" valid"), in);
3253 cfputs(NOX("\n"), in);
3256 case MVALID_STATUS_INVALID:
3257 cfputs(Multi_create_mission_list[idx].filename, in);
3258 cfputs(NOX(" invalid"), in);
3259 cfputs(NOX("\n"), in);
3264 // close the outfile
3268 // if we're a standalone, kill the validate dialog
3269 if(Game_mode & GM_STANDALONE_SERVER){
3270 std_destroy_gen_dialog();
3274 // get a new id# for a player
3275 short multi_get_new_id()
3277 if(Multi_id_num > 20000){
3281 return Multi_id_num++;
3285 // ------------------------------------
3288 DCF(multi,"changes multiplayer settings")
3291 dc_get_arg(ARG_STRING);
3293 if(strcmp(Dc_arg, "kick")==0){ // kick a player
3296 } else if(strcmp(Dc_arg, "stats")==0) {
3297 // multi_toggle_stats();
3298 } else if(strcmp(Dc_arg, "show_stats")==0) {
3299 // multi_show_basic_stats(0);
3300 } else if(strcmp(Dc_arg, "dump_stats")==0) {
3301 // multi_show_basic_stats(1);
3303 } else if(strcmp(Dc_arg, "voice")==0){ // settings for multiplayer voice
3305 } else if(strcmp(Dc_arg, "respawn_chump")==0){ // set a really large # of respawns
3306 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){
3307 Netgame.respawn = 9999;
3308 Netgame.options.respawn = 9999;
3310 // if i'm the server, send a netgame update
3311 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
3312 send_netgame_update_packet();
3315 } else if(strcmp(Dc_arg, "ss_leaders")==0){ // only host or team captains can modify ships
3316 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){
3317 Netgame.options.flags |= MSO_FLAG_SS_LEADERS;
3318 multi_options_update_netgame();
3320 } else if(strcmp(Dc_arg, "make_players")==0){
3322 multi_make_fake_players(MAX_PLAYERS);
3324 } else if(strcmp(Dc_arg, "givecd")==0){
3325 extern int Multi_has_cd;
3327 } else if(strcmp(Dc_arg, "oo")==0){
3330 dc_get_arg(ARG_INT);
3331 if(Dc_arg_type & ARG_INT){
3332 new_flags = Dc_arg_int;
3335 dc_printf("Interesting flags\nPos : %d\nVelocity : %d\nDesired vel : %d\nOrient : %d\nRotvel : %d\nDesired rotvel %d\n",
3336 1<<0, 1<<7, 1<<8, 1<<1, 1<<9, 1<<10);
3337 } else if(strcmp(Dc_arg, "oo_sort")==0){
3342 dc_printf("Network object sorting ENABLED\n");
3344 dc_printf("Network object sorting DISABLED\n");
3352 // PXO crc checking stuff
3355 void multi_spew_pxo_checksums(int max_files, char *outfile)
3358 char full_name[MAX_FILENAME_LEN+1];
3359 char wild_card[256];
3364 // allocate filename space
3365 file_names = (char**)malloc(sizeof(char*) * max_files);
3366 if(file_names != NULL){
3367 memset(wild_card, 0, 256);
3368 strcpy(wild_card, NOX("*"));
3369 strcat(wild_card, FS_MISSION_FILE_EXT);
3370 count = cf_get_file_list(max_files, file_names, CF_TYPE_MISSIONS, wild_card);
3373 out = fopen(outfile, "wt");
3378 // do all the checksums
3379 for(idx=0; idx<count; idx++){
3380 memset(full_name, 0, MAX_FILENAME_LEN+1);
3381 strcpy(full_name, cf_add_ext(file_names[idx], FS_MISSION_FILE_EXT));
3383 if(cf_chksum_long(full_name, &checksum)){
3384 fprintf(out, "%s : %d\n", full_name, (int)checksum);
3393 DCF(pxospew,"spew PXO 32 bit checksums for all visible mission files")
3397 dc_get_arg(ARG_INT);
3398 if(Dc_arg_type & ARG_INT){
3399 max_files = Dc_arg_int;
3401 dc_get_arg(ARG_STRING);
3402 if(Dc_arg_type & ARG_STRING){
3403 multi_spew_pxo_checksums(max_files, Dc_arg);
3410 // make a bunch of fake players - don't rely on this to be very safe - its mostly used for interface testing
3412 void multi_make_fake_players(int count)
3416 for(idx=0;idx<count;idx++){
3417 if(!MULTI_CONNECTED(Net_players[idx])){
3418 Net_players[idx].player = &Players[idx];
3419 sprintf(Net_players[idx].player->callsign,"Player %d",idx);
3420 Net_players[idx].flags |= NETINFO_FLAG_CONNECTED;
3426 // ---------------------------------------------------------------------------------------------------------------------
3427 // PACK UNPACK STUFF
3431 #pragma optimize("", off)
3434 typedef struct bitbuffer {
3441 void bitbuffer_init( bitbuffer *bitbuf, ubyte *data )
3444 bitbuf->mask = 0x80;
3445 bitbuf->data = data;
3446 bitbuf->org_data = data;
3449 int bitbuffer_write_flush( bitbuffer *bitbuf )
3451 // Flush to next byte
3452 if ( bitbuf->mask != 0x80 ) {
3453 *bitbuf->data++ = (ubyte)bitbuf->rack;
3455 return bitbuf->data-bitbuf->org_data;
3458 int bitbuffer_read_flush( bitbuffer *bitbuf )
3460 return bitbuf->data-bitbuf->org_data;
3463 void bitbuffer_put( bitbuffer *bitbuf, uint data, int bit_count )
3467 mask = 1L << ( bit_count - 1 );
3468 while ( mask != 0) {
3469 if ( mask & data ) {
3470 bitbuf->rack |= bitbuf->mask;
3473 if ( bitbuf->mask == 0 ) {
3474 *bitbuf->data++=(ubyte)bitbuf->rack;
3476 bitbuf->mask = 0x80;
3482 uint bitbuffer_get_unsigned( bitbuffer *bitbuf, int bit_count )
3487 mask = 1L << ( bit_count - 1 );
3490 while ( mask != 0) {
3491 if ( bitbuf->mask == 0x80 ) {
3492 bitbuf->rack = *bitbuf->data++;
3494 if ( bitbuf->rack & bitbuf->mask ) {
3495 return_value |= mask;
3499 if ( bitbuf->mask == 0 ) {
3500 bitbuf->mask = 0x80;
3504 return return_value;
3507 int bitbuffer_get_signed( bitbuffer *bitbuf, int bit_count )
3512 mask = 1L << ( bit_count - 1 );
3515 while ( mask != 0) {
3516 if ( bitbuf->mask == 0x80 ) {
3517 bitbuf->rack = *bitbuf->data++;
3519 if ( bitbuf->rack & bitbuf->mask ) {
3520 return_value |= mask;
3524 if ( bitbuf->mask == 0 ) {
3525 bitbuf->mask = 0x80;
3529 // sign extend return value
3530 return_value <<= (32-bit_count);
3532 return ((int)return_value)>>(32-bit_count);
3537 // Packs/unpacks an object position.
3538 // Returns number of bytes read or written.
3539 // #define OO_POS_RET_SIZE 9
3540 int multi_pack_unpack_position( int write, ubyte *data, vector *pos)
3544 bitbuffer_init(&buf,data);
3551 a = fl2i(pos->xyz.x*105.0f+0.5f);
3552 b = fl2i(pos->xyz.y*105.0f+0.5f);
3553 c = fl2i(pos->xyz.z*105.0f+0.5f);
3554 CAP(a,-8388608,8388607);
3555 CAP(b,-8388608,8388607);
3556 CAP(c,-8388608,8388607);
3558 bitbuffer_put( &buf, (uint)a, 24 );
3559 bitbuffer_put( &buf, (uint)b, 24 );
3560 bitbuffer_put( &buf, (uint)c, 24 );
3563 return bitbuffer_write_flush(&buf);
3568 a = bitbuffer_get_signed(&buf,24);
3569 b = bitbuffer_get_signed(&buf,24);
3570 c = bitbuffer_get_signed(&buf,24);
3572 pos->xyz.x = i2fl(a)/105.0f;
3573 pos->xyz.y = i2fl(b)/105.0f;
3574 pos->xyz.z = i2fl(c)/105.0f;
3576 return bitbuffer_read_flush(&buf);
3580 int degenerate_count = 0;
3581 int non_degenerate_count = 0;
3584 hack = ((ushort)orient->v.fvec.xyz.x * 32767);
3585 memcpy(&hack, &orient->v.fvec.xyz.x, 4);
3586 bitbuffer_put( &buf, hack, 32 );
3587 memcpy(&hack, &orient->v.fvec.xyz.y, 4);
3588 bitbuffer_put( &buf, hack, 32 );
3589 memcpy(&hack, &orient->v.fvec.xyz.z, 4);
3590 bitbuffer_put( &buf, hack, 32 );
3592 memcpy(&hack, &orient->v.uvec.xyz.x, 4);
3593 bitbuffer_put( &buf, hack, 32 );
3594 memcpy(&hack, &orient->v.uvec.xyz.y, 4);
3595 bitbuffer_put( &buf, hack, 32 );
3596 memcpy(&hack, &orient->v.uvec.xyz.z, 4);
3597 bitbuffer_put( &buf, hack, 32 );
3599 memcpy(&hack, &orient->v.rvec.xyz.x, 4);
3600 bitbuffer_put( &buf, hack, 32 );
3601 memcpy(&hack, &orient->v.rvec.xyz.y, 4);
3602 bitbuffer_put( &buf, hack, 32 );
3603 memcpy(&hack, &orient->v.rvec.xyz.z, 4);
3604 bitbuffer_put( &buf, hack, 32 );*/
3607 hack = bitbuffer_get_unsigned(&buf, 32);
3608 memcpy(&orient->v.fvec.xyz.x, &hack, 4);
3609 hack = bitbuffer_get_unsigned(&buf, 32);
3610 memcpy(&orient->v.fvec.xyz.y, &hack, 4);
3611 hack = bitbuffer_get_unsigned(&buf, 32);
3612 memcpy(&orient->v.fvec.xyz.z, &hack, 4);
3614 hack = bitbuffer_get_unsigned(&buf, 32);
3615 memcpy(&orient->v.uvec.xyz.x, &hack, 4);
3616 hack = bitbuffer_get_unsigned(&buf, 32);
3617 memcpy(&orient->v.uvec.xyz.y, &hack, 4);
3618 hack = bitbuffer_get_unsigned(&buf, 32);
3619 memcpy(&orient->v.uvec.xyz.z, &hack, 4);
3621 hack = bitbuffer_get_unsigned(&buf, 32);
3622 memcpy(&orient->v.rvec.xyz.x, &hack, 4);
3623 hack = bitbuffer_get_unsigned(&buf, 32);
3624 memcpy(&orient->v.rvec.xyz.y, &hack, 4);
3625 hack = bitbuffer_get_unsigned(&buf, 32);
3626 memcpy(&orient->v.rvec.xyz.z, &hack, 4);*/
3628 // Packs/unpacks an orientation matrix.
3629 // Returns number of bytes read or written.
3630 // #define OO_ORIENT_RET_SIZE 6
3631 int multi_pack_unpack_orient( int write, ubyte *data, matrix *orient)
3635 bitbuffer_init(&buf, data + 1);
3643 #define D_SCALE 32768.0f
3644 #define D_MAX_RANGE 32767
3645 #define D_MIN_RANGE -32768
3647 #define N_SCALE 2048.0f
3648 #define N_MAX_RANGE 2047
3649 #define N_MIN_RANGE -2048
3652 // degenerate case - send the whole orient matrix
3653 vm_extract_angles_matrix(&ang, orient);
3654 if((ang.h > 3.130) && (ang.h < 3.150)){
3660 a = fl2i(orient->v.fvec.xyz.x * D_SCALE);
3661 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3662 bitbuffer_put( &buf, a, 16 );
3663 a = fl2i(orient->v.fvec.xyz.y * D_SCALE);
3664 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3665 bitbuffer_put( &buf, a, 16 );
3666 a = fl2i(orient->v.fvec.xyz.z * D_SCALE);
3667 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3668 bitbuffer_put( &buf, a, 16 );
3670 a = fl2i(orient->v.uvec.xyz.x * D_SCALE);
3671 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3672 bitbuffer_put( &buf, a, 16 );
3673 a = fl2i(orient->v.uvec.xyz.y * D_SCALE);
3674 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3675 bitbuffer_put( &buf, a, 16 );
3676 a = fl2i(orient->v.uvec.xyz.z * D_SCALE);
3677 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3678 bitbuffer_put( &buf, a, 16 );
3680 a = fl2i(orient->v.rvec.xyz.x * D_SCALE);
3681 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3682 bitbuffer_put( &buf, a, 16 );
3683 a = fl2i(orient->v.rvec.xyz.y * D_SCALE);
3684 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3685 bitbuffer_put( &buf, a, 16 );
3686 a = fl2i(orient->v.rvec.xyz.z * D_SCALE);
3687 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3688 bitbuffer_put( &buf, a, 16 );
3690 non_degenerate_count++;
3692 vm_matrix_to_rot_axis_and_angle(orient, &theta, &rot_axis);
3693 // Have theta, which is an angle between 0 and PI.
3694 // Convert it to be between -1.0f and 1.0f
3695 theta = theta*2.0f/PI-1.0f;
3698 a = fl2i(rot_axis.xyz.x*N_SCALE);
3699 b = fl2i(rot_axis.xyz.y*N_SCALE);
3700 c = fl2i(rot_axis.xyz.z*N_SCALE);
3701 d = fl2i(theta*N_SCALE);
3703 CAP(a, N_MIN_RANGE, N_MAX_RANGE);
3704 CAP(b, N_MIN_RANGE, N_MAX_RANGE);
3705 CAP(c, N_MIN_RANGE, N_MAX_RANGE);
3706 CAP(d, N_MIN_RANGE, N_MAX_RANGE);
3708 bitbuffer_put( &buf, (uint)a, 12 );
3709 bitbuffer_put( &buf, (uint)b, 12 );
3710 bitbuffer_put( &buf, (uint)c, 12 );
3711 bitbuffer_put( &buf, (uint)d, 12 );
3714 // flag for degenerate case
3717 return bitbuffer_write_flush(&buf) + 1;
3723 a = bitbuffer_get_signed(&buf, 16);
3724 orient->v.fvec.xyz.x = i2fl(a) / D_SCALE;
3725 a = bitbuffer_get_signed(&buf, 16);
3726 orient->v.fvec.xyz.y = i2fl(a) / D_SCALE;
3727 a = bitbuffer_get_signed(&buf, 16);
3728 orient->v.fvec.xyz.z = i2fl(a) / D_SCALE;
3730 a = bitbuffer_get_signed(&buf, 16);
3731 orient->v.uvec.xyz.x = i2fl(a) / D_SCALE;
3732 a = bitbuffer_get_signed(&buf, 16);
3733 orient->v.uvec.xyz.y = i2fl(a) / D_SCALE;
3734 a = bitbuffer_get_signed(&buf, 16);
3735 orient->v.uvec.xyz.z = i2fl(a) / D_SCALE;
3737 a = bitbuffer_get_signed(&buf, 16);
3738 orient->v.rvec.xyz.x = i2fl(a) / D_SCALE;
3739 a = bitbuffer_get_signed(&buf, 16);
3740 orient->v.rvec.xyz.y = i2fl(a) / D_SCALE;
3741 a = bitbuffer_get_signed(&buf, 16);
3742 orient->v.rvec.xyz.z = i2fl(a) / D_SCALE;
3744 a = bitbuffer_get_signed(&buf,12);
3745 b = bitbuffer_get_signed(&buf,12);
3746 c = bitbuffer_get_signed(&buf,12);
3747 d = bitbuffer_get_signed(&buf,12);
3750 rot_axis.xyz.x = i2fl(a)/N_SCALE;
3751 rot_axis.xyz.y = i2fl(b)/N_SCALE;
3752 rot_axis.xyz.z = i2fl(c)/N_SCALE;
3753 theta = i2fl(d)/N_SCALE;
3755 // Convert theta back to range 0-PI
3756 theta = (theta+1.0f)*PI/2.0f;
3758 vm_quaternion_rotate(orient, theta, &rot_axis);
3760 vm_orthogonalize_matrix(orient);
3763 return bitbuffer_read_flush(&buf) + 1;
3768 // Packs/unpacks an orientation matrix.
3769 // Returns number of bytes read or written.
3770 // #define OO_ORIENT_RET_SIZE 6
3772 int multi_pack_unpack_orient( int write, ubyte *data, matrix *orient)
3776 bitbuffer_init(&buf,data);
3784 // if our heading is 3.14 radians
3786 //vm_extract_angles_matrix(&a, orient);
3787 //if((ang.h > 3.1300) && (ang.h < 3.1500)){
3790 util_matrix_to_rot_axis_and_angle(orient, &theta, &rot_axis);
3791 // Have theta, which is an angle between 0 and PI.
3792 // Convert it to be between -1.0f and 1.0f
3793 theta = theta*2.0f/PI-1.0f;
3795 #define SCALE 2048.0f
3797 #define MAX_RANGE 2047
3798 #define MIN_RANGE -2048
3801 a = fl2i(rot_axis.xyz.x*SCALE);
3802 b = fl2i(rot_axis.xyz.y*SCALE);
3803 c = fl2i(rot_axis.xyz.z*SCALE);
3804 d = fl2i(theta*SCALE);
3806 CAP(a,MIN_RANGE,MAX_RANGE);
3807 CAP(b,MIN_RANGE,MAX_RANGE);
3808 CAP(c,MIN_RANGE,MAX_RANGE);
3809 CAP(d,MIN_RANGE,MAX_RANGE);
3812 bitbuffer_put( &buf, (uint)a, 12 );
3813 bitbuffer_put( &buf, (uint)b, 12 );
3814 bitbuffer_put( &buf, (uint)c, 12 );
3815 bitbuffer_put( &buf, (uint)d, 12 );
3817 return bitbuffer_write_flush(&buf);
3821 a = bitbuffer_get_signed(&buf,12);
3822 b = bitbuffer_get_signed(&buf,12);
3823 c = bitbuffer_get_signed(&buf,12);
3824 d = bitbuffer_get_signed(&buf,12);
3827 rot_axis.xyz.x = i2fl(a)/SCALE;
3828 rot_axis.xyz.y = i2fl(b)/SCALE;
3829 rot_axis.xyz.z = i2fl(c)/SCALE;
3830 theta = i2fl(d)/SCALE;
3832 // Convert theta back to range 0-PI
3833 theta = (theta+1.0f)*PI/2.0f;
3835 vm_quaternion_rotate(orient, theta, &rot_axis);
3837 vm_orthogonalize_matrix(orient);
3839 return bitbuffer_read_flush(&buf);
3844 // Packs/unpacks velocity
3845 // Returns number of bytes read or written.
3846 // #define OO_VEL_RET_SIZE 4
3847 int multi_pack_unpack_vel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi)
3851 bitbuffer_init(&buf,data);
3858 r = vm_vec_dot( &orient->v.rvec, &pi->vel );
3859 u = vm_vec_dot( &orient->v.uvec, &pi->vel );
3860 f = vm_vec_dot( &orient->v.fvec, &pi->vel );
3868 bitbuffer_put( &buf, (uint)a, 10 );
3869 bitbuffer_put( &buf, (uint)b, 10 );
3870 bitbuffer_put( &buf, (uint)c, 10 );
3872 return bitbuffer_write_flush(&buf);
3876 a = bitbuffer_get_signed(&buf,10);
3877 b = bitbuffer_get_signed(&buf,10);
3878 c = bitbuffer_get_signed(&buf,10);
3883 // Convert into world coordinates
3884 vm_vec_zero(&pi->vel);
3885 vm_vec_scale_add2( &pi->vel, &orient->v.rvec, r );
3886 vm_vec_scale_add2( &pi->vel, &orient->v.uvec, u );
3887 vm_vec_scale_add2( &pi->vel, &orient->v.fvec, f );
3889 return bitbuffer_read_flush(&buf);
3893 // Packs/unpacks desired_velocity
3894 // Returns number of bytes read or written.
3895 // #define OO_DESIRED_VEL_RET_SIZE 3
3896 int multi_pack_unpack_desired_vel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi, ship_info *sip)
3900 bitbuffer_init(&buf,data);
3907 max_vel.xyz.x = max( sip->max_vel.xyz.x, sip->afterburner_max_vel.xyz.x );
3908 max_vel.xyz.y = max( sip->max_vel.xyz.y, sip->afterburner_max_vel.xyz.y );
3909 max_vel.xyz.z = max( sip->max_vel.xyz.z, sip->afterburner_max_vel.xyz.z );
3912 // Find desired vel in local coordinates
3913 // Velocity can be from -1024 to 1024
3915 // bitfields for each value
3916 if(max_vel.xyz.x > 0.0f){
3919 if(max_vel.xyz.y > 0.0f){
3922 if(max_vel.xyz.z > 0.0f){
3925 // fields = sip - Ship_info;
3926 bitbuffer_put(&buf, (uint)fields, 8);
3928 r = vm_vec_dot( &orient->v.rvec, &pi->desired_vel );
3929 u = vm_vec_dot( &orient->v.uvec, &pi->desired_vel );
3930 f = vm_vec_dot( &orient->v.fvec, &pi->desired_vel );
3932 if ( max_vel.xyz.x > 0.0f ) {
3933 r = r / max_vel.xyz.x;
3934 a = fl2i( r * 128.0f );
3936 bitbuffer_put( &buf, (uint)a, 8 );
3939 if ( max_vel.xyz.y > 0.0f ) {
3940 u = u / max_vel.xyz.y;
3941 a = fl2i( u * 128.0f );
3943 bitbuffer_put( &buf, (uint)a, 8 );
3946 if ( max_vel.xyz.z > 0.0f ) {
3947 f = f / max_vel.xyz.z;
3948 a = fl2i( f * 128.0f );
3950 bitbuffer_put( &buf, (uint)a, 8 );
3953 return bitbuffer_write_flush(&buf);
3956 // Find desired vel in local coordinates
3957 // Velocity can be from -1024 to 1024
3959 // get the fields bitbuffer
3960 fields = bitbuffer_get_signed(&buf, 8);
3962 if ( fields & (1<<0) ) {
3963 a = bitbuffer_get_signed(&buf,8);
3969 if ( fields & (1<<1) ) {
3970 a = bitbuffer_get_signed(&buf,8);
3976 if ( fields & (1<<2) ) {
3977 a = bitbuffer_get_signed(&buf,8);
3983 // Convert into world coordinates
3984 vm_vec_zero(&pi->vel);
3985 vm_vec_scale_add2( &pi->desired_vel, &orient->v.rvec, r*max_vel.xyz.x );
3986 vm_vec_scale_add2( &pi->desired_vel, &orient->v.uvec, u*max_vel.xyz.y );
3987 vm_vec_scale_add2( &pi->desired_vel, &orient->v.fvec, f*max_vel.xyz.z );
3989 return bitbuffer_read_flush(&buf);
3993 // Packs/unpacks rotational velocity
3994 // Returns number of bytes read or written.
3995 // #define OO_ROTVEL_RET_SIZE 4
3996 int multi_pack_unpack_rotvel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi)
4000 bitbuffer_init(&buf,data);
4005 // output rotational velocity
4006 a = fl2i(pi->rotvel.xyz.x*32.0f);
4007 b = fl2i(pi->rotvel.xyz.y*32.0f);
4008 c = fl2i(pi->rotvel.xyz.z*32.0f);
4012 bitbuffer_put( &buf, (uint)a, 10 );
4013 bitbuffer_put( &buf, (uint)b, 10 );
4014 bitbuffer_put( &buf, (uint)c, 10 );
4017 return bitbuffer_write_flush(&buf);
4021 // unpack rotational velocity
4022 a = bitbuffer_get_signed(&buf,10);
4023 b = bitbuffer_get_signed(&buf,10);
4024 c = bitbuffer_get_signed(&buf,10);
4025 pi->rotvel.xyz.x = i2fl(a)/32.0f;
4026 pi->rotvel.xyz.y = i2fl(b)/32.0f;
4027 pi->rotvel.xyz.z = i2fl(c)/32.0f;
4029 return bitbuffer_read_flush(&buf);
4033 // Packs/unpacks desired rotvel
4034 // Returns number of bytes read or written.
4035 // #define OO_DESIRED_ROTVEL_RET_SIZE 3
4036 int multi_pack_unpack_desired_rotvel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi, ship_info *sip)
4041 bitbuffer_init(&buf,data);
4047 // use ship_info values for max_rotvel instead of taking it from physics info
4049 // bitfields for each value
4050 if(sip->max_rotvel.xyz.x > 0.0f){
4053 if(sip->max_rotvel.xyz.y > 0.0f){
4056 if(sip->max_rotvel.xyz.z > 0.0f){
4060 bitbuffer_put(&buf, (uint)fields, 8);
4062 // output desired rotational velocity as a percent of max
4063 if ( sip->max_rotvel.xyz.x > 0.0f ) {
4064 a = fl2i( pi->desired_rotvel.xyz.x*128.0f / sip->max_rotvel.xyz.x );
4066 bitbuffer_put( &buf, (uint)a, 8 );
4069 if ( sip->max_rotvel.xyz.y > 0.0f ) {
4070 a = fl2i( pi->desired_rotvel.xyz.y*128.0f / sip->max_rotvel.xyz.y );
4072 bitbuffer_put( &buf, (uint)a, 8 );
4075 if ( sip->max_rotvel.xyz.z > 0.0f ) {
4076 a = fl2i( pi->desired_rotvel.xyz.z*128.0f / sip->max_rotvel.xyz.z );
4078 bitbuffer_put( &buf, (uint)a, 8 );
4081 return bitbuffer_write_flush(&buf);
4083 fields = bitbuffer_get_signed(&buf, 8);
4085 // unpack desired rotational velocity
4086 if ( fields & (1<<0) ) {
4087 a = bitbuffer_get_signed(&buf,8);
4092 if ( fields & (1<<1) ) {
4093 a = bitbuffer_get_signed(&buf,8);
4098 if ( fields & (1<<2) ) {
4099 a = bitbuffer_get_signed(&buf,8);
4104 pi->desired_rotvel.xyz.x = r*sip->max_rotvel.xyz.x;
4105 pi->desired_rotvel.xyz.y = u*sip->max_rotvel.xyz.y;
4106 pi->desired_rotvel.xyz.z = f*sip->max_rotvel.xyz.z;
4108 return bitbuffer_read_flush(&buf);
4113 #pragma optimize("", on)