2 * $Logfile: /Freespace2/code/Network/MultiUtil.cpp $
7 * C file that contains misc. functions to support multiplayer
10 * Revision 1.5 2002/06/02 04:26:34 relnev
13 * Revision 1.4 2002/05/27 00:40:47 theoddone33
14 * Fix net_addr vs net_addr_t
16 * Revision 1.3 2002/05/26 20:49:54 theoddone33
19 * Revision 1.2 2002/05/07 03:16:47 theoddone33
20 * The Great Newline Fix
22 * Revision 1.1.1.1 2002/05/03 03:28:10 root
26 * 47 9/15/99 1:45a Dave
27 * Don't init joystick on standalone. Fixed campaign mode on standalone.
28 * Fixed no-score-report problem in TvT
30 * 46 9/09/99 8:53p Dave
31 * Fixed multiplayer degenerate orientation case problem. Make sure warp
32 * effect never goes lower than LOD 1.
34 * 45 8/24/99 1:50a Dave
35 * Fixed client-side afterburner stuttering. Added checkbox for no version
36 * checking on PXO join. Made button info passing more friendly between
39 * 44 8/23/99 10:30a Dave
40 * Make sure a kill limit of 0 really means "no kill limit"
42 * 43 8/22/99 5:53p Dave
43 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
44 * instead of ship designations for multiplayer players.
46 * 42 8/22/99 1:19p Dave
47 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
48 * which d3d cards are detected.
50 * 41 8/19/99 10:59a Dave
51 * Packet loss detection.
53 * 40 8/06/99 2:44a Dave
54 * Make sure dead players who leave respawn AI.
56 * 39 8/06/99 12:29a Dave
59 * 38 8/03/99 11:02p Dave
60 * Maybe fixed sync problems in multiplayer.
62 * 37 7/30/99 7:01p Dave
63 * Dogfight escort gauge. Fixed up laser rendering in Glide.
65 * 36 7/26/99 5:50p Dave
66 * Revised ingame join. Better? We'll see....
68 * 35 7/15/99 9:20a Andsager
69 * FS2_DEMO initial checkin
71 * 34 7/08/99 10:53a Dave
72 * New multiplayer interpolation scheme. Not 100% done yet, but still
73 * better than the old way.
75 * 33 6/25/99 5:04p Jasenw
76 * Added some debug line stuff.
78 * 32 6/16/99 4:06p Dave
79 * New pilot info popup. Added new draw-bitmap-as-poly function.
81 * 31 5/18/99 11:50a Andsager
82 * Remove unused object type OBJ_GHOST_SAVE
84 * 30 5/04/99 5:20p Dave
85 * Fixed up multiplayer join screen and host options screen. Should both
88 * 29 5/03/99 8:33p Dave
89 * New version of multi host options screen.
91 * 28 4/27/99 12:16a Dave
92 * Fixed beam weapon muzzle glow problem. Fixed premature timeout on the
93 * pxo server list screen. Fixed secondary firing for hosts on a
94 * standalone. Fixed wacky multiplayer weapon "shuddering" problem.
96 * 27 4/25/99 7:43p Dave
97 * Misc small bug fixes. Made sun draw properly.
99 * 26 4/25/99 3:02p Dave
100 * Build defines for the E3 build.
102 * 25 4/09/99 2:21p Dave
103 * Multiplayer beta stuff. CD checking.
105 * 24 4/08/99 2:10a Dave
106 * Numerous bug fixes for the beta. Added builtin mission info for the
109 * 23 3/10/99 6:50p Dave
110 * Changed the way we buffer packets for all clients. Optimized turret
111 * fired packets. Did some weapon firing optimizations.
113 * 22 3/09/99 6:24p Dave
114 * More work on object update revamping. Identified several sources of
115 * unnecessary bandwidth.
117 * 21 3/08/99 7:03p Dave
118 * First run of new object update system. Looks very promising.
120 * 20 3/01/99 10:00a Dave
121 * Fxied several dogfight related stats bugs.
123 * 19 2/24/99 2:25p Dave
124 * Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn
125 * bug for dogfight more.
127 * 18 2/23/99 2:29p Dave
128 * First run of oldschool dogfight mode.
130 * 17 2/12/99 6:16p Dave
131 * Pre-mission Squad War code is 95% done.
133 * 16 2/11/99 3:08p Dave
134 * PXO refresh button. Very preliminary squad war support.
136 * 15 2/08/99 5:07p Dave
137 * FS2 chat server support. FS2 specific validated missions.
139 * 14 1/30/99 1:29a Dave
140 * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
141 * screen. Fixed beam weapon death messages.
143 * 13 1/14/99 6:06p Dave
144 * 100% full squad logo support for single player and multiplayer.
146 * 12 1/12/99 4:07a Dave
147 * Put in barracks code support for selecting squad logos. Properly
148 * distribute squad logos in a multiplayer game.
150 * 11 12/14/98 4:01p Dave
151 * Got multi_data stuff working well with new xfer stuff.
153 * 10 12/14/98 12:13p Dave
154 * Spiffed up xfer system a bit. Put in support for squad logo file xfer.
157 * 9 11/19/98 4:19p Dave
158 * Put IPX sockets back in psnet. Consolidated all multiplayer config
161 * 8 11/19/98 8:04a Dave
162 * Full support for D3-style reliable sockets. Revamped packet lag/loss
163 * system, made it receiver side and at the lowest possible level.
165 * 7 11/17/98 11:12a Dave
166 * Removed player identification by address. Now assign explicit id #'s.
168 * 6 11/05/98 5:55p Dave
169 * Big pass at reducing #includes
171 * 5 10/13/98 9:29a Dave
172 * Started neatening up freespace.h. Many variables renamed and
173 * reorganized. Added AlphaColors.[h,cpp]
175 * 4 10/09/98 2:57p Dave
176 * Starting splitting up OS stuff.
178 * 3 10/07/98 6:27p Dave
179 * Globalized mission and campaign file extensions. Removed Silent Threat
180 * special code. Moved \cache \players and \multidata into the \data
183 * 2 10/07/98 10:53a Dave
186 * 1 10/07/98 10:50a Dave
188 * 283 9/28/98 1:54p Dave
189 * Make sure French and German don't xfer builtin files they don't have
192 * 282 9/28/98 1:41p Dave
193 * Properly detect "builtin" missions.
195 * 281 9/21/98 11:46p Dave
196 * Flag mission disk players in the right spot.
198 * 280 9/15/98 7:24p Dave
199 * Minor UI changes. Localized bunch of new text.
207 #include <sys/types.h>
208 #include <sys/socket.h>
209 #include <netinet/in.h>
210 #include <arpa/inet.h>
214 #include "multiutil.h"
215 #include "multimsgs.h"
217 #include "linklist.h"
218 #include "gamesequence.h"
219 #include "hudmessage.h"
220 #include "freespace.h"
228 #include "missionparse.h"
229 #include "missionshipchoice.h"
230 #include "missionscreencommon.h"
231 #include "missionweaponchoice.h"
232 #include "multi_xfer.h"
233 #include "stand_gui.h"
236 #include "managepilot.h"
237 #include "multiteamselect.h"
239 #include "missiondebrief.h"
240 #include "observer.h"
241 #include "missionmessage.h"
242 #include "multilag.h"
244 #include "popupdead.h"
245 #include "hudconfig.h"
247 #include "optionsmenu.h"
248 #include "missionhotkey.h"
249 #include "missiongoals.h"
250 #include "afterburner.h"
252 #include "multi_kick.h"
253 #include "multi_data.h"
254 #include "multi_voice.h"
255 #include "multi_ping.h"
256 #include "multi_team.h"
257 #include "multi_respawn.h"
258 #include "multi_ingame.h"
259 #include "multi_observer.h"
260 #include "multi_pinfo.h"
261 #include "multi_endgame.h"
262 #include "multi_pmsg.h"
263 #include "multi_pause.h"
264 #include "multi_obj.h"
265 #include "multi_log.h"
266 #include "multi_rate.h"
267 #include "osregistry.h"
268 #include "hudescort.h"
270 extern int MSG_WINDOW_X_START; // used to position multiplayer text messages
271 extern int MSG_WINDOW_Y_START;
272 extern int MSG_WINDOW_HEIGHT;
274 extern int ascii_table[];
275 extern int shifted_ascii_table[];
277 // if a client doesn't receive an update for an object after this many seconds, query server
278 // as to the objects status.
279 #define MULTI_CLIENT_OBJ_TIMEOUT 10
280 #define MAX_SHIPS_PER_QUERY 10
283 // this function assignes the given object with the given signature. If the signature is 0, then we choose
284 // the next signature number from the correct pool. I thought that it might be desireable
285 // to not always have to take the next signature on the list. what_kind is used to assign either a
286 // permanent or non-permanent signature to an object. permanent signatures are used for ships, non_permanent
287 // signatures are used for everything else.
288 ushort multi_assign_network_signature( int what_kind )
292 // do limit checking on the permanent and non_permanent signatures. Ships are considered "permanent"
293 // as are debris and asteroids since they don't die very often. It would be vary rare for this
294 // value (the permanent signature) to wrap. For now, this condition is an error condition
295 if ( what_kind == MULTI_SIG_SHIP ) {
296 if ( Next_ship_signature == 0 ){
297 Next_ship_signature = SHIP_SIG_MIN;
300 sig = Next_ship_signature++;
302 if ( Next_ship_signature == SHIP_SIG_MAX ) {
303 Int3(); // get Allender -- signature stuff wrapped.
304 Next_ship_signature = SHIP_SIG_MIN;
307 // signature stuff for asteroids.
308 } else if ( what_kind == MULTI_SIG_ASTEROID ) {
309 if ( Next_asteroid_signature == 0 ){
310 Next_asteroid_signature = ASTEROID_SIG_MIN;
313 sig = Next_asteroid_signature++;
314 if ( Next_asteroid_signature == ASTEROID_SIG_MAX ) {
315 Int3(); // get Allender -- signature stuff wrapped.
316 Next_asteroid_signature = ASTEROID_SIG_MIN;
319 // signatures for debris
320 } else if ( what_kind == MULTI_SIG_DEBRIS ) {
321 if ( Next_debris_signature == 0 ){
322 Next_debris_signature = DEBRIS_SIG_MIN;
325 sig = Next_debris_signature++;
326 if ( Next_debris_signature == DEBRIS_SIG_MAX ) {
327 Int3(); // get Allender -- signature stuff wrapped.
328 Next_debris_signature = DEBRIS_SIG_MIN;
331 // signature stuff for weapons and other expendable things.
332 } else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
333 if ( Next_non_perm_signature == 0 ){
334 Next_non_perm_signature = NPERM_SIG_MIN;
337 sig = Next_non_perm_signature++;
338 if ( Next_non_perm_signature == NPERM_SIG_MAX ){
339 Next_non_perm_signature = NPERM_SIG_MIN;
342 Int3(); // get allender - Illegal signature type requested
349 // this function returns the next network signature that will be used for a newly created object
350 // what_kind parameter tells us what kind of signature to get -- permanent or non-permanent
351 ushort multi_get_next_network_signature( int what_kind )
353 if ( what_kind == MULTI_SIG_SHIP ) {
354 if ( Next_ship_signature == 0 )
355 Next_ship_signature = SHIP_SIG_MIN;
356 return Next_ship_signature;
358 } else if ( what_kind == MULTI_SIG_DEBRIS ) {
359 if ( Next_debris_signature == 0 )
360 Next_debris_signature = DEBRIS_SIG_MIN;
361 return Next_debris_signature;
363 } else if ( what_kind == MULTI_SIG_ASTEROID ) {
364 if ( Next_asteroid_signature == 0 )
365 Next_asteroid_signature = ASTEROID_SIG_MIN;
366 return Next_asteroid_signature;
368 } else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
369 if ( Next_non_perm_signature == 0 )
370 Next_non_perm_signature = NPERM_SIG_MIN;
371 return Next_non_perm_signature;
374 Int3(); // get allender
379 // this routine sets the network signature to the given value. Should be called from client only
380 // and is used mainly for firing weapons. what_kind tells us permanent or non-permanent signature
381 void multi_set_network_signature( ushort signature, int what_kind )
383 Assert( signature != 0 );
385 if ( what_kind == MULTI_SIG_SHIP ) {
386 Assert( (signature >= SHIP_SIG_MIN) && (signature <= SHIP_SIG_MAX) );
387 Next_ship_signature = signature;
388 } else if ( what_kind == MULTI_SIG_DEBRIS ) {
389 Assert( (signature >= DEBRIS_SIG_MIN) && (signature <= DEBRIS_SIG_MAX) );
390 Next_debris_signature = signature;
391 } else if ( what_kind == MULTI_SIG_ASTEROID ) {
392 Assert( (signature >= ASTEROID_SIG_MIN) && (signature <= ASTEROID_SIG_MAX) );
393 Next_asteroid_signature = signature;
394 } else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
395 Assert( (signature >= NPERM_SIG_MIN) && (signature <= NPERM_SIG_MAX) );
396 Next_non_perm_signature = signature;
398 Int3(); // get Allender
401 // multi_get_network_object() takes a net_signature and tries to locate the object in the object list
402 // with that network signature. Returns NULL if the object cannot be found
403 object *multi_get_network_object( ushort net_signature )
407 if ( net_signature == 0 )
410 if(GET_FIRST(&obj_used_list) == NULL)
413 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) )
414 if ( objp->net_signature == net_signature )
417 // if not found on used list, check create list
418 if ( objp == END_OF_LIST(&obj_used_list) ) {
419 for ( objp = GET_FIRST(&obj_create_list); objp != END_OF_LIST(&obj_create_list); objp = GET_NEXT(objp) )
420 if ( objp->net_signature == net_signature )
423 if ( objp == END_OF_LIST(&obj_create_list) )
431 // -------------------------------------------------------------------------------------------------
432 // multi_random_death_word() will return a word from the below list at random.
434 // Note: Keep words grouped into sections of 10
436 #define NUM_DEATH_WORDS 40
438 char *multi_random_death_word()
442 index = rand() % NUM_DEATH_WORDS;
445 return XSTR("zapped",853);
447 return XSTR("caulked",854);
449 return XSTR("killed",855);
451 return XSTR("waxed",856);
453 return XSTR("popped",857);
455 return XSTR("murdered",858);
457 return XSTR("bludgeoned",859);
459 return XSTR("destroyed",860);
461 return XSTR("iced",861);
463 return XSTR("obliterated",862);
465 return XSTR("toasted",863);
467 return XSTR("roasted",864);
469 return XSTR("turned into anti-matter",865);
471 return XSTR("killed like a pig",866);
473 return XSTR("taught a lesson",867);
475 return XSTR("slaughtered with impunity",868);
477 return XSTR("spanked like a naughty boy",869);
479 return XSTR("skunked",870);
481 return XSTR("beat senseless",871);
483 return XSTR("shot up",872);
485 return XSTR("spaced",873);
487 return XSTR("hosed",874);
489 return XSTR("capped",875);
491 return XSTR("beat down",876);
493 return XSTR("hit wit da shizzo",877);
495 return XSTR("sk00led",878);
497 return XSTR("whooped up",879);
499 return XSTR("brought to the all-you-can-take whoop ass buffet",880);
501 return XSTR("served up a whoop ass sandwich...hold the mercy",881);
503 return XSTR("gibbed by Kayser Sozay's rocket",882);
505 return XSTR("shot down",883);
507 return XSTR("given early retirement",884);
509 return XSTR("instructed",885);
511 return XSTR("eviscerated",886);
513 return XSTR("pummelled",887);
515 return XSTR("eradicated",888);
517 return XSTR("cleansed",889);
519 return XSTR("perforated",890);
521 return XSTR("canned",891);
523 return XSTR("decompressed",892);
529 // -------------------------------------------------------------------------------------------------
530 // multi_random_chat_start() will return a word from the below list at random.
534 #define NUM_CHAT_START_WORDS 8
535 #define MAX_CHAT_PHRASE_LEN 25 // be careful not to exceed (or update if exceeded)
537 char *multi_random_chat_start()
541 index = rand() % NUM_CHAT_START_WORDS;
544 return XSTR("says",893);
546 return XSTR("bleats",894);
548 return XSTR("opines",895);
550 return XSTR("postulates",896);
552 return XSTR("declares",897);
554 return XSTR("vomits out",898);
556 return XSTR("whines",899);
558 return XSTR("barks",900);
564 // -------------------------------------------------------------------------------------------------
565 // multi_ship_class_lookup() will return the Ship_info[] index for the ship specified as a
570 int multi_ship_class_lookup(char* ship_name)
572 int i, player_ship_class;
574 // find the ship_info index for the ship_name
576 player_ship_class = -1;
577 for (i = 0; i < Num_ship_types; i++) {
578 if ( !stricmp(Ship_info[i].name, ship_name) ) {
579 player_ship_class = i;
584 if (i == Num_ship_types){
588 return player_ship_class;
591 // -------------------------------------------------------------------------------------------------
592 // find_player() is called when a packet arrives, and we need to know which net player to update.
593 // The matching is done based on the address and port. Port checking is done in case multiple
594 // instances of FreeSpace are running on the same box.
598 int find_player( net_addr_t* addr )
602 for (i = 0; i < MAX_PLAYERS; i++ ) {
603 if ( !MULTI_CONNECTED(Net_players[i])){
606 if ( psnet_same( addr, &(Net_players[i].p_info.addr)) ){
614 // so that we can lookup on the admin port transparently
615 int find_player_no_port(net_addr_t *addr)
620 for (i = 0; i < MAX_PLAYERS; i++ ) {
621 if ( !MULTI_CONNECTED(Net_players[i])){
624 if(addr->type == NET_IPX){
629 if ( memcmp(&addr->addr,&Net_players[i].p_info.addr.addr,len)== 0){
637 int find_player_id(short player_id)
640 for (i = 0; i < MAX_PLAYERS; i++ ) {
641 if ( !MULTI_CONNECTED(Net_players[i])){
644 if(player_id == Net_players[i].player_id){
649 // couldn't find the player
653 // note this is only valid to do on a server!
654 int find_player_socket(PSNET_SOCKET_RELIABLE sock)
657 for (i = 0; i < MAX_PLAYERS; i++ ) {
658 if ( !MULTI_CONNECTED(Net_players[i])){
661 if(sock == Net_players[i].reliable_socket){
666 // couldn't find the player
670 // multi_find_player_by_object returns a player num (reference by Net_players[x]) when given a object *.
671 // used to find netplayers in game when only the object is known
672 int multi_find_player_by_object( object *objp )
676 objnum = OBJ_INDEX(objp);
677 for (i = 0; i < MAX_PLAYERS; i++ ) {
678 if ( !MULTI_CONNECTED(Net_players[i])){
681 if ( objnum == Net_players[i].player->objnum ){
686 // return -1 if the object is not found -- this is a bad situation, but we will handle it in higher
691 // returns a player num based upon player object signature
692 int multi_find_player_by_signature( int signature )
696 for(idx=0;idx<MAX_PLAYERS;idx++){
697 // compare against each player's object signature
698 if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].player->objnum].signature == signature)){
704 // didn't find the player
708 // returns a player num based upon object net signature
709 int multi_find_player_by_net_signature(ushort net_signature)
713 for(idx=0;idx<MAX_PLAYERS;idx++){
714 // compare against each player's object signature
715 if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].player->objnum].net_signature == net_signature)){
721 // didn't find the player
725 int multi_find_player_by_ship_name(char *ship_name)
730 if(ship_name == NULL){
734 for(idx=0; idx<MAX_PLAYERS; idx++){
735 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) &&
736 (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) ){
741 // didn't find the player
745 int multi_get_player_ship(int np_index)
748 if((np_index < 0) || (np_index >= MAX_PLAYERS)){
753 if(MULTI_CONNECTED(Net_players[np_index]) && !MULTI_OBSERVER(Net_players[np_index]) && !MULTI_STANDALONE(Net_players[np_index]) &&
754 (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) &&
755 (Objects[Net_players[np_index].player->objnum].instance >= 0) && (Objects[Net_players[np_index].player->objnum].instance < MAX_SHIPS) ){
757 return Objects[Net_players[np_index].player->objnum].instance;
764 // find_open_netplayer_slot() attempts to find a free slot in the Net_players structure for a new player.
765 // it returns -1 if there is no new slot, and the slot number if one is found
766 // NOTE : this attempts to preserve a player object as long as possible for him to come back to
767 int multi_find_open_netplayer_slot()
773 for (i = 0; i < MAX_PLAYERS; i++)
774 if ( !MULTI_CONNECTED(Net_players[i]) ){
775 if(found_first == -1) {
781 if(i == MAX_PLAYERS){
782 if(found_first == -1)
791 // find_open_player_slot() attempts to find an open player array slot. The 0th element of the array
792 // should always be taken by the console player's pilot. All other slots are up for grab though.
793 int multi_find_open_player_slot()
797 for (i = 0; i < MAX_PLAYERS; i++)
798 if ( !(Players[i].flags & PLAYER_FLAGS_STRUCTURE_IN_USE) )
801 if ( i == MAX_PLAYERS )
807 // stuff_netplayer_info stuffs information into the given Net_player structure. It is called when
808 // a new person is entering the game. The state of the Net_player is set to it's basic starting
810 void stuff_netplayer_info( net_player *nplayer, net_addr_t *addr, int ship_class, player *pplayer )
812 nplayer->p_info.addr = *addr;
813 nplayer->flags |= NETINFO_FLAG_CONNECTED;
814 nplayer->state = NETPLAYER_STATE_JOINING;
815 nplayer->p_info.ship_class = ship_class;
816 nplayer->player = pplayer;
817 nplayer->p_info.options.obj_update_level = OBJ_UPDATE_HIGH;
819 // if setting up my net flags, then set the flag to say I can do networking.
820 if ( nplayer == Net_player ){
821 nplayer->flags |= NETINFO_FLAG_DO_NETWORKING;
825 // multi_assign_player_ship takes a Net_player index and an object * and assigned that player to
827 void multi_assign_player_ship( int net_player, object *objp,int ship_class )
832 Assert ( MULTI_CONNECTED(Net_players[net_player]) );
834 shipp = &Ships[objp->instance];
836 Net_players[net_player].player->objnum = OBJ_INDEX(objp);
837 Net_players[net_player].p_info.ship_class = ship_class;
839 // check to see if we are assigning my player -- if so, then set Player_ship and Player_ai
840 if ( Net_player == &Net_players[net_player] ) {
843 Player_ai = &Ai_info[Player_ship->ai_index];
846 // find the parse object for this ship. Also, set the wingman status stuff so wingman status gauge
848 Net_players[net_player].p_info.p_objp = mission_parse_get_arrival_ship( shipp->ship_name );
849 Assert( Net_players[net_player].p_info.p_objp != NULL ); // get allender -- ship should be on list
850 Net_players[net_player].p_info.p_objp->ship_class = ship_class; // be sure this gets set so respawns work
852 // game server and this client need to initialize this information so object updating
854 if ( MULTIPLAYER_MASTER || (Net_player == &Net_players[net_player]) ) {
855 Net_players[net_player].s_info.eye_pos = objp->pos;
856 Net_players[net_player].s_info.eye_orient = objp->orient;
860 for(idx=0; idx<MAX_PLAYERS; idx++){
861 shipp->np_updates[idx].orient_chksum = 0;
862 shipp->np_updates[idx].pos_chksum = 0;
863 shipp->np_updates[idx].seq = 0;
864 shipp->np_updates[idx].status_update_stamp = -1;
865 shipp->np_updates[idx].subsys_update_stamp = -1;
866 shipp->np_updates[idx].update_stamp = -1;
870 // -------------------------------------------------------------------------------------------------
871 // create_player() is called when a net player needs to be instantiated. The ship that is created
872 // depends on the parameter ship_class. Note that if ship_class is invalid, the ship default_player_ship
873 // is used. Returns 1 on success, 0 otherwise
875 int multi_create_player( int net_player_num, player *pl, char* name, net_addr_t* addr, int ship_class, short id)
877 int player_ship_class = ship_class;
878 int i,current_player_count;
880 Assert ( net_player_num < MAX_PLAYERS ); // probably shoudln't be able to even get into this routine if no room
882 // blast _any_ old data
883 memset(&Net_players[net_player_num],0,sizeof(net_player));
885 // get the current # of players
886 current_player_count = multi_num_players();
888 // DOH!!! The lack of this caused many bugs.
889 Net_players[net_player_num].flags = (NETINFO_FLAG_DO_NETWORKING);
891 if ( ship_class == -1 ) {
892 nprintf(("Network","Network ==> ship class is -1, creating a default ship for multiplayer\n"));
894 // find the ship that matches the string stored in default_player_ship
896 for (i = 0; i < Num_ship_types; i++) {
897 if ( !stricmp(Ship_info[i].name, default_player_ship) ) {
898 player_ship_class = i;
903 if (i == Num_ship_types)
907 if ( player_ship_class >= Num_ship_types ) {
908 player_ship_class = multi_ship_class_lookup(default_player_ship);
909 nprintf(("Network","Network ==> Ship class was %d Creating a default ship for multiplayer\n", player_ship_class));
912 // blast the old player data
913 memset(pl,0,sizeof(player));
915 // set up the net_player structure
916 stuff_netplayer_info( &Net_players[net_player_num], addr, player_ship_class, pl );
917 Net_players[net_player_num].s_info.num_last_buttons = 0;
918 // Net_players[net_player_num].respawn_count = 0;
919 Net_players[net_player_num].last_heard_time = timer_get_fixed_seconds();
920 Net_players[net_player_num].reliable_socket = INVALID_SOCKET;
921 Net_players[net_player_num].s_info.kick_timestamp = -1;
922 Net_players[net_player_num].s_info.voice_token_timestamp = -1;
923 Net_players[net_player_num].s_info.tracker_security_last = -1;
924 Net_players[net_player_num].s_info.target_objnum = -1;
925 Net_players[net_player_num].s_info.accum_buttons = 0;
927 // zero out this players ping times data
928 multi_ping_reset(&Net_players[net_player_num].s_info.ping);
930 // zero out his object update and control info sequencing data
931 Net_players[net_player_num].client_cinfo_seq = 0;
932 Net_players[net_player_num].client_server_seq = 0;
934 // timestamp his last_full_update_time
935 Net_players[net_player_num].s_info.last_full_update_time = timestamp(0);
937 // nil his file xfer handle
938 Net_players[net_player_num].s_info.xfer_handle = -1;
940 // nil his data rate timestamp stuff
941 Net_players[net_player_num].s_info.rate_stamp = -1;
942 Net_players[net_player_num].s_info.rate_bytes = 0;
944 // nil packet buffer stuff
945 Net_players[net_player_num].s_info.unreliable_buffer_size = 0;
946 Net_players[net_player_num].s_info.reliable_buffer_size = 0;
948 // various ack handles
949 strcpy(pl->callsign, name);
950 pilot_set_short_callsign(pl, SHORT_CALLSIGN_PIXEL_W); // calculate the short callsign
951 pl->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE;
954 // if we're the standalone server and this is the first guy to join, mark him as the host
955 // and give him all host priveleges
956 if((Game_mode & GM_STANDALONE_SERVER) && (current_player_count == 0)){
957 Net_players[net_player_num].flags |= NETINFO_FLAG_GAME_HOST;
960 Net_players[net_player_num].player_id = id;
962 Net_player->sv_bytes_sent = 0;
963 Net_player->sv_last_pl = -1;
964 Net_player->cl_bytes_recvd = 0;
965 Net_player->cl_last_pl = -1;
967 // add to the escort list
968 if(MULTI_IN_MISSION){
969 hud_escort_add_player(id);
975 // next function makes a player object an ai object (also decrementing the num_players in the
976 // netgame). It appropiately sets the object flags and other interesting AI information which
977 // ought to get set in order to make this new ai object behave correctly.
978 void multi_make_player_ai( object *pobj )
981 Assert ( pobj != NULL );
983 if ( pobj->type != OBJ_SHIP )
986 pobj->flags &= ~(OF_PLAYER_SHIP);
987 obj_set_flags( pobj, pobj->flags | OF_COULD_BE_PLAYER );
989 // target_objnum must be -1 or else new AI ship will fire on whatever this player
991 set_target_objnum( &(Ai_info[Ships[pobj->instance].ai_index]), -1 );
995 // delete_player takes an index into the Net_players array to delete. Deletion of a player might happen
996 // because of the player leaving the game on his own, or no net activity from the player after X seconds
997 void delete_player(int player_num,int kicked_reason)
999 char notify_string[256] = "";
1002 if(!MULTI_CONNECTED(Net_players[player_num])){
1007 ml_printf(NOX("Deleting player %s"), Net_players[player_num].player->callsign);
1009 psnet_rel_close_socket( &(Net_players[player_num].reliable_socket) ); // close out the reliable socket
1011 // if this guy was ingame joining, the remove my netgame flag so others may join
1012 if ( Net_players[player_num].flags & NETINFO_FLAG_INGAME_JOIN ) {
1013 Netgame.flags &= ~NG_FLAG_INGAME_JOINING;
1014 Netgame.flags &= ~NG_FLAG_INGAME_JOINING_CRITICAL;
1017 Net_players[player_num].flags &= ~NETINFO_FLAG_CONNECTED; // person not connected anymore
1018 Net_players[player_num].player->flags &= ~(PLAYER_FLAGS_STRUCTURE_IN_USE); // free up his player structure
1020 Net_players[player_num].s_info.reliable_connect_time = -1;
1022 // add to the escort list
1023 hud_escort_remove_player(Net_players[player_num].player_id);
1025 // is this guy the server
1026 if(Net_players[player_num].flags & NETINFO_FLAG_AM_MASTER){
1027 // if the server leaves in the debriefing state, we should still wait until the player selects accept before we quit
1028 if ((gameseq_get_state() != GS_STATE_DEBRIEF) && (gameseq_get_state() != GS_STATE_MULTI_DOGFIGHT_DEBRIEF)){
1029 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_SERVER_LEFT);
1032 // if he was just the host
1033 else if(Net_players[player_num].flags & NETINFO_FLAG_GAME_HOST){
1034 Net_players[player_num].flags &= ~(NETINFO_FLAG_GAME_HOST);
1037 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1038 // are we a standalone server and in a mission?
1039 if((Game_mode & GM_STANDALONE_SERVER) && MULTI_IN_MISSION){
1040 // choose a new host
1041 int found_new_host = 0;
1042 for(idx=0; idx<MAX_PLAYERS; idx++){
1043 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
1044 // make this guy the host
1045 Net_players[idx].flags |= NETINFO_FLAG_GAME_HOST;
1048 send_host_captain_change_packet(Net_players[idx].player_id, 0);
1055 if(!found_new_host){
1056 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
1059 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
1064 // if we're the server of the game, notify everyone else that this guy has left
1065 // if he's marked as being kicked, then other players know about it already, so don't send again
1066 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1067 if(Net_players[player_num].flags & NETINFO_FLAG_KICKED){
1069 memset(str, 0, 512);
1070 multi_kick_get_text(&Net_players[player_num], Net_players[player_num].s_info.kick_reason, str);
1071 multi_display_chat_msg(str, player_num, 0);
1073 send_leave_game_packet(Net_players[player_num].player_id, kicked_reason);
1077 // if this guy is an observer, we have to make sure we delete his observer object (only if we're the server however)
1078 if( (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Net_players[player_num].flags & NETINFO_FLAG_OBSERVER) ) {
1079 if ( Net_players[player_num].player->objnum != -1 ){
1080 obj_delete(Net_players[player_num].player->objnum); // maybe change this to set flag instead
1083 // otherwise mark it so that he can return to it later if possible
1084 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)) {
1085 multi_make_player_ai( &Objects[Net_players[player_num].player->objnum] );
1087 multi_respawn_player_leave(&Net_players[player_num]);
1091 // if we're in the team select, and we're the host, we have to make sure all team select data is correctly updated
1092 // MWA 7/28/98. Don't do this for a standalone server. Since he doesn't go through the team selection
1093 // screens, his data structures are not 100% accurate. Doing so on a standalone resulted in the wrong
1094 // ships getting marked as COULD_BE_PLAYER. On the standalone, these flags will get properly set
1095 // in the multi_make_player_ai code above.
1096 if( (Netgame.game_state == NETGAME_STATE_BRIEFING) && !(Game_mode & GM_STANDALONE_SERVER) ) {
1097 multi_ts_handle_player_drop();
1100 if (gameseq_get_state() == GS_STATE_DEBRIEF){
1101 debrief_handle_player_drop();
1104 // handle any specific dropping conditions
1105 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1106 multi_team_handle_drop();
1108 multi_data_handle_drop(player_num);
1110 // tell the pinfo popup that a player has left
1111 multi_pinfo_notify_drop(&Net_players[player_num]);
1113 // tell the datarate stuff that the player has dropped
1114 multi_rate_reset(player_num);
1116 // display a message that this guy has left
1117 if(Net_players[player_num].player->callsign){
1118 sprintf(notify_string,XSTR("<%s has left>",901),Net_players[player_num].player->callsign);
1119 multi_display_chat_msg(notify_string,0,0);
1122 // standalone gui type stuff
1123 if (Game_mode & GM_STANDALONE_SERVER) {
1124 std_remove_player(&Net_players[player_num]);
1125 std_connect_set_connect_count();
1128 // blast this memory clean
1129 memset(&Net_players[player_num], 0, sizeof(net_player));
1130 Net_players[player_num].reliable_socket = INVALID_SOCKET;
1132 extern int Multi_client_update_times[MAX_PLAYERS];
1133 Multi_client_update_times[player_num] = -1;
1136 #define INACTIVE_LIMIT_NORMAL (15 * F1_0)
1137 #define INACTIVE_LIMIT_WAIT (20 * F1_0)
1139 // -------------------------------------------------------------------------------------------------
1140 // multi_cull_zombies() will check if there has been any net players or observers that have been inactive for
1141 // INACTIVE_LIMIT milliseconds since last check. If so, they are taken out of the net game.
1145 void multi_cull_zombies()
1152 if(gameseq_get_state() == GS_STATE_MULTI_WAIT)
1153 inactive_limit = INACTIVE_LIMIT_WAIT;
1155 inactive_limit = INACTIVE_LIMIT_NORMAL;
1157 current_time = timer_get_fixed_seconds();
1159 for (i = 0; i < MAX_PLAYERS; i++) {
1160 if ( !MULTI_CONNECTED(&Net_players[i])){
1164 // server will(should) cull out players based on their sockets dying.
1165 if ( Net_players[i].flags & NETINFO_FLAG_MASTER ){
1169 if ( (current_time - Net_players[i].last_heard_time) > inactive_limit) {
1170 HUD_printf(XSTR("Dumping %s after prolonged inactivity",902),Net_players[i].player->callsign);
1171 nprintf(("Network", "Assuming %s is a zombie, removing from game\n", Net_players[i].player->callsign));
1173 multi_kick_player(i,0);
1179 // -------------------------------------------------------------------------------------------------
1180 // netmisc_calc_checksum() calculates the checksum of a block of memory.
1183 ushort netmisc_calc_checksum( void * vptr, int len )
1185 ubyte * ptr = (ubyte *)vptr;
1186 unsigned int sum1,sum2;
1192 if (sum1 >= 255 ) sum1 -= 255;
1197 return (unsigned short)((sum1<<8)+ sum2);
1201 // -------------------------------------------------------------------------------------------------
1202 // fill_net_addr() calculates the checksum of a block of memory.
1206 void fill_net_addr(net_addr_t* addr, ubyte* address, ubyte* net_id, ushort port)
1208 Assert(addr != NULL);
1209 Assert(address != NULL);
1210 Assert(net_id != NULL);
1212 addr->type = Multi_options_g.protocol;
1213 memset( addr->addr, 0x00, 6);
1214 memcpy( addr->addr, address, ADDRESS_LENGTH);
1215 memcpy( addr->net_id, net_id, 4);
1221 // -------------------------------------------------------------------------------------------------
1222 // get_text_address()
1226 char* get_text_address( char * text, ubyte * address )
1231 switch ( Multi_options_g.protocol ) {
1233 strcpy( text, XSTR("[ipx address here]",903) ); // TODO: find equiv to inet_ntoa() for IPX
1234 sprintf(text, "%x %x %x %x %x %x", address[0],
1244 memcpy(&temp_addr.s_addr, address, 4);
1245 strcpy( text, inet_ntoa(temp_addr) );
1257 // non-16byte version of matrix packing
1258 // return size of packed matrix
1259 void multi_pack_orient_matrix(ubyte *data,matrix *m)
1263 if(m->rvec.z < 0) data[16] |= (1<<0); // X
1264 if(m->uvec.z < 0) data[16] |= (1<<1); // Y
1265 if(m->fvec.z < 0) data[16] |= (1<<2); // V
1266 if(m->fvec.x < 0) data[16] |= (1<<3); // Z
1267 if(m->fvec.y < 0) data[16] |= (1<<4); // W
1268 memcpy(&data[0],&m->rvec.x,4); // a
1269 memcpy(&data[4],&m->rvec.y,4); // b
1270 memcpy(&data[8],&m->uvec.x,4); // c
1271 memcpy(&data[12],&m->uvec.y,4); // d
1274 // return bytes processed
1275 // non-16 byte version of unpack matrix code
1276 void multi_unpack_orient_matrix(ubyte *data,matrix *m)
1278 memcpy(&m->rvec.x,&data[0],4);
1279 memcpy(&m->rvec.y,&data[4],4);
1280 memcpy(&m->uvec.x,&data[8],4);
1281 memcpy(&m->uvec.y,&data[12],4);
1283 m->rvec.z = fl_sqrt(fl_abs(1 - (m->rvec.x * m->rvec.x) - (m->rvec.y * m->rvec.y))); // X
1284 m->uvec.z = fl_sqrt(fl_abs(1 - (m->uvec.x * m->uvec.x) - (m->uvec.y * m->uvec.y))); // Y
1285 m->fvec.z = fl_sqrt(fl_abs(1 - (m->rvec.z * m->rvec.z) - (m->uvec.z * m->uvec.z))); // V
1286 m->fvec.x = fl_sqrt(fl_abs(1 - (m->rvec.x * m->rvec.x) - (m->uvec.x * m->uvec.x))); // Z
1287 m->fvec.y = fl_sqrt(fl_abs(1 - (m->rvec.y * m->rvec.y) - (m->uvec.y * m->uvec.y))); // W
1289 m->rvec.z *= (data[16] & (1<<0)) ? -1.0f : 1.0f;
1290 m->uvec.z *= (data[16] & (1<<1)) ? -1.0f : 1.0f;
1291 m->fvec.z *= (data[16] & (1<<2)) ? -1.0f : 1.0f;
1292 m->fvec.x *= (data[16] & (1<<3)) ? -1.0f : 1.0f;
1293 m->fvec.y *= (data[16] & (1<<4)) ? -1.0f : 1.0f;
1296 void multi_do_client_warp(float flFrametime)
1300 moveup = GET_FIRST(&Ship_obj_list);
1301 while(moveup!=END_OF_LIST(&Ship_obj_list)){
1302 // do all _necessary_ ship warp in (arrival) processing
1303 if ( Ships[Objects[moveup->objnum].instance].flags & SF_ARRIVING )
1304 shipfx_warpin_frame( &Objects[moveup->objnum], flFrametime );
1305 moveup = GET_NEXT(moveup);
1309 // ------------------------------------------------------------------------------------
1310 // ship status change stuff
1312 int lookup_ship_status(net_player *p,int unique_id,int remove)
1316 for(idx=0;idx<p->s_info.num_last_buttons;idx++){
1317 if(p->s_info.last_buttons_id[idx] == unique_id){
1319 remove_ship_status_item(p,idx);
1320 p->s_info.num_last_buttons--;
1328 void remove_ship_status_item(net_player *p,int id)
1331 for(idx=id;idx<BUTTON_INFO_SAVE_COUNT-1;idx++){
1332 p->s_info.last_buttons[idx] = p->s_info.last_buttons[idx+1];
1333 p->s_info.last_buttons_id[idx] = p->s_info.last_buttons_id[idx+1];
1334 p->s_info.last_buttons_time[idx] = p->s_info.last_buttons_time[idx+1];
1339 void add_net_button_info(net_player *p,button_info *bi,int unique_id)
1344 // if the list is full, put it in the oldest slot since it's probably a lost packet anyway
1345 if(p->s_info.num_last_buttons < BUTTON_INFO_SAVE_COUNT-1){
1346 p->s_info.last_buttons[p->s_info.num_last_buttons] = *bi;
1347 p->s_info.last_buttons_id[p->s_info.num_last_buttons] = unique_id;
1348 p->s_info.last_buttons_time[p->s_info.num_last_buttons] = timer_get_fixed_seconds();
1349 p->s_info.num_last_buttons++;
1353 for(idx=0;idx<BUTTON_INFO_SAVE_COUNT;idx++){
1354 if((p->s_info.last_buttons_time[idx] < earliest) || (earliest == 0)){
1355 earliest = p->s_info.last_buttons_time[idx];
1360 p->s_info.last_buttons[lookup] = *bi;
1361 p->s_info.last_buttons_id[lookup] = unique_id;
1362 p->s_info.last_buttons_time[lookup] = timer_get_fixed_seconds();
1367 extern int button_function_critical(int n,net_player *p = NULL);
1368 void multi_apply_ship_status(net_player *p,button_info *bi,int locally)
1371 Multi_button_info_ok=1;
1372 for ( i = 0; i < NUM_BUTTON_FIELDS; i++ ) {
1373 if ( bi->status[i] == 0 )
1375 // at least one bit is set in the status integer
1376 for ( j = 0; j < 32; j++ ) {
1378 // check if the bit is set. If button_function returns 1 (implying the action was taken), then unset the bit
1379 if ( bi->status[i] & (1<<j) ) {
1381 if(button_function_critical(32*i + j,NULL)) // will apply to this console
1382 bi->status[i] &= ~(1<<j);
1384 if(button_function_critical(32*i + j,p)) // will only apply to a net-player
1385 bi->status[i] &= ~(1<<j);
1390 Multi_button_info_ok=0;
1393 // send 10x a second MAX
1394 #define MULTI_SHIP_STATUS_TIME 350
1395 int Multi_ship_status_stamp = -1;
1396 button_info Multi_ship_status_bi;
1398 void multi_maybe_send_ship_status()
1401 button_info *bi = &Player->bi;
1403 // strip out noncritical button presses
1404 button_strip_noncritical_keys(bi);
1406 // xor all fields into the accum button info
1407 for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){
1408 Multi_ship_status_bi.status[idx] |= bi->status[idx];
1412 if((Multi_ship_status_stamp < 0) || timestamp_elapsed_safe(Multi_ship_status_stamp, MULTI_SHIP_STATUS_TIME*2)){
1413 int should_send = 0;
1414 for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){
1415 // we have at least something to send
1416 if(Multi_ship_status_bi.status[idx] != 0){
1421 // do we have something to send
1423 // add_net_button_info(Net_player, &Multi_ship_status_bi, Multi_button_info_id);
1424 send_ship_status_packet(Net_player, &Multi_ship_status_bi, Multi_button_info_id++);
1428 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
1431 Multi_ship_status_stamp = timestamp(MULTI_SHIP_STATUS_TIME);
1435 void multi_subsys_update_all()
1439 Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
1440 for(idx=0;idx<MAX_PLAYERS;idx++){
1441 if((Net_players[idx].flags & NETINFO_FLAG_CONNECTED) && !psnet_same(&My_addr,&Net_players[idx].addr) && !(Net_players[idx].flags & NETINFO_FLAG_OBSERVER))
1442 send_subsys_update_packet(&Net_players[idx]);
1447 int multi_find_player_by_callsign(char *callsign)
1450 for(idx=0;idx<MAX_PLAYERS;idx++){
1451 if(MULTI_CONNECTED(Net_players[idx]) && (strcmp(callsign,Net_players[idx].player->callsign)==0)){
1459 // if Game_current_mission_filename is a builtin multiplayer mission
1460 int multi_is_builtin_mission()
1465 // get the full filename
1467 strcpy(name,Game_current_mission_filename);
1468 cf_add_ext(name, FS_MISSION_FILE_EXT);
1470 // if this mission is builtin
1471 if(game_find_builtin_mission(name) != NULL){
1479 // verify that the player has a valid mission file and do 1 of 3 things
1480 void server_verify_filesig(short player_id, ushort sum_sig, int length_sig)
1482 #if defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO)
1486 player = find_player_id(player_id);
1487 Assert(player >= 0);
1491 pl = &Net_players[player];
1493 // all missions should be builtin, so if we don't have a match, kick the player
1494 if((sum_sig != Multi_current_file_checksum) || (length_sig != Multi_current_file_length)){
1495 multi_kick_player(player, 0, KICK_REASON_CANT_XFER);
1497 pl->flags |= NETINFO_FLAG_MISSION_OK;
1505 player = find_player_id(player_id);
1506 Assert(player >= 0);
1510 pl = &Net_players[player];
1512 // if the current mission is a builtin mission, check stuff out
1513 is_builtin = multi_is_builtin_mission();
1516 // if the player doesn't have it, kick him
1517 if((sum_sig == 0xffff) && (length_sig == -1)){
1518 multi_kick_player(player, 0, KICK_REASON_CANT_XFER);
1520 pl->flags |= NETINFO_FLAG_MISSION_OK;
1527 if( (length_sig != Multi_current_file_length) || (sum_sig != Multi_current_file_checksum)){
1533 // in an ingame join situation
1534 if(pl->flags & NETINFO_FLAG_INGAME_JOIN){
1536 // if the netgame settings allow in-mission file xfers
1537 if(Netgame.options.flags & MSO_FLAG_INGAME_XFER){
1538 pl->s_info.ingame_join_flags |= INGAME_JOIN_FLAG_FILE_XFER;
1539 pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
1541 // otherwise send him a nak and tell him to get the hell away
1543 send_ingame_nak(ACK_FILE_ACCEPTED,pl);
1546 pl->flags |= NETINFO_FLAG_MISSION_OK;
1549 // in a normal join situation
1551 // if the file does not check out, send it to him
1553 pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
1555 // otherwise mark him as having a valid mission
1557 pl->flags |= NETINFO_FLAG_MISSION_OK;
1563 // check to see if every client has NETINFO_FLAG_MISSION_OK
1564 int server_all_filesigs_ok()
1569 for(idx=0;idx<MAX_PLAYERS;idx++){
1570 if(MULTI_CONNECTED(Net_players[idx]) && !(Net_players[idx].flags & NETINFO_FLAG_MISSION_OK)){
1579 void multi_untag_player_ships()
1583 moveup = GET_FIRST(&Ship_obj_list);
1584 while(moveup != END_OF_LIST(&Ship_obj_list)){
1585 if(Objects[moveup->objnum].flags & OF_PLAYER_SHIP){
1586 Objects[moveup->objnum].flags &= ~(OF_PLAYER_SHIP);
1587 obj_set_flags( &Objects[moveup->objnum], Objects[moveup->objnum].flags | OF_COULD_BE_PLAYER );
1589 moveup = GET_NEXT(moveup);
1593 // broadcast alltime stats to everyone in the game
1594 void multi_broadcast_stats(int stats_code)
1598 // broadcast everyone's stats to everyone else
1599 for(idx=0;idx<MAX_PLAYERS;idx++){
1600 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
1601 send_player_stats_block_packet(&Net_players[idx], stats_code);
1606 // check to see if all players other than the local player are in a given NETPLAYER_ state
1607 // this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
1608 int multi_netplayer_state_check(int state,int ignore_standalone)
1611 for(idx=0;idx<MAX_PLAYERS;idx++){
1612 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1613 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1617 if(Net_players[idx].state != state){
1625 int multi_netplayer_state_check2(int state, int state2, int ignore_standalone)
1628 for(idx=0;idx<MAX_PLAYERS;idx++){
1629 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1630 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1634 if((Net_players[idx].state != state) && (Net_players[idx].state != state2)){
1642 int multi_netplayer_state_check3(int state, int state2, int state3, int ignore_standalone)
1645 for(idx=0;idx<MAX_PLAYERS;idx++){
1646 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1647 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1651 if((Net_players[idx].state != state) && (Net_players[idx].state != state2) && (Net_players[idx].state != state3)){
1659 // check to see if all players other than the local player are in a given NETPLAYER_ state
1660 // this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
1661 int multi_netplayer_flag_check(int flags,int ignore_standalone)
1664 for(idx=0;idx<MAX_PLAYERS;idx++){
1665 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
1666 if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
1670 if(!(Net_players[idx].flags & flags)){
1678 // function which gets called from psnet_* code to evaluate an error received on a reliable
1679 // socket. In general, we only want to do drastic measures if the error indicates that the client
1680 // is no longer there.
1681 void multi_eval_socket_error(PSNET_SOCKET sock, int error)
1686 if ( error == WSAENOTSOCK ){
1687 nprintf(("Network","Socket connection terminated and/or nonexistent, bailing..\n"));
1689 // mwa -- don't go back to main menu. You don't want host to do this. Maybe we can ignore it
1690 // because of a leaving player.
1692 //gameseq_post_event(GS_EVENT_MAIN_MENU);
1693 // Int3(); // get allender -- something happened to socket connection!!!
1696 if ( (error != WSAECONNRESET) && (error != WSAECONNABORTED) && (error != WSAESHUTDOWN) ) {
1697 nprintf(("Network", "Error %d received on reliable socket -- ignoring\n", error));
1701 if(error == WSAESHUTDOWN){
1702 nprintf(("Network","Received WSAESHUTDOWN on client socket. Cool.\n"));
1705 // mwa -- always return for now because debugging with the stuff below is a real pain.
1706 // in essence, you can't do it!
1709 if( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1712 nprintf(("Network", "pitching player because drop on reliable socket\n"));
1713 // find the netplayer whose socket we have an error on. Dump the player when we find him.
1714 // NOTE : make sure not to ban him
1715 for(idx=0;idx<MAX_PLAYERS;idx++){
1716 if(Net_players[idx].reliable_socket == sock){
1722 nprintf(("Network", "Communications to server lost -- quitting game\n"));
1723 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
1728 // send a repair info packet with code == code to a player if his object is the one being acted upon
1729 // dest_objp is the player object (or possible player object). source_objp is the object pointer
1730 // of the repair ship that is the source of the action. code means what is happening -- queueing up
1731 // for repair, getting repaired, aborted, complete, etc.
1732 void multi_maybe_send_repair_info(object *dest_objp, object *source_objp, int code )
1734 // only send information on player objects
1735 if ( !MULTIPLAYER_MASTER )
1738 Assert( dest_objp->type == OBJ_SHIP );
1739 Assert( dest_objp != source_objp );
1741 send_repair_info_packet( dest_objp, source_objp, code );
1744 int multi_is_valid_unknown_packet(ubyte type){
1745 return (type == GAME_QUERY) || (type == JOIN) || (type == PING) || (type == PONG) || (type == GAME_INFO)
1746 || (type == ACCEPT) || (type == GAME_ACTIVE) || (type == INGAME_NAK) || (type == DENY)
1747 || (type == UPDATE_DESCRIPT) || (type == ACCEPT_PLAYER_DATA) ? 1 : 0;
1750 void multi_create_standalone_object()
1752 // now create a bullshit ship for the standalone
1753 matrix m = IDENTITY_MATRIX;
1755 int objnum, pobj_num;
1758 objnum = observer_create(&m,&v);
1759 Player_obj = &Objects[objnum];
1760 obj_set_flags(Player_obj, Player_obj->flags & (~OF_COLLIDES) );
1761 //obj_set_flags(Player_obj, Player_obj->flags | OF_SHOULD_BE_DEAD);
1762 obj_set_flags(Player_obj, Player_obj->flags & (~OF_PLAYER_SHIP));
1763 Net_player->player->objnum = objnum;
1765 // create the default player ship object and use that as my default virtual "ship", and make it "invisible"
1766 pobj_num = parse_create_object(&Player_start_pobject);
1767 Assert(pobj_num != -1);
1768 obj_set_flags(&Objects[pobj_num],OF_PLAYER_SHIP);
1769 Objects[pobj_num].net_signature = STANDALONE_SHIP_SIG;
1770 Player_ship = &Ships[Objects[pobj_num].instance];
1772 // make ship hidden from sensors so that this observer cannot target it. Observers really have two ships
1773 // one observer, and one "Player_ship". Observer needs to ignore the Player_ship.
1774 Player_ship->flags |= SF_HIDDEN_FROM_SENSORS;
1775 strcpy(Player_ship->ship_name, XSTR("Standalone Ship",904));
1776 Player_ai = &Ai_info[Ships[Objects[pobj_num].instance].ai_index];
1780 int multi_message_should_broadcast(int type)
1782 return (type == MESSAGE_ARRIVE_ENEMY) || (type == MESSAGE_BETA_ARRIVED) ||
1783 (type == MESSAGE_GAMMA_ARRIVED) || (type == MESSAGE_HELP) || (type == MESSAGE_REINFORCEMENTS) ? 1 : 0;
1786 // active game list handling functions
1787 active_game *multi_new_active_game( void )
1789 active_game *new_game;
1791 new_game = (active_game *)malloc(sizeof(active_game));
1792 if ( new_game == NULL ) {
1793 nprintf(("Network", "Cannot allocate space for new active game structure\n"));
1797 if ( Active_game_head != NULL ) {
1798 new_game->next = Active_game_head->next;
1799 new_game->next->prev = new_game;
1800 Active_game_head->next = new_game;
1801 new_game->prev = Active_game_head;
1803 Active_game_head = new_game;
1804 Active_game_head->next = Active_game_head->prev = Active_game_head;
1807 Active_game_count++;
1809 // notify the join game screen of this new item
1810 multi_join_notify_new_game();
1815 active_game *multi_update_active_games(active_game *ag)
1817 active_game *gp = NULL;
1818 active_game *stop = NULL;
1820 // see if we have a game from this address already -- if not, create one. In either case, get a pointer
1821 // to an active_game structure
1822 if ( Active_game_head != NULL ) { // no games on list at all
1825 gp = Active_game_head;
1826 stop = Active_game_head;
1830 if ( psnet_same(&gp->server_addr, &ag->server_addr) /*&& (gp->game.security == game->security)*/ ) {
1835 } while (gp != stop);
1837 // insert in the list
1839 gp = multi_new_active_game();
1840 // gp->ping_time = -1.0f;
1842 // copy in the game information
1843 memcpy(&gp->server_addr,&ag->server_addr,sizeof(net_addr_t));
1844 strcpy(gp->name,ag->name);
1845 strcpy(gp->mission_name,ag->mission_name);
1846 strcpy(gp->title,ag->title);
1847 gp->num_players = ag->num_players;
1848 gp->flags = ag->flags;
1852 gp->ping_start = timer_get_fixed_seconds();
1854 send_ping(&gp->server_addr);
1856 multi_ping_reset(&gp->ping);
1857 multi_ping_send(&gp->server_addr,&gp->ping);
1859 // otherwise update the netgame info we have for this guy
1861 memset(gp->name,0,MAX_GAMENAME_LEN+1);
1862 strcpy(gp->name,ag->name);
1863 memset(gp->mission_name,0,NAME_LENGTH+1);
1864 strcpy(gp->mission_name,ag->mission_name);
1865 memset(gp->title,0,NAME_LENGTH+1);
1866 strcpy(gp->title,ag->title);
1867 gp->num_players = ag->num_players;
1868 gp->flags = ag->flags;
1871 gp = multi_new_active_game();
1872 // gp->ping_time = -1.0f;
1874 // copy in the game information
1875 memcpy(&gp->server_addr,&ag->server_addr,sizeof(net_addr_t));
1876 strcpy(gp->name,ag->name);
1877 strcpy(gp->mission_name,ag->mission_name);
1878 strcpy(gp->title,ag->title);
1879 gp->num_players = ag->num_players;
1880 gp->flags = ag->flags;
1883 // gp->ping_start = timer_get_fixed_seconds();
1884 // gp->ping_end = -1;
1885 // send_ping(&gp->server_addr);
1886 multi_ping_reset(&gp->ping);
1887 multi_ping_send(&gp->server_addr,&gp->ping);
1890 // don't do anything if we don't have a game entry
1895 // update the last time we heard from him
1896 if((Multi_options_g.protocol == NET_TCP) && (Net_player->p_info.options.flags & MLO_FLAG_LOCAL_BROADCAST)){
1897 gp->heard_from_timer = timestamp(MULTI_JOIN_SERVER_TIMEOUT_LOCAL);
1899 gp->heard_from_timer = timestamp(MULTI_JOIN_SERVER_TIMEOUT);
1905 void multi_free_active_games()
1907 active_game *moveup,*backup;
1909 moveup = Active_game_head;
1914 moveup = moveup->next;
1918 } while(moveup != Active_game_head);
1919 Active_game_head = NULL;
1921 Active_game_count = 0;
1924 server_item *multi_new_server_item( void )
1926 server_item *new_game;
1928 new_game = (server_item *)malloc(sizeof(server_item));
1929 if ( new_game == NULL ) {
1930 nprintf(("Network", "Cannot allocate space for new server_item structure\n"));
1934 if ( Game_server_head != NULL ) {
1935 new_game->next = Game_server_head->next;
1936 new_game->next->prev = new_game;
1937 Game_server_head->next = new_game;
1938 new_game->prev = Game_server_head;
1940 Game_server_head = new_game;
1941 Game_server_head->next = Game_server_head->prev = Game_server_head;
1947 void multi_free_server_list()
1949 server_item *moveup,*backup;
1951 moveup = Game_server_head;
1956 moveup = moveup->next;
1960 } while(moveup != Game_server_head);
1961 Game_server_head = NULL;
1965 int multi_num_players()
1969 // count the players who are actively connected
1971 for(idx=0;idx<MAX_PLAYERS;idx++){
1972 // count all connected players except the standalone server (if any)
1973 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx])){
1981 int multi_num_observers()
1985 // count the players who are actively connected
1987 for(idx=0;idx<MAX_PLAYERS;idx++){
1988 // count all connected players except the standalone server (if any)
1989 if(MULTI_CONNECTED(Net_players[idx]) && MULTI_PERM_OBSERVER(Net_players[idx])){
1998 int multi_num_connections()
2002 // count the players who are actively connected
2004 for(idx=0;idx<MAX_PLAYERS;idx++){
2005 // count all connected players except the standalone server (if any)
2006 if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
2014 int multi_can_message(net_player *p)
2019 // if the player is an observer of any kind, he cannot message
2020 if(p->flags & NETINFO_FLAG_OBSERVER){
2024 switch(Netgame.options.squad_set){
2025 // only those of the highest rank can message
2026 case MSO_SQUAD_RANK:
2027 max_rank = multi_get_highest_rank();
2028 if(p->player->stats.rank < max_rank){
2033 // only wing/team leaders can message
2034 case MSO_SQUAD_LEADER:
2035 // if the player has an invalid object #
2036 if(p->player->objnum < 0){
2040 // check to see if he's a wingleader
2041 sp = &Ships[Objects[p->player->objnum].instance];
2042 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")) ){
2047 // anyone can end message
2051 // only the host can message
2052 case MSO_SQUAD_HOST:
2053 if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
2062 int multi_can_end_mission(net_player *p)
2067 // the host can _always_ unpause a game
2068 if(p->flags & NETINFO_FLAG_GAME_HOST){
2072 switch(Netgame.options.endgame_set){
2073 // only those of the highest rank can end the mission
2075 max_rank = multi_get_highest_rank();
2076 if(p->player->stats.rank < max_rank){
2081 // only wing/team leaders can end the mission
2082 case MSO_END_LEADER:
2083 // if the player has an invalid object #
2084 if(p->player->objnum < 0){
2088 // check to see if he's a wingleader
2089 sp = &Ships[Objects[p->player->objnum].instance];
2090 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")) ){
2095 // anyone can end the mission
2099 // only the host can end the mission
2101 if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
2110 int multi_eval_join_request(join_request *jr,net_addr_t *addr)
2112 int team0_avail,team1_avail;
2114 // if the server versions are incompatible
2115 if(jr->version < MULTI_FS_SERVER_COMPATIBLE_VERSION){
2116 return JOIN_DENY_JR_BAD_VERSION;
2119 // check to make sure we are otherwise in a state to accept
2120 if(Netgame.game_state != NETGAME_STATE_FORMING){
2121 return JOIN_DENY_JR_STATE;
2124 // the standalone has some oddball situations which we must handle seperately
2125 if(Game_mode & GM_STANDALONE_SERVER){
2126 // if this is the first connection, he will be the host so we must always accept him
2127 if(multi_num_players() == 0){
2128 // check to see if this is a tracker game, and if so make sure this is a valid MT player
2129 // we probably eventually want to make sure he's not passing us a fake tracker id#
2130 if (MULTI_IS_TRACKER_GAME) {
2131 if(jr->tracker_id < 0){
2132 return JOIN_DENY_JR_TRACKER_INVAL;
2136 // if we're password protected
2137 if(std_is_host_passwd() && strcmp(jr->passwd, Multi_options_g.std_passwd)){
2138 return JOIN_DENY_JR_PASSWD;
2141 // don't allow the host to join as an observer
2142 if(jr->flags & JOIN_FLAG_AS_OBSERVER){
2143 return JOIN_DENY_JR_NOOBS;
2150 // first off check to see if we're violating any of our max players/observers/connections boundaries
2151 // if we've already got the full 16 (MAX_PLAYERS) connections - yow
2152 if( (multi_num_connections() >= MULTI_MAX_CONNECTIONS) ||
2153 // if we're full of observers and this guy wants to be an observer
2154 ((multi_num_observers() >= MAX_OBSERVERS) && (jr->flags & JOIN_FLAG_AS_OBSERVER)) ||
2155 // if we're up to MULTI_MAX_PLAYERS-1 and we're on the standalone
2156 ((multi_num_players() >= (MULTI_MAX_PLAYERS - 1)) && (Game_mode & GM_STANDALONE_SERVER)) ||
2157 // if we're up to MULTI_MAX_PLAYERS
2158 (multi_num_players() >= MULTI_MAX_PLAYERS) ||
2159 // if the max players for a standalone was set
2160 ((Multi_options_g.std_max_players != -1) && (multi_num_players() >= Multi_options_g.std_max_players)) ){
2162 // we're full buddy - sorry
2163 return JOIN_DENY_JR_FULL;
2166 // check to see if this is a tracker game, and if so make sure this is a valid MT player
2167 // we probably eventually want to make sure he's not passing us a fake tracker id#
2168 if (MULTI_IS_TRACKER_GAME) {
2169 if(jr->tracker_id < 0){
2170 return JOIN_DENY_JR_TRACKER_INVAL;
2174 // check to see if the player is trying to ingame join in a closed game
2175 if(MULTI_IN_MISSION && (Netgame.mode == NG_MODE_CLOSED)){
2176 return JOIN_DENY_JR_CLOSED;
2179 // check to see if the player has passed a valid password in a password protected game
2180 if((Netgame.mode == NG_MODE_PASSWORD) && strcmp(Netgame.passwd,jr->passwd)){
2181 return JOIN_DENY_JR_PASSWD;
2184 // check to see if the netgame is forming and is temporarily marked as closed
2185 if((Netgame.game_state == NETGAME_STATE_FORMING) && (Netgame.flags & NG_FLAG_TEMP_CLOSED)){
2186 return JOIN_DENY_JR_TEMP_CLOSED;
2189 // check to make sure he meets the rank requirement
2190 if((Netgame.mode == NG_MODE_RANK_ABOVE) && (jr->player_rank < Netgame.rank_base)){
2191 return JOIN_DENY_JR_RANK_LOW;
2194 // check to make sure he meets the rank requirement
2195 if((Netgame.mode == NG_MODE_RANK_BELOW) && (jr->player_rank > Netgame.rank_base)){
2196 return JOIN_DENY_JR_RANK_HIGH;
2199 // can't ingame join a non-dogfight game
2200 if((Netgame.game_state != NETGAME_STATE_FORMING) && !(Netgame.type_flags & NG_TYPE_DOGFIGHT)){
2201 return JOIN_DENY_JR_TYPE;
2204 // if the player was banned by the standalone
2205 if((Game_mode & GM_STANDALONE_SERVER) && std_player_is_banned(jr->callsign)){
2206 return JOIN_DENY_JR_BANNED;
2209 // if the game is in-mission, make sure there are ships available
2210 if(MULTI_IN_MISSION && !(jr->flags & JOIN_FLAG_AS_OBSERVER)){
2213 multi_player_ships_available(&team0_avail,&team1_avail);
2215 // if there are no ships available on either team
2216 if((team0_avail == 0) && (team1_avail == 0)){
2217 return JOIN_DENY_JR_FULL;
2221 // if my ingame joining flag is set, then deny since we only allow one ingame joiner at a time
2222 if ( Netgame.flags & NG_FLAG_INGAME_JOINING ){
2223 return JOIN_DENY_JR_INGAME_JOIN;
2226 // check to make sure the game is not full (of observers, or players, as appropriate)
2227 if((jr->flags & JOIN_FLAG_AS_OBSERVER)){
2228 if((multi_num_observers() + 1) > Netgame.options.max_observers){
2229 return JOIN_DENY_JR_FULL;
2233 // if the netgame is restricted or is team vs. team
2234 if((Netgame.mode == NG_MODE_RESTRICTED) || (Netgame.type_flags & NG_TYPE_TEAM)){
2235 // ingame, we must query the host to see if this guy is accepted
2236 if(MULTI_IN_MISSION){
2237 return JOIN_QUERY_RESTRICTED;
2241 // check to make sure this player hasn't been kick/banned
2242 if(multi_kick_is_banned(addr)){
2243 return JOIN_DENY_JR_BANNED;
2246 // check to make sure this player doesn't already exist
2247 if ( find_player(addr) >= 0 ) {
2248 return JOIN_DENY_JR_DUP;
2254 // called by any machine (client, host, server, standalone, etc), to begin warping out all player objects
2255 void multi_warpout_all_players()
2259 // i'f i'm already marked as warping out, don't do this again
2260 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
2264 // stop my afterburners
2265 if((Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER)){
2266 afterburners_stop( Player_obj, 1 );
2269 // traverse through each player
2270 for(idx=0;idx<MAX_PLAYERS;idx++) {
2273 // only warpout player _ships_ which are not mine
2274 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (Objects[Net_players[idx].player->objnum].type == OBJ_SHIP)){
2276 objp = &Objects[Net_players[idx].player->objnum];
2278 obj_set_flags( objp, objp->flags & (~OF_COLLIDES) );
2279 shipfx_warpout_start( objp );
2283 // now, mark ourselves as needing to warp out
2284 Net_player->flags |= NETINFO_FLAG_WARPING_OUT;
2286 // if we're an observer, or we're respawning, or we can't warp out. so just jump into the debrief state
2287 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Net_player->flags & NETINFO_FLAG_RESPAWNING) ||
2288 (Net_player->flags & NETINFO_FLAG_OBSERVER) || ((Player_obj->type == OBJ_SHIP) && (Player_ship->flags & SF_CANNOT_WARP)) ){
2290 if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
2291 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
2293 gameseq_post_event(GS_EVENT_DEBRIEF);
2296 // if we're a ship, then begin the warpout process
2298 // turn off collision detection for my ship
2299 obj_set_flags(Player_obj, Player_obj->flags & (~OF_COLLIDES) );
2300 gameseq_post_event(GS_EVENT_PLAYER_WARPOUT_START_FORCED);
2304 // determine the highest rank of any of the players in the game
2305 int multi_get_highest_rank()
2310 // go through all the players
2311 for(idx=0;idx<MAX_PLAYERS;idx++){
2312 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)){
2313 max_rank = Net_players[idx].player->stats.rank;
2317 // return what we found
2321 // called on the machine of the player who hit alt+j
2322 void multi_handle_end_mission_request()
2326 // all clients should send the request to the server. no exceptions
2327 if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2328 send_endgame_packet();
2330 // the server of the game does some further processing
2332 ml_string("Server received endgame request, proceeding...");
2334 // first we should toss all ingame joiners
2335 for(idx=0;idx<MAX_PLAYERS;idx++){
2336 if(MULTI_CONNECTED(Net_players[idx]) && (Net_players[idx].flags & NETINFO_FLAG_INGAME_JOIN)){
2337 multi_kick_player(idx,0,KICK_REASON_INGAME_ENDED);
2341 // send the endgame packet to all clients, who will act on it immediately
2342 send_endgame_packet();
2343 Netgame.game_state = NETGAME_STATE_ENDGAME;
2344 send_netgame_update_packet();
2346 if(Game_mode & GM_STANDALONE_SERVER){
2347 // move to the standalone postgame (which is where we'll handle stats packets, etc)
2348 gameseq_post_event(GS_EVENT_STANDALONE_POSTGAME);
2351 // begin the warpout process for all players and myself
2352 multi_warpout_all_players();
2356 // called to handle any special cases where a player is in some submemu when the game is ended
2357 void multi_handle_state_special()
2359 int stack_depth,current_depth;
2361 // first off - kill any active popups
2362 popup_kill_any_active();
2364 // kill any popupdeads
2365 if(popupdead_is_active()){
2369 // kill off the pilot info popup if its active
2370 if(multi_pinfo_popup_active()){
2371 multi_pinfo_popup_kill();
2374 // now do any special processing for being in states other then the gameplay states
2375 stack_depth = gameseq_get_depth();
2377 // if we're not pushed on top of any states, do any special state case handling here
2378 if(stack_depth == 0){
2379 // currently there are no special cases, so return
2382 // if we are pushed on any states, post events to pop them off one by one
2384 current_depth = stack_depth;
2386 switch(gameseq_get_state(stack_depth - current_depth)){
2387 // the hotkey screen
2388 case GS_STATE_HOTKEY_SCREEN :
2389 mission_hotkey_exit();
2390 Game_do_state_should_skip = 1;
2393 case GS_STATE_OPTIONS_MENU:
2394 options_cancel_exit();
2395 Game_do_state_should_skip = 1;
2397 // the hud config (1 deeper in the options menu)
2398 case GS_STATE_HUD_CONFIG:
2399 hud_config_cancel();
2400 Game_do_state_should_skip = 1;
2402 // controls config (1 deeper than the options menu)
2403 case GS_STATE_CONTROL_CONFIG:
2404 control_config_cancel_exit();
2405 Game_do_state_should_skip = 1;
2407 // mission goals screen
2408 case GS_STATE_SHOW_GOALS:
2409 mission_goal_exit();
2410 Game_do_state_should_skip = 1;
2412 // mission log scrollback
2413 case GS_STATE_MISSION_LOG_SCROLLBACK:
2414 hud_scrollback_exit();
2415 Game_do_state_should_skip = 1;
2418 case GS_STATE_MULTI_PAUSED:
2419 gameseq_pop_state();
2420 Game_do_state_should_skip = 1;
2424 // next pushed state
2426 } while(current_depth > 0);
2430 // called by the file xfer subsytem when we start receiving a file
2431 void multi_file_xfer_notify(int handle)
2439 // get the filename of the file we are receiving
2441 filename = multi_xfer_get_filename(handle);
2443 // get the directory the file is forced into
2444 force_dir = multi_xfer_get_force_dir(handle);
2446 // something is messed up
2447 if(filename == NULL){
2451 // convert the filename to all lowercase
2452 len = strlen(filename);
2453 for(idx=0;idx<len;idx++){
2454 filename[idx] = (char)tolower(filename[idx]);
2457 // if this is a mission file
2458 is_mission = (strstr(filename, FS_MISSION_FILE_EXT) != NULL);
2460 // determine where its going to go
2462 cf_type = Net_player->p_info.options.flags & MLO_FLAG_XFER_MULTIDATA ? CF_TYPE_MULTI_CACHE : CF_TYPE_MISSIONS;
2464 cf_type = CF_TYPE_MULTI_CACHE;
2468 // check to see if the file is read-only
2469 if((strlen(filename) > 0) && !cf_access(filename, cf_type, 00) && (cf_access(filename, cf_type, 02) == -1)){
2470 multi_xfer_xor_flags(handle, MULTI_XFER_FLAG_REJECT);
2472 Net_player->flags &= ~(NETINFO_FLAG_DO_NETWORKING);
2473 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));
2474 multi_quit_game(PROMPT_NONE);
2478 // if the incoming filename is a freespace file, set my netplayer state to be "file xfer"
2480 // we'd better not be xferring a file right now
2481 Assert(Net_player->s_info.xfer_handle == -1);
2483 // force into the multidata directory
2484 multi_xfer_handle_force_dir(handle, cf_type);
2486 // set my xfer handle
2487 Net_player->s_info.xfer_handle = handle;
2489 Net_player->state = NETPLAYER_STATE_MISSION_XFER;
2490 send_netplayer_update_packet();
2492 // otherwise always hand it off to the multi_data system
2494 multi_data_handle_incoming(handle);
2498 // return the lag/disconnected status of the game
2499 #define MULTI_LAG_VAL 400
2500 int multi_query_lag_status()
2502 // -1 == not lagged, 0 == lagged, 1 == disconnected
2504 // if I'm the server of the game, I can't be lagged
2505 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
2509 // if we've been disconnected for some reason or another
2510 if(multi_client_server_dead()){
2514 // if our ping time to the server is over a certain time
2515 if(Netgame.server->s_info.ping.ping_avg >= MULTI_LAG_VAL){
2523 // process a valid join request
2524 void multi_process_valid_join_request(join_request *jr, net_addr_t *who_from, int ingame_join_team)
2526 int net_player_num,player_num;
2529 // create netplayer and player objects for this guy
2530 net_player_num = multi_find_open_netplayer_slot();
2531 player_num = multi_find_open_player_slot();
2532 id_num = multi_get_new_id();
2533 Assert((net_player_num != -1) && (player_num != -1));
2535 // if he is requesting to join as an observer
2536 if(jr->flags & JOIN_FLAG_AS_OBSERVER){
2537 // create the (permanently) observer player
2538 if(!multi_obs_create_player(net_player_num, jr->callsign, who_from, &Players[player_num])){
2542 // copy his pilot image filename
2543 if(strlen(jr->image_filename) > 0){
2544 strcpy(Net_players[net_player_num].player->image_filename, jr->image_filename);
2546 strcpy(Net_players[net_player_num].player->image_filename, "");
2549 // copy his pilot squad filename
2550 Net_players[net_player_num].player->insignia_texture = -1;
2551 player_set_squad_bitmap(Net_players[net_player_num].player, jr->squad_filename);
2553 // clear his multi_data info
2554 multi_data_handle_join(net_player_num);
2556 // set some extra flags for him as appropriate
2557 if(MULTI_IN_MISSION){
2558 Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;
2561 Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;
2562 Net_players[net_player_num].player_id = id_num;
2563 Net_players[net_player_num].tracker_player_id = jr->tracker_id;
2566 if(strlen(jr->pxo_squad_name) > 0){
2567 strcpy(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name);
2569 strcpy(Net_players[net_player_num].p_info.pxo_squad_name, "");
2572 // if he's using hacked data
2573 if(jr->flags & JOIN_FLAG_HAXOR){
2574 Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
2577 // set his reliable connect time
2578 Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
2580 // send the accept packet here
2581 send_accept_packet(net_player_num, (Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN) ? ACCEPT_OBSERVER | ACCEPT_INGAME : ACCEPT_OBSERVER);
2583 // create the player object
2584 if(!multi_create_player( net_player_num, &Players[player_num], jr->callsign, who_from, -1, id_num )){
2588 // copy his pilot image filename
2589 if(strlen(jr->image_filename) > 0){
2590 strcpy(Net_players[net_player_num].player->image_filename, jr->image_filename);
2592 strcpy(Net_players[net_player_num].player->image_filename, "");
2595 // copy his pilot squad filename
2596 Net_players[net_player_num].player->insignia_texture = -1;
2597 player_set_squad_bitmap(Net_players[net_player_num].player, jr->squad_filename);
2599 // clear his multi_data info
2600 multi_data_handle_join(net_player_num);
2602 // mark him as being connected
2603 Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;
2605 // set his tracker id correctly
2606 Net_players[net_player_num].tracker_player_id = jr->tracker_id;
2608 // set his player id#
2609 Net_players[net_player_num].player_id = id_num;
2612 if(strlen(jr->pxo_squad_name) > 0){
2613 strcpy(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name);
2615 strcpy(Net_players[net_player_num].p_info.pxo_squad_name, "");
2618 // if he's using hacked data
2619 if(jr->flags & JOIN_FLAG_HAXOR){
2620 Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
2623 // flag him appropriately if he's doing an ingame join
2624 if(MULTI_IN_MISSION){
2626 Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;
2627 Net_players[net_player_num].s_info.ingame_join_flags = 0;
2630 // set his reliable connect time
2631 Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
2633 // if he's joining as a host (on the standalone)
2634 if(Net_players[net_player_num].flags & NETINFO_FLAG_GAME_HOST){
2635 send_accept_packet(net_player_num, ACCEPT_HOST);
2637 Netgame.host = &Net_players[net_player_num];
2639 // set the game and player states appropriately
2640 Netgame.game_state = NETGAME_STATE_STD_HOST_SETUP;
2642 // if he's joining ingame
2643 else if(Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN){
2644 // if we're in team vs. team mode
2645 if(Netgame.type_flags & NG_TYPE_TEAM){
2646 Assert(ingame_join_team != -1);
2648 Net_players[net_player_num].p_info.team = ingame_join_team;
2651 send_accept_packet(net_player_num, ACCEPT_INGAME, ingame_join_team);
2653 // set his last full update time for updating him on ingame join ships
2654 Net_players[net_player_num].s_info.last_full_update_time = timestamp(INGAME_SHIP_UPDATE_TIME);
2656 // if he's joining as an otherwise ordinary client
2658 send_accept_packet(net_player_num, ACCEPT_CLIENT);
2662 // set my ingame joining flag if the new guy is joining ingame
2663 if ( Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN ){
2665 Netgame.flags |= NG_FLAG_INGAME_JOINING;
2668 // copy in his options
2669 memcpy(&Net_players[net_player_num].p_info.options, &jr->player_options, sizeof(multi_local_options));
2671 // if on the standalone, then do any necessary gui updating
2672 if(Game_mode & GM_STANDALONE_SERVER) {
2673 std_add_player(&Net_players[net_player_num]);
2674 std_connect_set_connect_count();
2675 std_connect_set_host_connect_status();
2677 // let the create game screen know someone has joined
2678 if(gameseq_get_state() == GS_STATE_MULTI_HOST_SETUP){
2679 multi_create_handle_join(&Net_players[net_player_num]);
2683 extern int Multi_client_update_times[MAX_PLAYERS];
2684 Multi_client_update_times[net_player_num] = -1;
2687 multi_rate_reset(net_player_num);
2690 // if a player is trying to join a restricted game, evaluate the keypress (accept or not, etc)
2691 int multi_process_restricted_keys(int k)
2693 int key1=-1,key2=-1; //JAS: Get rid of optimized warning
2696 // if the query timestamp is not set, don't do anything
2697 if(Multi_restr_query_timestamp == -1){
2701 // determine what keys to look for based upon the mode we're in
2702 switch(Multi_join_restr_mode){
2703 // normal restricted join, Y or N
2704 case MULTI_JOIN_RESTR_MODE_1:
2709 // team vs team, team 0 only has ships
2710 case MULTI_JOIN_RESTR_MODE_2:
2715 // team vs team, team 1 only has ships
2716 case MULTI_JOIN_RESTR_MODE_3:
2721 // team vs team, both teams have ships
2722 case MULTI_JOIN_RESTR_MODE_4:
2732 // check the keypress
2733 if((k == key1) || (k == key2)){
2734 // unset the timestamp
2735 Multi_restr_query_timestamp = -1;
2737 // MWA -- 5/26/98. Next line commented out. It should be cleared when the ingame joiner
2738 // actually gets into the mission
2739 //Netgame.flags &= ~(NG_FLAG_INGAME_JOINING);
2741 // determine which team to put him on (if any)
2742 switch(Multi_join_restr_mode){
2743 // normal restricted join, Y or N
2744 case MULTI_JOIN_RESTR_MODE_1:
2745 team_val = (k == key1) ? 0 : -1;
2748 // team vs team, team 0 only has ships
2749 case MULTI_JOIN_RESTR_MODE_2:
2750 team_val = (k == key1) ? 0 : -1;
2753 // team vs team, team 1 only has ships
2754 case MULTI_JOIN_RESTR_MODE_3:
2755 team_val = (k == key1) ? 1 : -1;
2758 // team vs team, both teams have ships
2759 case MULTI_JOIN_RESTR_MODE_4:
2760 team_val = (k == key1) ? 0 : 1;
2765 team_val = -1; // JAS: Get rid of optimized warning
2769 // perform the proper response
2770 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
2772 multi_process_valid_join_request(&Multi_restr_join_request,&Multi_restr_addr,team_val);
2775 // otherwise tell the standalone to accept him
2778 send_host_restr_packet("null",1,team_val);
2780 send_host_restr_packet("null",2,-1);
2788 // didn't process any keys
2792 // determine the status of available player ships (use team_0 for non team vs. team situations)
2793 void multi_player_ships_available(int *team_0,int *team_1)
2801 moveup = GET_FIRST(&Ship_obj_list);
2802 while(moveup!=END_OF_LIST(&Ship_obj_list)){
2803 // if this ship is flagged as OF_COULD_BE_PLAYER
2804 if(Objects[moveup->objnum].flags & OF_COULD_BE_PLAYER){
2805 // get the team # for this ship
2806 mp_team_num = multi_ts_get_team(Ships[Objects[moveup->objnum].instance].ship_name);
2807 if(mp_team_num == 0){
2809 } else if(mp_team_num == 1){
2814 moveup = GET_NEXT(moveup);
2818 // server should update the player's bank/link status with the data in the passed ship
2819 void multi_server_update_player_weapons(net_player *pl,ship *shipp)
2821 // don't process when the ship is dying.
2822 if ( (shipp->flags & SF_DYING) || NETPLAYER_IS_DEAD(pl) )
2825 // primary bank status
2826 pl->s_info.cur_primary_bank = (char)shipp->weapons.current_primary_bank;
2828 // primary link status
2829 pl->s_info.cur_link_status &= ~(1<<0);
2830 if(shipp->flags & SF_PRIMARY_LINKED){
2831 pl->s_info.cur_link_status |= (1<<0);
2834 // secondary bank status
2835 if ( shipp->weapons.current_secondary_bank < 0 ) {
2836 nprintf(("Network", "bashing %s's current sbank to 0\n", shipp->ship_name));
2837 shipp->weapons.current_secondary_bank = 0;
2839 pl->s_info.cur_secondary_bank = (char)shipp->weapons.current_secondary_bank;
2841 // secondary link status
2842 pl->s_info.cur_link_status &= ~(1<<1);
2843 if(shipp->flags & SF_SECONDARY_DUAL_FIRE){
2844 pl->s_info.cur_link_status |= (1<<1);
2848 pl->s_info.ship_ets = 0x0000;
2850 pl->s_info.ship_ets |= ((ushort)shipp->shield_recharge_index << 8);
2852 pl->s_info.ship_ets |= ((ushort)shipp->weapon_recharge_index << 4);
2854 pl->s_info.ship_ets |= ((ushort)shipp->engine_recharge_index);
2856 Assert( pl->s_info.ship_ets != 0 );
2859 // flush the multidata cache directory
2860 void multi_flush_multidata_cache()
2862 nprintf(("Network","FLUSHING MULTIDATA CACHE\n"));
2864 // call the cfile function to flush the directory
2865 cfile_flush_dir(CF_TYPE_MULTI_CACHE);
2868 // flush all data from a previous mission before starting the next
2869 void multi_flush_mission_stuff()
2873 for(idx=0;idx<MAX_PLAYERS;idx++){
2874 if(MULTI_CONNECTED(Net_players[idx])){
2875 // unset all unneeded status bits
2876 Net_players[idx].flags &= ~(NETINFO_FLAG_MISSION_OK | NETINFO_FLAG_RESPAWNING | NETINFO_FLAG_WARPING_OUT);
2878 // server is always "mission ok"
2879 if(Net_players[idx].flags & NETINFO_FLAG_AM_MASTER){
2880 Net_players[idx].flags |= NETINFO_FLAG_MISSION_OK;
2883 // if this guy is a non-permanent observer, unset the appropriate flags
2884 if(MULTI_TEMP_OBSERVER(Net_players[idx])){
2885 Net_players[idx].flags &= ~(NETINFO_FLAG_OBSERVER | NETINFO_FLAG_OBS_PLAYER);
2889 multi_ping_reset(&Net_players[idx].s_info.ping);
2890 Net_players[idx].s_info.num_last_buttons = 0;
2891 Net_players[idx].s_info.wing_index_backup = 0;
2892 Net_players[idx].s_info.wing_index = 0;
2893 Net_players[idx].p_info.ship_class = -1;
2894 Net_players[idx].p_info.ship_index = -1;
2895 Net_players[idx].s_info.xfer_handle = -1;
2898 Net_players[idx].s_info.wing_index_backup = 0;
2901 Players[idx].objnum = -1;
2905 // reset netgame stuff
2906 Netgame.flags &= ~(NG_FLAG_TEMP_CLOSED);
2910 // standalone servers should clear their goal trees now
2911 if(Game_mode & GM_STANDALONE_SERVER){
2912 std_multi_setup_goal_tree();
2915 // object signatures
2916 // this will eventually get reset to Netgame.security the next time an object gets its signature assigned.
2917 // We do this to resynchronize the host/server and all clients
2918 Next_ship_signature = SHIP_SIG_MIN;
2919 Next_asteroid_signature = ASTEROID_SIG_MIN;
2920 Next_non_perm_signature = NPERM_SIG_MIN;
2922 // everyone will need to either reload the current mission, leave, or load the next mission, so in any case
2923 Multi_mission_loaded = 0;
2926 // should we ignore all controls and keypresses because of some multiplayer
2927 int multi_ignore_controls(int key)
2929 // if the multiplayer text messaging system is active, don't return any keys
2930 if((key > 0) && multi_msg_text_process(key)){
2934 // if the host of the game is being prompted to accept or deny a player in a restricted game
2935 if((key > 0) && multi_process_restricted_keys(key)){
2939 // if we're in text messaging mode, ignore controls
2940 if(multi_msg_text_mode()){
2944 // if the pause system wants to eat keys for a while
2945 if(multi_pause_eat_keys()){
2949 // multiplayer didn't eat the key
2953 // if the kill limit has been reached by any given player
2954 int multi_kill_limit_reached()
2958 // is the kill limit <= 0 ?
2959 // if so, consider it as _no_ kill limit
2960 if(Netgame.options.kill_limit <= 0){
2964 // look through all active, non-observer players
2965 for(idx=0;idx<MAX_PLAYERS;idx++){
2966 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)){
2967 // someone reached the limit
2972 // limit has not been reached yet
2976 // display a chat message (write to the correct spot - hud, standalone gui, chatbox, etc)
2977 void multi_display_chat_msg(char *msg, int player_index, int add_id)
2979 // if i'm a standalone, always add to the gui
2980 if(Game_mode & GM_STANDALONE_SERVER){
2981 std_add_chat_text(msg,player_index,add_id);
2986 if(Game_mode & GM_IN_MISSION){
2987 // if we're paused, send it to the chatbox
2988 if(Multi_pause_status){
2989 chatbox_add_line(msg, player_index, add_id);
2991 // otherwise print to the HUD
2993 multi_msg_display_mission_text(msg, player_index);
2996 // otherwise add it to the chatbox
2998 chatbox_add_line(msg, player_index, add_id);
3002 // fill in Current_file_checksum and Current_file_length
3003 void multi_get_mission_checksum(char *filename)
3007 Multi_current_file_checksum = 0xffff;
3008 Multi_current_file_length = -1;
3011 in = cfopen(filename,"rb");
3013 // get the length of the file
3014 Multi_current_file_length = cfilelength(in);
3017 in = cfopen(filename,"rb");
3019 // get the checksum of the file
3020 cf_chksum_short(in,&Multi_current_file_checksum);
3026 // if the file doesn't exist, setup some special values, so the server recognizes this
3028 Multi_current_file_checksum = 0xffff;
3029 Multi_current_file_length = -1;
3032 // don't transfew builtin missions
3033 if(multi_is_builtin_mission()){
3034 multi_quit_game(PROMPT_ALL, MULTI_END_NOTIFY_KICKED_CANT_XFER);
3037 nprintf(("Network","NET FILE CHECKSUM : %d %d\n",Multi_current_file_checksum,Multi_current_file_length));
3040 char multi_unit_to_char(float unit)
3053 ret = (char)(unit * 127.0f);
3057 float multi_char_to_unit(float val)
3061 ret = (float)val / 127.0f;
3074 // if we should render our ping time to the server in a multiplayer game
3075 int multi_show_ingame_ping()
3077 // always show it for now
3081 int multi_get_connection_speed()
3084 char *connection_speed;
3086 connection_speed = os_config_read_string(NULL, "ConnectionSpeed", "");
3088 if ( !stricmp(connection_speed, NOX("Slow")) ) {
3089 cspeed = CONNECTION_SPEED_288;
3090 } else if ( !stricmp(connection_speed, NOX("56K")) ) {
3091 cspeed = CONNECTION_SPEED_56K;
3092 } else if ( !stricmp(connection_speed, NOX("ISDN")) ) {
3093 cspeed = CONNECTION_SPEED_SISDN;
3094 } else if ( !stricmp(connection_speed, NOX("Cable")) ) {
3095 cspeed = CONNECTION_SPEED_CABLE;
3096 } else if ( !stricmp(connection_speed, NOX("Fast")) ) {
3097 cspeed = CONNECTION_SPEED_T1;
3099 cspeed = CONNECTION_SPEED_NONE;
3105 // return a MVALID_STATUS_* define based upon the passed string
3106 int multi_string_to_status(char *valid_string)
3108 return MVALID_STATUS_UNKNOWN;
3111 // if we're in tracker mode, do a validation update on all known missions
3112 void multi_update_valid_missions()
3114 char next_filename[MAX_FILENAME_LEN+1];
3115 char next_line[512];
3116 char status_string[50];
3120 int idx, file_index;
3123 // if we're a standalone, show a dialog saying "validating missions"
3124 if(Game_mode & GM_STANDALONE_SERVER){
3125 std_create_gen_dialog("Validating missions");
3126 std_gen_set_text("Querying:",1);
3129 // mark all missions on our list as being MVALID_STATUS_UNKNOWN
3130 for(idx=0; idx<Multi_create_mission_count; idx++){
3131 Multi_create_mission_list[idx].valid_status = MVALID_STATUS_UNKNOWN;
3134 // attempt to open the valid mission config file
3135 in = cfopen(MULTI_VALID_MISSION_FILE, "rt", CFILE_NORMAL, CF_TYPE_DATA);
3137 // read in all listed missions
3140 memset(next_line, 0, 512);
3141 cfgets(next_line, 512, in);
3142 drop_trailing_white_space(next_line);
3143 drop_leading_white_space(next_line);
3145 // read in a filename
3146 memset(next_filename, 0, MAX_FILENAME_LEN+1);
3147 memset(temp, 0, 256);
3148 tok = strtok(next_line, " ");
3153 drop_trailing_white_space(temp);
3154 drop_leading_white_space(temp);
3155 strcpy(next_filename, temp);
3157 // read in the status string
3158 memset(status_string, 0, 50);
3159 memset(temp, 0, 256);
3160 tok = strtok(NULL," \n");
3165 drop_trailing_white_space(temp);
3166 drop_leading_white_space(temp);
3167 strcpy(status_string, temp);
3169 // try and find the file
3170 file_index = multi_create_lookup_mission(next_filename);
3171 if(file_index >= 0){
3172 Multi_create_mission_list[file_index].valid_status = (char)multi_string_to_status(status_string);
3181 // now poll for all unknown missions
3184 // if the operation was cancelled, don't write anything new
3186 // if we're a standalone, kill the validate dialog
3187 if(Game_mode & GM_STANDALONE_SERVER){
3188 std_destroy_gen_dialog();
3194 // now rewrite the outfile with the new mission info
3195 in = cfopen(MULTI_VALID_MISSION_FILE, "wt", CFILE_NORMAL, CF_TYPE_DATA);
3197 // if we're a standalone, kill the validate dialog
3198 if(Game_mode & GM_STANDALONE_SERVER){
3199 std_destroy_gen_dialog();
3204 for(idx=0; idx<Multi_create_mission_count; idx++){
3205 switch(Multi_create_mission_list[idx].valid_status){
3206 case MVALID_STATUS_VALID:
3207 cfputs(Multi_create_mission_list[idx].filename, in);
3208 cfputs(NOX(" valid"), in);
3209 cfputs(NOX("\n"), in);
3212 case MVALID_STATUS_INVALID:
3213 cfputs(Multi_create_mission_list[idx].filename, in);
3214 cfputs(NOX(" invalid"), in);
3215 cfputs(NOX("\n"), in);
3220 // close the outfile
3224 // if we're a standalone, kill the validate dialog
3225 if(Game_mode & GM_STANDALONE_SERVER){
3226 std_destroy_gen_dialog();
3230 // get a new id# for a player
3231 short multi_get_new_id()
3233 if(Multi_id_num > 20000){
3237 return Multi_id_num++;
3241 // ------------------------------------
3244 DCF(multi,"changes multiplayer settings")
3247 dc_get_arg(ARG_STRING);
3249 if(strcmp(Dc_arg, "kick")==0){ // kick a player
3252 } else if(strcmp(Dc_arg, "stats")==0) {
3253 // multi_toggle_stats();
3254 } else if(strcmp(Dc_arg, "show_stats")==0) {
3255 // multi_show_basic_stats(0);
3256 } else if(strcmp(Dc_arg, "dump_stats")==0) {
3257 // multi_show_basic_stats(1);
3259 } else if(strcmp(Dc_arg, "voice")==0){ // settings for multiplayer voice
3261 } else if(strcmp(Dc_arg, "respawn_chump")==0){ // set a really large # of respawns
3262 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){
3263 Netgame.respawn = 9999;
3264 Netgame.options.respawn = 9999;
3266 // if i'm the server, send a netgame update
3267 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
3268 send_netgame_update_packet();
3271 } else if(strcmp(Dc_arg, "ss_leaders")==0){ // only host or team captains can modify ships
3272 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){
3273 Netgame.options.flags |= MSO_FLAG_SS_LEADERS;
3274 multi_options_update_netgame();
3276 } else if(strcmp(Dc_arg, "make_players")==0){
3278 multi_make_fake_players(MAX_PLAYERS);
3280 } else if(strcmp(Dc_arg, "givecd")==0){
3281 extern int Multi_has_cd;
3283 } else if(strcmp(Dc_arg, "oo")==0){
3286 dc_get_arg(ARG_INT);
3287 if(Dc_arg_type & ARG_INT){
3288 new_flags = Dc_arg_int;
3291 dc_printf("Interesting flags\nPos : %d\nVelocity : %d\nDesired vel : %d\nOrient : %d\nRotvel : %d\nDesired rotvel %d\n",
3292 1<<0, 1<<7, 1<<8, 1<<1, 1<<9, 1<<10);
3293 } else if(strcmp(Dc_arg, "oo_sort")==0){
3298 dc_printf("Network object sorting ENABLED\n");
3300 dc_printf("Network object sorting DISABLED\n");
3308 // PXO crc checking stuff
3311 void multi_spew_pxo_checksums(int max_files, char *outfile)
3314 char full_name[MAX_FILENAME_LEN+1];
3315 char wild_card[256];
3320 // allocate filename space
3321 file_names = (char**)malloc(sizeof(char*) * max_files);
3322 if(file_names != NULL){
3323 memset(wild_card, 0, 256);
3324 strcpy(wild_card, NOX("*"));
3325 strcat(wild_card, FS_MISSION_FILE_EXT);
3326 count = cf_get_file_list(max_files, file_names, CF_TYPE_MISSIONS, wild_card);
3329 out = fopen(outfile, "wt");
3334 // do all the checksums
3335 for(idx=0; idx<count; idx++){
3336 memset(full_name, 0, MAX_FILENAME_LEN+1);
3337 strcpy(full_name, cf_add_ext(file_names[idx], FS_MISSION_FILE_EXT));
3339 if(cf_chksum_long(full_name, &checksum)){
3340 fprintf(out, "%s : %d\n", full_name, (int)checksum);
3349 DCF(pxospew,"spew PXO 32 bit checksums for all visible mission files")
3353 dc_get_arg(ARG_INT);
3354 if(Dc_arg_type & ARG_INT){
3355 max_files = Dc_arg_int;
3357 dc_get_arg(ARG_STRING);
3358 if(Dc_arg_type & ARG_STRING){
3359 multi_spew_pxo_checksums(max_files, Dc_arg);
3366 // make a bunch of fake players - don't rely on this to be very safe - its mostly used for interface testing
3368 void multi_make_fake_players(int count)
3372 for(idx=0;idx<count;idx++){
3373 if(!MULTI_CONNECTED(Net_players[idx])){
3374 Net_players[idx].player = &Players[idx];
3375 sprintf(Net_players[idx].player->callsign,"Player %d",idx);
3376 Net_players[idx].flags |= NETINFO_FLAG_CONNECTED;
3382 // ---------------------------------------------------------------------------------------------------------------------
3383 // PACK UNPACK STUFF
3387 #pragma optimize("", off)
3390 typedef struct bitbuffer {
3397 void bitbuffer_init( bitbuffer *bitbuf, ubyte *data )
3400 bitbuf->mask = 0x80;
3401 bitbuf->data = data;
3402 bitbuf->org_data = data;
3405 int bitbuffer_write_flush( bitbuffer *bitbuf )
3407 // Flush to next byte
3408 if ( bitbuf->mask != 0x80 ) {
3409 *bitbuf->data++ = (ubyte)bitbuf->rack;
3411 return bitbuf->data-bitbuf->org_data;
3414 int bitbuffer_read_flush( bitbuffer *bitbuf )
3416 return bitbuf->data-bitbuf->org_data;
3419 void bitbuffer_put( bitbuffer *bitbuf, uint data, int bit_count )
3423 mask = 1L << ( bit_count - 1 );
3424 while ( mask != 0) {
3425 if ( mask & data ) {
3426 bitbuf->rack |= bitbuf->mask;
3429 if ( bitbuf->mask == 0 ) {
3430 *bitbuf->data++=(ubyte)bitbuf->rack;
3432 bitbuf->mask = 0x80;
3438 uint bitbuffer_get_unsigned( bitbuffer *bitbuf, int bit_count )
3443 mask = 1L << ( bit_count - 1 );
3446 while ( mask != 0) {
3447 if ( bitbuf->mask == 0x80 ) {
3448 bitbuf->rack = *bitbuf->data++;
3450 if ( bitbuf->rack & bitbuf->mask ) {
3451 return_value |= mask;
3455 if ( bitbuf->mask == 0 ) {
3456 bitbuf->mask = 0x80;
3460 return return_value;
3463 int bitbuffer_get_signed( bitbuffer *bitbuf, int bit_count )
3468 mask = 1L << ( bit_count - 1 );
3471 while ( mask != 0) {
3472 if ( bitbuf->mask == 0x80 ) {
3473 bitbuf->rack = *bitbuf->data++;
3475 if ( bitbuf->rack & bitbuf->mask ) {
3476 return_value |= mask;
3480 if ( bitbuf->mask == 0 ) {
3481 bitbuf->mask = 0x80;
3485 // sign extend return value
3486 return_value <<= (32-bit_count);
3488 return ((int)return_value)>>(32-bit_count);
3493 // Packs/unpacks an object position.
3494 // Returns number of bytes read or written.
3495 // #define OO_POS_RET_SIZE 9
3496 int multi_pack_unpack_position( int write, ubyte *data, vector *pos)
3500 bitbuffer_init(&buf,data);
3507 a = fl2i(pos->x*105.0f+0.5f);
3508 b = fl2i(pos->y*105.0f+0.5f);
3509 c = fl2i(pos->z*105.0f+0.5f);
3510 CAP(a,-8388608,8388607);
3511 CAP(b,-8388608,8388607);
3512 CAP(c,-8388608,8388607);
3514 bitbuffer_put( &buf, (uint)a, 24 );
3515 bitbuffer_put( &buf, (uint)b, 24 );
3516 bitbuffer_put( &buf, (uint)c, 24 );
3519 return bitbuffer_write_flush(&buf);
3524 a = bitbuffer_get_signed(&buf,24);
3525 b = bitbuffer_get_signed(&buf,24);
3526 c = bitbuffer_get_signed(&buf,24);
3528 pos->x = i2fl(a)/105.0f;
3529 pos->y = i2fl(b)/105.0f;
3530 pos->z = i2fl(c)/105.0f;
3532 return bitbuffer_read_flush(&buf);
3536 int degenerate_count = 0;
3537 int non_degenerate_count = 0;
3540 hack = ((ushort)orient->fvec.x * 32767);
3541 memcpy(&hack, &orient->fvec.x, 4);
3542 bitbuffer_put( &buf, hack, 32 );
3543 memcpy(&hack, &orient->fvec.y, 4);
3544 bitbuffer_put( &buf, hack, 32 );
3545 memcpy(&hack, &orient->fvec.z, 4);
3546 bitbuffer_put( &buf, hack, 32 );
3548 memcpy(&hack, &orient->uvec.x, 4);
3549 bitbuffer_put( &buf, hack, 32 );
3550 memcpy(&hack, &orient->uvec.y, 4);
3551 bitbuffer_put( &buf, hack, 32 );
3552 memcpy(&hack, &orient->uvec.z, 4);
3553 bitbuffer_put( &buf, hack, 32 );
3555 memcpy(&hack, &orient->rvec.x, 4);
3556 bitbuffer_put( &buf, hack, 32 );
3557 memcpy(&hack, &orient->rvec.y, 4);
3558 bitbuffer_put( &buf, hack, 32 );
3559 memcpy(&hack, &orient->rvec.z, 4);
3560 bitbuffer_put( &buf, hack, 32 );*/
3563 hack = bitbuffer_get_unsigned(&buf, 32);
3564 memcpy(&orient->fvec.x, &hack, 4);
3565 hack = bitbuffer_get_unsigned(&buf, 32);
3566 memcpy(&orient->fvec.y, &hack, 4);
3567 hack = bitbuffer_get_unsigned(&buf, 32);
3568 memcpy(&orient->fvec.z, &hack, 4);
3570 hack = bitbuffer_get_unsigned(&buf, 32);
3571 memcpy(&orient->uvec.x, &hack, 4);
3572 hack = bitbuffer_get_unsigned(&buf, 32);
3573 memcpy(&orient->uvec.y, &hack, 4);
3574 hack = bitbuffer_get_unsigned(&buf, 32);
3575 memcpy(&orient->uvec.z, &hack, 4);
3577 hack = bitbuffer_get_unsigned(&buf, 32);
3578 memcpy(&orient->rvec.x, &hack, 4);
3579 hack = bitbuffer_get_unsigned(&buf, 32);
3580 memcpy(&orient->rvec.y, &hack, 4);
3581 hack = bitbuffer_get_unsigned(&buf, 32);
3582 memcpy(&orient->rvec.z, &hack, 4);*/
3584 // Packs/unpacks an orientation matrix.
3585 // Returns number of bytes read or written.
3586 // #define OO_ORIENT_RET_SIZE 6
3587 int multi_pack_unpack_orient( int write, ubyte *data, matrix *orient)
3591 bitbuffer_init(&buf, data + 1);
3599 #define D_SCALE 32768.0f
3600 #define D_MAX_RANGE 32767
3601 #define D_MIN_RANGE -32768
3603 #define N_SCALE 2048.0f
3604 #define N_MAX_RANGE 2047
3605 #define N_MIN_RANGE -2048
3608 // degenerate case - send the whole orient matrix
3609 vm_extract_angles_matrix(&ang, orient);
3610 if((ang.h > 3.130) && (ang.h < 3.150)){
3616 a = fl2i(orient->fvec.x * D_SCALE);
3617 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3618 bitbuffer_put( &buf, a, 16 );
3619 a = fl2i(orient->fvec.y * D_SCALE);
3620 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3621 bitbuffer_put( &buf, a, 16 );
3622 a = fl2i(orient->fvec.z * D_SCALE);
3623 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3624 bitbuffer_put( &buf, a, 16 );
3626 a = fl2i(orient->uvec.x * D_SCALE);
3627 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3628 bitbuffer_put( &buf, a, 16 );
3629 a = fl2i(orient->uvec.y * D_SCALE);
3630 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3631 bitbuffer_put( &buf, a, 16 );
3632 a = fl2i(orient->uvec.z * D_SCALE);
3633 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3634 bitbuffer_put( &buf, a, 16 );
3636 a = fl2i(orient->rvec.x * D_SCALE);
3637 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3638 bitbuffer_put( &buf, a, 16 );
3639 a = fl2i(orient->rvec.y * D_SCALE);
3640 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3641 bitbuffer_put( &buf, a, 16 );
3642 a = fl2i(orient->rvec.z * D_SCALE);
3643 CAP(a, D_MIN_RANGE, D_MAX_RANGE);
3644 bitbuffer_put( &buf, a, 16 );
3646 non_degenerate_count++;
3648 vm_matrix_to_rot_axis_and_angle(orient, &theta, &rot_axis);
3649 // Have theta, which is an angle between 0 and PI.
3650 // Convert it to be between -1.0f and 1.0f
3651 theta = theta*2.0f/PI-1.0f;
3654 a = fl2i(rot_axis.x*N_SCALE);
3655 b = fl2i(rot_axis.y*N_SCALE);
3656 c = fl2i(rot_axis.z*N_SCALE);
3657 d = fl2i(theta*N_SCALE);
3659 CAP(a, N_MIN_RANGE, N_MAX_RANGE);
3660 CAP(b, N_MIN_RANGE, N_MAX_RANGE);
3661 CAP(c, N_MIN_RANGE, N_MAX_RANGE);
3662 CAP(d, N_MIN_RANGE, N_MAX_RANGE);
3664 bitbuffer_put( &buf, (uint)a, 12 );
3665 bitbuffer_put( &buf, (uint)b, 12 );
3666 bitbuffer_put( &buf, (uint)c, 12 );
3667 bitbuffer_put( &buf, (uint)d, 12 );
3670 // flag for degenerate case
3673 return bitbuffer_write_flush(&buf) + 1;
3679 a = bitbuffer_get_signed(&buf, 16);
3680 orient->fvec.x = i2fl(a) / D_SCALE;
3681 a = bitbuffer_get_signed(&buf, 16);
3682 orient->fvec.y = i2fl(a) / D_SCALE;
3683 a = bitbuffer_get_signed(&buf, 16);
3684 orient->fvec.z = i2fl(a) / D_SCALE;
3686 a = bitbuffer_get_signed(&buf, 16);
3687 orient->uvec.x = i2fl(a) / D_SCALE;
3688 a = bitbuffer_get_signed(&buf, 16);
3689 orient->uvec.y = i2fl(a) / D_SCALE;
3690 a = bitbuffer_get_signed(&buf, 16);
3691 orient->uvec.z = i2fl(a) / D_SCALE;
3693 a = bitbuffer_get_signed(&buf, 16);
3694 orient->rvec.x = i2fl(a) / D_SCALE;
3695 a = bitbuffer_get_signed(&buf, 16);
3696 orient->rvec.y = i2fl(a) / D_SCALE;
3697 a = bitbuffer_get_signed(&buf, 16);
3698 orient->rvec.z = i2fl(a) / D_SCALE;
3700 a = bitbuffer_get_signed(&buf,12);
3701 b = bitbuffer_get_signed(&buf,12);
3702 c = bitbuffer_get_signed(&buf,12);
3703 d = bitbuffer_get_signed(&buf,12);
3706 rot_axis.x = i2fl(a)/N_SCALE;
3707 rot_axis.y = i2fl(b)/N_SCALE;
3708 rot_axis.z = i2fl(c)/N_SCALE;
3709 theta = i2fl(d)/N_SCALE;
3711 // Convert theta back to range 0-PI
3712 theta = (theta+1.0f)*PI/2.0f;
3714 vm_quaternion_rotate(orient, theta, &rot_axis);
3716 vm_orthogonalize_matrix(orient);
3719 return bitbuffer_read_flush(&buf) + 1;
3724 // Packs/unpacks an orientation matrix.
3725 // Returns number of bytes read or written.
3726 // #define OO_ORIENT_RET_SIZE 6
3728 int multi_pack_unpack_orient( int write, ubyte *data, matrix *orient)
3732 bitbuffer_init(&buf,data);
3740 // if our heading is 3.14 radians
3742 //vm_extract_angles_matrix(&a, orient);
3743 //if((ang.h > 3.1300) && (ang.h < 3.1500)){
3746 util_matrix_to_rot_axis_and_angle(orient, &theta, &rot_axis);
3747 // Have theta, which is an angle between 0 and PI.
3748 // Convert it to be between -1.0f and 1.0f
3749 theta = theta*2.0f/PI-1.0f;
3751 #define SCALE 2048.0f
3753 #define MAX_RANGE 2047
3754 #define MIN_RANGE -2048
3757 a = fl2i(rot_axis.x*SCALE);
3758 b = fl2i(rot_axis.y*SCALE);
3759 c = fl2i(rot_axis.z*SCALE);
3760 d = fl2i(theta*SCALE);
3762 CAP(a,MIN_RANGE,MAX_RANGE);
3763 CAP(b,MIN_RANGE,MAX_RANGE);
3764 CAP(c,MIN_RANGE,MAX_RANGE);
3765 CAP(d,MIN_RANGE,MAX_RANGE);
3768 bitbuffer_put( &buf, (uint)a, 12 );
3769 bitbuffer_put( &buf, (uint)b, 12 );
3770 bitbuffer_put( &buf, (uint)c, 12 );
3771 bitbuffer_put( &buf, (uint)d, 12 );
3773 return bitbuffer_write_flush(&buf);
3777 a = bitbuffer_get_signed(&buf,12);
3778 b = bitbuffer_get_signed(&buf,12);
3779 c = bitbuffer_get_signed(&buf,12);
3780 d = bitbuffer_get_signed(&buf,12);
3783 rot_axis.x = i2fl(a)/SCALE;
3784 rot_axis.y = i2fl(b)/SCALE;
3785 rot_axis.z = i2fl(c)/SCALE;
3786 theta = i2fl(d)/SCALE;
3788 // Convert theta back to range 0-PI
3789 theta = (theta+1.0f)*PI/2.0f;
3791 vm_quaternion_rotate(orient, theta, &rot_axis);
3793 vm_orthogonalize_matrix(orient);
3795 return bitbuffer_read_flush(&buf);
3800 // Packs/unpacks velocity
3801 // Returns number of bytes read or written.
3802 // #define OO_VEL_RET_SIZE 4
3803 int multi_pack_unpack_vel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi)
3807 bitbuffer_init(&buf,data);
3814 r = vm_vec_dot( &orient->rvec, &pi->vel );
3815 u = vm_vec_dot( &orient->uvec, &pi->vel );
3816 f = vm_vec_dot( &orient->fvec, &pi->vel );
3824 bitbuffer_put( &buf, (uint)a, 10 );
3825 bitbuffer_put( &buf, (uint)b, 10 );
3826 bitbuffer_put( &buf, (uint)c, 10 );
3828 return bitbuffer_write_flush(&buf);
3832 a = bitbuffer_get_signed(&buf,10);
3833 b = bitbuffer_get_signed(&buf,10);
3834 c = bitbuffer_get_signed(&buf,10);
3839 // Convert into world coordinates
3840 vm_vec_zero(&pi->vel);
3841 vm_vec_scale_add2( &pi->vel, &orient->rvec, r );
3842 vm_vec_scale_add2( &pi->vel, &orient->uvec, u );
3843 vm_vec_scale_add2( &pi->vel, &orient->fvec, f );
3845 return bitbuffer_read_flush(&buf);
3849 // Packs/unpacks desired_velocity
3850 // Returns number of bytes read or written.
3851 // #define OO_DESIRED_VEL_RET_SIZE 3
3852 int multi_pack_unpack_desired_vel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi, ship_info *sip)
3856 bitbuffer_init(&buf,data);
3863 max_vel.x = max( sip->max_vel.x, sip->afterburner_max_vel.x );
3864 max_vel.y = max( sip->max_vel.y, sip->afterburner_max_vel.y );
3865 max_vel.z = max( sip->max_vel.z, sip->afterburner_max_vel.z );
3868 // Find desired vel in local coordinates
3869 // Velocity can be from -1024 to 1024
3871 // bitfields for each value
3872 if(max_vel.x > 0.0f){
3875 if(max_vel.y > 0.0f){
3878 if(max_vel.z > 0.0f){
3881 // fields = sip - Ship_info;
3882 bitbuffer_put(&buf, (uint)fields, 8);
3884 r = vm_vec_dot( &orient->rvec, &pi->desired_vel );
3885 u = vm_vec_dot( &orient->uvec, &pi->desired_vel );
3886 f = vm_vec_dot( &orient->fvec, &pi->desired_vel );
3888 if ( max_vel.x > 0.0f ) {
3890 a = fl2i( r * 128.0f );
3892 bitbuffer_put( &buf, (uint)a, 8 );
3895 if ( max_vel.y > 0.0f ) {
3897 a = fl2i( u * 128.0f );
3899 bitbuffer_put( &buf, (uint)a, 8 );
3902 if ( max_vel.z > 0.0f ) {
3904 a = fl2i( f * 128.0f );
3906 bitbuffer_put( &buf, (uint)a, 8 );
3909 return bitbuffer_write_flush(&buf);
3912 // Find desired vel in local coordinates
3913 // Velocity can be from -1024 to 1024
3915 // get the fields bitbuffer
3916 fields = bitbuffer_get_signed(&buf, 8);
3918 if ( fields & (1<<0) ) {
3919 a = bitbuffer_get_signed(&buf,8);
3925 if ( fields & (1<<1) ) {
3926 a = bitbuffer_get_signed(&buf,8);
3932 if ( fields & (1<<2) ) {
3933 a = bitbuffer_get_signed(&buf,8);
3939 // Convert into world coordinates
3940 vm_vec_zero(&pi->vel);
3941 vm_vec_scale_add2( &pi->desired_vel, &orient->rvec, r*max_vel.x );
3942 vm_vec_scale_add2( &pi->desired_vel, &orient->uvec, u*max_vel.y );
3943 vm_vec_scale_add2( &pi->desired_vel, &orient->fvec, f*max_vel.z );
3945 return bitbuffer_read_flush(&buf);
3949 // Packs/unpacks rotational velocity
3950 // Returns number of bytes read or written.
3951 // #define OO_ROTVEL_RET_SIZE 4
3952 int multi_pack_unpack_rotvel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi)
3956 bitbuffer_init(&buf,data);
3961 // output rotational velocity
3962 a = fl2i(pi->rotvel.x*32.0f);
3963 b = fl2i(pi->rotvel.y*32.0f);
3964 c = fl2i(pi->rotvel.z*32.0f);
3968 bitbuffer_put( &buf, (uint)a, 10 );
3969 bitbuffer_put( &buf, (uint)b, 10 );
3970 bitbuffer_put( &buf, (uint)c, 10 );
3973 return bitbuffer_write_flush(&buf);
3977 // unpack rotational velocity
3978 a = bitbuffer_get_signed(&buf,10);
3979 b = bitbuffer_get_signed(&buf,10);
3980 c = bitbuffer_get_signed(&buf,10);
3981 pi->rotvel.x = i2fl(a)/32.0f;
3982 pi->rotvel.y = i2fl(b)/32.0f;
3983 pi->rotvel.z = i2fl(c)/32.0f;
3985 return bitbuffer_read_flush(&buf);
3989 // Packs/unpacks desired rotvel
3990 // Returns number of bytes read or written.
3991 // #define OO_DESIRED_ROTVEL_RET_SIZE 3
3992 int multi_pack_unpack_desired_rotvel( int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi, ship_info *sip)
3997 bitbuffer_init(&buf,data);
4003 // use ship_info values for max_rotvel instead of taking it from physics info
4005 // bitfields for each value
4006 if(sip->max_rotvel.x > 0.0f){
4009 if(sip->max_rotvel.y > 0.0f){
4012 if(sip->max_rotvel.z > 0.0f){
4016 bitbuffer_put(&buf, (uint)fields, 8);
4018 // output desired rotational velocity as a percent of max
4019 if ( sip->max_rotvel.x > 0.0f ) {
4020 a = fl2i( pi->desired_rotvel.x*128.0f / sip->max_rotvel.x );
4022 bitbuffer_put( &buf, (uint)a, 8 );
4025 if ( sip->max_rotvel.y > 0.0f ) {
4026 a = fl2i( pi->desired_rotvel.y*128.0f / sip->max_rotvel.y );
4028 bitbuffer_put( &buf, (uint)a, 8 );
4031 if ( sip->max_rotvel.z > 0.0f ) {
4032 a = fl2i( pi->desired_rotvel.z*128.0f / sip->max_rotvel.z );
4034 bitbuffer_put( &buf, (uint)a, 8 );
4037 return bitbuffer_write_flush(&buf);
4039 fields = bitbuffer_get_signed(&buf, 8);
4041 // unpack desired rotational velocity
4042 if ( fields & (1<<0) ) {
4043 a = bitbuffer_get_signed(&buf,8);
4048 if ( fields & (1<<1) ) {
4049 a = bitbuffer_get_signed(&buf,8);
4054 if ( fields & (1<<2) ) {
4055 a = bitbuffer_get_signed(&buf,8);
4060 pi->desired_rotvel.x = r*sip->max_rotvel.x;
4061 pi->desired_rotvel.y = u*sip->max_rotvel.y;
4062 pi->desired_rotvel.z = f*sip->max_rotvel.z;
4064 return bitbuffer_read_flush(&buf);
4069 #pragma optimize("", on)