1 /* $Id: multi.c,v 1.9 2003/03/14 21:24:03 btb Exp $ */
2 /*
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
13 */
14
15 /*
16 *
17 * Multiplayer code shared by serial and network play.
18 *
19 */
20
21 #ifdef HAVE_CONFIG_H
22 #include <conf.h>
23 #endif
24
25 #include <stdio.h>
26 #include <stdlib.h>
27 #include <string.h>
28 #include <time.h>
29 #include <ctype.h>
30
31 #include "u_mem.h"
32 #include "strutil.h"
33 #include "game.h"
34 #include "modem.h"
35 #include "network.h"
36 #include "multi.h"
37 #include "object.h"
38 #include "laser.h"
39 #include "fuelcen.h"
40 #include "scores.h"
41 #include "gauges.h"
42 #include "collide.h"
43 #include "error.h"
44 #include "fireball.h"
45 #include "newmenu.h"
46 #include "mono.h"
47 #include "wall.h"
48 #include "cntrlcen.h"
49 #include "powerup.h"
50 #include "polyobj.h"
51 #include "bm.h"
52 #include "endlevel.h"
53 #include "key.h"
54 #include "playsave.h"
55 #include "timer.h"
56 #include "digi.h"
57 #include "sounds.h"
58 #include "kconfig.h"
59 #include "newdemo.h"
60 #include "text.h"
61 #include "kmatrix.h"
62 #include "multibot.h"
63 #include "gameseq.h"
64 #include "physics.h"
65 #include "config.h"
66 #include "state.h"
67 #include "ai.h"
68 #include "switch.h"
69 #include "textures.h"
70 #include "byteswap.h"
71 #include "sounds.h"
72 #include "args.h"
73 #include "cfile.h"
74 #include "effects.h"
75
76 void multi_reset_player_object(object *objp);
77 void multi_reset_object_texture(object *objp);
78 void multi_add_lifetime_killed();
79 void multi_add_lifetime_kills();
80 void multi_send_play_by_play(int num,int spnum,int dpnum);
81 void multi_send_heartbeat();
82 void multi_send_modem_ping();
83 void multi_cap_objects();
84 void multi_adjust_remote_cap(int pnum);
85 void multi_save_game(ubyte slot, uint id, char *desc);
86 void multi_restore_game(ubyte slot, uint id);
87 void multi_set_robot_ai(void);
88 void multi_send_powerup_update();
89 void bash_to_shield(int i,char *s);
90 void init_hoard_data();
91 void multi_apply_goal_textures();
92 int find_goal_texture(ubyte t);
93 void multi_bad_restore();
94 void multi_do_capture_bonus(char *buf);
95 void multi_do_orb_bonus(char *buf);
96 void multi_send_drop_flag(int objnum,int seed);
97 void multi_send_ranking();
98 void multi_do_play_by_play(char *buf);
99
100 //
101 // Local macros and prototypes
102 //
103
104 // LOCALIZE ME!!
105
106 #define vm_angvec_zero(v) (v)->p=(v)->b=(v)->h=0
107
108 void drop_player_eggs(object *player); // from collide.c
109 void GameLoop(int, int); // From game.c
110
111 //
112 // Global variables
113 //
114
115 extern vms_vector MarkerPoint[];
116 extern char MarkerMessage[16][40];
117 extern char MarkerOwner[16][40];
118 extern int MarkerObject[];
119
120 int control_invul_time = 0;
121 int who_killed_controlcen = -1; // -1 = noone
122
123 //do we draw the kill list on the HUD?
124 int Show_kill_list = 1;
125 int Show_reticle_name = 1;
126 fix Show_kill_list_timer = 0;
127
128 char Multi_is_guided=0;
129 char PKilledFlags[MAX_NUM_NET_PLAYERS];
130
131 int multi_sending_message = 0;
132 int multi_defining_message = 0;
133 int multi_message_index = 0;
134
135 char multibuf[MAX_MULTI_MESSAGE_LEN+4]; // This is where multiplayer message are built
136
137 short remote_to_local[MAX_NUM_NET_PLAYERS][MAX_OBJECTS]; // Remote object number for each local object
138 short local_to_remote[MAX_OBJECTS];
139 byte object_owner[MAX_OBJECTS]; // Who created each object in my universe, -1 = loaded at start
140
141 int Net_create_objnums[MAX_NET_CREATE_OBJECTS]; // For tracking object creation that will be sent to remote
142 int Net_create_loc = 0; // pointer into previous array
143 int Network_laser_fired = 0; // How many times we shot
144 int Network_laser_gun; // Which gun number we shot
145 int Network_laser_flags; // Special flags for the shot
146 int Network_laser_level; // What level
147 short Network_laser_track; // Who is it tracking?
148 char Network_message[MAX_MESSAGE_LEN];
149 char Network_message_macro[4][MAX_MESSAGE_LEN];
150 int Network_message_reciever=-1;
151 int sorted_kills[MAX_NUM_NET_PLAYERS];
152 short kill_matrix[MAX_NUM_NET_PLAYERS][MAX_NUM_NET_PLAYERS];
153 int multi_goto_secret = 0;
154 short team_kills[2];
155 int multi_in_menu = 0;
156 int multi_leave_menu = 0;
157 int multi_quit_game = 0;
158
159 netgame_info Netgame;
160 AllNetPlayers_info NetPlayers;
161
162 bitmap_index multi_player_textures[MAX_NUM_NET_PLAYERS][N_PLAYER_SHIP_TEXTURES];
163
164 typedef struct netplayer_stats {
165 ubyte message_type;
166 ubyte Player_num; // Who am i?
167 uint flags; // Powerup flags, see below...
168 fix energy; // Amount of energy remaining.
169 fix shields; // shields remaining (protection)
170 ubyte lives; // Lives remaining, 0 = game over.
171 ubyte laser_level; // Current level of the laser.
172 ubyte primary_weapon_flags; // bit set indicates the player has this weapon.
173 ubyte secondary_weapon_flags; // bit set indicates the player has this weapon.
174 ushort primary_ammo[MAX_PRIMARY_WEAPONS]; // How much ammo of each type.
175 ushort secondary_ammo[MAX_SECONDARY_WEAPONS]; // How much ammo of each type.
176 int last_score; // Score at beginning of current level.
177 int score; // Current score.
178 fix cloak_time; // Time cloaked
179 fix invulnerable_time; // Time invulnerable
180 fix homing_object_dist; // Distance of nearest homing object.
181 short KillGoalCount;
182 short net_killed_total; // Number of times killed total
183 short net_kills_total; // Number of net kills total
184 short num_kills_level; // Number of kills this level
185 short num_kills_total; // Number of kills total
186 short num_robots_level; // Number of initial robots this level
187 short num_robots_total; // Number of robots total
188 ushort hostages_rescued_total; // Total number of hostages rescued.
189 ushort hostages_total; // Total number of hostages.
190 ubyte hostages_on_board; // Number of hostages on ship.
191 ubyte unused[16];
192 } netplayer_stats;
193
194 int message_length[MULTI_MAX_TYPE+1] = {
195 24, // POSITION
196 3, // REAPPEAR
197 8, // FIRE
198 5, // KILL
199 4, // REMOVE_OBJECT
200 97+9, // PLAYER_EXPLODE
201 37, // MESSAGE (MAX_MESSAGE_LENGTH = 40)
202 2, // QUIT
203 4, // PLAY_SOUND
204 41, // BEGIN_SYNC
205 4, // CONTROLCEN
206 5, // CLAIM ROBOT
207 4, // END_SYNC
208 2, // CLOAK
209 3, // ENDLEVEL_START
210 5, // DOOR_OPEN
211 2, // CREATE_EXPLOSION
212 16, // CONTROLCEN_FIRE
213 97+9, // PLAYER_DROP
214 19, // CREATE_POWERUP
215 9, // MISSILE_TRACK
216 2, // DE-CLOAK
217 2, // MENU_CHOICE
218 28, // ROBOT_POSITION (shortpos_length (23) + 5 = 28)
219 9, // ROBOT_EXPLODE
220 5, // ROBOT_RELEASE
221 18, // ROBOT_FIRE
222 6, // SCORE
223 6, // CREATE_ROBOT
224 3, // TRIGGER
225 10, // BOSS_ACTIONS
226 27, // ROBOT_POWERUPS
227 7, // HOSTAGE_DOOR
228 2+24, // SAVE_GAME (ubyte slot, uint id, char name[20])
229 2+4, // RESTORE_GAME (ubyte slot, uint id)
230 1+1, // MULTI_REQ_PLAYER
231 sizeof(netplayer_stats), // MULTI_SEND_PLAYER
232 55, // MULTI_MARKER
233 12, // MULTI_DROP_WEAPON
234 #ifndef MACINTOSH
235 3+sizeof(shortpos), // MULTI_GUIDED, IF SHORTPOS CHANGES, CHANGE MAC VALUE BELOW
236 #else
237 26, // MULTI_GUIDED IF SIZE OF SHORTPOS CHANGES, CHANGE THIS VALUE AS WELL!!!!!!
238 #endif
239 11, // MULTI_STOLEN_ITEMS
240 6, // MULTI_WALL_STATUS
241 5, // MULTI_HEARTBEAT
242 9, // MULTI_KILLGOALS
243 9, // MULTI_SEISMIC
244 18, // MULTI_LIGHT
245 2, // MULTI_START_TRIGGER
246 6, // MULTI_FLAGS
247 2, // MULTI_DROP_BLOB
248 MAX_POWERUP_TYPES+1, // MULTI_POWERUP_UPDATE
249 sizeof(active_door)+3, // MULTI_ACTIVE_DOOR
250 4, // MULTI_SOUND_FUNCTION
251 2, // MULTI_CAPTURE_BONUS
252 2, // MULTI_GOT_FLAG
253 12, // MULTI_DROP_FLAG
254 142, // MULTI_ROBOT_CONTROLS
255 2, // MULTI_FINISH_GAME
256 3, // MULTI_RANK
257 1, // MULTI_MODEM_PING
258 1, // MULTI_MODEM_PING_RETURN
259 3, // MULTI_ORB_BONUS
260 2, // MULTI_GOT_ORB
261 12, // MULTI_DROP_ORB
262 4, // MULTI_PLAY_BY_PLAY
263 };
264
265 void extract_netplayer_stats( netplayer_stats *ps, player * pd );
266 void use_netplayer_stats( player * ps, netplayer_stats *pd );
267 char PowerupsInMine[MAX_POWERUP_TYPES],MaxPowerupsAllowed[MAX_POWERUP_TYPES];
268 extern fix ThisLevelTime;
269
270 //
271 // Functions that replace what used to be macros
272 //
273
objnum_remote_to_local(int remote_objnum,int owner)274 int objnum_remote_to_local(int remote_objnum, int owner)
275 {
276 // Map a remote object number from owner to a local object number
277
278 int result;
279
280 if ((owner >= N_players) || (owner < -1)) {
281 Int3(); // Illegal!
282 return(remote_objnum);
283 }
284
285 if (owner == -1)
286 return(remote_objnum);
287
288 if ((remote_objnum < 0) || (remote_objnum >= MAX_OBJECTS))
289 return(-1);
290
291 result = remote_to_local[owner][remote_objnum];
292
293 if (result < 0)
294 {
295 mprintf((1, "Remote object owner %d number %d mapped to -1!\n", owner, remote_objnum));
296 return(-1);
297 }
298
299 #ifndef NDEBUG
300 if (object_owner[result] != owner)
301 {
302 mprintf((1, "Remote object owner %d number %d doesn't match owner %d.\n", owner, remote_objnum, object_owner[result]));
303 }
304 #endif
305 //Assert(object_owner[result] == owner);
306
307 return(result);
308 }
309
objnum_local_to_remote(int local_objnum,byte * owner)310 int objnum_local_to_remote(int local_objnum, byte *owner)
311 {
312 // Map a local object number to a remote + owner
313
314 int result;
315
316 if ((local_objnum < 0) || (local_objnum > Highest_object_index)) {
317 *owner = -1;
318 return(-1);
319 }
320
321 *owner = object_owner[local_objnum];
322
323 if (*owner == -1)
324 return(local_objnum);
325
326 if ((*owner >= N_players) || (*owner < -1)) {
327 Int3(); // Illegal!
328 *owner = -1;
329 return local_objnum;
330 }
331
332 result = local_to_remote[local_objnum];
333
334 //mprintf((0, "Local object %d mapped to owner %d objnum %d.\n", local_objnum,
335 // *owner, result));
336
337 if (result < 0)
338 {
339 Int3(); // See Rob, object has no remote number!
340 }
341
342 return(result);
343 }
344
345 void
map_objnum_local_to_remote(int local_objnum,int remote_objnum,int owner)346 map_objnum_local_to_remote(int local_objnum, int remote_objnum, int owner)
347 {
348 // Add a mapping from a network remote object number to a local one
349
350 Assert(local_objnum > -1);
351 Assert(remote_objnum > -1);
352 Assert(owner > -1);
353 Assert(owner != Player_num);
354 Assert(local_objnum < MAX_OBJECTS);
355 Assert(remote_objnum < MAX_OBJECTS);
356
357 object_owner[local_objnum] = owner;
358
359 remote_to_local[owner][remote_objnum] = local_objnum;
360 local_to_remote[local_objnum] = remote_objnum;
361
362 return;
363 }
364
365 void
map_objnum_local_to_local(int local_objnum)366 map_objnum_local_to_local(int local_objnum)
367 {
368 // Add a mapping for our locally created objects
369
370 Assert(local_objnum > -1);
371 Assert(local_objnum < MAX_OBJECTS);
372
373 object_owner[local_objnum] = Player_num;
374 remote_to_local[Player_num][local_objnum] = local_objnum;
375 local_to_remote[local_objnum] = local_objnum;
376
377 return;
378 }
379
380 //
381 // Part 1 : functions whose main purpose in life is to divert the flow
382 // of execution to either network or serial specific code based
383 // on the curretn Game_mode value.
384 //
385
386 void
multi_endlevel_score(void)387 multi_endlevel_score(void)
388 {
389 int old_connect=0;
390 int i;
391
392 // Show a score list to end of net players
393
394 // Save connect state and change to new connect state
395 #ifdef NETWORK
396 if (Game_mode & GM_NETWORK)
397 {
398 old_connect = Players[Player_num].connected;
399 if (Players[Player_num].connected!=3)
400 Players[Player_num].connected = CONNECT_END_MENU;
401 Network_status = NETSTAT_ENDLEVEL;
402
403 }
404 #endif
405
406 // Do the actual screen we wish to show
407
408 Function_mode = FMODE_MENU;
409
410 kmatrix_view(Game_mode & GM_NETWORK);
411
412 Function_mode = FMODE_GAME;
413
414 // Restore connect state
415
416 if (Game_mode & GM_NETWORK)
417 {
418 Players[Player_num].connected = old_connect;
419 }
420
421 #ifndef SHAREWARE
422 if (Game_mode & GM_MULTI_COOP)
423 {
424 int i;
425 for (i = 0; i < MaxNumNetPlayers; i++)
426 // Reset keys
427 Players[i].flags &= ~(PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY);
428 }
429 for (i = 0; i < MaxNumNetPlayers; i++)
430 Players[i].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
431
432 #endif
433
434 for (i=0;i<MAX_PLAYERS;i++)
435 Players[i].KillGoalCount=0;
436
437 for (i=0;i<MAX_POWERUP_TYPES;i++)
438 {
439 MaxPowerupsAllowed[i]=0;
440 PowerupsInMine[i]=0;
441 }
442
443 }
444
445 int
get_team(int pnum)446 get_team(int pnum)
447 {
448 if ((Game_mode & GM_CAPTURE) && ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM)))
449 return pnum;
450
451 if (Netgame.team_vector & (1 << pnum))
452 return 1;
453 else
454 return 0;
455 }
456
457 int
multi_choose_mission(int * anarchy_only)458 multi_choose_mission(int *anarchy_only)
459 {
460 int i, n_missions;
461 int default_mission;
462 char *m[MAX_MISSIONS];
463 int new_mission_num = 0;
464
465 *anarchy_only = 0;
466
467 n_missions = build_mission_list(1);
468
469 if (n_missions > 1) {
470
471 default_mission = 0;
472 for (i=0;i<n_missions;i++) {
473 m[i] = Mission_list[i].mission_name;
474 if ( !stricmp( m[i], config_last_mission ) )
475 default_mission = i;
476 }
477
478 ExtGameStatus=GAMESTAT_START_MULTIPLAYER_MISSION;
479 new_mission_num = newmenu_listbox1(TXT_MULTI_MISSION, n_missions, m, 1, default_mission, NULL );
480
481 if (new_mission_num == -1)
482 return -1; //abort!
483
484 strcpy(config_last_mission, m[new_mission_num] );
485
486 if (!load_mission(new_mission_num)) {
487 nm_messagebox( NULL, 1, TXT_OK, TXT_MISSION_ERROR);
488 return -1;
489 }
490
491 *anarchy_only = Mission_list[new_mission_num].anarchy_only_flag;
492 }
493 return(new_mission_num);
494 }
495
496 extern void game_disable_cheats();
497
498 void
multi_new_game(void)499 multi_new_game(void)
500 {
501 int i;
502
503 // Reset variables for a new net game
504
505 memset(kill_matrix, 0, MAX_NUM_NET_PLAYERS*MAX_NUM_NET_PLAYERS*2); // Clear kill matrix
506
507 for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
508 {
509 sorted_kills[i] = i;
510 Players[i].net_killed_total = 0;
511 Players[i].net_kills_total = 0;
512 Players[i].flags = 0;
513 Players[i].KillGoalCount=0;
514 }
515
516 #ifndef SHAREWARE
517 for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
518 {
519 robot_controlled[i] = -1;
520 robot_agitation[i] = 0;
521 robot_fired[i] = 0;
522 }
523 #endif
524
525 team_kills[0] = team_kills[1] = 0;
526 Endlevel_sequence = 0;
527 Player_is_dead = 0;
528 multi_leave_menu = 0;
529 multi_quit_game = 0;
530 Show_kill_list = 1;
531 game_disable_cheats();
532 Player_exploded = 0;
533 Dead_player_camera = 0;
534 }
535
536 void
multi_make_player_ghost(int playernum)537 multi_make_player_ghost(int playernum)
538 {
539 object *obj;
540
541 //Assert(playernum != Player_num);
542 //Assert(playernum < MAX_NUM_NET_PLAYERS);
543
544 if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS) || (playernum < 0))
545 {
546 Int3(); // Non-terminal, see Rob
547 return;
548 }
549
550 // if (Objects[Players[playernum].objnum].type != OBJ_PLAYER)
551 // mprintf((1, "Warning: Player %d is not currently a player.\n", playernum));
552
553 obj = &Objects[Players[playernum].objnum];
554
555 obj->type = OBJ_GHOST;
556 obj->render_type = RT_NONE;
557 obj->movement_type = MT_NONE;
558 multi_reset_player_object(obj);
559
560 if (Game_mode & GM_MULTI_ROBOTS)
561 multi_strip_robots(playernum);
562 }
563
564 void
multi_make_ghost_player(int playernum)565 multi_make_ghost_player(int playernum)
566 {
567 object *obj;
568
569 // Assert(playernum != Player_num);
570 // Assert(playernum < MAX_NUM_NET_PLAYERS);
571
572 if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS))
573 {
574 Int3(); // Non-terminal, see rob
575 return;
576 }
577
578 // if(Objects[Players[playernum].objnum].type != OBJ_GHOST)
579 // mprintf((1, "Warning: Player %d is not currently a ghost.\n", playernum));
580
581 obj = &Objects[Players[playernum].objnum];
582
583 obj->type = OBJ_PLAYER;
584 obj->movement_type = MT_PHYSICS;
585 multi_reset_player_object(obj);
586 }
587
multi_get_kill_list(int * plist)588 int multi_get_kill_list(int *plist)
589 {
590 // Returns the number of active net players and their
591 // sorted order of kills
592 int i;
593 int n = 0;
594
595 for (i = 0; i < N_players; i++)
596 //if (Players[sorted_kills[i]].connected)
597 plist[n++] = sorted_kills[i];
598
599 if (n == 0)
600 Int3(); // SEE ROB OR MATT
601
602 //memcpy(plist, sorted_kills, N_players*sizeof(int));
603
604 return(n);
605 }
606
607 void
multi_sort_kill_list(void)608 multi_sort_kill_list(void)
609 {
610 // Sort the kills list each time a new kill is added
611
612 int kills[MAX_NUM_NET_PLAYERS];
613 int i;
614 int changed = 1;
615
616 for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
617 {
618 #ifndef SHAREWARE
619 if (Game_mode & GM_MULTI_COOP)
620 kills[i] = Players[i].score;
621 else
622 #endif
623 if (Show_kill_list==2)
624 {
625 if (Players[i].net_killed_total+Players[i].net_kills_total==0)
626 kills[i]=-1; // always draw the ones without any ratio last
627 else
628 kills[i]=(int)((float)((float)Players[i].net_kills_total/((float)Players[i].net_killed_total+(float)Players[i].net_kills_total))*100.0);
629 }
630 else
631 kills[i] = Players[i].net_kills_total;
632 }
633
634 while (changed)
635 {
636 changed = 0;
637 for (i = 0; i < N_players-1; i++)
638 {
639 if (kills[sorted_kills[i]] < kills[sorted_kills[i+1]])
640 {
641 changed = sorted_kills[i];
642 sorted_kills[i] = sorted_kills[i+1];
643 sorted_kills[i+1] = changed;
644 changed = 1;
645 }
646 }
647 }
648 mprintf((0, "Sorted kills %d %d.\n", sorted_kills[0], sorted_kills[1]));
649 }
650
651 extern object *obj_find_first_of_type (int);
652 char Multi_killed_yourself=0;
653
multi_compute_kill(int killer,int killed)654 void multi_compute_kill(int killer, int killed)
655 {
656 // Figure out the results of a network kills and add it to the
657 // appropriate player's tally.
658
659 int killed_pnum, killed_type;
660 int killer_pnum, killer_type,killer_id;
661 int TheGoal;
662 char killed_name[(CALLSIGN_LEN*2)+4];
663 char killer_name[(CALLSIGN_LEN*2)+4];
664
665 kmatrix_kills_changed = 1;
666 Multi_killed_yourself=0;
667
668 // Both object numbers are localized already!
669
670 mprintf((0, "compute_kill passed: object %d killed object %d.\n", killer, killed));
671
672 if ((killed < 0) || (killed > Highest_object_index) || (killer < 0) || (killer > Highest_object_index))
673 {
674 Int3(); // See Rob, illegal value passed to compute_kill;
675 return;
676 }
677
678 killed_type = Objects[killed].type;
679 killer_type = Objects[killer].type;
680 killer_id = Objects[killer].id;
681
682 if ((killed_type != OBJ_PLAYER) && (killed_type != OBJ_GHOST))
683 {
684 Int3(); // compute_kill passed non-player object!
685 return;
686 }
687
688 killed_pnum = Objects[killed].id;
689
690 PKilledFlags[killed_pnum]=1;
691
692 Assert ((killed_pnum >= 0) && (killed_pnum < N_players));
693
694 if (Game_mode & GM_TEAM)
695 sprintf(killed_name, "%s (%s)", Players[killed_pnum].callsign, Netgame.team_name[get_team(killed_pnum)]);
696 else
697 sprintf(killed_name, "%s", Players[killed_pnum].callsign);
698
699 if (Newdemo_state == ND_STATE_RECORDING)
700 newdemo_record_multi_death(killed_pnum);
701
702 digi_play_sample( SOUND_HUD_KILL, F3_0 );
703
704 if (Control_center_destroyed)
705 Players[killed_pnum].connected=3;
706
707 if (killer_type == OBJ_CNTRLCEN)
708 {
709 Players[killed_pnum].net_killed_total++;
710 Players[killed_pnum].net_kills_total--;
711
712 if (Newdemo_state == ND_STATE_RECORDING)
713 newdemo_record_multi_kill(killed_pnum, -1);
714
715 if (killed_pnum == Player_num)
716 {
717 HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_NONPLAY);
718 multi_add_lifetime_killed ();
719 }
720 else
721 HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_NONPLAY );
722 return;
723 }
724
725 #ifndef SHAREWARE
726 else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST))
727 {
728 if (killer_id==PMINE_ID && killer_type!=OBJ_ROBOT)
729 {
730 if (killed_pnum == Player_num)
731 HUD_init_message("You were killed by a mine!");
732 else
733 HUD_init_message("%s was killed by a mine!",killed_name);
734 }
735 else
736 {
737 if (killed_pnum == Player_num)
738 {
739 HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_ROBOT);
740 multi_add_lifetime_killed();
741 }
742 else
743 HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_ROBOT );
744 }
745 Players[killed_pnum].net_killed_total++;
746 return;
747 }
748 #else
749 else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST) && (killer_id!=PMINE_ID))
750 {
751 Int3(); // Illegal killer type?
752 return;
753 }
754 if (killer_id==PMINE_ID)
755 {
756 if (killed_pnum==Player_num)
757 HUD_init_message("You were killed by a mine!");
758 else
759 HUD_init_message("%s was killed by a mine!",killed_name);
760
761 Players[killed_pnum].net_killed_total++;
762
763 return;
764 }
765 #endif
766
767 killer_pnum = Objects[killer].id;
768
769 if (Game_mode & GM_TEAM)
770 sprintf(killer_name, "%s (%s)", Players[killer_pnum].callsign, Netgame.team_name[get_team(killer_pnum)]);
771 else
772 sprintf(killer_name, "%s", Players[killer_pnum].callsign);
773
774 // Beyond this point, it was definitely a player-player kill situation
775
776 if ((killer_pnum < 0) || (killer_pnum >= N_players))
777 Int3(); // See rob, tracking down bug with kill HUD messages
778 if ((killed_pnum < 0) || (killed_pnum >= N_players))
779 Int3(); // See rob, tracking down bug with kill HUD messages
780
781 if (killer_pnum == killed_pnum)
782 {
783 if (!(Game_mode & GM_HOARD))
784 {
785 if (Game_mode & GM_TEAM)
786 team_kills[get_team(killed_pnum)] -= 1;
787
788 Players[killed_pnum].net_killed_total += 1;
789 Players[killed_pnum].net_kills_total -= 1;
790
791 if (Newdemo_state == ND_STATE_RECORDING)
792 newdemo_record_multi_kill(killed_pnum, -1);
793 }
794 kill_matrix[killed_pnum][killed_pnum] += 1; // # of suicides
795
796 if (killer_pnum == Player_num)
797 {
798 HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, TXT_YOURSELF );
799 Multi_killed_yourself=1;
800 multi_add_lifetime_killed();
801 }
802 else
803 HUD_init_message("%s %s", killed_name, TXT_SUICIDE);
804 }
805
806 else
807 {
808 if (!(Game_mode & GM_HOARD))
809 {
810 if (Game_mode & GM_TEAM)
811 {
812 if (get_team(killed_pnum) == get_team(killer_pnum))
813 team_kills[get_team(killed_pnum)] -= 1;
814 else
815 team_kills[get_team(killer_pnum)] += 1;
816 }
817
818 Players[killer_pnum].net_kills_total += 1;
819 Players[killer_pnum].KillGoalCount+=1;
820
821 if (Newdemo_state == ND_STATE_RECORDING)
822 newdemo_record_multi_kill(killer_pnum, 1);
823 }
824 else
825 {
826 if (Game_mode & GM_TEAM)
827 {
828 if (killed_pnum==Player_num && get_team(killed_pnum) == get_team(killer_pnum))
829 Multi_killed_yourself=1;
830 }
831 }
832
833 kill_matrix[killer_pnum][killed_pnum] += 1;
834 Players[killed_pnum].net_killed_total += 1;
835 if (killer_pnum == Player_num) {
836 HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, killed_name);
837 multi_add_lifetime_kills();
838 if ((Game_mode & GM_MULTI_COOP) && (Players[Player_num].score >= 1000))
839 add_points_to_score(-1000);
840 }
841 else if (killed_pnum == Player_num)
842 {
843 HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, TXT_YOU);
844 multi_add_lifetime_killed();
845 if (Game_mode & GM_HOARD)
846 {
847 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>3)
848 multi_send_play_by_play (1,killer_pnum,Player_num);
849 else if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>0)
850 multi_send_play_by_play (0,killer_pnum,Player_num);
851 }
852 }
853 else
854 HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, killed_name);
855 }
856
857 TheGoal=Netgame.KillGoal*5;
858
859 if (Netgame.KillGoal>0)
860 {
861 if (Players[killer_pnum].KillGoalCount>=TheGoal)
862 {
863 if (killer_pnum==Player_num)
864 {
865 HUD_init_message("You reached the kill goal!");
866 Players[Player_num].shields=i2f(200);
867 }
868 else
869 HUD_init_message ("%s has reached the kill goal!",Players[killer_pnum].callsign);
870
871 HUD_init_message ("The control center has been destroyed!");
872 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
873 }
874 }
875
876 multi_sort_kill_list();
877 multi_show_player_list();
878 Players[killed_pnum].flags&=(~(PLAYER_FLAGS_HEADLIGHT_ON)); // clear the killed guys flags/headlights
879 }
880
881 void
multi_do_frame(void)882 multi_do_frame(void)
883 {
884 static int lasttime=0;
885 int i;
886
887 if (!(Game_mode & GM_MULTI))
888 {
889 Int3();
890 return;
891 }
892
893 if ((Game_mode & GM_NETWORK) && Netgame.PlayTimeAllowed && lasttime!=f2i (ThisLevelTime))
894 {
895 for (i=0;i<N_players;i++)
896 if (Players[i].connected)
897 {
898 if (i==Player_num)
899 {
900 multi_send_heartbeat();
901 lasttime=f2i(ThisLevelTime);
902 }
903 break;
904 }
905 }
906
907 multi_send_message(); // Send any waiting messages
908
909 if (!multi_in_menu)
910 multi_leave_menu = 0;
911
912 #ifndef SHAREWARE
913 if (Game_mode & GM_MULTI_ROBOTS)
914 {
915 multi_check_robot_timeout();
916 }
917 #endif
918
919 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
920 {
921 com_do_frame();
922 }
923 else
924 {
925 network_do_frame(0, 1);
926 }
927
928 if (multi_quit_game && !multi_in_menu)
929 {
930 multi_quit_game = 0;
931 longjmp(LeaveGame, 0);
932 }
933 }
934
935 void
multi_send_data(char * buf,int len,int repeat)936 multi_send_data(char *buf, int len, int repeat)
937 {
938 Assert(len == message_length[(int)buf[0]]);
939 Assert(buf[0] <= MULTI_MAX_TYPE);
940 // Assert(buf[0] >= 0);
941
942 if (Game_mode & GM_NETWORK)
943 Assert(buf[0] > 0);
944
945 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
946 com_send_data(buf, len, repeat);
947 else if (Game_mode & GM_NETWORK)
948 network_send_data(buf, len, repeat);
949 }
950
951 void
multi_leave_game(void)952 multi_leave_game(void)
953 {
954
955 // if (Function_mode != FMODE_GAME)
956 // return;
957
958 if (!(Game_mode & GM_MULTI))
959 return;
960
961 if (Game_mode & GM_NETWORK)
962 {
963 mprintf((0, "Sending explosion message.\n"));
964
965 Net_create_loc = 0;
966 AdjustMineSpawn();
967 multi_cap_objects();
968 drop_player_eggs(ConsoleObject);
969 multi_send_position(Players[Player_num].objnum);
970 multi_send_player_explode(MULTI_PLAYER_DROP);
971 }
972
973 mprintf((1, "Sending leave game.\n"));
974 multi_send_quit(MULTI_QUIT);
975
976 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
977 serial_leave_game();
978 if (Game_mode & GM_NETWORK)
979 network_leave_game();
980
981 Game_mode |= GM_GAME_OVER;
982
983 if (Function_mode!=FMODE_EXIT)
984 Function_mode = FMODE_MENU;
985
986 // N_players = 0;
987
988 // change_playernum_to(0);
989 // Viewer = ConsoleObject = &Objects[0];
990
991 }
992
993 void
multi_show_player_list()994 multi_show_player_list()
995 {
996 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_COOP))
997 return;
998
999 if (Show_kill_list)
1000 return;
1001
1002 Show_kill_list_timer = F1_0*5; // 5 second timer
1003 Show_kill_list = 1;
1004 }
1005
1006 int
multi_endlevel(int * secret)1007 multi_endlevel(int *secret)
1008 {
1009 int result = 0;
1010
1011 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1012 com_endlevel(secret); // an opportunity to re-sync or whatever
1013 else if (Game_mode & GM_NETWORK)
1014 result = network_endlevel(secret);
1015
1016 return(result);
1017 }
1018
1019 //
1020 // Part 2 : functions that act on network/serial messages and change the
1021 // the state of the game in some way.
1022 //
1023
1024 #ifndef MACINTOSH
1025 //extern PORT *com_port;
1026 #endif
1027
1028 int
multi_menu_poll(void)1029 multi_menu_poll(void)
1030 {
1031 fix old_shields;
1032 int was_fuelcen_alive;
1033 int player_was_dead;
1034
1035 was_fuelcen_alive = Control_center_destroyed;
1036
1037 // Special polling function for in-game menus for multiplayer and serial
1038
1039 if (! ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)) )
1040 return(0);
1041
1042 if (multi_leave_menu)
1043 return(-1);
1044
1045 old_shields = Players[Player_num].shields;
1046 player_was_dead = Player_is_dead;
1047
1048 multi_in_menu++; // Track level of menu nesting
1049
1050 GameLoop( 0, 0 );
1051
1052 multi_in_menu--;
1053
1054 timer_delay(f0_1); // delay 100 milliseconds
1055
1056 if (Endlevel_sequence || (Control_center_destroyed && !was_fuelcen_alive) || (Player_is_dead != player_was_dead) || (Players[Player_num].shields < old_shields))
1057 {
1058 multi_leave_menu = 1;
1059 return(-1);
1060 }
1061 if ((Control_center_destroyed) && (Countdown_seconds_left < 10))
1062 {
1063 multi_leave_menu = 1;
1064 return(-1);
1065 }
1066
1067 #if 0
1068 if ((Game_mode & GM_MODEM) && (!GetCd(com_port)))
1069 {
1070 multi_leave_menu = 1;
1071 return(-1);
1072 }
1073 #endif
1074
1075 return(0);
1076 }
1077
1078 void
multi_define_macro(int key)1079 multi_define_macro(int key)
1080 {
1081 if (!(Game_mode & GM_MULTI))
1082 return;
1083
1084 key &= (~KEY_SHIFTED);
1085
1086 switch(key)
1087 {
1088 case KEY_F9:
1089 multi_defining_message = 1; break;
1090 case KEY_F10:
1091 multi_defining_message = 2; break;
1092 case KEY_F11:
1093 multi_defining_message = 3; break;
1094 case KEY_F12:
1095 multi_defining_message = 4; break;
1096 default:
1097 Int3();
1098 }
1099
1100 if (multi_defining_message) {
1101 multi_message_index = 0;
1102 Network_message[multi_message_index] = 0;
1103 }
1104
1105 }
1106
1107 char feedback_result[200];
1108
1109 void
multi_message_feedback(void)1110 multi_message_feedback(void)
1111 {
1112 char *colon;
1113 int found = 0;
1114 int i;
1115
1116 if (!( ((colon = strrchr(Network_message, ':')) == NULL) || (colon-Network_message < 1) || (colon-Network_message > CALLSIGN_LEN) ))
1117 {
1118 sprintf(feedback_result, "%s ", TXT_MESSAGE_SENT_TO);
1119 if ((Game_mode & GM_TEAM) && (atoi(Network_message) > 0) && (atoi(Network_message) < 3))
1120 {
1121 sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[atoi(Network_message)-1]);
1122 found = 1;
1123 }
1124 if (Game_mode & GM_TEAM)
1125 {
1126 for (i = 0; i < N_players; i++)
1127 {
1128 if (!strnicmp(Netgame.team_name[i], Network_message, colon-Network_message))
1129 {
1130 if (found)
1131 strcat(feedback_result, ", ");
1132 found++;
1133 if (!(found % 4))
1134 strcat(feedback_result, "\n");
1135 sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[i]);
1136 }
1137 }
1138 }
1139 for (i = 0; i < N_players; i++)
1140 {
1141 if ((!strnicmp(Players[i].callsign, Network_message, colon-Network_message)) && (i != Player_num) && (Players[i].connected))
1142 {
1143 if (found)
1144 strcat(feedback_result, ", ");
1145 found++;
1146 if (!(found % 4))
1147 strcat(feedback_result, "\n");
1148 sprintf(feedback_result+strlen(feedback_result), "%s", Players[i].callsign);
1149 }
1150 }
1151 if (!found)
1152 strcat(feedback_result, TXT_NOBODY);
1153 else
1154 strcat(feedback_result, ".");
1155
1156 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1157
1158 Assert(strlen(feedback_result) < 200);
1159
1160 HUD_init_message(feedback_result);
1161 //sprintf (temp,"%s",colon);
1162 //sprintf (Network_message,"%s",temp);
1163
1164 }
1165 }
1166
1167 void
multi_send_macro(int key)1168 multi_send_macro(int key)
1169 {
1170 if (! (Game_mode & GM_MULTI) )
1171 return;
1172
1173 switch(key)
1174 {
1175 case KEY_F9:
1176 key = 0; break;
1177 case KEY_F10:
1178 key = 1; break;
1179 case KEY_F11:
1180 key = 2; break;
1181 case KEY_F12:
1182 key = 3; break;
1183 default:
1184 Int3();
1185 }
1186
1187 if (!Network_message_macro[key][0])
1188 {
1189 HUD_init_message(TXT_NO_MACRO);
1190 return;
1191 }
1192
1193 strcpy(Network_message, Network_message_macro[key]);
1194 Network_message_reciever = 100;
1195
1196 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1197 multi_message_feedback();
1198 }
1199
1200
1201 void
multi_send_message_start()1202 multi_send_message_start()
1203 {
1204 if (Game_mode&GM_MULTI) {
1205 multi_sending_message = 1;
1206 multi_message_index = 0;
1207 Network_message[multi_message_index] = 0;
1208 }
1209 }
1210
1211 extern fix StartingShields;
1212 fix PingLaunchTime,PingReturnTime;
1213
1214 extern void network_send_ping (ubyte);
1215 extern int network_who_is_master();
1216 extern char NameReturning;
1217 extern int force_cockpit_redraw;
1218
1219 void network_dump_appletalk_player(ubyte node, ushort net, ubyte socket, int why);
1220
multi_send_message_end()1221 void multi_send_message_end()
1222 {
1223 char *mytempbuf;
1224 int i,t;
1225
1226 Network_message_reciever = 100;
1227
1228 if (!strnicmp (Network_message,"!Names",6))
1229 {
1230 NameReturning=1-NameReturning;
1231 HUD_init_message ("Name returning is now %s.",NameReturning?"active":"disabled");
1232 }
1233 else if (!strnicmp (Network_message,"Handicap:",9))
1234 {
1235 mytempbuf=&Network_message[9];
1236 mprintf ((0,"Networkhandi=%s\n",mytempbuf));
1237 StartingShields=atol (mytempbuf);
1238 if (StartingShields<10)
1239 StartingShields=10;
1240 if (StartingShields>100)
1241 {
1242 sprintf (Network_message,"%s has tried to cheat!",Players[Player_num].callsign);
1243 StartingShields=100;
1244 }
1245 else
1246 sprintf (Network_message,"%s handicap is now %d",Players[Player_num].callsign,StartingShields);
1247
1248 HUD_init_message ("Telling others of your handicap of %d!",StartingShields);
1249 StartingShields=i2f(StartingShields);
1250 }
1251 else if (!strnicmp (Network_message,"NoBombs",7))
1252 Netgame.DoSmartMine=0;
1253 else if (!strnicmp (Network_message,"Ping:",5))
1254 {
1255 if (Game_mode & GM_NETWORK)
1256 {
1257 int name_index=5;
1258 if (strlen(Network_message) > 5)
1259 while (Network_message[name_index] == ' ')
1260 name_index++;
1261
1262 if (strlen(Network_message)<=name_index)
1263 {
1264 HUD_init_message ("You must specify a name to ping");
1265 return;
1266 }
1267
1268 for (i = 0; i < N_players; i++)
1269 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected))
1270 {
1271 PingLaunchTime=timer_get_fixed_seconds();
1272 network_send_ping (i);
1273 HUD_init_message("Pinging %s...",Players[i].callsign);
1274 multi_message_index = 0;
1275 multi_sending_message = 0;
1276 return;
1277 }
1278 }
1279 else // Modem/Serial ping
1280 {
1281 PingLaunchTime=timer_get_fixed_seconds();
1282 multi_send_modem_ping ();
1283 HUD_init_message("Pinging opponent...");
1284 multi_message_index = 0;
1285 multi_sending_message = 0;
1286 return;
1287 }
1288 }
1289 else if (!strnicmp (Network_message,"move:",5))
1290 {
1291 mprintf ((0,"moving?\n"));
1292
1293 if ((Game_mode & GM_NETWORK) && (Game_mode & GM_TEAM))
1294 {
1295 int name_index=5;
1296 if (strlen(Network_message) > 5)
1297 while (Network_message[name_index] == ' ')
1298 name_index++;
1299
1300 if (!network_i_am_master())
1301 {
1302 HUD_init_message ("Only %s can move players!",Players[network_who_is_master()].callsign);
1303 return;
1304 }
1305
1306 if (strlen(Network_message)<=name_index)
1307 {
1308 HUD_init_message ("You must specify a name to move");
1309 return;
1310 }
1311
1312 for (i = 0; i < N_players; i++)
1313 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (Players[i].connected))
1314 {
1315 if ((Game_mode & GM_CAPTURE) && (Players[i].flags & PLAYER_FLAGS_FLAG))
1316 {
1317 HUD_init_message ("Can't move player because s/he has a flag!");
1318 return;
1319 }
1320
1321 if (Netgame.team_vector & (1<<i))
1322 Netgame.team_vector&=(~(1<<i));
1323 else
1324 Netgame.team_vector|=(1<<i);
1325
1326 for (t=0;t<N_players;t++)
1327 if (Players[t].connected)
1328 multi_reset_object_texture (&Objects[Players[t].objnum]);
1329
1330 network_send_netgame_update ();
1331 sprintf (Network_message,"%s has changed teams!",Players[i].callsign);
1332 if (i==Player_num)
1333 {
1334 HUD_init_message ("You have changed teams!");
1335 reset_cockpit();
1336 }
1337 else
1338 HUD_init_message ("Moving %s to other team.",Players[i].callsign);
1339 break;
1340 }
1341 }
1342 }
1343
1344 else if (!strnicmp (Network_message,"kick:",5) && (Game_mode & GM_NETWORK))
1345 {
1346 int name_index=5;
1347 if (strlen(Network_message) > 5)
1348 while (Network_message[name_index] == ' ')
1349 name_index++;
1350
1351 if (!network_i_am_master())
1352 {
1353 HUD_init_message ("Only %s can kick others out!",Players[network_who_is_master()].callsign);
1354 multi_message_index = 0;
1355 multi_sending_message = 0;
1356 return;
1357 }
1358 if (strlen(Network_message)<=name_index)
1359 {
1360 HUD_init_message ("You must specify a name to kick");
1361 multi_message_index = 0;
1362 multi_sending_message = 0;
1363 return;
1364 }
1365
1366 if (Network_message[name_index] == '#' && isdigit(Network_message[name_index+1])) {
1367 int players[MAX_NUM_NET_PLAYERS];
1368 int listpos = Network_message[name_index+1] - '0';
1369
1370 mprintf ((0,"Trying to kick %d , show_kill_list=%d\n",listpos,Show_kill_list));
1371
1372 if (Show_kill_list==1 || Show_kill_list==2) {
1373 if (listpos == 0 || listpos >= N_players) {
1374 HUD_init_message ("Invalid player number for kick.");
1375 multi_message_index = 0;
1376 multi_sending_message = 0;
1377 return;
1378 }
1379 multi_get_kill_list(players);
1380 i = players[listpos];
1381 if ((i != Player_num) && (Players[i].connected))
1382 goto kick_player;
1383 }
1384 else HUD_init_message ("You cannot use # kicking with in team display.");
1385
1386
1387 multi_message_index = 0;
1388 multi_sending_message = 0;
1389 return;
1390 }
1391
1392
1393 for (i = 0; i < N_players; i++)
1394 if ((!strnicmp(Players[i].callsign, &Network_message[name_index], strlen(Network_message)-name_index)) && (i != Player_num) && (Players[i].connected)) {
1395 kick_player:;
1396 if (Network_game_type == IPX_GAME)
1397 network_dump_player(NetPlayers.players[i].network.ipx.server,NetPlayers.players[i].network.ipx.node, 7);
1398 else
1399 network_dump_appletalk_player(NetPlayers.players[i].network.appletalk.node,NetPlayers.players[i].network.appletalk.net, NetPlayers.players[i].network.appletalk.socket, 7);
1400
1401 HUD_init_message("Dumping %s...",Players[i].callsign);
1402 multi_message_index = 0;
1403 multi_sending_message = 0;
1404 return;
1405 }
1406 }
1407
1408 else
1409 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1410
1411 multi_send_message();
1412 multi_message_feedback();
1413
1414 multi_message_index = 0;
1415 multi_sending_message = 0;
1416 }
1417
multi_define_macro_end()1418 void multi_define_macro_end()
1419 {
1420 Assert( multi_defining_message > 0 );
1421
1422 strcpy( Network_message_macro[multi_defining_message-1], Network_message );
1423 write_player_file();
1424
1425 multi_message_index = 0;
1426 multi_defining_message = 0;
1427 }
1428
multi_message_input_sub(int key)1429 void multi_message_input_sub( int key )
1430 {
1431 switch( key ) {
1432 case KEY_F8:
1433 case KEY_ESC:
1434 multi_sending_message = 0;
1435 multi_defining_message = 0;
1436 game_flush_inputs();
1437 break;
1438 case KEY_LEFT:
1439 case KEY_BACKSP:
1440 case KEY_PAD4:
1441 if (multi_message_index > 0)
1442 multi_message_index--;
1443 Network_message[multi_message_index] = 0;
1444 break;
1445 case KEY_ENTER:
1446 if ( multi_sending_message )
1447 multi_send_message_end();
1448 else if ( multi_defining_message )
1449 multi_define_macro_end();
1450 game_flush_inputs();
1451 break;
1452 default:
1453 if ( key > 0 ) {
1454 int ascii = key_to_ascii(key);
1455 if ((ascii < 255 )) {
1456 if (multi_message_index < MAX_MESSAGE_LEN-2 ) {
1457 Network_message[multi_message_index++] = ascii;
1458 Network_message[multi_message_index] = 0;
1459 } else if ( multi_sending_message ) {
1460 int i;
1461 char * ptext, * pcolon;
1462 ptext = NULL;
1463 Network_message[multi_message_index++] = ascii;
1464 Network_message[multi_message_index] = 0;
1465 for (i=multi_message_index-1; i>=0; i-- ) {
1466 if ( Network_message[i]==32 ) {
1467 ptext = &Network_message[i+1];
1468 Network_message[i] = 0;
1469 break;
1470 }
1471 }
1472 multi_send_message_end();
1473 if ( ptext ) {
1474 multi_sending_message = 1;
1475 pcolon = strchr( Network_message, ':' );
1476 if ( pcolon )
1477 strcpy( pcolon+1, ptext );
1478 else
1479 strcpy( Network_message, ptext );
1480 multi_message_index = strlen( Network_message );
1481 }
1482 }
1483 }
1484 }
1485 }
1486 }
1487
1488 void
multi_send_message_dialog(void)1489 multi_send_message_dialog(void)
1490 {
1491 newmenu_item m[1];
1492 int choice;
1493
1494 if (!(Game_mode&GM_MULTI))
1495 return;
1496
1497 Network_message[0] = 0; // Get rid of old contents
1498
1499 m[0].type=NM_TYPE_INPUT; m[0].text = Network_message; m[0].text_len = MAX_MESSAGE_LEN-1;
1500 choice = newmenu_do( NULL, TXT_SEND_MESSAGE, 1, m, NULL );
1501
1502 if ((choice > -1) && (strlen(Network_message) > 0)) {
1503 Network_message_reciever = 100;
1504 HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
1505 multi_message_feedback();
1506 }
1507 }
1508
1509
1510
1511 void
multi_do_death(int objnum)1512 multi_do_death(int objnum)
1513 {
1514 // Do any miscellaneous stuff for a new network player after death
1515
1516 objnum = objnum;
1517
1518 if (!(Game_mode & GM_MULTI_COOP))
1519 {
1520 mprintf((0, "Setting all keys for player %d.\n", Player_num));
1521 Players[Player_num].flags |= (PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_GOLD_KEY);
1522 }
1523 }
1524
1525 void
multi_do_fire(char * buf)1526 multi_do_fire(char *buf)
1527 {
1528 ubyte weapon;
1529 char pnum;
1530 byte flags;
1531 //static dum=0;
1532
1533 // Act out the actual shooting
1534 pnum = buf[1];
1535
1536 #ifndef MACINTOSH
1537 weapon = (int)buf[2];
1538 #else
1539 weapon = buf[2];
1540 #endif
1541 flags = buf[4];
1542 Network_laser_track = INTEL_SHORT(*(short *)(buf+6));
1543
1544 Assert (pnum < N_players);
1545
1546 if (Objects[Players[(int)pnum].objnum].type == OBJ_GHOST)
1547 multi_make_ghost_player(pnum);
1548
1549 // mprintf((0,"multi_do_fire, weapon = %d\n",weapon));
1550
1551 if (weapon == FLARE_ADJUST)
1552 Laser_player_fire( Objects+Players[(int)pnum].objnum, FLARE_ID, 6, 1, 0);
1553 else if (weapon >= MISSILE_ADJUST) {
1554 int weapon_id,weapon_gun;
1555
1556 weapon_id = Secondary_weapon_to_weapon_info[weapon-MISSILE_ADJUST];
1557 weapon_gun = Secondary_weapon_to_gun_num[weapon-MISSILE_ADJUST] + (flags & 1);
1558 mprintf((0,"missile id = %d, gun = %d\n",weapon_id,weapon_gun));
1559
1560 if (weapon-MISSILE_ADJUST==GUIDED_INDEX)
1561 {
1562 mprintf ((0,"Missile is guided!!!\n"));
1563 Multi_is_guided=1;
1564 }
1565
1566 Laser_player_fire( Objects+Players[(int)pnum].objnum, weapon_id, weapon_gun, 1, 0 );
1567 }
1568 else {
1569 fix save_charge = Fusion_charge;
1570
1571 if (weapon == FUSION_INDEX) {
1572 Fusion_charge = flags << 12;
1573 mprintf((0, "Fusion charge X%f.\n", f2fl(Fusion_charge)));
1574 }
1575 if (weapon == LASER_ID) {
1576 if (flags & LASER_QUAD)
1577 Players[(int)pnum].flags |= PLAYER_FLAGS_QUAD_LASERS;
1578 else
1579 Players[(int)pnum].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
1580 }
1581
1582 do_laser_firing(Players[(int)pnum].objnum, weapon, (int)buf[3], flags, (int)buf[5]);
1583
1584 if (weapon == FUSION_INDEX)
1585 Fusion_charge = save_charge;
1586 }
1587 }
1588
1589 void
multi_do_message(char * buf)1590 multi_do_message(char *buf)
1591 {
1592 char *colon;
1593 char *tilde,mesbuf[100];
1594 int tloc,t;
1595
1596 int loc = 2;
1597
1598 if ((tilde=strchr (buf+loc,'$'))) // do that stupid name stuff
1599 { // why'd I put this in? Probably for the
1600 tloc=tilde-(buf+loc); // same reason you can name your guidebot
1601 mprintf ((0,"Tloc=%d\n",tloc));
1602
1603 if (tloc>0)
1604 strncpy (mesbuf,buf+loc,tloc);
1605 strcpy (mesbuf+tloc,Players[Player_num].callsign);
1606 strcpy (mesbuf+strlen(Players[Player_num].callsign)+tloc,buf+loc+tloc+1);
1607 strcpy (buf+loc,mesbuf);
1608 }
1609
1610 if (((colon = strrchr(buf+loc, ':')) == NULL) || (colon-(buf+loc) < 1) || (colon-(buf+loc) > CALLSIGN_LEN))
1611 {
1612 mesbuf[0] = 1;
1613 mesbuf[1] = BM_XRGB(28, 0, 0);
1614 strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
1615 t = strlen(mesbuf);
1616 mesbuf[t] = ':';
1617 mesbuf[t+1] = 1;
1618 mesbuf[t+2] = BM_XRGB(0, 31, 0);
1619 mesbuf[t+3] = 0;
1620
1621 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1622 HUD_init_message("%s %s", mesbuf, buf+2);
1623 }
1624 else
1625 {
1626 if ( (!strnicmp(Players[Player_num].callsign, buf+loc, colon-(buf+loc))) ||
1627 ((Game_mode & GM_TEAM) && ( (get_team(Player_num) == atoi(buf+loc)-1) || !strnicmp(Netgame.team_name[get_team(Player_num)], buf+loc, colon-(buf+loc)))) )
1628 {
1629 mesbuf[0] = 1;
1630 mesbuf[1] = BM_XRGB(0, 32, 32);
1631 strcpy(&mesbuf[2], Players[(int)buf[1]].callsign);
1632 t = strlen(mesbuf);
1633 mesbuf[t] = ':';
1634 mesbuf[t+1] = 1;
1635 mesbuf[t+2] = BM_XRGB(0, 31, 0);
1636 mesbuf[t+3] = 0;
1637
1638 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1639 HUD_init_message("%s %s", mesbuf, colon+1);
1640 }
1641 }
1642 }
1643
1644 void
multi_do_position(char * buf)1645 multi_do_position(char *buf)
1646 {
1647 #ifdef MACINTOSH
1648 shortpos sp;
1649 #endif
1650
1651 // This routine does only player positions, mode game only
1652 // mprintf((0, "Got position packet.\n"));
1653
1654 int pnum = (Player_num+1)%2;
1655
1656 Assert(&Objects[Players[pnum].objnum] != ConsoleObject);
1657
1658 if (Game_mode & GM_NETWORK)
1659 {
1660 Int3(); // Get Jason, what the hell are we doing here?
1661 return;
1662 }
1663
1664
1665 #ifndef MACINTOSH
1666 extract_shortpos(&Objects[Players[pnum].objnum], (shortpos *)(buf+1),0);
1667 #else
1668 memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + 1), 9);
1669 memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + 10), 14);
1670 extract_shortpos(&Objects[Players[pnum].objnum], &sp, 1);
1671 #endif
1672
1673 if (Objects[Players[pnum].objnum].movement_type == MT_PHYSICS)
1674 set_thrust_from_velocity(&Objects[Players[pnum].objnum]);
1675 }
1676
1677 void
multi_do_reappear(char * buf)1678 multi_do_reappear(char *buf)
1679 {
1680 short objnum;
1681
1682 objnum = INTEL_SHORT(*(short *)(buf+1));
1683
1684 Assert(objnum >= 0);
1685 // Assert(Players[Objects[objnum].id]].objnum == objnum);
1686
1687 // mprintf((0, "Switching rendering back on for object %d.\n", objnum));
1688
1689 multi_make_ghost_player(Objects[objnum].id);
1690 create_player_appearance_effect(&Objects[objnum]);
1691 PKilledFlags[Objects[objnum].id]=0;
1692 }
1693
1694 void
multi_do_player_explode(char * buf)1695 multi_do_player_explode(char *buf)
1696 {
1697 // Only call this for players, not robots. pnum is player number, not
1698 // Object number.
1699
1700 object *objp;
1701 int count;
1702 int pnum;
1703 int i;
1704 char remote_created;
1705
1706 pnum = buf[1];
1707
1708 #ifdef NDEBUG
1709 if ((pnum < 0) || (pnum >= N_players))
1710 return;
1711 #else
1712 Assert(pnum >= 0);
1713 Assert(pnum < N_players);
1714 #endif
1715
1716 #ifdef NETWORK
1717 // If we are in the process of sending objects to a new player, reset that process
1718 if (Network_send_objects)
1719 {
1720 mprintf((0, "Resetting object sync due to player explosion.\n"));
1721 Network_send_objnum = -1;
1722 }
1723 #endif
1724
1725 // Stuff the Players structure to prepare for the explosion
1726
1727 count = 2;
1728 Players[pnum].primary_weapon_flags = INTEL_SHORT(*(ushort *)(buf+count)); count += 2;
1729 Players[pnum].secondary_weapon_flags = INTEL_SHORT(*(ushort *)(buf+count)); count += 2;
1730 Players[pnum].laser_level = buf[count]; count++;
1731 Players[pnum].secondary_ammo[HOMING_INDEX] = buf[count]; count++;
1732 Players[pnum].secondary_ammo[CONCUSSION_INDEX] = buf[count];count++;
1733 Players[pnum].secondary_ammo[SMART_INDEX] = buf[count]; count++;
1734 Players[pnum].secondary_ammo[MEGA_INDEX] = buf[count]; count++;
1735 Players[pnum].secondary_ammo[PROXIMITY_INDEX] = buf[count]; count++;
1736
1737 Players[pnum].secondary_ammo[SMISSILE1_INDEX] = buf[count]; count++;
1738 Players[pnum].secondary_ammo[GUIDED_INDEX] = buf[count]; count++;
1739 Players[pnum].secondary_ammo[SMART_MINE_INDEX]= buf[count]; count++;
1740 Players[pnum].secondary_ammo[SMISSILE4_INDEX] = buf[count]; count++;
1741 Players[pnum].secondary_ammo[SMISSILE5_INDEX] = buf[count]; count++;
1742
1743 Players[pnum].primary_ammo[VULCAN_INDEX] = INTEL_SHORT(*(ushort *)(buf+count)); count += 2;
1744 Players[pnum].primary_ammo[GAUSS_INDEX] = INTEL_SHORT(*(ushort *)(buf+count)); count += 2;
1745 Players[pnum].flags = INTEL_INT(*(uint *)(buf+count)); count += 4;
1746
1747 multi_adjust_remote_cap (pnum);
1748
1749 objp = Objects+Players[pnum].objnum;
1750
1751 // objp->phys_info.velocity = *(vms_vector *)(buf+16); // 12 bytes
1752 // objp->pos = *(vms_vector *)(buf+28); // 12 bytes
1753
1754 remote_created = buf[count++]; // How many did the other guy create?
1755
1756 Net_create_loc = 0;
1757
1758 drop_player_eggs(objp);
1759
1760 // Create mapping from remote to local numbering system
1761
1762 mprintf((0, "I Created %d powerups, remote created %d.\n", Net_create_loc, remote_created));
1763
1764 // We now handle this situation gracefully, Int3 not required
1765 // if (Net_create_loc != remote_created)
1766 // Int3(); // Probably out of object array space, see Rob
1767
1768 for (i = 0; i < remote_created; i++)
1769 {
1770 short s;
1771
1772 s = INTEL_SHORT(*(short *)(buf+count));
1773
1774 if ((i < Net_create_loc) && (s > 0))
1775 map_objnum_local_to_remote((short)Net_create_objnums[i], s, pnum);
1776 else if (*(short *)(buf+count) <= 0)
1777 {
1778 mprintf((0, "WARNING: Remote created object has non-valid number %d (player %d)", s, pnum));
1779 }
1780 else
1781 {
1782 mprintf((0, "WARNING: Could not create all powerups created by player %d.\n", pnum));
1783 }
1784 // Assert(s > 0);
1785 count += 2;
1786 }
1787 for (i = remote_created; i < Net_create_loc; i++) {
1788 mprintf((0, "WARNING: I Created more powerups than player %d, deleting.\n", pnum));
1789 Objects[Net_create_objnums[i]].flags |= OF_SHOULD_BE_DEAD;
1790 }
1791
1792 if (buf[0] == MULTI_PLAYER_EXPLODE)
1793 {
1794 explode_badass_player(objp);
1795
1796 objp->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
1797 multi_make_player_ghost(pnum);
1798 }
1799 else
1800 {
1801 create_player_appearance_effect(objp);
1802 }
1803
1804 Players[pnum].flags &= ~(PLAYER_FLAGS_CLOAKED | PLAYER_FLAGS_INVULNERABLE | PLAYER_FLAGS_FLAG);
1805 Players[pnum].cloak_time = 0;
1806 }
1807
1808 void
multi_do_kill(char * buf)1809 multi_do_kill(char *buf)
1810 {
1811 int killer, killed;
1812 int count = 1;
1813 int pnum;
1814
1815 pnum = (int)(buf[count]);
1816 if ((pnum < 0) || (pnum >= N_players))
1817 {
1818 Int3(); // Invalid player number killed
1819 return;
1820 }
1821 killed = Players[pnum].objnum;
1822 count += 1;
1823
1824 killer = INTEL_SHORT(*(short *)(buf+count));
1825 if (killer > 0)
1826 killer = objnum_remote_to_local(killer, (byte)buf[count+2]);
1827
1828 #ifdef SHAREWARE
1829 if ((Objects[killed].type != OBJ_PLAYER) && (Objects[killed].type != OBJ_GHOST))
1830 {
1831 Int3();
1832 mprintf( (1, "SOFT INT3: MULTI.C Non-player object %d of type %d killed! (JOHN)\n", killed, Objects[killed].type ));
1833 return;
1834 }
1835 #endif
1836
1837 multi_compute_kill(killer, killed);
1838
1839 }
1840
1841
1842 // Changed by MK on 10/20/94 to send NULL as object to net_destroy_controlcen if it got -1
1843 // which means not a controlcen object, but contained in another object
multi_do_controlcen_destroy(char * buf)1844 void multi_do_controlcen_destroy(char *buf)
1845 {
1846 byte who;
1847 short objnum;
1848
1849 objnum = INTEL_SHORT(*(short *)(buf+1));
1850 who = buf[3];
1851
1852 if (Control_center_destroyed != 1)
1853 {
1854 if ((who < N_players) && (who != Player_num)) {
1855 HUD_init_message("%s %s", Players[who].callsign, TXT_HAS_DEST_CONTROL);
1856 }
1857 else if (who == Player_num)
1858 HUD_init_message(TXT_YOU_DEST_CONTROL);
1859 else
1860 HUD_init_message(TXT_CONTROL_DESTROYED);
1861
1862 if (objnum != -1)
1863 net_destroy_controlcen(Objects+objnum);
1864 else
1865 net_destroy_controlcen(NULL);
1866 }
1867 }
1868
1869 void
multi_do_escape(char * buf)1870 multi_do_escape(char *buf)
1871 {
1872 int objnum;
1873
1874 objnum = Players[(int)buf[1]].objnum;
1875
1876 digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
1877 digi_kill_sound_linked_to_object (objnum);
1878
1879 if (buf[2] == 0)
1880 {
1881 HUD_init_message("%s %s", Players[(int)buf[1]].callsign, TXT_HAS_ESCAPED);
1882 if (Game_mode & GM_NETWORK)
1883 Players[(int)buf[1]].connected = CONNECT_ESCAPE_TUNNEL;
1884 if (!multi_goto_secret)
1885 multi_goto_secret = 2;
1886 }
1887 else if (buf[2] == 1)
1888 {
1889 HUD_init_message("%s %s", Players[(int)buf[1]].callsign, TXT_HAS_FOUND_SECRET);
1890 if (Game_mode & GM_NETWORK)
1891 Players[(int)buf[1]].connected = CONNECT_FOUND_SECRET;
1892 if (!multi_goto_secret)
1893 multi_goto_secret = 1;
1894 }
1895 create_player_appearance_effect(&Objects[objnum]);
1896 multi_make_player_ghost(buf[1]);
1897 }
1898
1899 void
multi_do_remobj(char * buf)1900 multi_do_remobj(char *buf)
1901 {
1902 short objnum; // which object to remove
1903 short local_objnum;
1904 byte obj_owner; // which remote list is it entered in
1905
1906 objnum = INTEL_SHORT(*(short *)(buf+1));
1907 obj_owner = buf[3];
1908
1909 Assert(objnum >= 0);
1910
1911 if (objnum < 1)
1912 return;
1913
1914 local_objnum = objnum_remote_to_local(objnum, obj_owner); // translate to local objnum
1915
1916 // mprintf((0, "multi_do_remobj: %d owner %d = %d.\n", objnum, obj_owner, local_objnum));
1917
1918 if (local_objnum < 0)
1919 {
1920 mprintf((1, "multi_do_remobj: Could not remove referenced object.\n"));
1921 return;
1922 }
1923
1924 if ((Objects[local_objnum].type != OBJ_POWERUP) && (Objects[local_objnum].type != OBJ_HOSTAGE))
1925 {
1926 mprintf((1, "multi_get_remobj: tried to remove invalid type %d.\n", Objects[local_objnum].type));
1927 return;
1928 }
1929
1930 if (Network_send_objects && network_objnum_is_past(local_objnum))
1931 {
1932 mprintf((0, "Resetting object sync due to object removal.\n"));
1933 Network_send_objnum = -1;
1934 }
1935 if (Objects[local_objnum].type==OBJ_POWERUP)
1936 if (Game_mode & GM_NETWORK)
1937 {
1938 if (PowerupsInMine[Objects[local_objnum].id]>0)
1939 PowerupsInMine[Objects[local_objnum].id]--;
1940
1941 if (multi_powerup_is_4pack (Objects[local_objnum].id))
1942 {
1943 mprintf ((0,"Hey babe! Doing that wacky 4 pack stuff."));
1944
1945 if (PowerupsInMine[Objects[local_objnum].id-1]-4<0)
1946 PowerupsInMine[Objects[local_objnum].id-1]=0;
1947 else
1948 PowerupsInMine[Objects[local_objnum].id-1]-=4;
1949 }
1950
1951 mprintf ((0,"Decrementing powerups! %d\n",PowerupsInMine[Objects[local_objnum].id]));
1952 }
1953
1954 Objects[local_objnum].flags |= OF_SHOULD_BE_DEAD; // quick and painless
1955
1956 }
1957
1958 void
multi_do_quit(char * buf)1959 multi_do_quit(char *buf)
1960 {
1961
1962 if (Game_mode & GM_NETWORK)
1963 {
1964 int i, n = 0;
1965
1966 digi_play_sample( SOUND_HUD_MESSAGE, F1_0 );
1967
1968 HUD_init_message( "%s %s", Players[(int)buf[1]].callsign, TXT_HAS_LEFT_THE_GAME);
1969
1970 network_disconnect_player(buf[1]);
1971
1972 if (multi_in_menu)
1973 return;
1974
1975 for (i = 0; i < N_players; i++)
1976 if (Players[i].connected) n++;
1977 if (n == 1)
1978 {
1979 nm_messagebox(NULL, 1, TXT_OK, TXT_YOU_ARE_ONLY);
1980 }
1981 }
1982
1983 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1984 {
1985 Function_mode = FMODE_MENU;
1986 multi_quit_game = 1;
1987 multi_leave_menu = 1;
1988 nm_messagebox(NULL, 1, TXT_OK, TXT_OPPONENT_LEFT);
1989 Function_mode = FMODE_GAME;
1990 multi_reset_stuff();
1991 }
1992 return;
1993 }
1994
1995 void
multi_do_cloak(char * buf)1996 multi_do_cloak(char *buf)
1997 {
1998 int pnum;
1999
2000 pnum = (int)(buf[1]);
2001
2002 Assert(pnum < N_players);
2003
2004 mprintf((0, "Cloaking player %d\n", pnum));
2005
2006 Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
2007 Players[pnum].cloak_time = GameTime;
2008 ai_do_cloak_stuff();
2009
2010 #ifndef SHAREWARE
2011 if (Game_mode & GM_MULTI_ROBOTS)
2012 multi_strip_robots(pnum);
2013 #endif
2014
2015 if (Newdemo_state == ND_STATE_RECORDING)
2016 newdemo_record_multi_cloak(pnum);
2017 }
2018
2019 void
multi_do_decloak(char * buf)2020 multi_do_decloak(char *buf)
2021 {
2022 int pnum;
2023
2024 pnum = (int)(buf[1]);
2025
2026 if (Newdemo_state == ND_STATE_RECORDING)
2027 newdemo_record_multi_decloak(pnum);
2028
2029 }
2030
2031 void
multi_do_door_open(char * buf)2032 multi_do_door_open(char *buf)
2033 {
2034 int segnum;
2035 byte side;
2036 segment *seg;
2037 wall *w;
2038 ubyte flag;
2039
2040 segnum = INTEL_SHORT(*(short *)(buf+1));
2041 side = buf[3];
2042 flag= buf[4];
2043
2044 // mprintf((0, "Opening door on side %d of segment # %d.\n", side, segnum));
2045
2046 if ((segnum < 0) || (segnum > Highest_segment_index) || (side < 0) || (side > 5))
2047 {
2048 Int3();
2049 return;
2050 }
2051
2052 seg = &Segments[segnum];
2053
2054 if (seg->sides[side].wall_num == -1) { //Opening door on illegal wall
2055 Int3();
2056 return;
2057 }
2058
2059 w = &Walls[seg->sides[side].wall_num];
2060
2061 if (w->type == WALL_BLASTABLE)
2062 {
2063 if (!(w->flags & WALL_BLASTED))
2064 {
2065 mprintf((0, "Blasting wall by remote command.\n"));
2066 wall_destroy(seg, side);
2067 }
2068 return;
2069 }
2070 else if (w->state != WALL_DOOR_OPENING)
2071 {
2072 wall_open_door(seg, side);
2073 w->flags=flag;
2074 }
2075 else
2076 w->flags=flag;
2077
2078 // else
2079 // mprintf((0, "Door already opening!\n"));
2080 }
2081
2082 void
multi_do_create_explosion(char * buf)2083 multi_do_create_explosion(char *buf)
2084 {
2085 int pnum;
2086 int count = 1;
2087
2088 pnum = buf[count++];
2089
2090 // mprintf((0, "Creating small fireball.\n"));
2091 create_small_fireball_on_object(&Objects[Players[pnum].objnum], F1_0, 1);
2092 }
2093
2094 void
multi_do_controlcen_fire(char * buf)2095 multi_do_controlcen_fire(char *buf)
2096 {
2097 vms_vector to_target;
2098 char gun_num;
2099 short objnum;
2100 int count = 1;
2101
2102 memcpy(&to_target, buf+count, 12); count += 12;
2103 #ifdef MACINTOSH // swap the vector to_target
2104 to_target.x = (fix)INTEL_INT((int)to_target.x);
2105 to_target.y = (fix)INTEL_INT((int)to_target.y);
2106 to_target.z = (fix)INTEL_INT((int)to_target.z);
2107 #endif
2108 gun_num = buf[count]; count += 1;
2109 objnum = INTEL_SHORT(*(short *)(buf+count)); count += 2;
2110
2111 Laser_create_new_easy(&to_target, &Gun_pos[(int)gun_num], objnum, CONTROLCEN_WEAPON_NUM, 1);
2112 }
2113
2114 void
multi_do_create_powerup(char * buf)2115 multi_do_create_powerup(char *buf)
2116 {
2117 short segnum;
2118 short objnum;
2119 int my_objnum;
2120 char pnum;
2121 int count = 1;
2122 vms_vector new_pos;
2123 char powerup_type;
2124
2125 if (Endlevel_sequence || Control_center_destroyed)
2126 return;
2127
2128 pnum = buf[count++];
2129 powerup_type = buf[count++];
2130 segnum = INTEL_SHORT(*(short *)(buf+count)); count+=2;
2131 objnum = INTEL_SHORT(*(short *)(buf+count)); count+=2;
2132
2133 if ((segnum < 0) || (segnum > Highest_segment_index)) {
2134 Int3();
2135 return;
2136 }
2137
2138 new_pos = *(vms_vector *)(buf+count); count+=sizeof(vms_vector);
2139 #ifdef MACINTOSH
2140 new_pos.x = (fix)SWAPINT((int)new_pos.x);
2141 new_pos.y = (fix)SWAPINT((int)new_pos.y);
2142 new_pos.z = (fix)SWAPINT((int)new_pos.z);
2143 #endif
2144
2145 Net_create_loc = 0;
2146 my_objnum = call_object_create_egg(&Objects[Players[(int)pnum].objnum], 1, OBJ_POWERUP, powerup_type);
2147
2148 if (my_objnum < 0) {
2149 mprintf((0, "Could not create new powerup!\n"));
2150 return;
2151 }
2152
2153 if (Network_send_objects && network_objnum_is_past(my_objnum))
2154 {
2155 mprintf((0, "Resetting object sync due to powerup creation.\n"));
2156 Network_send_objnum = -1;
2157 }
2158
2159 Objects[my_objnum].pos = new_pos;
2160
2161 vm_vec_zero(&Objects[my_objnum].mtype.phys_info.velocity);
2162
2163 obj_relink(my_objnum, segnum);
2164
2165 map_objnum_local_to_remote(my_objnum, objnum, pnum);
2166
2167 object_create_explosion(segnum, &new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE);
2168 mprintf((0, "Creating powerup type %d in segment %i.\n", powerup_type, segnum));
2169
2170 if (Game_mode & GM_NETWORK)
2171 PowerupsInMine[(int)powerup_type]++;
2172 }
2173
2174 void
multi_do_play_sound(char * buf)2175 multi_do_play_sound(char *buf)
2176 {
2177 int pnum = (int)(buf[1]);
2178 int sound_num = (int)(buf[2]);
2179 fix volume = (int)(buf[3]) << 12;
2180
2181 if (!Players[pnum].connected)
2182 return;
2183
2184 Assert(Players[pnum].objnum >= 0);
2185 Assert(Players[pnum].objnum <= Highest_object_index);
2186
2187 digi_link_sound_to_object( sound_num, Players[pnum].objnum, 0, volume);
2188 }
2189
2190 void
multi_do_score(char * buf)2191 multi_do_score(char *buf)
2192 {
2193 int pnum = (int)(buf[1]);
2194
2195 if ((pnum < 0) || (pnum >= N_players))
2196 {
2197 Int3(); // Non-terminal, see rob
2198 return;
2199 }
2200
2201 if (Newdemo_state == ND_STATE_RECORDING)
2202 newdemo_record_multi_score(pnum, INTEL_INT(*(int *)(buf+2)) );
2203
2204 Players[pnum].score = INTEL_INT(*(int *)(buf+2));
2205
2206 multi_sort_kill_list();
2207 }
2208
2209 void
multi_do_trigger(char * buf)2210 multi_do_trigger(char *buf)
2211 {
2212 int pnum = (int)(buf[1]);
2213 int trigger = (int)(buf[2]);
2214
2215 mprintf ((0,"MULTI doing trigger!\n"));
2216
2217 if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num))
2218 {
2219 Int3(); // Got trigger from illegal playernum
2220 return;
2221 }
2222 if ((trigger < 0) || (trigger >= Num_triggers))
2223 {
2224 Int3(); // Illegal trigger number in multiplayer
2225 return;
2226 }
2227 check_trigger_sub(trigger, pnum,0);
2228 }
2229
multi_do_drop_marker(char * buf)2230 void multi_do_drop_marker (char *buf)
2231 {
2232 int i;
2233 int pnum=(int)(buf[1]);
2234 int mesnum=(int)(buf[2]);
2235 vms_vector position;
2236
2237 if (pnum==Player_num) // my marker? don't set it down cuz it might screw up the orientation
2238 return;
2239
2240 position.x=(fix)INTEL_INT(*(int *)(buf+3));
2241 position.y=(fix)INTEL_INT(*(int *)(buf+7));
2242 position.z=(fix)INTEL_INT(*(int *)(buf+11));
2243
2244 for (i=0;i<40;i++)
2245 MarkerMessage[(pnum*2)+mesnum][i]=buf[15+i];
2246
2247 MarkerPoint[(pnum*2)+mesnum]=position;
2248
2249 if (MarkerObject[(pnum*2)+mesnum] !=-1 && Objects[MarkerObject[(pnum*2)+mesnum]].type!=OBJ_NONE && MarkerObject[(pnum*2)+mesnum] !=0)
2250 obj_delete(MarkerObject[(pnum*2)+mesnum]);
2251
2252 MarkerObject[(pnum*2)+mesnum] = drop_marker_object(&position,Objects[Players[Player_num].objnum].segnum,&Objects[Players[Player_num].objnum].orient,(pnum*2)+mesnum);
2253 strcpy (MarkerOwner[(pnum*2)+mesnum],Players[pnum].callsign);
2254 mprintf ((0,"Dropped player %d message: %s\n",pnum,MarkerMessage[(pnum*2)+mesnum]));
2255 }
2256
2257
multi_do_hostage_door_status(char * buf)2258 void multi_do_hostage_door_status(char *buf)
2259 {
2260 // Update hit point status of a door
2261
2262 int count = 1;
2263 int wallnum;
2264 fix hps;
2265
2266 wallnum = INTEL_SHORT(*(short *)(buf+count)); count += 2;
2267 hps = (fix)INTEL_INT(*(int *)(buf+count)); count += 4;
2268
2269 if ((wallnum < 0) || (wallnum > Num_walls) || (hps < 0) || (Walls[wallnum].type != WALL_BLASTABLE))
2270 {
2271 Int3(); // Non-terminal, see Rob
2272 return;
2273 }
2274
2275 // mprintf((0, "Damaging wall number %d to %f points.\n", wallnum, f2fl(hps)));
2276
2277 if (hps < Walls[wallnum].hps)
2278 wall_damage(&Segments[Walls[wallnum].segnum], Walls[wallnum].sidenum, Walls[wallnum].hps - hps);
2279 }
2280
multi_do_save_game(char * buf)2281 void multi_do_save_game(char *buf)
2282 {
2283 int count = 1;
2284 ubyte slot;
2285 uint id;
2286 char desc[25];
2287
2288 slot = *(ubyte *)(buf+count); count += 1;
2289 id = INTEL_INT(*(uint *)(buf+count)); count += 4;
2290 memcpy( desc, &buf[count], 20 ); count += 20;
2291
2292 multi_save_game( slot, id, desc );
2293 }
2294
multi_do_restore_game(char * buf)2295 void multi_do_restore_game(char *buf)
2296 {
2297 int count = 1;
2298 ubyte slot;
2299 uint id;
2300
2301 slot = *(ubyte *)(buf+count); count += 1;
2302 id = INTEL_INT(*(uint *)(buf+count)); count += 4;
2303
2304 multi_restore_game( slot, id );
2305 }
2306
2307
multi_do_req_player(char * buf)2308 void multi_do_req_player(char *buf)
2309 {
2310 netplayer_stats ps;
2311 ubyte player_n;
2312 // Send my netplayer_stats to everyone!
2313 player_n = *(ubyte *)(buf+1);
2314 if ( (player_n == Player_num) || (player_n == 255) ) {
2315 extract_netplayer_stats( &ps, &Players[Player_num] );
2316 ps.Player_num = Player_num;
2317 ps.message_type = MULTI_SEND_PLAYER; // SET
2318 multi_send_data((ubyte*)&ps, sizeof(netplayer_stats), 0);
2319 }
2320 }
2321
multi_do_send_player(char * buf)2322 void multi_do_send_player(char *buf)
2323 {
2324 // Got a player packet from someone!!!
2325 netplayer_stats * p;
2326 p = (netplayer_stats *)buf;
2327
2328 Assert( p->Player_num <= N_players );
2329
2330 mprintf(( 0, "Got netplayer_stats for player %d (I'm %d)\n", p->Player_num, Player_num ));
2331 mprintf(( 0, "Their shields are: %d\n", f2i(p->shields) ));
2332
2333 use_netplayer_stats( &Players[p->Player_num], p );
2334 }
2335
2336 void
multi_reset_stuff(void)2337 multi_reset_stuff(void)
2338 {
2339 // A generic, emergency function to solve problems that crop up
2340 // when a player exits quick-out from the game because of a
2341 // serial connection loss. Fixes several weird bugs!
2342
2343 dead_player_end();
2344
2345 Players[Player_num].homing_object_dist = -F1_0; // Turn off homing sound.
2346
2347 Dead_player_camera = 0;
2348 Endlevel_sequence = 0;
2349 reset_rear_view();
2350 }
2351
2352 void
multi_reset_player_object(object * objp)2353 multi_reset_player_object(object *objp)
2354 {
2355 int i;
2356
2357 //Init physics for a non-console player
2358
2359 Assert(objp >= Objects);
2360 Assert(objp <= Objects+Highest_object_index);
2361 Assert((objp->type == OBJ_PLAYER) || (objp->type == OBJ_GHOST));
2362
2363 vm_vec_zero(&objp->mtype.phys_info.velocity);
2364 vm_vec_zero(&objp->mtype.phys_info.thrust);
2365 vm_vec_zero(&objp->mtype.phys_info.rotvel);
2366 vm_vec_zero(&objp->mtype.phys_info.rotthrust);
2367 objp->mtype.phys_info.brakes = objp->mtype.phys_info.turnroll = 0;
2368 objp->mtype.phys_info.mass = Player_ship->mass;
2369 objp->mtype.phys_info.drag = Player_ship->drag;
2370 // objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE | PF_USES_THRUST);
2371 objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE);
2372
2373 //Init render info
2374
2375 objp->render_type = RT_POLYOBJ;
2376 objp->rtype.pobj_info.model_num = Player_ship->model_num; //what model is this?
2377 objp->rtype.pobj_info.subobj_flags = 0; //zero the flags
2378 for (i=0;i<MAX_SUBMODELS;i++)
2379 vm_angvec_zero(&objp->rtype.pobj_info.anim_angles[i]);
2380
2381 //reset textures for this, if not player 0
2382
2383 multi_reset_object_texture (objp);
2384
2385 // Clear misc
2386
2387 objp->flags = 0;
2388
2389 if (objp->type == OBJ_GHOST)
2390 objp->render_type = RT_NONE;
2391
2392 }
2393
multi_reset_object_texture(object * objp)2394 void multi_reset_object_texture (object *objp)
2395 {
2396 int id,i;
2397
2398 if (Game_mode & GM_TEAM)
2399 id = get_team(objp->id);
2400 else
2401 id = objp->id;
2402
2403 if (id == 0)
2404 objp->rtype.pobj_info.alt_textures=0;
2405 else {
2406 Assert(N_PLAYER_SHIP_TEXTURES == Polygon_models[objp->rtype.pobj_info.model_num].n_textures);
2407
2408 for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
2409 multi_player_textures[id-1][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[objp->rtype.pobj_info.model_num].first_texture+i]];
2410
2411 multi_player_textures[id-1][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2]];
2412 multi_player_textures[id-1][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2+1]];
2413
2414 objp->rtype.pobj_info.alt_textures = id;
2415 }
2416 }
2417
2418
2419
2420
2421 extern int TTRecv[];
2422 extern FILE *RecieveLogFile;
2423
2424 void
multi_process_bigdata(char * buf,int len)2425 multi_process_bigdata(char *buf, int len)
2426 {
2427 // Takes a bunch of messages, check them for validity,
2428 // and pass them to multi_process_data.
2429
2430 int type, sub_len, bytes_processed = 0;
2431
2432 while( bytes_processed < len ) {
2433 type = buf[bytes_processed];
2434
2435 if ( (type<0) || (type>MULTI_MAX_TYPE)) {
2436 mprintf( (1, "multi_process_bigdata: Invalid packet type %d!\n", type ));
2437 return;
2438 }
2439 sub_len = message_length[type];
2440
2441 Assert(sub_len > 0);
2442
2443 if ( (bytes_processed+sub_len) > len ) {
2444 mprintf( (1, "multi_process_bigdata: packet type %d too short (%d>%d)!\n", type, (bytes_processed+sub_len), len ));
2445 Int3();
2446 return;
2447 }
2448
2449 multi_process_data(&buf[bytes_processed], sub_len);
2450 bytes_processed += sub_len;
2451 }
2452 }
2453
2454 //
2455 // Part 2 : Functions that send communication messages to inform the other
2456 // players of something we did.
2457 //
2458
2459 void
multi_send_fire(void)2460 multi_send_fire(void)
2461 {
2462 if (!Network_laser_fired)
2463 return;
2464
2465 multibuf[0] = (char)MULTI_FIRE;
2466 multibuf[1] = (char)Player_num;
2467 multibuf[2] = (char)Network_laser_gun;
2468 multibuf[3] = (char)Network_laser_level;
2469 multibuf[4] = (char)Network_laser_flags;
2470 multibuf[5] = (char)Network_laser_fired;
2471
2472 *(short *)(multibuf+6) = INTEL_SHORT(Network_laser_track);
2473
2474 multi_send_data(multibuf, 8, 0);
2475
2476 Network_laser_fired = 0;
2477 }
2478
2479 void
multi_send_destroy_controlcen(int objnum,int player)2480 multi_send_destroy_controlcen(int objnum, int player)
2481 {
2482 if (player == Player_num)
2483 HUD_init_message(TXT_YOU_DEST_CONTROL);
2484 else if ((player > 0) && (player < N_players))
2485 HUD_init_message("%s %s", Players[player].callsign, TXT_HAS_DEST_CONTROL);
2486 else
2487 HUD_init_message(TXT_CONTROL_DESTROYED);
2488
2489 multibuf[0] = (char)MULTI_CONTROLCEN;
2490 *(ushort *)(multibuf+1) = INTEL_SHORT(objnum);
2491 multibuf[3] = player;
2492 multi_send_data(multibuf, 4, 2);
2493 }
2494
multi_send_drop_marker(int player,vms_vector position,char messagenum,char text[])2495 void multi_send_drop_marker (int player,vms_vector position,char messagenum,char text[])
2496 {
2497 int i;
2498
2499 if (player<N_players)
2500 {
2501 mprintf ((0,"Sending MARKER drop!\n"));
2502 multibuf[0]=(char)MULTI_MARKER;
2503 multibuf[1]=(char)player;
2504 multibuf[2]=messagenum;
2505 *(fix *)(multibuf+3)=INTEL_INT(position.x);
2506 *(fix *)(multibuf+7)=INTEL_INT(position.y);
2507 *(fix *)(multibuf+11)=INTEL_INT(position.z);
2508 for (i=0;i<40;i++)
2509 multibuf[15+i]=text[i];
2510 }
2511 multi_send_data(multibuf, 55, 1);
2512 }
2513
2514 void
multi_send_endlevel_start(int secret)2515 multi_send_endlevel_start(int secret)
2516 {
2517 multibuf[0] = (char)MULTI_ENDLEVEL_START;
2518 multibuf[1] = Player_num;
2519 multibuf[2] = (char)secret;
2520
2521 if ((secret) && !multi_goto_secret)
2522 multi_goto_secret = 1;
2523 else if (!multi_goto_secret)
2524 multi_goto_secret = 2;
2525
2526 multi_send_data(multibuf, 3, 1);
2527 if (Game_mode & GM_NETWORK)
2528 {
2529 Players[Player_num].connected = 5;
2530 network_send_endlevel_packet();
2531 }
2532 }
2533
2534 void
multi_send_player_explode(char type)2535 multi_send_player_explode(char type)
2536 {
2537 int count = 0;
2538 int i;
2539
2540 Assert( (type == MULTI_PLAYER_DROP) || (type == MULTI_PLAYER_EXPLODE) );
2541
2542 multi_send_position(Players[Player_num].objnum);
2543
2544 if (Network_send_objects)
2545 {
2546 mprintf((0, "Resetting object sync due to player explosion.\n"));
2547 Network_send_objnum = -1;
2548 }
2549
2550 multibuf[count++] = type;
2551 multibuf[count++] = Player_num;
2552
2553 *(ushort *)(multibuf+count) = INTEL_SHORT((ushort)Players[Player_num].primary_weapon_flags);
2554 count += 2;
2555 *(ushort *)(multibuf+count) = INTEL_SHORT((ushort)Players[Player_num].secondary_weapon_flags);
2556 count += 2;
2557 multibuf[count++] = (char)Players[Player_num].laser_level;
2558
2559 multibuf[count++] = (char)Players[Player_num].secondary_ammo[HOMING_INDEX];
2560 multibuf[count++] = (char)Players[Player_num].secondary_ammo[CONCUSSION_INDEX];
2561 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_INDEX];
2562 multibuf[count++] = (char)Players[Player_num].secondary_ammo[MEGA_INDEX];
2563 multibuf[count++] = (char)Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
2564
2565 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE1_INDEX];
2566 multibuf[count++] = (char)Players[Player_num].secondary_ammo[GUIDED_INDEX];
2567 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_MINE_INDEX];
2568 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE4_INDEX];
2569 multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMISSILE5_INDEX];
2570
2571 *(ushort *)(multibuf+count) = INTEL_SHORT( (ushort)Players[Player_num].primary_ammo[VULCAN_INDEX] );
2572 count += 2;
2573 *(ushort *)(multibuf+count) = INTEL_SHORT( (ushort)Players[Player_num].primary_ammo[GAUSS_INDEX] );
2574 count += 2;
2575 *(uint *)(multibuf+count) = INTEL_INT( (uint)Players[Player_num].flags );
2576 count += 4;
2577
2578 multibuf[count++] = Net_create_loc;
2579
2580 Assert(Net_create_loc <= MAX_NET_CREATE_OBJECTS);
2581
2582 memset(multibuf+count, -1, MAX_NET_CREATE_OBJECTS*sizeof(short));
2583
2584 mprintf((0, "Created %d explosion objects.\n", Net_create_loc));
2585
2586 for (i = 0; i < Net_create_loc; i++)
2587 {
2588 if (Net_create_objnums[i] <= 0) {
2589 Int3(); // Illegal value in created egg object numbers
2590 count +=2;
2591 continue;
2592 }
2593
2594 *(short *)(multibuf+count) = INTEL_SHORT( (short)Net_create_objnums[i] ); count += 2;
2595
2596 // We created these objs so our local number = the network number
2597 map_objnum_local_to_local((short)Net_create_objnums[i]);
2598 }
2599
2600 Net_create_loc = 0;
2601
2602 // mprintf((1, "explode message size = %d, max = %d.\n", count, message_length[MULTI_PLAYER_EXPLODE]));
2603
2604 if (count > message_length[MULTI_PLAYER_EXPLODE])
2605 {
2606 Int3(); // See Rob
2607 }
2608
2609 multi_send_data(multibuf, message_length[MULTI_PLAYER_EXPLODE], 2);
2610 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
2611 multi_send_decloak();
2612 if (Game_mode & GM_MULTI_ROBOTS)
2613 multi_strip_robots(Player_num);
2614 }
2615
2616 extern ubyte Secondary_weapon_to_powerup[];
2617 extern ubyte Primary_weapon_to_powerup[];
2618
2619 // put a lid on how many objects will be spewed by an exploding player
2620 // to prevent rampant powerups in netgames
2621
multi_cap_objects()2622 void multi_cap_objects ()
2623 {
2624 char type,flagtype;
2625 int index;
2626
2627 if (!(Game_mode & GM_NETWORK))
2628 return;
2629
2630 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2631 {
2632 type=Primary_weapon_to_powerup[index];
2633 if (PowerupsInMine[(int)type]>=MaxPowerupsAllowed[(int)type])
2634 if(Players[Player_num].primary_weapon_flags & (1 << index))
2635 {
2636 mprintf ((0,"PIM=%d MPA=%d\n",PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]));
2637 mprintf ((0,"Killing a primary cuz there's too many! (%d)\n",(int)type));
2638 Players[Player_num].primary_weapon_flags&=(~(1 << index));
2639 }
2640 }
2641
2642
2643 // Don't do the adjustment stuff for Hoard mode
2644 if (!(Game_mode & GM_HOARD))
2645 Players[Player_num].secondary_ammo[2]/=4;
2646
2647 Players[Player_num].secondary_ammo[7]/=4;
2648
2649 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2650 {
2651 if ((Game_mode & GM_HOARD) && index==PROXIMITY_INDEX)
2652 continue;
2653
2654 type=Secondary_weapon_to_powerup[index];
2655
2656 if ((Players[Player_num].secondary_ammo[index]+PowerupsInMine[(int)type])>MaxPowerupsAllowed[(int)type])
2657 {
2658 if (MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]<0)
2659 Players[Player_num].secondary_ammo[index]=0;
2660 else
2661 Players[Player_num].secondary_ammo[index]=(MaxPowerupsAllowed[(int)type]-PowerupsInMine[(int)type]);
2662
2663 mprintf ((0,"Hey! I killed secondary type %d because PIM=%d MPA=%d\n",(int)type,PowerupsInMine[(int)type],MaxPowerupsAllowed[(int)type]));
2664 }
2665 }
2666
2667 if (!(Game_mode & GM_HOARD))
2668 Players[Player_num].secondary_ammo[2]*=4;
2669 Players[Player_num].secondary_ammo[7]*=4;
2670
2671 if (Players[Player_num].laser_level > MAX_LASER_LEVEL)
2672 if (PowerupsInMine[POW_SUPER_LASER]+1 > MaxPowerupsAllowed[POW_SUPER_LASER])
2673 Players[Player_num].laser_level=0;
2674
2675 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
2676 if (PowerupsInMine[POW_QUAD_FIRE]+1 > MaxPowerupsAllowed[POW_QUAD_FIRE])
2677 Players[Player_num].flags&=(~PLAYER_FLAGS_QUAD_LASERS);
2678
2679 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
2680 if (PowerupsInMine[POW_CLOAK]+1 > MaxPowerupsAllowed[POW_CLOAK])
2681 Players[Player_num].flags&=(~PLAYER_FLAGS_CLOAKED);
2682
2683 if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL)
2684 if (PowerupsInMine[POW_FULL_MAP]+1 > MaxPowerupsAllowed[POW_FULL_MAP])
2685 Players[Player_num].flags&=(~PLAYER_FLAGS_MAP_ALL);
2686
2687 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
2688 if (PowerupsInMine[POW_AFTERBURNER]+1 > MaxPowerupsAllowed[POW_AFTERBURNER])
2689 Players[Player_num].flags&=(~PLAYER_FLAGS_AFTERBURNER);
2690
2691 if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
2692 if (PowerupsInMine[POW_AMMO_RACK]+1 > MaxPowerupsAllowed[POW_AMMO_RACK])
2693 Players[Player_num].flags&=(~PLAYER_FLAGS_AMMO_RACK);
2694
2695 if (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER)
2696 if (PowerupsInMine[POW_CONVERTER]+1 > MaxPowerupsAllowed[POW_CONVERTER])
2697 Players[Player_num].flags&=(~PLAYER_FLAGS_CONVERTER);
2698
2699 if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT)
2700 if (PowerupsInMine[POW_HEADLIGHT]+1 > MaxPowerupsAllowed[POW_HEADLIGHT])
2701 Players[Player_num].flags&=(~PLAYER_FLAGS_HEADLIGHT);
2702
2703 if (Game_mode & GM_CAPTURE)
2704 {
2705 if (Players[Player_num].flags & PLAYER_FLAGS_FLAG)
2706 {
2707 if (get_team(Player_num)==TEAM_RED)
2708 flagtype=POW_FLAG_BLUE;
2709 else
2710 flagtype=POW_FLAG_RED;
2711
2712 if (PowerupsInMine[(int)flagtype]+1 > MaxPowerupsAllowed[(int)flagtype])
2713 Players[Player_num].flags&=(~PLAYER_FLAGS_FLAG);
2714 }
2715 }
2716
2717 }
2718
2719 // adds players inventory to multi cap
2720
multi_adjust_cap_for_player(int pnum)2721 void multi_adjust_cap_for_player (int pnum)
2722 {
2723 char type;
2724
2725 int index;
2726
2727 if (!(Game_mode & GM_NETWORK))
2728 return;
2729
2730 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2731 {
2732 type=Primary_weapon_to_powerup[index];
2733 if (Players[pnum].primary_weapon_flags & (1 << index))
2734 MaxPowerupsAllowed[(int)type]++;
2735 }
2736
2737 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2738 {
2739 type=Secondary_weapon_to_powerup[index];
2740 MaxPowerupsAllowed[(int)type]+=Players[pnum].secondary_ammo[index];
2741 }
2742
2743 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
2744 MaxPowerupsAllowed[POW_SUPER_LASER]++;
2745
2746 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
2747 MaxPowerupsAllowed[POW_QUAD_FIRE]++;
2748
2749 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
2750 MaxPowerupsAllowed[POW_CLOAK]++;
2751
2752 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
2753 MaxPowerupsAllowed[POW_FULL_MAP]++;
2754
2755 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
2756 MaxPowerupsAllowed[POW_AFTERBURNER]++;
2757
2758 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
2759 MaxPowerupsAllowed[POW_AMMO_RACK]++;
2760
2761 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
2762 MaxPowerupsAllowed[POW_CONVERTER]++;
2763
2764 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
2765 MaxPowerupsAllowed[POW_HEADLIGHT]++;
2766 }
2767
multi_adjust_remote_cap(int pnum)2768 void multi_adjust_remote_cap (int pnum)
2769 {
2770 char type;
2771
2772 int index;
2773
2774 if (!(Game_mode & GM_NETWORK))
2775 return;
2776
2777 for (index=0;index<MAX_PRIMARY_WEAPONS;index++)
2778 {
2779 type=Primary_weapon_to_powerup[index];
2780 if (Players[pnum].primary_weapon_flags & (1 << index))
2781 PowerupsInMine[(int)type]++;
2782 }
2783
2784 for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
2785 {
2786 type=Secondary_weapon_to_powerup[index];
2787
2788 if ((Game_mode & GM_HOARD) && index==2)
2789 continue;
2790
2791 if (index==2 || index==7) // PROX or SMARTMINES? Those bastards...
2792 PowerupsInMine[(int)type]+=(Players[pnum].secondary_ammo[index]/4);
2793 else
2794 PowerupsInMine[(int)type]+=Players[pnum].secondary_ammo[index];
2795
2796 }
2797
2798 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
2799 PowerupsInMine[POW_SUPER_LASER]++;
2800
2801 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
2802 PowerupsInMine[POW_QUAD_FIRE]++;
2803
2804 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
2805 PowerupsInMine[POW_CLOAK]++;
2806
2807 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
2808 PowerupsInMine[POW_FULL_MAP]++;
2809
2810 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
2811 PowerupsInMine[POW_AFTERBURNER]++;
2812
2813 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
2814 PowerupsInMine[POW_AMMO_RACK]++;
2815
2816 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
2817 PowerupsInMine[POW_CONVERTER]++;
2818
2819 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
2820 PowerupsInMine[POW_HEADLIGHT]++;
2821
2822 }
2823
2824 void
multi_send_message(void)2825 multi_send_message(void)
2826 {
2827 int loc = 0;
2828 if (Network_message_reciever != -1)
2829 {
2830 multibuf[loc] = (char)MULTI_MESSAGE; loc += 1;
2831 multibuf[loc] = (char)Player_num; loc += 1;
2832 strncpy(multibuf+loc, Network_message, MAX_MESSAGE_LEN); loc += MAX_MESSAGE_LEN;
2833 multibuf[loc-1] = '\0';
2834 multi_send_data(multibuf, loc, 0);
2835 Network_message_reciever = -1;
2836 }
2837 }
2838
2839 void
multi_send_reappear()2840 multi_send_reappear()
2841 {
2842 multibuf[0] = (char)MULTI_REAPPEAR;
2843 *(short *)(multibuf+1) = INTEL_SHORT(Players[Player_num].objnum);
2844
2845 multi_send_data(multibuf, 3, 2);
2846 PKilledFlags[Player_num]=0;
2847 }
2848
2849 void
multi_send_position(int objnum)2850 multi_send_position(int objnum)
2851 {
2852 #ifdef MACINTOSH
2853 shortpos sp;
2854 #endif
2855 int count=0;
2856
2857 if (Game_mode & GM_NETWORK) {
2858 return;
2859 }
2860
2861 multibuf[count++] = (char)MULTI_POSITION;
2862 #ifndef MACINTOSH
2863 create_shortpos((shortpos *)(multibuf+count), Objects+objnum,0);
2864 count += sizeof(shortpos);
2865 #else
2866 create_shortpos(&sp, Objects+objnum, 1);
2867 memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
2868 count += 9;
2869 memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
2870 count += 14;
2871 #endif
2872
2873 multi_send_data(multibuf, count, 0);
2874 }
2875
2876 void
multi_send_kill(int objnum)2877 multi_send_kill(int objnum)
2878 {
2879 // I died, tell the world.
2880
2881 int killer_objnum;
2882 int count = 0;
2883
2884 Assert(Objects[objnum].id == Player_num);
2885 killer_objnum = Players[Player_num].killer_objnum;
2886
2887 multi_compute_kill(killer_objnum, objnum);
2888
2889 multibuf[0] = (char)MULTI_KILL; count += 1;
2890 multibuf[1] = Player_num; count += 1;
2891 if (killer_objnum > -1) {
2892 short s; // do it with variable since INTEL_SHORT won't work on return val from function.
2893
2894 s = (short)objnum_local_to_remote(killer_objnum, (byte *)&multibuf[count+2]);
2895 *(short *)(multibuf+count) = INTEL_SHORT(s);
2896 }
2897 else
2898 {
2899 *(short *)(multibuf+count) = INTEL_SHORT((short)-1);
2900 multibuf[count+2] = (char)-1;
2901 }
2902 count += 3;
2903 multi_send_data(multibuf, count, 1);
2904
2905 #ifndef SHAREWARE
2906 if (Game_mode & GM_MULTI_ROBOTS)
2907 multi_strip_robots(Player_num);
2908 #endif
2909 }
2910
2911 void
multi_send_remobj(int objnum)2912 multi_send_remobj(int objnum)
2913 {
2914 // Tell the other guy to remove an object from his list
2915
2916 byte obj_owner;
2917 short remote_objnum;
2918
2919 if (Objects[objnum].type==OBJ_POWERUP && (Game_mode & GM_NETWORK))
2920 {
2921 if (PowerupsInMine[Objects[objnum].id] > 0)
2922 {
2923 PowerupsInMine[Objects[objnum].id]--;
2924 if (multi_powerup_is_4pack (Objects[objnum].id))
2925 {
2926 mprintf ((0,"Hey babe! Doing that wacky 4 pack stuff."));
2927
2928 if (PowerupsInMine[Objects[objnum].id-1]-4<0)
2929 PowerupsInMine[Objects[objnum].id-1]=0;
2930 else
2931 PowerupsInMine[Objects[objnum].id-1]-=4;
2932 }
2933 }
2934
2935 }
2936
2937 multibuf[0] = (char)MULTI_REMOVE_OBJECT;
2938
2939 remote_objnum = objnum_local_to_remote((short)objnum, &obj_owner);
2940
2941 *(short *)(multibuf+1) = INTEL_SHORT(remote_objnum); // Map to network objnums
2942
2943 multibuf[3] = obj_owner;
2944
2945 // mprintf((0, "multi_send_remobj: %d = %d owner %d.\n", objnum, remote_objnum, obj_owner));
2946
2947 multi_send_data(multibuf, 4, 0);
2948
2949 if (Network_send_objects && network_objnum_is_past(objnum))
2950 {
2951 mprintf((0, "Resetting object sync due to object removal.\n"));
2952 Network_send_objnum = -1;
2953 }
2954 }
2955
2956 void
multi_send_quit(int why)2957 multi_send_quit(int why)
2958 {
2959 // I am quitting the game, tell the other guy the bad news.
2960
2961 Assert (why == MULTI_QUIT);
2962
2963 multibuf[0] = (char)why;
2964 multibuf[1] = Player_num;
2965 multi_send_data(multibuf, 2, 1);
2966
2967 }
2968
2969 void
multi_send_cloak(void)2970 multi_send_cloak(void)
2971 {
2972 // Broadcast a change in our pflags (made to support cloaking)
2973
2974 multibuf[0] = MULTI_CLOAK;
2975 multibuf[1] = (char)Player_num;
2976
2977 multi_send_data(multibuf, 2, 1);
2978
2979 #ifndef SHAREWARE
2980 if (Game_mode & GM_MULTI_ROBOTS)
2981 multi_strip_robots(Player_num);
2982 #endif
2983 }
2984
2985 void
multi_send_decloak(void)2986 multi_send_decloak(void)
2987 {
2988 // Broadcast a change in our pflags (made to support cloaking)
2989
2990 multibuf[0] = MULTI_DECLOAK;
2991 multibuf[1] = (char)Player_num;
2992
2993 multi_send_data(multibuf, 2, 1);
2994 }
2995
2996 void
multi_send_door_open(int segnum,int side,ubyte flag)2997 multi_send_door_open(int segnum, int side,ubyte flag)
2998 {
2999 // When we open a door make sure everyone else opens that door
3000
3001 multibuf[0] = MULTI_DOOR_OPEN;
3002 *(short *)(multibuf+1) = INTEL_SHORT( (short)segnum );
3003 multibuf[3] = (byte)side;
3004 multibuf[4] = flag;
3005
3006 multi_send_data(multibuf, 5, 2);
3007 }
3008
3009 extern void network_send_naked_packet (char *,short,int);
3010
3011 void
multi_send_door_open_specific(int pnum,int segnum,int side,ubyte flag)3012 multi_send_door_open_specific(int pnum,int segnum, int side,ubyte flag)
3013 {
3014 // For sending doors only to a specific person (usually when they're joining)
3015
3016 Assert (Game_mode & GM_NETWORK);
3017 // Assert (pnum>-1 && pnum<N_players);
3018
3019 multibuf[0] = MULTI_DOOR_OPEN;
3020 *(short *)(multibuf+1) = INTEL_SHORT( (short)segnum );
3021 multibuf[3] = (byte)side;
3022 multibuf[4] = flag;
3023
3024 network_send_naked_packet(multibuf, 5, pnum);
3025 }
3026
3027 //
3028 // Part 3 : Functions that change or prepare the game for multiplayer use.
3029 // Not including functions needed to syncronize or start the
3030 // particular type of multiplayer game. Includes preparing the
3031 // mines, player structures, etc.
3032
3033 void
multi_send_create_explosion(int pnum)3034 multi_send_create_explosion(int pnum)
3035 {
3036 // Send all data needed to create a remote explosion
3037
3038 int count = 0;
3039
3040 multibuf[count] = MULTI_CREATE_EXPLOSION; count += 1;
3041 multibuf[count] = (byte)pnum; count += 1;
3042 // -----------
3043 // Total size = 2
3044
3045 multi_send_data(multibuf, count, 0);
3046 }
3047
3048 void
multi_send_controlcen_fire(vms_vector * to_goal,int best_gun_num,int objnum)3049 multi_send_controlcen_fire(vms_vector *to_goal, int best_gun_num, int objnum)
3050 {
3051 #ifdef MACINTOSH
3052 vms_vector swapped_vec;
3053 #endif
3054 int count = 0;
3055
3056 multibuf[count] = MULTI_CONTROLCEN_FIRE; count += 1;
3057 #ifndef MACINTOSH
3058 memcpy(multibuf+count, to_goal, 12); count += 12;
3059 #else
3060 swapped_vec.x = (fix)INTEL_INT( (int)to_goal->x );
3061 swapped_vec.y = (fix)INTEL_INT( (int)to_goal->y );
3062 swapped_vec.z = (fix)INTEL_INT( (int)to_goal->z );
3063 memcpy(multibuf+count, &swapped_vec, 12); count += 12;
3064 #endif
3065 multibuf[count] = (char)best_gun_num; count += 1;
3066 *(short *)(multibuf+count) = INTEL_SHORT( (short)objnum ); count += 2;
3067 // ------------
3068 // Total = 16
3069 multi_send_data(multibuf, count, 0);
3070 }
3071
3072 void
multi_send_create_powerup(int powerup_type,int segnum,int objnum,vms_vector * pos)3073 multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos)
3074 {
3075 // Create a powerup on a remote machine, used for remote
3076 // placement of used powerups like missiles and cloaking
3077 // powerups.
3078
3079 #ifdef MACINTOSH
3080 vms_vector swapped_vec;
3081 #endif
3082 int count = 0;
3083
3084 if (Game_mode & GM_NETWORK)
3085 PowerupsInMine[powerup_type]++;
3086
3087 multibuf[count] = MULTI_CREATE_POWERUP; count += 1;
3088 multibuf[count] = Player_num; count += 1;
3089 multibuf[count] = powerup_type; count += 1;
3090 *(short *)(multibuf+count) = INTEL_SHORT( (short)segnum ); count += 2;
3091 *(short *)(multibuf+count) = INTEL_SHORT( (short)objnum ); count += 2;
3092 #ifndef MACINTOSH
3093 *(vms_vector *)(multibuf+count) = *pos; count += sizeof(vms_vector);
3094 #else
3095 swapped_vec.x = (fix)INTEL_INT( (int)pos->x );
3096 swapped_vec.y = (fix)INTEL_INT( (int)pos->y );
3097 swapped_vec.z = (fix)INTEL_INT( (int)pos->z );
3098 memcpy(multibuf+count, &swapped_vec, 12); count += 12;
3099 #endif
3100 // -----------
3101 // Total = 19
3102 multi_send_data(multibuf, count, 2);
3103
3104 if (Network_send_objects && network_objnum_is_past(objnum))
3105 {
3106 mprintf((0, "Resetting object sync due to powerup creation.\n"));
3107 Network_send_objnum = -1;
3108 }
3109
3110 mprintf((0, "Creating powerup type %d in segment %i.\n", powerup_type, segnum));
3111 map_objnum_local_to_local(objnum);
3112 }
3113
3114 void
multi_send_play_sound(int sound_num,fix volume)3115 multi_send_play_sound(int sound_num, fix volume)
3116 {
3117 int count = 0;
3118 multibuf[count] = MULTI_PLAY_SOUND; count += 1;
3119 multibuf[count] = Player_num; count += 1;
3120 multibuf[count] = (char)sound_num; count += 1;
3121 multibuf[count] = (char)(volume >> 12); count += 1;
3122 // -----------
3123 // Total = 4
3124 multi_send_data(multibuf, count, 0);
3125 }
3126
3127 void
multi_send_audio_taunt(int taunt_num)3128 multi_send_audio_taunt(int taunt_num)
3129 {
3130 return; // Taken out, awaiting sounds..
3131
3132 #if 0
3133 int audio_taunts[4] = {
3134 SOUND_CONTROL_CENTER_WARNING_SIREN,
3135 SOUND_HOSTAGE_RESCUED,
3136 SOUND_REFUEL_STATION_GIVING_FUEL,
3137 SOUND_BAD_SELECTION
3138 };
3139
3140
3141 Assert(taunt_num >= 0);
3142 Assert(taunt_num < 4);
3143
3144 digi_play_sample( audio_taunts[taunt_num], F1_0 );
3145 multi_send_play_sound(audio_taunts[taunt_num], F1_0);
3146 #endif
3147 }
3148
3149 void
multi_send_score(void)3150 multi_send_score(void)
3151 {
3152 // Send my current score to all other players so it will remain
3153 // synced.
3154 int count = 0;
3155
3156 if (Game_mode & GM_MULTI_COOP) {
3157 multi_sort_kill_list();
3158 multibuf[count] = MULTI_SCORE; count += 1;
3159 multibuf[count] = Player_num; count += 1;
3160 *(int *)(multibuf+count) = INTEL_INT( Players[Player_num].score ); count += 4;
3161 multi_send_data(multibuf, count, 0);
3162 }
3163 }
3164
3165
3166 void
multi_send_save_game(ubyte slot,uint id,char * desc)3167 multi_send_save_game(ubyte slot, uint id, char * desc)
3168 {
3169 int count = 0;
3170
3171 multibuf[count] = MULTI_SAVE_GAME; count += 1;
3172 multibuf[count] = slot; count += 1; // Save slot=0
3173 *(uint *)(multibuf+count) = INTEL_INT( id ); count += 4; // Save id
3174 memcpy( &multibuf[count], desc, 20 ); count += 20;
3175
3176 multi_send_data(multibuf, count, 2);
3177 }
3178
3179 void
multi_send_restore_game(ubyte slot,uint id)3180 multi_send_restore_game(ubyte slot, uint id)
3181 {
3182 int count = 0;
3183
3184 multibuf[count] = MULTI_RESTORE_GAME; count += 1;
3185 multibuf[count] = slot; count += 1; // Save slot=0
3186 *(uint *)(multibuf+count) = INTEL_INT( id ); count += 4; // Save id
3187
3188 multi_send_data(multibuf, count, 2);
3189 }
3190
3191 void
multi_send_netplayer_stats_request(ubyte player_num)3192 multi_send_netplayer_stats_request(ubyte player_num)
3193 {
3194 int count = 0;
3195
3196 multibuf[count] = MULTI_REQ_PLAYER; count += 1;
3197 multibuf[count] = player_num; count += 1;
3198
3199 multi_send_data(multibuf, count, 0 );
3200 }
3201
3202 void
multi_send_trigger(int triggernum)3203 multi_send_trigger(int triggernum)
3204 {
3205 // Send an even to trigger something in the mine
3206
3207 int count = 0;
3208
3209 multibuf[count] = MULTI_TRIGGER; count += 1;
3210 multibuf[count] = Player_num; count += 1;
3211 multibuf[count] = (ubyte)triggernum; count += 1;
3212
3213 mprintf ((0,"Sending trigger %d\n",triggernum));
3214
3215 multi_send_data(multibuf, count, 1);
3216 //multi_send_data(multibuf, count, 1); // twice?
3217 }
3218
3219 void
multi_send_hostage_door_status(int wallnum)3220 multi_send_hostage_door_status(int wallnum)
3221 {
3222 // Tell the other player what the hit point status of a hostage door
3223 // should be
3224
3225 int count = 0;
3226
3227 Assert(Walls[wallnum].type == WALL_BLASTABLE);
3228
3229 multibuf[count] = MULTI_HOSTAGE_DOOR; count += 1;
3230 *(short *)(multibuf+count) = INTEL_SHORT( (short)wallnum ); count += 2;
3231 *(fix *)(multibuf+count) = (fix)INTEL_INT( (int)Walls[wallnum].hps ); count += 4;
3232
3233 // mprintf((0, "Door %d damaged by %f points.\n", wallnum, f2fl(Walls[wallnum].hps)));
3234
3235 multi_send_data(multibuf, count, 0);
3236 }
3237
3238 extern int ConsistencyCount;
3239 extern int Drop_afterburner_blob_flag;
3240 int PhallicLimit=0;
3241 int PhallicMan=-1;
3242
multi_prep_level(void)3243 void multi_prep_level(void)
3244 {
3245 // Do any special stuff to the level required for serial games
3246 // before we begin playing in it.
3247
3248 // Player_num MUST be set before calling this procedure.
3249
3250 // This function must be called before checksuming the Object array,
3251 // since the resulting checksum with depend on the value of Player_num
3252 // at the time this is called.
3253
3254 int i,ng=0;
3255 int cloak_count, inv_count;
3256
3257 Assert(Game_mode & GM_MULTI);
3258
3259 Assert(NumNetPlayerPositions > 0);
3260
3261 PhallicLimit=0;
3262 PhallicMan=-1;
3263 Drop_afterburner_blob_flag=0;
3264 ConsistencyCount=0;
3265
3266 for (i=0;i<MAX_NUM_NET_PLAYERS;i++)
3267 PKilledFlags[i]=0;
3268
3269 for (i = 0; i < NumNetPlayerPositions; i++)
3270 {
3271 if (i != Player_num)
3272 Objects[Players[i].objnum].control_type = CT_REMOTE;
3273 Objects[Players[i].objnum].movement_type = MT_PHYSICS;
3274 multi_reset_player_object(&Objects[Players[i].objnum]);
3275 LastPacketTime[i] = 0;
3276 }
3277
3278 #ifndef SHAREWARE
3279 for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
3280 {
3281 robot_controlled[i] = -1;
3282 robot_agitation[i] = 0;
3283 robot_fired[i] = 0;
3284 }
3285 #endif
3286
3287 Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
3288
3289 if (!(Game_mode & GM_MULTI_COOP))
3290 {
3291 multi_delete_extra_objects(); // Removes monsters from level
3292 }
3293
3294 if (Game_mode & GM_MULTI_ROBOTS)
3295 {
3296 multi_set_robot_ai(); // Set all Robot AI to types we can cope with
3297 }
3298
3299 if (Game_mode & GM_NETWORK)
3300 {
3301 multi_adjust_cap_for_player(Player_num);
3302 multi_send_powerup_update();
3303 ng=1; // ng means network game
3304 }
3305 ng=1;
3306
3307 inv_count = 0;
3308 cloak_count = 0;
3309 for (i=0; i<=Highest_object_index; i++)
3310 {
3311 int objnum;
3312
3313 if ((Objects[i].type == OBJ_HOSTAGE) && !(Game_mode & GM_MULTI_COOP))
3314 {
3315 objnum = obj_create(OBJ_POWERUP, POW_SHIELD_BOOST, Objects[i].segnum, &Objects[i].pos, &vmd_identity_matrix, Powerup_info[POW_SHIELD_BOOST].size, CT_POWERUP, MT_PHYSICS, RT_POWERUP);
3316 obj_delete(i);
3317 if (objnum != -1)
3318 {
3319 Objects[objnum].rtype.vclip_info.vclip_num = Powerup_info[POW_SHIELD_BOOST].vclip_num;
3320 Objects[objnum].rtype.vclip_info.frametime = Vclip[Objects[objnum].rtype.vclip_info.vclip_num].frame_time;
3321 Objects[objnum].rtype.vclip_info.framenum = 0;
3322 Objects[objnum].mtype.phys_info.drag = 512; //1024;
3323 Objects[objnum].mtype.phys_info.mass = F1_0;
3324 vm_vec_zero(&Objects[objnum].mtype.phys_info.velocity);
3325 }
3326 continue;
3327 }
3328
3329 if (Objects[i].type == OBJ_POWERUP)
3330 {
3331 if (Objects[i].id == POW_EXTRA_LIFE)
3332 {
3333 if (ng && !Netgame.DoInvulnerability)
3334 {
3335 Objects[i].id = POW_SHIELD_BOOST;
3336 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3337 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3338 }
3339 else
3340 {
3341 Objects[i].id = POW_INVULNERABILITY;
3342 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3343 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3344 }
3345
3346 }
3347
3348 if (!(Game_mode & GM_MULTI_COOP))
3349 if ((Objects[i].id >= POW_KEY_BLUE) && (Objects[i].id <= POW_KEY_GOLD))
3350 {
3351 Objects[i].id = POW_SHIELD_BOOST;
3352 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3353 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3354 }
3355
3356 if (Objects[i].id == POW_INVULNERABILITY) {
3357 if (inv_count >= 3 || (ng && !Netgame.DoInvulnerability)) {
3358 mprintf((0, "Bashing Invulnerability object #%i to shield.\n", i));
3359 Objects[i].id = POW_SHIELD_BOOST;
3360 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3361 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3362 } else
3363 inv_count++;
3364 }
3365
3366 if (Objects[i].id == POW_CLOAK) {
3367 if (cloak_count >= 3 || (ng && !Netgame.DoCloak)) {
3368 mprintf((0, "Bashing Cloak object #%i to shield.\n", i));
3369 Objects[i].id = POW_SHIELD_BOOST;
3370 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3371 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3372 } else
3373 cloak_count++;
3374 }
3375
3376 if (Objects[i].id == POW_AFTERBURNER && ng && !Netgame.DoAfterburner)
3377 bash_to_shield (i,"afterburner");
3378 if (Objects[i].id == POW_FUSION_WEAPON && ng && !Netgame.DoFusions)
3379 bash_to_shield (i,"fusion");
3380 if (Objects[i].id == POW_PHOENIX_WEAPON && ng && !Netgame.DoPhoenix)
3381 bash_to_shield (i,"phoenix");
3382
3383 if (Objects[i].id == POW_HELIX_WEAPON && ng && !Netgame.DoHelix)
3384 bash_to_shield (i,"helix");
3385
3386 if (Objects[i].id == POW_MEGA_WEAPON && ng && !Netgame.DoMegas)
3387 bash_to_shield (i,"mega");
3388
3389 if (Objects[i].id == POW_SMARTBOMB_WEAPON && ng && !Netgame.DoSmarts)
3390 bash_to_shield (i,"smartmissile");
3391
3392 if (Objects[i].id == POW_GAUSS_WEAPON && ng && !Netgame.DoGauss)
3393 bash_to_shield (i,"gauss");
3394
3395 if (Objects[i].id == POW_VULCAN_WEAPON && ng && !Netgame.DoVulcan)
3396 bash_to_shield (i,"vulcan");
3397
3398 if (Objects[i].id == POW_PLASMA_WEAPON && ng && !Netgame.DoPlasma)
3399 bash_to_shield (i,"plasma");
3400
3401 if (Objects[i].id == POW_OMEGA_WEAPON && ng && !Netgame.DoOmega)
3402 bash_to_shield (i,"omega");
3403
3404 if (Objects[i].id == POW_SUPER_LASER && ng && !Netgame.DoSuperLaser)
3405 bash_to_shield (i,"superlaser");
3406
3407 if (Objects[i].id == POW_PROXIMITY_WEAPON && ng && !Netgame.DoProximity)
3408 bash_to_shield (i,"proximity");
3409
3410 // Special: Make all proximity bombs into shields if in
3411 // hoard mode because we use the proximity slot in the
3412 // player struct to signify how many orbs the player has.
3413
3414 if (Objects[i].id == POW_PROXIMITY_WEAPON && ng && (Game_mode & GM_HOARD))
3415 bash_to_shield (i,"proximity");
3416
3417 if (Objects[i].id==POW_VULCAN_AMMO && ng && (!Netgame.DoVulcan && !Netgame.DoGauss))
3418 bash_to_shield(i,"vulcan ammo");
3419
3420 if (Objects[i].id == POW_SPREADFIRE_WEAPON && ng && !Netgame.DoSpread)
3421 bash_to_shield (i,"spread");
3422 if (Objects[i].id == POW_SMART_MINE && ng && !Netgame.DoSmartMine)
3423 bash_to_shield (i,"smartmine");
3424 if (Objects[i].id == POW_SMISSILE1_1 && ng && !Netgame.DoFlash)
3425 bash_to_shield (i,"flash");
3426 if (Objects[i].id == POW_SMISSILE1_4 && ng && !Netgame.DoFlash)
3427 bash_to_shield (i,"flash");
3428 if (Objects[i].id == POW_GUIDED_MISSILE_1 && ng && !Netgame.DoGuided)
3429 bash_to_shield (i,"guided");
3430 if (Objects[i].id == POW_GUIDED_MISSILE_4 && ng && !Netgame.DoGuided)
3431 bash_to_shield (i,"guided");
3432 if (Objects[i].id == POW_EARTHSHAKER_MISSILE && ng && !Netgame.DoEarthShaker)
3433 bash_to_shield (i,"earth");
3434 if (Objects[i].id == POW_MERCURY_MISSILE_1 && ng && !Netgame.DoMercury)
3435 bash_to_shield (i,"Mercury");
3436 if (Objects[i].id == POW_MERCURY_MISSILE_4 && ng && !Netgame.DoMercury)
3437 bash_to_shield (i,"Mercury");
3438 if (Objects[i].id == POW_CONVERTER && ng && !Netgame.DoConverter)
3439 bash_to_shield (i,"Converter");
3440 if (Objects[i].id == POW_AMMO_RACK && ng && !Netgame.DoAmmoRack)
3441 bash_to_shield (i,"Ammo rack");
3442 if (Objects[i].id == POW_HEADLIGHT && ng && !Netgame.DoHeadlight)
3443 bash_to_shield (i,"Headlight");
3444 if (Objects[i].id == POW_LASER && ng && !Netgame.DoLaserUpgrade)
3445 bash_to_shield (i,"Laser powerup");
3446 if (Objects[i].id == POW_HOMING_AMMO_1 && ng && !Netgame.DoHoming)
3447 bash_to_shield (i,"Homing");
3448 if (Objects[i].id == POW_HOMING_AMMO_4 && ng && !Netgame.DoHoming)
3449 bash_to_shield (i,"Homing");
3450 if (Objects[i].id == POW_QUAD_FIRE && ng && !Netgame.DoQuadLasers)
3451 bash_to_shield (i,"Quad Lasers");
3452 if (Objects[i].id == POW_FLAG_BLUE && !(Game_mode & GM_CAPTURE))
3453 bash_to_shield (i,"Blue flag");
3454 if (Objects[i].id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
3455 bash_to_shield (i,"Red flag");
3456 }
3457 }
3458
3459 if (Game_mode & GM_HOARD)
3460 init_hoard_data();
3461
3462 if ((Game_mode & GM_CAPTURE) || (Game_mode & GM_HOARD))
3463 multi_apply_goal_textures();
3464
3465 multi_sort_kill_list();
3466
3467 multi_show_player_list();
3468
3469 ConsoleObject->control_type = CT_FLYING;
3470
3471 reset_player_object();
3472
3473 }
3474
3475 int Goal_blue_segnum,Goal_red_segnum;
3476
multi_apply_goal_textures()3477 void multi_apply_goal_textures()
3478 {
3479 int i,j,tex;
3480 segment *seg;
3481 segment2 *seg2;
3482
3483 for (i=0; i <= Highest_segment_index; i++)
3484 {
3485 seg = &Segments[i];
3486 seg2 = &Segment2s[i];
3487
3488 if (seg2->special==SEGMENT_IS_GOAL_BLUE)
3489 {
3490
3491 Goal_blue_segnum = i;
3492
3493 if (Game_mode & GM_HOARD)
3494 tex=find_goal_texture (TMI_GOAL_HOARD);
3495 else
3496 tex=find_goal_texture (TMI_GOAL_BLUE);
3497
3498 if (tex>-1)
3499 for (j = 0; j < 6; j++) {
3500 int v;
3501 seg->sides[j].tmap_num=tex;
3502 for (v=0;v<4;v++)
3503 seg->sides[j].uvls[v].l = i2f(100); //max out
3504 }
3505
3506 seg2->static_light = i2f(100); //make static light bright
3507
3508 }
3509
3510 if (seg2->special==SEGMENT_IS_GOAL_RED)
3511 {
3512 Goal_red_segnum = i;
3513
3514 // Make both textures the same if Hoard mode
3515
3516 if (Game_mode & GM_HOARD)
3517 tex=find_goal_texture (TMI_GOAL_HOARD);
3518 else
3519 tex=find_goal_texture (TMI_GOAL_RED);
3520
3521 if (tex>-1)
3522 for (j = 0; j < 6; j++) {
3523 int v;
3524 seg->sides[j].tmap_num=tex;
3525 for (v=0;v<4;v++)
3526 seg->sides[j].uvls[v].l = i2f(1000); //max out
3527 }
3528
3529 seg2->static_light = i2f(100); //make static light bright
3530 }
3531 }
3532 }
find_goal_texture(ubyte t)3533 int find_goal_texture (ubyte t)
3534 {
3535 int i;
3536
3537 for (i=0;i<NumTextures;i++)
3538 if (TmapInfo[i].flags & t)
3539 return i;
3540
3541 Int3(); // Hey, there is no goal texture for this PIG!!!!
3542 // Edit bitmaps.tbl and designate two textures to be RED and BLUE
3543 // goal textures
3544 return (-1);
3545 }
3546
3547
3548 /* DPH: Moved to gameseq.c
3549 void bash_to_shield (int i,char *s)
3550 {
3551 int type=Objects[i].id;
3552
3553 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
3554
3555 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
3556
3557 Objects[i].id = POW_SHIELD_BOOST;
3558 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
3559 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
3560 }
3561 */
3562
multi_set_robot_ai(void)3563 void multi_set_robot_ai(void)
3564 {
3565 // Go through the objects array looking for robots and setting
3566 // them to certain supported types of NET AI behavior.
3567
3568 // int i;
3569 //
3570 // for (i = 0; i <= Highest_object_index; i++)
3571 // {
3572 // if (Objects[i].type == OBJ_ROBOT) {
3573 // Objects[i].ai_info.REMOTE_OWNER = -1;
3574 // if (Objects[i].ai_info.behavior == AIB_STATION)
3575 // Objects[i].ai_info.behavior = AIB_NORMAL;
3576 // }
3577 // }
3578 }
3579
multi_delete_extra_objects()3580 int multi_delete_extra_objects()
3581 {
3582 int i;
3583 int nnp=0;
3584 object *objp;
3585
3586 // Go through the object list and remove any objects not used in
3587 // 'Anarchy!' games.
3588
3589 // This function also prints the total number of available multiplayer
3590 // positions in this level, even though this should always be 8 or more!
3591
3592 objp = Objects;
3593 for (i=0;i<=Highest_object_index;i++) {
3594 if ((objp->type==OBJ_PLAYER) || (objp->type==OBJ_GHOST))
3595 nnp++;
3596 else if ((objp->type==OBJ_ROBOT) && (Game_mode & GM_MULTI_ROBOTS))
3597 ;
3598 else if ( (objp->type!=OBJ_NONE) && (objp->type!=OBJ_PLAYER) && (objp->type!=OBJ_POWERUP) && (objp->type!=OBJ_CNTRLCEN) && (objp->type!=OBJ_HOSTAGE) && !(objp->type==OBJ_WEAPON && objp->id==PMINE_ID) ) {
3599 // Before deleting object, if it's a robot, drop it's special powerup, if any
3600 if (objp->type == OBJ_ROBOT)
3601 if (objp->contains_count && (objp->contains_type == OBJ_POWERUP))
3602 object_create_egg(objp);
3603 obj_delete(i);
3604 }
3605 objp++;
3606 }
3607
3608 return nnp;
3609 }
3610
change_playernum_to(int new_Player_num)3611 void change_playernum_to( int new_Player_num )
3612 {
3613 if (Player_num > -1)
3614 memcpy( Players[new_Player_num].callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 );
3615 Player_num = new_Player_num;
3616 }
3617
multi_all_players_alive()3618 int multi_all_players_alive()
3619 {
3620 int i;
3621 for (i=0;i<N_players;i++)
3622 {
3623 if (PKilledFlags[i] && Players[i].connected)
3624 return (0);
3625 }
3626 return (1);
3627 }
3628
multi_initiate_save_game()3629 void multi_initiate_save_game()
3630 {
3631 uint game_id;
3632 int i, slot;
3633 char filename[128];
3634 char desc[24];
3635
3636 if ((Endlevel_sequence) || (Control_center_destroyed))
3637 return;
3638
3639 if (!multi_all_players_alive())
3640 {
3641 HUD_init_message ("Can't save...all players must be alive!");
3642 return;
3643 }
3644
3645 //multi_send_netplayer_stats_request(255);
3646 //return;
3647
3648 //stop_time();
3649
3650 slot = state_get_save_file(filename, desc, 1 );
3651 if (!slot) {
3652 //start_time();
3653 return;
3654 }
3655 slot--;
3656
3657 //start_time();
3658
3659 // Make a unique game id
3660 game_id = timer_get_fixed_seconds();
3661 game_id ^= N_players<<4;
3662 for (i=0; i<N_players; i++ )
3663 game_id ^= *(uint *)Players[i].callsign;
3664 if ( game_id == 0 ) game_id = 1; // 0 is invalid
3665
3666 mprintf(( 1, "Game_id = %8x\n", game_id));
3667 multi_send_save_game(slot, game_id, desc );
3668 multi_do_frame();
3669 multi_save_game(slot,game_id, desc );
3670 }
3671
3672 extern int state_get_game_id(char *);
3673
multi_initiate_restore_game()3674 void multi_initiate_restore_game()
3675 {
3676 int slot;
3677 char filename[128];
3678
3679 if ((Endlevel_sequence) || (Control_center_destroyed))
3680 return;
3681
3682 if (!multi_all_players_alive())
3683 {
3684 HUD_init_message ("Can't restore...all players must be alive!");
3685 return;
3686 }
3687
3688 //stop_time();
3689 slot = state_get_restore_file(filename,1);
3690 if (!slot) {
3691 //start_time();
3692 return;
3693 }
3694 state_game_id=state_get_game_id (filename);
3695 if (!state_game_id)
3696 return;
3697
3698 slot--;
3699 //start_time();
3700 multi_send_restore_game(slot,state_game_id);
3701 multi_do_frame();
3702 multi_restore_game(slot,state_game_id);
3703 }
3704
multi_save_game(ubyte slot,uint id,char * desc)3705 void multi_save_game(ubyte slot, uint id, char *desc)
3706 {
3707 char filename[128];
3708
3709 if ((Endlevel_sequence) || (Control_center_destroyed))
3710 return;
3711
3712 #ifndef MACINTOSH
3713 sprintf( filename, "%s.mg%d", Players[Player_num].callsign, slot );
3714 #else
3715 sprintf( filename, ":Players:%s.mg%d", Players[Player_num].callsign, slot );
3716 #endif
3717 mprintf(( 0, "Save game %x on slot %d\n", id, slot ));
3718 HUD_init_message( "Saving game #%d, '%s'", slot, desc );
3719 stop_time();
3720 state_game_id = id;
3721 state_save_all_sub(filename, desc, 0 );
3722 }
3723
multi_restore_game(ubyte slot,uint id)3724 void multi_restore_game(ubyte slot, uint id)
3725 {
3726 char filename[128];
3727 player saved_player;
3728 int pnum,i;
3729 int thisid;
3730
3731 if ((Endlevel_sequence) || (Control_center_destroyed))
3732 return;
3733
3734 mprintf(( 0, "Restore game %x from slot %d\n", id, slot ));
3735 saved_player = Players[Player_num];
3736 #ifndef MACINTOSH
3737 sprintf( filename, "%s.mg%d", Players[Player_num].callsign, slot );
3738 #else
3739 sprintf( filename, ":Players:%s.mg%d", Players[Player_num].callsign, slot );
3740 #endif
3741
3742 for (i=0;i<N_players;i++)
3743 multi_strip_robots(i);
3744
3745 thisid=state_get_game_id (filename);
3746 if (thisid!=id)
3747 {
3748 multi_bad_restore ();
3749 return;
3750 }
3751
3752 pnum=state_restore_all_sub( filename, 1, 0 );
3753
3754 mprintf ((0,"StateId=%d ThisID=%d\n",state_game_id,id));
3755
3756 #if 0
3757 if (state_game_id != id ) {
3758 // Game doesn't match!!!
3759 nm_messagebox( "Error", 1, "Ok", "Cannot restore saved game" );
3760 Game_mode |= GM_GAME_OVER;
3761 Function_mode = FMODE_MENU;
3762 longjmp(LeaveGame, 0);
3763 }
3764
3765 change_playernum_to(pnum-1);
3766 memcpy( Players[Player_num].callsign, saved_player.callsign, CALLSIGN_LEN+1 );
3767 memcpy( Players[Player_num].net_address, saved_player.net_address, 6 );
3768 Players[Player_num].connected = saved_player.connected;
3769 Players[Player_num].n_packets_got = saved_player.n_packets_got;
3770 Players[Player_num].n_packets_sent = saved_player.n_packets_sent;
3771 Viewer = ConsoleObject = &Objects[pnum-1];
3772 #endif
3773
3774 }
3775
3776
extract_netplayer_stats(netplayer_stats * ps,player * pd)3777 void extract_netplayer_stats( netplayer_stats *ps, player * pd )
3778 {
3779 int i;
3780
3781 ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below...
3782 ps->energy = (fix)INTEL_INT(pd->energy); // Amount of energy remaining.
3783 ps->shields = (fix)INTEL_INT(pd->shields); // shields remaining (protection)
3784 ps->lives = pd->lives; // Lives remaining, 0 = game over.
3785 ps->laser_level = pd->laser_level; // Current level of the laser.
3786 ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
3787 ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
3788 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3789 ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]);
3790 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3791 ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]);
3792
3793 //memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3794 //memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3795
3796 ps->last_score=INTEL_INT(pd->last_score); // Score at beginning of current level.
3797 ps->score=INTEL_INT(pd->score); // Current score.
3798 ps->cloak_time=(fix)INTEL_INT(pd->cloak_time); // Time cloaked
3799 ps->homing_object_dist=(fix)INTEL_INT(pd->homing_object_dist); // Distance of nearest homing object.
3800 ps->invulnerable_time=(fix)INTEL_INT(pd->invulnerable_time); // Time invulnerable
3801 ps->KillGoalCount=INTEL_SHORT(pd->KillGoalCount);
3802 ps->net_killed_total=INTEL_SHORT(pd->net_killed_total); // Number of times killed total
3803 ps->net_kills_total=INTEL_SHORT(pd->net_kills_total); // Number of net kills total
3804 ps->num_kills_level=INTEL_SHORT(pd->num_kills_level); // Number of kills this level
3805 ps->num_kills_total=INTEL_SHORT(pd->num_kills_total); // Number of kills total
3806 ps->num_robots_level=INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level
3807 ps->num_robots_total=INTEL_SHORT(pd->num_robots_total); // Number of robots total
3808 ps->hostages_rescued_total=INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued.
3809 ps->hostages_total=INTEL_SHORT(pd->hostages_total); // Total number of hostages.
3810 ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
3811 }
3812
use_netplayer_stats(player * ps,netplayer_stats * pd)3813 void use_netplayer_stats( player * ps, netplayer_stats *pd )
3814 {
3815 int i;
3816
3817 ps->flags = INTEL_INT(pd->flags); // Powerup flags, see below...
3818 ps->energy = (fix)INTEL_INT((int)pd->energy); // Amount of energy remaining.
3819 ps->shields = (fix)INTEL_INT((int)pd->shields); // shields remaining (protection)
3820 ps->lives = pd->lives; // Lives remaining, 0 = game over.
3821 ps->laser_level = pd->laser_level; // Current level of the laser.
3822 ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
3823 ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
3824 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
3825 ps->primary_ammo[i] = INTEL_SHORT(pd->primary_ammo[i]);
3826 for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
3827 ps->secondary_ammo[i] = INTEL_SHORT(pd->secondary_ammo[i]);
3828 //memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3829 //memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
3830 ps->last_score = INTEL_INT(pd->last_score); // Score at beginning of current level.
3831 ps->score = INTEL_INT(pd->score); // Current score.
3832 ps->cloak_time = (fix)INTEL_INT((int)pd->cloak_time); // Time cloaked
3833 ps->homing_object_dist = (fix)INTEL_INT((int)pd->homing_object_dist); // Distance of nearest homing object.
3834 ps->invulnerable_time = (fix)INTEL_INT((int)pd->invulnerable_time); // Time invulnerable
3835 ps->KillGoalCount=INTEL_SHORT(pd->KillGoalCount);
3836 ps->net_killed_total = INTEL_SHORT(pd->net_killed_total); // Number of times killed total
3837 ps->net_kills_total = INTEL_SHORT(pd->net_kills_total); // Number of net kills total
3838 ps->num_kills_level = INTEL_SHORT(pd->num_kills_level); // Number of kills this level
3839 ps->num_kills_total = INTEL_SHORT(pd->num_kills_total); // Number of kills total
3840 ps->num_robots_level = INTEL_SHORT(pd->num_robots_level); // Number of initial robots this level
3841 ps->num_robots_total = INTEL_SHORT(pd->num_robots_total); // Number of robots total
3842 ps->hostages_rescued_total = INTEL_SHORT(pd->hostages_rescued_total); // Total number of hostages rescued.
3843 ps->hostages_total = INTEL_SHORT(pd->hostages_total); // Total number of hostages.
3844 ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
3845 }
3846
multi_send_drop_weapon(int objnum,int seed)3847 void multi_send_drop_weapon (int objnum,int seed)
3848 {
3849 object *objp;
3850 int count=0;
3851 int ammo_count;
3852
3853 objp = &Objects[objnum];
3854
3855 ammo_count = objp->ctype.powerup_info.count;
3856
3857 if (objp->id == POW_OMEGA_WEAPON && ammo_count == F1_0)
3858 ammo_count = F1_0 - 1; //make fit in short
3859
3860 Assert(ammo_count < F1_0); //make sure fits in short
3861
3862 multibuf[count++]=(char)MULTI_DROP_WEAPON;
3863 multibuf[count++]=(char)objp->id;
3864
3865 *(short *) (multibuf+count)=INTEL_SHORT(Player_num); count += 2;
3866 *(short *) (multibuf+count)=INTEL_SHORT(objnum); count += 2;
3867 *(short *) (multibuf+count)=INTEL_SHORT(ammo_count); count += 2;
3868 *(int *) (multibuf+count)=INTEL_INT(seed);
3869
3870 map_objnum_local_to_local(objnum);
3871
3872 if (Game_mode & GM_NETWORK)
3873 PowerupsInMine[objp->id]++;
3874
3875 multi_send_data(multibuf, 12, 2);
3876 }
3877
multi_do_drop_weapon(char * buf)3878 void multi_do_drop_weapon (char *buf)
3879 {
3880 int pnum,ammo,objnum,remote_objnum,seed;
3881 object *objp;
3882 int powerup_id;
3883
3884 powerup_id=(int)(buf[1]);
3885 pnum = INTEL_SHORT(*(short *)(buf+2));
3886 remote_objnum = INTEL_SHORT(*(short *)(buf+4));
3887 ammo = INTEL_SHORT(*(ushort *)(buf+6));
3888 seed = INTEL_INT(*(int *)(buf+8));
3889
3890 objp = &Objects[Players[pnum].objnum];
3891
3892 objnum = spit_powerup(objp, powerup_id, seed);
3893
3894 map_objnum_local_to_remote(objnum, remote_objnum, pnum);
3895
3896 if (objnum!=-1)
3897 Objects[objnum].ctype.powerup_info.count = ammo;
3898
3899 if (Game_mode & GM_NETWORK)
3900 PowerupsInMine[powerup_id]++;
3901
3902 mprintf ((0,"Dropped weapon %d!\n"));
3903
3904 }
3905
multi_send_guided_info(object * miss,char done)3906 void multi_send_guided_info (object *miss,char done)
3907 {
3908 #ifdef MACINTOSH
3909 shortpos sp;
3910 #endif
3911 int count=0;
3912
3913 mprintf ((0,"Sending guided info!\n"));
3914
3915 multibuf[count++]=(char)MULTI_GUIDED;
3916 multibuf[count++]=(char)Player_num;
3917 multibuf[count++]=done;
3918
3919 #ifndef MACINTOSH
3920 create_shortpos((shortpos *)(multibuf+count), miss,0);
3921 count+=sizeof(shortpos);
3922 #else
3923 create_shortpos(&sp, miss, 1);
3924 memcpy(&(multibuf[count]), (ubyte *)(sp.bytemat), 9);
3925 count += 9;
3926 memcpy(&(multibuf[count]), (ubyte *)&(sp.xo), 14);
3927 count += 14;
3928 #endif
3929
3930 multi_send_data(multibuf, count, 0);
3931 }
3932
multi_do_guided(char * buf)3933 void multi_do_guided (char *buf)
3934 {
3935 char pnum=buf[1];
3936 int count=3;
3937 static int fun=200;
3938 #ifdef MACINTOSH
3939 shortpos sp;
3940 #endif
3941
3942 if (Guided_missile[(int)pnum]==NULL)
3943 {
3944 if (++fun>=50)
3945 {
3946 mprintf ((0,"Guided missile for %s is NULL!\n",Players[(int)pnum].callsign));
3947 fun=0;
3948 }
3949 return;
3950 }
3951 else if (++fun>=50)
3952 {
3953 mprintf ((0,"Got guided info for %d (%s)\n",pnum,Players[(int)pnum].callsign));
3954 fun=0;
3955 }
3956
3957 if (buf[2])
3958 {
3959 release_guided_missile(pnum);
3960 return;
3961 }
3962
3963
3964 if (Guided_missile[(int)pnum]-Objects<0 || Guided_missile[(int)pnum]-Objects > Highest_object_index)
3965 {
3966 Int3(); // Get Jason immediately!
3967 return;
3968 }
3969
3970 #ifndef MACINTOSH
3971 extract_shortpos(Guided_missile[(int)pnum], (shortpos *)(buf+count),0);
3972 #else
3973 memcpy((ubyte *)(sp.bytemat), (ubyte *)(buf + count), 9);
3974 memcpy((ubyte *)&(sp.xo), (ubyte *)(buf + count + 9), 14);
3975 extract_shortpos(Guided_missile[(int)pnum], &sp, 1);
3976 #endif
3977
3978 count+=sizeof (shortpos);
3979
3980 update_object_seg(Guided_missile[(int)pnum]);
3981 }
3982
multi_send_stolen_items()3983 void multi_send_stolen_items ()
3984 {
3985 int i,count=1;
3986 multibuf[0]=MULTI_STOLEN_ITEMS;
3987
3988 for (i=0;i<MAX_STOLEN_ITEMS;i++)
3989 {
3990 multibuf[i+1]=Stolen_items[i];
3991 mprintf ((0,"[%d]=%d ",i,Stolen_items[i]));
3992 count++; // So I like to break my stuff into smaller chunks, so what?
3993 }
3994 mprintf ((0,"\n"));
3995 multi_send_data(multibuf, count, 1);
3996 }
3997
multi_do_stolen_items(char * buf)3998 void multi_do_stolen_items (char *buf)
3999 {
4000 int i;
4001
4002 mprintf ((0,"Recieved a stolen item packet...\n"));
4003
4004 for (i=0;i<MAX_STOLEN_ITEMS;i++)
4005 {
4006 Stolen_items[i]=buf[i+1];
4007 mprintf ((0,"[%d]=%d ",i,Stolen_items[i]));
4008 }
4009 mprintf ((0,"\n"));
4010 }
4011
4012 extern void network_send_important_packet (char *,int);
4013
multi_send_wall_status(int wallnum,ubyte type,ubyte flags,ubyte state)4014 void multi_send_wall_status (int wallnum,ubyte type,ubyte flags,ubyte state)
4015 {
4016 int count=0;
4017 multibuf[count]=MULTI_WALL_STATUS; count++;
4018 *(short *)(multibuf+count)=INTEL_SHORT(wallnum); count+=2;
4019 multibuf[count]=type; count++;
4020 multibuf[count]=flags; count++;
4021 multibuf[count]=state; count++;
4022
4023 #if 0
4024 if (Game_mode & GM_NETWORK)
4025 {
4026 network_send_important_packet (multibuf,count);
4027 network_send_important_packet (multibuf,count);
4028 }
4029 else
4030 #endif
4031 {
4032 multi_send_data(multibuf, count, 1); // twice, just to be sure
4033 multi_send_data(multibuf, count, 1);
4034 }
4035 }
multi_send_wall_status_specific(int pnum,int wallnum,ubyte type,ubyte flags,ubyte state)4036 void multi_send_wall_status_specific (int pnum,int wallnum,ubyte type,ubyte flags,ubyte state)
4037 {
4038 // Send wall states a specific rejoining player
4039
4040 int count=0;
4041
4042 Assert (Game_mode & GM_NETWORK);
4043 //Assert (pnum>-1 && pnum<N_players);
4044
4045 multibuf[count]=MULTI_WALL_STATUS; count++;
4046 *(short *)(multibuf+count)=INTEL_SHORT(wallnum); count+=2;
4047 multibuf[count]=type; count++;
4048 multibuf[count]=flags; count++;
4049 multibuf[count]=state; count++;
4050
4051 network_send_naked_packet(multibuf, count,pnum); // twice, just to be sure
4052 network_send_naked_packet(multibuf, count,pnum);
4053 }
4054
multi_do_wall_status(char * buf)4055 void multi_do_wall_status (char *buf)
4056 {
4057 short wallnum;
4058 ubyte flag,type,state;
4059
4060 wallnum=INTEL_SHORT( *(short *)(buf+1) );
4061 type=buf[3];
4062 flag=buf[4];
4063 state=buf[5];
4064
4065 Assert (wallnum>=0);
4066 Walls[wallnum].type=type;
4067 Walls[wallnum].flags=flag;
4068 //Assert(state <= 4);
4069 Walls[wallnum].state=state;
4070
4071 if (Walls[wallnum].type==WALL_OPEN)
4072 {
4073 digi_kill_sound_linked_to_segment(Walls[wallnum].segnum,Walls[wallnum].sidenum,SOUND_FORCEFIELD_HUM);
4074 //digi_kill_sound_linked_to_segment(csegp-Segments,cside,SOUND_FORCEFIELD_HUM);
4075 }
4076
4077
4078 //mprintf ((0,"Got a walls packet.\n"));
4079 }
4080
multi_send_jason_cheat(int num)4081 void multi_send_jason_cheat (int num)
4082 {
4083 num=num;
4084 return;
4085 }
4086
multi_send_kill_goal_counts()4087 void multi_send_kill_goal_counts()
4088 {
4089 int i,count=1;
4090 multibuf[0]=MULTI_KILLGOALS;
4091
4092 for (i=0;i<MAX_PLAYERS;i++)
4093 {
4094 *(char *)(multibuf+count)=(char)Players[i].KillGoalCount;
4095 count++;
4096 }
4097
4098 mprintf ((0,"MULTI: Sending KillGoalCounts...\n"));
4099 multi_send_data(multibuf, count, 1);
4100 }
4101
multi_do_kill_goal_counts(char * buf)4102 void multi_do_kill_goal_counts(char *buf)
4103 {
4104 int i,count=1;
4105
4106 for (i=0;i<MAX_PLAYERS;i++)
4107 {
4108 Players[i].KillGoalCount=*(char *)(buf+count);
4109 mprintf ((0,"KGC: %s has %d kills!\n",Players[i].callsign,Players[i].KillGoalCount));
4110 count++;
4111 }
4112
4113 }
4114
multi_send_heartbeat()4115 void multi_send_heartbeat ()
4116 {
4117 if (!Netgame.PlayTimeAllowed)
4118 return;
4119
4120 multibuf[0]=MULTI_HEARTBEAT;
4121 *(fix *)(multibuf+1)=(fix)INTEL_INT(ThisLevelTime);
4122 multi_send_data(multibuf, 5, 0);
4123 }
4124
multi_do_heartbeat(char * buf)4125 void multi_do_heartbeat (char *buf)
4126 {
4127 fix num;
4128
4129 num=(fix)INTEL_INT(*(int *)(buf+1));
4130
4131 ThisLevelTime=num;
4132 }
4133
multi_check_for_killgoal_winner()4134 void multi_check_for_killgoal_winner ()
4135 {
4136 int i,best=0,bestnum=0;
4137 object *objp;
4138
4139 if (Control_center_destroyed)
4140 return;
4141
4142 for (i=0;i<N_players;i++)
4143 {
4144 if (Players[i].KillGoalCount>best)
4145 {
4146 best=Players[i].KillGoalCount;
4147 bestnum=i;
4148 }
4149 }
4150
4151 if (bestnum==Player_num)
4152 {
4153 HUD_init_message("You have the best score at %d kills!",best);
4154 //Players[Player_num].shields=i2f(200);
4155 }
4156 else
4157
4158 HUD_init_message ("%s has the best score with %d kills!",Players[bestnum].callsign,best);
4159
4160 HUD_init_message ("The control center has been destroyed!");
4161
4162 objp=obj_find_first_of_type (OBJ_CNTRLCEN);
4163 net_destroy_controlcen (objp);
4164 }
4165
multi_send_seismic(fix start,fix end)4166 void multi_send_seismic (fix start,fix end)
4167 {
4168 int count=1;
4169
4170 multibuf[0]=MULTI_SEISMIC;
4171 *(fix *)(multibuf+count)=(fix)INTEL_INT(start); count+=(sizeof(fix));
4172 *(fix *)(multibuf+count)=(fix)INTEL_INT(end); count+=(sizeof(fix));
4173
4174 multi_send_data(multibuf, count, 1);
4175 }
4176
4177 extern fix Seismic_disturbance_start_time;
4178 extern fix Seismic_disturbance_end_time;
4179
multi_do_seismic(char * buf)4180 void multi_do_seismic (char *buf)
4181 {
4182 Seismic_disturbance_start_time=(fix)INTEL_INT( *(int *)(buf+1) );
4183 Seismic_disturbance_end_time=(fix)INTEL_INT( *(int *)(buf+5) );
4184 digi_play_sample (SOUND_SEISMIC_DISTURBANCE_START, F1_0);
4185 }
4186
multi_send_light(int segnum,ubyte val)4187 void multi_send_light (int segnum,ubyte val)
4188 {
4189 int count=1,i;
4190 multibuf[0]=MULTI_LIGHT;
4191 *(int *)(multibuf+count)=INTEL_INT(segnum); count+=(sizeof(int));
4192 *(char *)(multibuf+count)=val; count++;
4193 for (i=0;i<6;i++)
4194 {
4195 //mprintf ((0,"Sending %d!\n",Segments[segnum].sides[i].tmap_num2));
4196 *(short *)(multibuf+count)=INTEL_SHORT(Segments[segnum].sides[i].tmap_num2); count+=2;
4197 }
4198 multi_send_data(multibuf, count, 1);
4199 }
multi_send_light_specific(int pnum,int segnum,ubyte val)4200 void multi_send_light_specific (int pnum,int segnum,ubyte val)
4201 {
4202 int count=1,i;
4203
4204 Assert (Game_mode & GM_NETWORK);
4205 // Assert (pnum>-1 && pnum<N_players);
4206
4207 multibuf[0]=MULTI_LIGHT;
4208 *(int *)(multibuf+count)=INTEL_INT(segnum); count+=(sizeof(int));
4209 *(char *)(multibuf+count)=val; count++;
4210
4211 for (i=0;i<6;i++)
4212 {
4213 //mprintf ((0,"Sending %d!\n",Segments[segnum].sides[i].tmap_num2));
4214 *(short *)(multibuf+count)=INTEL_SHORT(Segments[segnum].sides[i].tmap_num2); count+=2;
4215 }
4216 network_send_naked_packet(multibuf, count, pnum);
4217 }
4218
multi_do_light(char * buf)4219 void multi_do_light (char *buf)
4220 {
4221 int i;
4222 int seg=INTEL_INT(*(int *)(buf+1));
4223 ubyte sides=*(char *)(buf+5);
4224
4225 for (i=0;i<6;i++)
4226 {
4227 if ((sides & (1<<i)))
4228 {
4229 subtract_light (seg,i);
4230 Segments[seg].sides[i].tmap_num2=INTEL_SHORT( *(short *)(buf+(6+(2*i))) );
4231 //mprintf ((0,"Got %d!\n",Segments[seg].sides[i].tmap_num2));
4232 }
4233 }
4234 }
4235
4236 //@@void multi_send_start_trigger(int triggernum)
4237 //@@{
4238 //@@ // Send an even to trigger something in the mine
4239 //@@
4240 //@@ int count = 0;
4241 //@@
4242 //@@ multibuf[count] = MULTI_START_TRIGGER; count += 1;
4243 //@@ multibuf[count] = Player_num; count += 1;
4244 //@@ multibuf[count] = (ubyte)triggernum; count += 1;
4245 //@@
4246 //@@ //mprintf ((0,"Sending start trigger %d\n",triggernum));
4247 //@@ multi_send_data(multibuf, count, 2);
4248 //@@}
4249 //@@void multi_do_start_trigger(char *buf)
4250 //@@{
4251 //@@ int pnum = buf[1];
4252 //@@ int trigger = buf[2];
4253 //@@
4254 //@@ //mprintf ((0,"MULTI doing start trigger!\n"));
4255 //@@
4256 //@@ if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num))
4257 //@@ {
4258 //@@ Int3(); // Got trigger from illegal playernum
4259 //@@ return;
4260 //@@ }
4261 //@@ if ((trigger < 0) || (trigger >= Num_triggers))
4262 //@@ {
4263 //@@ Int3(); // Illegal trigger number in multiplayer
4264 //@@ return;
4265 //@@ }
4266 //@@
4267 //@@ if (!(Triggers[trigger].flags & TF_SPRUNG))
4268 //@@ check_trigger_sub(trigger, pnum,0);
4269 //@@}
4270
4271
multi_do_flags(char * buf)4272 void multi_do_flags (char *buf)
4273 {
4274 char pnum=buf[1];
4275 uint flags=INTEL_INT( *(uint *)(buf+2) );
4276
4277 if (pnum!=Player_num)
4278 Players[(int)pnum].flags=flags;
4279 }
4280
multi_send_flags(char pnum)4281 void multi_send_flags (char pnum)
4282 {
4283 multibuf[0]=MULTI_FLAGS;
4284 multibuf[1]=pnum;
4285 *(uint *)(multibuf+2)=INTEL_INT(Players[(int)pnum].flags);
4286
4287 multi_send_data(multibuf, 6, 1);
4288 }
4289
multi_send_drop_blobs(char pnum)4290 void multi_send_drop_blobs (char pnum)
4291 {
4292 multibuf[0]=MULTI_DROP_BLOB;
4293 multibuf[1]=pnum;
4294
4295 multi_send_data(multibuf, 2, 0);
4296 }
4297
multi_do_drop_blob(char * buf)4298 void multi_do_drop_blob (char *buf)
4299 {
4300 char pnum=buf[1];
4301 drop_afterburner_blobs (&Objects[Players[(int)pnum].objnum], 2, i2f(5)/2, -1);
4302 }
4303
multi_send_powerup_update()4304 void multi_send_powerup_update ()
4305 {
4306 int i;
4307
4308
4309 multibuf[0]=MULTI_POWERUP_UPDATE;
4310 for (i=0;i<MAX_POWERUP_TYPES;i++)
4311 multibuf[i+1]=MaxPowerupsAllowed[i];
4312
4313 multi_send_data(multibuf, MAX_POWERUP_TYPES+1, 1);
4314 }
multi_do_powerup_update(char * buf)4315 void multi_do_powerup_update (char *buf)
4316 {
4317 int i;
4318
4319 for (i=0;i<MAX_POWERUP_TYPES;i++)
4320 if (buf[i+1]>MaxPowerupsAllowed[i])
4321 MaxPowerupsAllowed[i]=buf[i+1];
4322 }
4323
4324 extern active_door ActiveDoors[];
4325 extern int Num_open_doors; // Number of open doors
4326
multi_send_active_door(char i)4327 void multi_send_active_door (char i)
4328 {
4329 int count;
4330
4331 multibuf[0]=MULTI_ACTIVE_DOOR;
4332 multibuf[1]=i;
4333 multibuf[2]=Num_open_doors;
4334 count = 3;
4335 #ifndef MACINTOSH
4336 memcpy ((char *)(&multibuf[3]),&ActiveDoors[(int)i],sizeof(struct active_door));
4337 count += sizeof(active_door);
4338 #else
4339 *(int *)(multibuf + count) = INTEL_INT(ActiveDoors[i].n_parts); count += 4;
4340 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].front_wallnum[0]); count += 2;
4341 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].front_wallnum[1]) count += 2;
4342 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].back_wallnum[0]); count += 2;
4343 *(short *)(multibuf + count) = INTEL_SHORT(ActiveDoors[i].back_wallnum[1]); count += 2;
4344 *(int *)(multibuf + count) = INTEL_INT(ActiveDoors[i].time); count += 4;
4345 #endif
4346 //multi_send_data (multibuf,sizeof(struct active_door)+3,1);
4347 multi_send_data (multibuf,count,1);
4348 }
4349
multi_do_active_door(char * buf)4350 void multi_do_active_door (char *buf)
4351 {
4352 int count;
4353 char i=multibuf[1];
4354 Num_open_doors=buf[2];
4355
4356 count = 3;
4357 #ifndef MACINTOSH
4358 memcpy (&ActiveDoors[(int)i],buf+count,sizeof(struct active_door));
4359 #else
4360 ActiveDoors[i].n_parts = INTEL_INT( *(int *)(buf+count) ); count += 4;
4361 ActiveDoors[i].front_wallnum[0] = INTEL_SHORT( *(short *)(buf+count) ); count +=2;
4362 ActiveDoors[i].front_wallnum[1] = INTEL_SHORT( *(short *)(buf+count) ); count +=2;
4363 ActiveDoors[i].back_wallnum[0] = INTEL_SHORT( *(short *)(buf+count) ); count +=2;
4364 ActiveDoors[i].back_wallnum[1] = INTEL_SHORT( *(short *)(buf+count) ); count +=2;
4365 ActiveDoors[i].time = INTEL_INT( *(int *)(buf+count) ); count += 4;
4366 #endif
4367 }
4368
multi_send_sound_function(char whichfunc,char sound)4369 void multi_send_sound_function (char whichfunc,char sound)
4370 {
4371 int count=0;
4372
4373 multibuf[0]=MULTI_SOUND_FUNCTION; count++;
4374 multibuf[1]=Player_num; count++;
4375 multibuf[2]=whichfunc; count++;
4376 #ifndef MACINTOSH
4377 *(uint *)(multibuf+count)=sound; count++;
4378 #else
4379 multibuf[3] = sound; count++; // this would probably work on the PC as well. Jason?
4380 #endif
4381 multi_send_data (multibuf,4,0);
4382 }
4383
4384 #define AFTERBURNER_LOOP_START 20098
4385 #define AFTERBURNER_LOOP_END 25776
4386
multi_do_sound_function(char * buf)4387 void multi_do_sound_function (char *buf)
4388 {
4389 // for afterburner
4390
4391 char pnum,whichfunc;
4392 int sound;
4393
4394 if (Players[Player_num].connected!=1)
4395 return;
4396
4397 pnum=buf[1];
4398 whichfunc=buf[2];
4399 sound=buf[3];
4400
4401 if (whichfunc==0)
4402 digi_kill_sound_linked_to_object (Players[(int)pnum].objnum);
4403 else if (whichfunc==3)
4404 digi_link_sound_to_object3( sound, Players[(int)pnum].objnum, 1,F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END);
4405 }
4406
multi_send_capture_bonus(char pnum)4407 void multi_send_capture_bonus (char pnum)
4408 {
4409 Assert (Game_mode & GM_CAPTURE);
4410
4411 multibuf[0]=MULTI_CAPTURE_BONUS;
4412 multibuf[1]=pnum;
4413
4414 multi_send_data (multibuf,2,1);
4415 multi_do_capture_bonus (multibuf);
4416 }
multi_send_orb_bonus(char pnum)4417 void multi_send_orb_bonus (char pnum)
4418 {
4419 Assert (Game_mode & GM_HOARD);
4420
4421 multibuf[0]=MULTI_ORB_BONUS;
4422 multibuf[1]=pnum;
4423 multibuf[2]=Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
4424
4425 multi_send_data (multibuf,3,1);
4426 multi_do_orb_bonus (multibuf);
4427 }
multi_do_capture_bonus(char * buf)4428 void multi_do_capture_bonus(char *buf)
4429 {
4430 // Figure out the results of a network kills and add it to the
4431 // appropriate player's tally.
4432
4433 char pnum=buf[1];
4434 int TheGoal;
4435
4436 kmatrix_kills_changed = 1;
4437
4438 if (pnum==Player_num)
4439 HUD_init_message("You have Scored!");
4440 else
4441 HUD_init_message("%s has Scored!",Players[(int)pnum].callsign);
4442
4443 if (pnum==Player_num)
4444 digi_play_sample (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
4445 else if (get_team(pnum)==TEAM_RED)
4446 digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
4447 else
4448 digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
4449
4450 Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear capture flag
4451
4452 team_kills[get_team(pnum)] += 5;
4453 Players[(int)pnum].net_kills_total += 5;
4454 Players[(int)pnum].KillGoalCount+=5;
4455
4456 if (Netgame.KillGoal>0)
4457 {
4458 TheGoal=Netgame.KillGoal*5;
4459
4460 if (Players[(int)pnum].KillGoalCount>=TheGoal)
4461 {
4462 if (pnum==Player_num)
4463 {
4464 HUD_init_message("You reached the kill goal!");
4465 Players[Player_num].shields=i2f(200);
4466 }
4467 else
4468 HUD_init_message ("%s has reached the kill goal!",Players[(int)pnum].callsign);
4469
4470 HUD_init_message ("The control center has been destroyed!");
4471 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
4472 }
4473 }
4474
4475 multi_sort_kill_list();
4476 multi_show_player_list();
4477 }
4478
GetOrbBonus(char num)4479 int GetOrbBonus (char num)
4480 {
4481 int bonus;
4482
4483 bonus=num*(num+1)/2;
4484 return (bonus);
4485 }
4486
multi_do_orb_bonus(char * buf)4487 void multi_do_orb_bonus(char *buf)
4488 {
4489 // Figure out the results of a network kills and add it to the
4490 // appropriate player's tally.
4491
4492 char pnum=buf[1];
4493 int TheGoal;
4494 int bonus=GetOrbBonus (buf[2]);
4495
4496 kmatrix_kills_changed = 1;
4497
4498 if (pnum==Player_num)
4499 HUD_init_message("You have scored %d points!",bonus);
4500 else
4501 HUD_init_message("%s has scored with %d orbs!",Players[(int)pnum].callsign,buf[2]);
4502
4503 if (pnum==Player_num)
4504 digi_start_sound_queued (SOUND_HUD_YOU_GOT_GOAL,F1_0*2);
4505 else if (Game_mode & GM_TEAM)
4506 {
4507 if (get_team(pnum)==TEAM_RED)
4508 digi_play_sample (SOUND_HUD_RED_GOT_GOAL,F1_0*2);
4509 else
4510 digi_play_sample (SOUND_HUD_BLUE_GOT_GOAL,F1_0*2);
4511 }
4512 else
4513 digi_play_sample (SOUND_OPPONENT_HAS_SCORED,F1_0*2);
4514
4515 if (bonus>PhallicLimit)
4516 {
4517 if (pnum==Player_num)
4518 HUD_init_message ("You have the record with %d points!",bonus);
4519 else
4520 HUD_init_message ("%s has the record with %d points!",Players[(int)pnum].callsign,bonus);
4521 digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
4522 PhallicMan=pnum;
4523 PhallicLimit=bonus;
4524 }
4525
4526 Players[(int)pnum].flags &= ~(PLAYER_FLAGS_FLAG); // Clear orb flag
4527
4528 team_kills[get_team(pnum)] += bonus;
4529 Players[(int)pnum].net_kills_total += bonus;
4530 Players[(int)pnum].KillGoalCount+=bonus;
4531
4532 team_kills[get_team(pnum)]%=1000;
4533 Players[(int)pnum].net_kills_total%=1000;
4534 Players[(int)pnum].KillGoalCount%=1000;
4535
4536 if (Netgame.KillGoal>0)
4537 {
4538 TheGoal=Netgame.KillGoal*5;
4539
4540 if (Players[(int)pnum].KillGoalCount>=TheGoal)
4541 {
4542 if (pnum==Player_num)
4543 {
4544 HUD_init_message("You reached the kill goal!");
4545 Players[Player_num].shields=i2f(200);
4546 }
4547 else
4548 HUD_init_message ("%s has reached the kill goal!",Players[(int)pnum].callsign);
4549
4550 HUD_init_message ("The control center has been destroyed!");
4551 net_destroy_controlcen (obj_find_first_of_type (OBJ_CNTRLCEN));
4552 }
4553 }
4554 multi_sort_kill_list();
4555 multi_show_player_list();
4556 }
4557
multi_send_got_flag(char pnum)4558 void multi_send_got_flag (char pnum)
4559 {
4560 multibuf[0]=MULTI_GOT_FLAG;
4561 multibuf[1]=pnum;
4562
4563 digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
4564
4565 multi_send_data (multibuf,2,1);
4566 multi_send_flags (Player_num);
4567 }
4568
4569 int SoundHacked=0;
4570 digi_sound ReversedSound;
4571
multi_send_got_orb(char pnum)4572 void multi_send_got_orb (char pnum)
4573 {
4574 multibuf[0]=MULTI_GOT_ORB;
4575 multibuf[1]=pnum;
4576
4577 digi_play_sample (SOUND_YOU_GOT_ORB,F1_0*2);
4578
4579 multi_send_data (multibuf,2,1);
4580 multi_send_flags (Player_num);
4581 }
4582
multi_do_got_flag(char * buf)4583 void multi_do_got_flag (char *buf)
4584 {
4585 char pnum=buf[1];
4586
4587 if (pnum==Player_num)
4588 digi_start_sound_queued (SOUND_HUD_YOU_GOT_FLAG,F1_0*2);
4589 else if (get_team(pnum)==TEAM_RED)
4590 digi_start_sound_queued (SOUND_HUD_RED_GOT_FLAG,F1_0*2);
4591 else
4592 digi_start_sound_queued (SOUND_HUD_BLUE_GOT_FLAG,F1_0*2);
4593 Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
4594 HUD_init_message ("%s picked up a flag!",Players[(int)pnum].callsign);
4595 }
multi_do_got_orb(char * buf)4596 void multi_do_got_orb (char *buf)
4597 {
4598 char pnum=buf[1];
4599
4600 Assert (Game_mode & GM_HOARD);
4601
4602 if (Game_mode & GM_TEAM)
4603 {
4604 if (get_team(pnum)==get_team(Player_num))
4605 digi_play_sample (SOUND_FRIEND_GOT_ORB,F1_0*2);
4606 else
4607 digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
4608 }
4609 else
4610 digi_play_sample (SOUND_OPPONENT_GOT_ORB,F1_0*2);
4611
4612 Players[(int)pnum].flags|=PLAYER_FLAGS_FLAG;
4613 HUD_init_message ("%s picked up an orb!",Players[(int)pnum].callsign);
4614 }
4615
4616
DropOrb()4617 void DropOrb ()
4618 {
4619 int objnum,seed;
4620
4621 if (!(Game_mode & GM_HOARD))
4622 Int3(); // How did we get here? Get Leighton!
4623
4624 if (!Players[Player_num].secondary_ammo[PROXIMITY_INDEX])
4625 {
4626 HUD_init_message("No orbs to drop!");
4627 return;
4628 }
4629
4630 seed = d_rand();
4631
4632 objnum = spit_powerup(ConsoleObject,POW_HOARD_ORB,seed);
4633
4634 if (objnum<0)
4635 return;
4636
4637 HUD_init_message("Orb dropped!");
4638 digi_play_sample (SOUND_DROP_WEAPON,F1_0);
4639
4640 if ((Game_mode & GM_HOARD) && objnum>-1)
4641 multi_send_drop_flag(objnum,seed);
4642
4643 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]--;
4644
4645 // If empty, tell everyone to stop drawing the box around me
4646 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]==0)
4647 multi_send_flags (Player_num);
4648 }
4649
DropFlag()4650 void DropFlag ()
4651 {
4652 int objnum,seed;
4653
4654 if (!(Game_mode & GM_CAPTURE) && !(Game_mode & GM_HOARD))
4655 return;
4656 if (Game_mode & GM_HOARD)
4657 {
4658 DropOrb();
4659 return;
4660 }
4661
4662 if (!(Players[Player_num].flags & PLAYER_FLAGS_FLAG))
4663 {
4664 HUD_init_message("No flag to drop!");
4665 return;
4666 }
4667
4668
4669 HUD_init_message("Flag dropped!");
4670 digi_play_sample (SOUND_DROP_WEAPON,F1_0);
4671
4672 seed = d_rand();
4673
4674 if (get_team (Player_num)==TEAM_RED)
4675 objnum = spit_powerup(ConsoleObject,POW_FLAG_BLUE,seed);
4676 else
4677 objnum = spit_powerup(ConsoleObject,POW_FLAG_RED,seed);
4678
4679 if (objnum<0)
4680 return;
4681
4682 if ((Game_mode & GM_CAPTURE) && objnum>-1)
4683 multi_send_drop_flag(objnum,seed);
4684
4685 Players[Player_num].flags &=~(PLAYER_FLAGS_FLAG);
4686 }
4687
4688
multi_send_drop_flag(int objnum,int seed)4689 void multi_send_drop_flag (int objnum,int seed)
4690 {
4691 object *objp;
4692 int count=0;
4693
4694 objp = &Objects[objnum];
4695
4696 multibuf[count++]=(char)MULTI_DROP_FLAG;
4697 multibuf[count++]=(char)objp->id;
4698
4699 *(short *) (multibuf+count)=INTEL_SHORT(Player_num); count += 2;
4700 *(short *) (multibuf+count)=INTEL_SHORT(objnum); count += 2;
4701 *(short *) (multibuf+count)=INTEL_SHORT(objp->ctype.powerup_info.count); count += 2;
4702 *(int *) (multibuf+count)=INTEL_INT(seed);
4703
4704 map_objnum_local_to_local(objnum);
4705
4706 if (!(Game_mode & GM_HOARD))
4707 if (Game_mode & GM_NETWORK)
4708 PowerupsInMine[objp->id]++;
4709
4710 multi_send_data(multibuf, 12, 2);
4711 }
4712
multi_do_drop_flag(char * buf)4713 void multi_do_drop_flag (char *buf)
4714 {
4715 int pnum,ammo,objnum,remote_objnum,seed;
4716 object *objp;
4717 int powerup_id;
4718
4719 powerup_id=buf[1];
4720 pnum=INTEL_SHORT( *(short *)(buf+2) );
4721 remote_objnum=INTEL_SHORT( *(short *)(buf+4) );
4722 ammo=INTEL_SHORT( *(short *)(buf+6) );
4723 seed=INTEL_INT( *(int *)(buf+8) );
4724
4725 objp = &Objects[Players[pnum].objnum];
4726
4727 objnum = spit_powerup(objp, powerup_id, seed);
4728
4729 map_objnum_local_to_remote(objnum, remote_objnum, pnum);
4730
4731 if (objnum!=-1)
4732 Objects[objnum].ctype.powerup_info.count = ammo;
4733
4734 if (!(Game_mode & GM_HOARD))
4735 {
4736 if (Game_mode & GM_NETWORK)
4737 PowerupsInMine[powerup_id]++;
4738 Players[pnum].flags &= ~(PLAYER_FLAGS_FLAG);
4739 }
4740 mprintf ((0,"Dropped flag %d!\n"));
4741
4742 }
4743
multi_bad_restore()4744 void multi_bad_restore ()
4745 {
4746 Function_mode = FMODE_MENU;
4747 nm_messagebox(NULL, 1, TXT_OK,
4748 "A multi-save game was restored\nthat you are missing or does not\nmatch that of the others.\nYou must rejoin if you wish to\ncontinue.");
4749 Function_mode = FMODE_GAME;
4750 multi_quit_game = 1;
4751 multi_leave_menu = 1;
4752 multi_reset_stuff();
4753 }
4754
4755 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
4756 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
4757 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
4758 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
4759 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
4760 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
4761 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
4762 extern byte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
4763
4764
multi_send_robot_controls(char pnum)4765 void multi_send_robot_controls (char pnum)
4766 {
4767 int count=2;
4768
4769 mprintf ((0,"Sending ROBOT_CONTROLS!!!\n"));
4770
4771 multibuf[0]=MULTI_ROBOT_CONTROLS;
4772 multibuf[1]=pnum;
4773 memcpy (&(multibuf[count]),&robot_controlled,MAX_ROBOTS_CONTROLLED*4);
4774 count+=(MAX_ROBOTS_CONTROLLED*4);
4775 memcpy (&(multibuf[count]),&robot_agitation,MAX_ROBOTS_CONTROLLED*4);
4776 count+=(MAX_ROBOTS_CONTROLLED*4);
4777 memcpy (&(multibuf[count]),&robot_controlled_time,MAX_ROBOTS_CONTROLLED*4);
4778 count+=(MAX_ROBOTS_CONTROLLED*4);
4779 memcpy (&(multibuf[count]),&robot_last_send_time,MAX_ROBOTS_CONTROLLED*4);
4780 count+=(MAX_ROBOTS_CONTROLLED*4);
4781 memcpy (&(multibuf[count]),&robot_last_message_time,MAX_ROBOTS_CONTROLLED*4);
4782 count+=(MAX_ROBOTS_CONTROLLED*4);
4783 memcpy (&(multibuf[count]),&robot_send_pending,MAX_ROBOTS_CONTROLLED*4);
4784 count+=(MAX_ROBOTS_CONTROLLED*4);
4785 memcpy (&(multibuf[count]),&robot_fired,MAX_ROBOTS_CONTROLLED*4);
4786 count+=(MAX_ROBOTS_CONTROLLED*4);
4787
4788 network_send_naked_packet (multibuf,142,pnum);
4789 }
multi_do_robot_controls(char * buf)4790 void multi_do_robot_controls(char *buf)
4791 {
4792 int count=2;
4793
4794 mprintf ((0,"Recieved ROBOT_CONTROLS!!!\n"));
4795
4796 if (buf[1]!=Player_num)
4797 {
4798 Int3(); // Get Jason! Recieved a coop_sync that wasn't ours!
4799 return;
4800 }
4801
4802 memcpy (&robot_controlled,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4803 count+=(MAX_ROBOTS_CONTROLLED*4);
4804 memcpy (&robot_agitation,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4805 count+=(MAX_ROBOTS_CONTROLLED*4);
4806 memcpy (&robot_controlled_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4807 count+=(MAX_ROBOTS_CONTROLLED*4);
4808 memcpy (&robot_last_send_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4809 count+=(MAX_ROBOTS_CONTROLLED*4);
4810 memcpy (&robot_last_message_time,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4811 count+=(MAX_ROBOTS_CONTROLLED*4);
4812 memcpy (&robot_send_pending,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4813 count+=(MAX_ROBOTS_CONTROLLED*4);
4814 memcpy (&robot_fired,&(buf[count]),MAX_ROBOTS_CONTROLLED*4);
4815 count+=(MAX_ROBOTS_CONTROLLED*4);
4816 }
4817
4818 #define POWERUPADJUSTS 5
4819 int PowerupAdjustMapping[]={11,19,39,41,44};
4820
multi_powerup_is_4pack(int id)4821 int multi_powerup_is_4pack (int id)
4822 {
4823 int i;
4824
4825 for (i=0;i<POWERUPADJUSTS;i++)
4826 if (id==PowerupAdjustMapping[i])
4827 return (1);
4828 return (0);
4829 }
4830
multi_powerup_is_allowed(int id)4831 int multi_powerup_is_allowed(int id)
4832 {
4833 if (id == POW_INVULNERABILITY && !Netgame.DoInvulnerability)
4834 return (0);
4835 if (id == POW_CLOAK && !Netgame.DoCloak)
4836 return (0);
4837 if (id == POW_AFTERBURNER && !Netgame.DoAfterburner)
4838 return (0);
4839 if (id == POW_FUSION_WEAPON && !Netgame.DoFusions)
4840 return (0);
4841 if (id == POW_PHOENIX_WEAPON && !Netgame.DoPhoenix)
4842 return (0);
4843 if (id == POW_HELIX_WEAPON && !Netgame.DoHelix)
4844 return (0);
4845 if (id == POW_MEGA_WEAPON && !Netgame.DoMegas)
4846 return (0);
4847 if (id == POW_SMARTBOMB_WEAPON && !Netgame.DoSmarts)
4848 return (0);
4849 if (id == POW_GAUSS_WEAPON && !Netgame.DoGauss)
4850 return (0);
4851 if (id == POW_VULCAN_WEAPON && !Netgame.DoVulcan)
4852 return (0);
4853 if (id == POW_PLASMA_WEAPON && !Netgame.DoPlasma)
4854 return (0);
4855 if (id == POW_OMEGA_WEAPON && !Netgame.DoOmega)
4856 return (0);
4857 if (id == POW_SUPER_LASER && !Netgame.DoSuperLaser)
4858 return (0);
4859 if (id == POW_PROXIMITY_WEAPON && !Netgame.DoProximity)
4860 return (0);
4861 if (id==POW_VULCAN_AMMO && (!Netgame.DoVulcan && !Netgame.DoGauss))
4862 return (0);
4863 if (id == POW_SPREADFIRE_WEAPON && !Netgame.DoSpread)
4864 return (0);
4865 if (id == POW_SMART_MINE && !Netgame.DoSmartMine)
4866 return (0);
4867 if (id == POW_SMISSILE1_1 && !Netgame.DoFlash)
4868 return (0);
4869 if (id == POW_SMISSILE1_4 && !Netgame.DoFlash)
4870 return (0);
4871 if (id == POW_GUIDED_MISSILE_1 && !Netgame.DoGuided)
4872 return (0);
4873 if (id == POW_GUIDED_MISSILE_4 && !Netgame.DoGuided)
4874 return (0);
4875 if (id == POW_EARTHSHAKER_MISSILE && !Netgame.DoEarthShaker)
4876 return (0);
4877 if (id == POW_MERCURY_MISSILE_1 && !Netgame.DoMercury)
4878 return (0);
4879 if (id == POW_MERCURY_MISSILE_4 && !Netgame.DoMercury)
4880 return (0);
4881 if (id == POW_CONVERTER && !Netgame.DoConverter)
4882 return (0);
4883 if (id == POW_AMMO_RACK && !Netgame.DoAmmoRack)
4884 return (0);
4885 if (id == POW_HEADLIGHT && !Netgame.DoHeadlight)
4886 return (0);
4887 if (id == POW_LASER && !Netgame.DoLaserUpgrade)
4888 return (0);
4889 if (id == POW_HOMING_AMMO_1 && !Netgame.DoHoming)
4890 return (0);
4891 if (id == POW_HOMING_AMMO_4 && !Netgame.DoHoming)
4892 return (0);
4893 if (id == POW_QUAD_FIRE && !Netgame.DoQuadLasers)
4894 return (0);
4895 if (id == POW_FLAG_BLUE && !(Game_mode & GM_CAPTURE))
4896 return (0);
4897 if (id == POW_FLAG_RED && !(Game_mode & GM_CAPTURE))
4898 return (0);
4899
4900 return (1);
4901 }
4902
multi_send_finish_game()4903 void multi_send_finish_game ()
4904 {
4905 multibuf[0]=MULTI_FINISH_GAME;
4906 multibuf[1]=Player_num;
4907
4908 multi_send_data (multibuf,2,1);
4909 }
4910
4911
4912 extern void do_final_boss_hacks();
multi_do_finish_game(char * buf)4913 void multi_do_finish_game (char *buf)
4914 {
4915 if (buf[0]!=MULTI_FINISH_GAME)
4916 return;
4917
4918 if (Current_level_num!=Last_level)
4919 return;
4920
4921 do_final_boss_hacks();
4922 }
4923
multi_send_trigger_specific(char pnum,char trig)4924 void multi_send_trigger_specific (char pnum,char trig)
4925 {
4926 multibuf[0] = MULTI_START_TRIGGER;
4927 multibuf[1] = trig;
4928
4929 network_send_naked_packet(multibuf, 2, pnum);
4930 }
multi_do_start_trigger(char * buf)4931 void multi_do_start_trigger (char *buf)
4932 {
4933 Triggers[(int)buf[1]].flags |=TF_DISABLED;
4934 }
4935
4936 extern char *RankStrings[];
4937
multi_add_lifetime_kills()4938 void multi_add_lifetime_kills ()
4939 {
4940 // This function adds a kill to lifetime stats of this player, and possibly
4941 // gives a promotion. If so, it will tell everyone else
4942
4943 int oldrank;
4944
4945 if (!Game_mode & GM_NETWORK)
4946 return;
4947
4948 oldrank=GetMyNetRanking();
4949
4950 Netlife_kills++;
4951
4952 if (oldrank!=GetMyNetRanking())
4953 {
4954 multi_send_ranking();
4955 if (!FindArg("-norankings"))
4956 {
4957 HUD_init_message ("You have been promoted to %s!",RankStrings[GetMyNetRanking()]);
4958 digi_play_sample (SOUND_BUDDY_MET_GOAL,F1_0*2);
4959 NetPlayers.players[Player_num].rank=GetMyNetRanking();
4960 }
4961 }
4962 write_player_file();
4963 }
4964
multi_add_lifetime_killed()4965 void multi_add_lifetime_killed ()
4966 {
4967 // This function adds a "killed" to lifetime stats of this player, and possibly
4968 // gives a demotion. If so, it will tell everyone else
4969
4970 int oldrank;
4971
4972 if (!Game_mode & GM_NETWORK)
4973 return;
4974
4975 oldrank=GetMyNetRanking();
4976
4977 Netlife_killed++;
4978
4979 if (oldrank!=GetMyNetRanking())
4980 {
4981 multi_send_ranking();
4982 NetPlayers.players[Player_num].rank=GetMyNetRanking();
4983
4984 if (!FindArg("-norankings"))
4985 HUD_init_message ("You have been demoted to %s!",RankStrings[GetMyNetRanking()]);
4986
4987 }
4988 write_player_file();
4989
4990 }
4991
multi_send_ranking()4992 void multi_send_ranking ()
4993 {
4994 multibuf[0]=(char)MULTI_RANK;
4995 multibuf[1]=(char)Player_num;
4996 multibuf[2]=(char)GetMyNetRanking();
4997
4998 multi_send_data (multibuf,3,1);
4999 }
5000
multi_do_ranking(char * buf)5001 void multi_do_ranking (char *buf)
5002 {
5003 char rankstr[20];
5004 char pnum=buf[1];
5005 char rank=buf[2];
5006
5007 if (NetPlayers.players[(int)pnum].rank<rank)
5008 strcpy (rankstr,"promoted");
5009 else if (NetPlayers.players[(int)pnum].rank>rank)
5010 strcpy (rankstr,"demoted");
5011 else
5012 return;
5013
5014 NetPlayers.players[(int)pnum].rank=rank;
5015
5016 if (!FindArg("-norankings"))
5017 HUD_init_message ("%s has been %s to %s!",Players[(int)pnum].callsign,rankstr,RankStrings[(int)rank]);
5018 }
multi_send_modem_ping()5019 void multi_send_modem_ping ()
5020 {
5021 multibuf[0]=MULTI_MODEM_PING;
5022 multi_send_data (multibuf,1,1);
5023 }
multi_send_modem_ping_return()5024 void multi_send_modem_ping_return ()
5025 {
5026 multibuf[0]=MULTI_MODEM_PING_RETURN;
5027 multi_send_data (multibuf,1,1);
5028 }
5029
multi_do_modem_ping_return()5030 void multi_do_modem_ping_return ()
5031 {
5032 if (PingLaunchTime==0)
5033 {
5034 mprintf ((0,"Got invalid PING RETURN from opponent!\n"));
5035 return;
5036 }
5037
5038 PingReturnTime=timer_get_fixed_seconds();
5039
5040 HUD_init_message ("Ping time for opponent is %d ms!",f2i(fixmul(PingReturnTime-PingLaunchTime,i2f(1000))));
5041 PingLaunchTime=0;
5042 }
5043
5044
multi_quick_sound_hack(int num)5045 void multi_quick_sound_hack (int num)
5046 {
5047 int length,i;
5048 num = digi_xlat_sound(num);
5049 length=GameSounds[num].length;
5050 ReversedSound.data=(ubyte *)d_malloc (length);
5051 ReversedSound.length=length;
5052
5053 for (i=0;i<length;i++)
5054 ReversedSound.data[i]=GameSounds[num].data[length-i-1];
5055
5056 SoundHacked=1;
5057 }
5058
multi_send_play_by_play(int num,int spnum,int dpnum)5059 void multi_send_play_by_play (int num,int spnum,int dpnum)
5060 {
5061 if (!(Game_mode & GM_HOARD))
5062 return;
5063
5064 return;
5065 multibuf[0]=MULTI_PLAY_BY_PLAY;
5066 multibuf[1]=(char)num;
5067 multibuf[2]=(char)spnum;
5068 multibuf[3]=(char)dpnum;
5069 multi_send_data (multibuf,4,1);
5070 multi_do_play_by_play (multibuf);
5071 }
5072
multi_do_play_by_play(char * buf)5073 void multi_do_play_by_play (char *buf)
5074 {
5075 int whichplay=buf[1];
5076 int spnum=buf[2];
5077 int dpnum=buf[3];
5078
5079 if (!(Game_mode & GM_HOARD))
5080 {
5081 Int3(); // Get Leighton, something bad has happened.
5082 return;
5083 }
5084
5085 switch (whichplay)
5086 {
5087 case 0: // Smacked!
5088 HUD_init_message ("Ouch! %s has been smacked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
5089 break;
5090 case 1: // Spanked!
5091 HUD_init_message ("Haha! %s has been spanked by %s!",Players[dpnum].callsign,Players[spnum].callsign);
5092 break;
5093 default:
5094 Int3();
5095 }
5096 }
5097
5098 ///
5099 /// CODE TO LOAD HOARD DATA
5100 ///
5101
5102
init_bitmap(grs_bitmap * bm,int w,int h,int flags,ubyte * data)5103 void init_bitmap(grs_bitmap *bm,int w,int h,int flags,ubyte *data)
5104 {
5105 bm->bm_x = bm->bm_y = 0;
5106 bm->bm_w = bm->bm_rowsize = w;
5107 bm->bm_h = h;
5108 bm->bm_type = BM_LINEAR;
5109 bm->bm_flags = flags;
5110 bm->bm_data = data;
5111 bm->bm_handle = 0;
5112 bm->avg_color = 0;
5113 }
5114
5115 grs_bitmap Orb_icons[2];
5116
5117 int Hoard_goal_eclip;
5118
init_hoard_data()5119 void init_hoard_data()
5120 {
5121 static int first_time=1;
5122 static int orb_vclip;
5123 int n_orb_frames,n_goal_frames;
5124 int orb_w,orb_h;
5125 int icon_w,icon_h;
5126 ubyte palette[256*3];
5127 CFILE *ifile;
5128 int i,save_pos;
5129 extern int Num_bitmap_files,Num_effects,Num_sound_files;
5130
5131 ifile = cfopen("hoard.ham","rb");
5132 if (ifile == NULL)
5133 Error("can't open <hoard.ham>");
5134
5135 n_orb_frames = cfile_read_short(ifile);
5136 orb_w = cfile_read_short(ifile);
5137 orb_h = cfile_read_short(ifile);
5138 save_pos = cftell(ifile);
5139 cfseek(ifile,sizeof(palette)+n_orb_frames*orb_w*orb_h,SEEK_CUR);
5140 n_goal_frames = cfile_read_short(ifile);
5141 cfseek(ifile,save_pos,SEEK_SET);
5142
5143 if (first_time) {
5144 ubyte *bitmap_data;
5145 int bitmap_num=Num_bitmap_files;
5146
5147 //Allocate memory for bitmaps
5148 MALLOC( bitmap_data, ubyte, n_orb_frames*orb_w*orb_h + n_goal_frames*64*64 );
5149
5150 //Create orb vclip
5151 orb_vclip = Num_vclips++;
5152 Assert(Num_vclips <= VCLIP_MAXNUM);
5153 Vclip[orb_vclip].play_time = F1_0/2;
5154 Vclip[orb_vclip].num_frames = n_orb_frames;
5155 Vclip[orb_vclip].frame_time = Vclip[orb_vclip].play_time / Vclip[orb_vclip].num_frames;
5156 Vclip[orb_vclip].flags = 0;
5157 Vclip[orb_vclip].sound_num = -1;
5158 Vclip[orb_vclip].light_value = F1_0;
5159 for (i=0;i<n_orb_frames;i++) {
5160 Vclip[orb_vclip].frames[i].index = bitmap_num;
5161 init_bitmap(&GameBitmaps[bitmap_num],orb_w,orb_h,BM_FLAG_TRANSPARENT,bitmap_data);
5162 bitmap_data += orb_w*orb_h;
5163 bitmap_num++;
5164 Assert(bitmap_num < MAX_BITMAP_FILES);
5165 }
5166
5167 //Create obj powerup
5168 Powerup_info[POW_HOARD_ORB].vclip_num = orb_vclip;
5169 Powerup_info[POW_HOARD_ORB].hit_sound = -1; //Powerup_info[POW_SHIELD_BOOST].hit_sound;
5170 Powerup_info[POW_HOARD_ORB].size = Powerup_info[POW_SHIELD_BOOST].size;
5171 Powerup_info[POW_HOARD_ORB].light = Powerup_info[POW_SHIELD_BOOST].light;
5172
5173 //Create orb goal wall effect
5174 Hoard_goal_eclip = Num_effects++;
5175 Assert(Num_effects < MAX_EFFECTS);
5176 Effects[Hoard_goal_eclip] = Effects[94]; //copy from blue goal
5177 Effects[Hoard_goal_eclip].changing_wall_texture = NumTextures;
5178 Effects[Hoard_goal_eclip].vc.num_frames=n_goal_frames;
5179
5180 TmapInfo[NumTextures] = TmapInfo[find_goal_texture(TMI_GOAL_BLUE)];
5181 TmapInfo[NumTextures].eclip_num = Hoard_goal_eclip;
5182 TmapInfo[NumTextures].flags = TMI_GOAL_HOARD;
5183 NumTextures++;
5184 Assert(NumTextures < MAX_TEXTURES);
5185 for (i=0;i<n_goal_frames;i++) {
5186 Effects[Hoard_goal_eclip].vc.frames[i].index = bitmap_num;
5187 init_bitmap(&GameBitmaps[bitmap_num],64,64,0,bitmap_data);
5188 bitmap_data += 64*64;
5189 bitmap_num++;
5190 Assert(bitmap_num < MAX_BITMAP_FILES);
5191 }
5192
5193 }
5194
5195 //Load and remap bitmap data for orb
5196 cfread(palette,3,256,ifile);
5197 for (i=0;i<n_orb_frames;i++) {
5198 grs_bitmap *bm = &GameBitmaps[Vclip[orb_vclip].frames[i].index];
5199 cfread(bm->bm_data,1,orb_w*orb_h,ifile);
5200 gr_remap_bitmap_good( bm, palette, 255, -1 );
5201 }
5202
5203 //Load and remap bitmap data for goal texture
5204 cfile_read_short(ifile); //skip frame count
5205 cfread(palette,3,256,ifile);
5206 for (i=0;i<n_goal_frames;i++) {
5207 grs_bitmap *bm = &GameBitmaps[Effects[Hoard_goal_eclip].vc.frames[i].index];
5208 cfread(bm->bm_data,1,64*64,ifile);
5209 gr_remap_bitmap_good( bm, palette, 255, -1 );
5210 }
5211
5212 //Load and remap bitmap data for HUD icons
5213 for (i=0;i<2;i++) {
5214 icon_w = cfile_read_short(ifile);
5215 icon_h = cfile_read_short(ifile);
5216 if (first_time) {
5217 ubyte *bitmap_data;
5218 MALLOC( bitmap_data, ubyte, icon_w*icon_h );
5219 init_bitmap(&Orb_icons[i],icon_w,icon_h,BM_FLAG_TRANSPARENT,bitmap_data);
5220 }
5221 cfread(palette,3,256,ifile);
5222 cfread(Orb_icons[i].bm_data,1,icon_w*icon_h,ifile);
5223 gr_remap_bitmap_good( &Orb_icons[i], palette, 255, -1 );
5224 }
5225
5226 if (first_time) {
5227
5228 //Load sounds for orb game
5229
5230 for (i=0;i<4;i++) {
5231 int len;
5232
5233 len = cfile_read_int(ifile); //get 11k len
5234
5235 if (digi_sample_rate == SAMPLE_RATE_22K) {
5236 cfseek(ifile,len,SEEK_CUR); //skip over 11k sample
5237 len = cfile_read_int(ifile); //get 22k len
5238 }
5239
5240 GameSounds[Num_sound_files+i].length = len;
5241 GameSounds[Num_sound_files+i].data = d_malloc(len);
5242 cfread(GameSounds[Num_sound_files+i].data,1,len,ifile);
5243
5244 if (digi_sample_rate == SAMPLE_RATE_11K) {
5245 len = cfile_read_int(ifile); //get 22k len
5246 cfseek(ifile,len,SEEK_CUR); //skip over 22k sample
5247 }
5248
5249 Sounds[SOUND_YOU_GOT_ORB+i] = Num_sound_files+i;
5250 AltSounds[SOUND_YOU_GOT_ORB+i] = Sounds[SOUND_YOU_GOT_ORB+i];
5251 }
5252 }
5253
5254 cfclose(ifile);
5255
5256 first_time = 0;
5257 }
5258
5259 void
multi_process_data(char * buf,int len)5260 multi_process_data(char *buf, int len)
5261 {
5262 // Take an entire message (that has already been checked for validity,
5263 // if necessary) and act on it.
5264
5265 int type;
5266 len = len;
5267
5268 type = buf[0];
5269
5270 if (type > MULTI_MAX_TYPE)
5271 {
5272 mprintf((1, "multi_process_data: invalid type %d.\n", type));
5273 Int3();
5274 return;
5275 }
5276
5277
5278 #ifdef NETPROFILING
5279 TTRecv[type]++;
5280 fprintf (RecieveLogFile,"Packet type: %d Len:%d TT=%d\n",type,len,TTRecv[type]);
5281 fflush (RecieveLogFile);
5282 #endif
5283
5284 switch(type)
5285 {
5286 case MULTI_POSITION:
5287 if (!Endlevel_sequence) multi_do_position(buf); break;
5288 case MULTI_REAPPEAR:
5289 if (!Endlevel_sequence) multi_do_reappear(buf); break;
5290 case MULTI_FIRE:
5291 if (!Endlevel_sequence) multi_do_fire(buf); break;
5292 case MULTI_KILL:
5293 multi_do_kill(buf); break;
5294 case MULTI_REMOVE_OBJECT:
5295 if (!Endlevel_sequence) multi_do_remobj(buf); break;
5296 case MULTI_PLAYER_DROP:
5297 case MULTI_PLAYER_EXPLODE:
5298 if (!Endlevel_sequence) multi_do_player_explode(buf); break;
5299 case MULTI_MESSAGE:
5300 if (!Endlevel_sequence) multi_do_message(buf); break;
5301 case MULTI_QUIT:
5302 if (!Endlevel_sequence) multi_do_quit(buf); break;
5303 case MULTI_BEGIN_SYNC:
5304 break;
5305 case MULTI_CONTROLCEN:
5306 if (!Endlevel_sequence) multi_do_controlcen_destroy(buf); break;
5307 case MULTI_POWERUP_UPDATE:
5308 if (!Endlevel_sequence) multi_do_powerup_update(buf); break;
5309 case MULTI_SOUND_FUNCTION:
5310 multi_do_sound_function(buf); break;
5311 case MULTI_MARKER:
5312 if (!Endlevel_sequence) multi_do_drop_marker (buf); break;
5313 case MULTI_DROP_WEAPON:
5314 if (!Endlevel_sequence) multi_do_drop_weapon(buf); break;
5315 case MULTI_DROP_FLAG:
5316 if (!Endlevel_sequence) multi_do_drop_flag(buf); break;
5317 case MULTI_GUIDED:
5318 if (!Endlevel_sequence) multi_do_guided (buf); break;
5319 case MULTI_STOLEN_ITEMS:
5320 if (!Endlevel_sequence) multi_do_stolen_items(buf); break;
5321 case MULTI_WALL_STATUS:
5322 if (!Endlevel_sequence) multi_do_wall_status(buf); break;
5323 case MULTI_HEARTBEAT:
5324 if (!Endlevel_sequence) multi_do_heartbeat (buf); break;
5325 case MULTI_SEISMIC:
5326 if (!Endlevel_sequence) multi_do_seismic (buf); break;
5327 case MULTI_LIGHT:
5328 if (!Endlevel_sequence) multi_do_light (buf); break;
5329 case MULTI_KILLGOALS:
5330
5331 if (!Endlevel_sequence) multi_do_kill_goal_counts (buf); break;
5332 case MULTI_ENDLEVEL_START:
5333 if (!Endlevel_sequence) multi_do_escape(buf); break;
5334 case MULTI_END_SYNC:
5335 break;
5336 case MULTI_CLOAK:
5337 if (!Endlevel_sequence) multi_do_cloak(buf); break;
5338 case MULTI_DECLOAK:
5339 if (!Endlevel_sequence) multi_do_decloak(buf); break;
5340 case MULTI_DOOR_OPEN:
5341 if (!Endlevel_sequence) multi_do_door_open(buf); break;
5342 case MULTI_CREATE_EXPLOSION:
5343 if (!Endlevel_sequence) multi_do_create_explosion(buf); break;
5344 case MULTI_CONTROLCEN_FIRE:
5345 if (!Endlevel_sequence) multi_do_controlcen_fire(buf); break;
5346 case MULTI_CREATE_POWERUP:
5347 if (!Endlevel_sequence) multi_do_create_powerup(buf); break;
5348 case MULTI_PLAY_SOUND:
5349 if (!Endlevel_sequence) multi_do_play_sound(buf); break;
5350 case MULTI_CAPTURE_BONUS:
5351 if (!Endlevel_sequence) multi_do_capture_bonus(buf); break;
5352 case MULTI_ORB_BONUS:
5353 if (!Endlevel_sequence) multi_do_orb_bonus(buf); break;
5354 case MULTI_GOT_FLAG:
5355 if (!Endlevel_sequence) multi_do_got_flag(buf); break;
5356 case MULTI_GOT_ORB:
5357 if (!Endlevel_sequence) multi_do_got_orb(buf); break;
5358 case MULTI_PLAY_BY_PLAY:
5359 if (!Endlevel_sequence) multi_do_play_by_play(buf); break;
5360 case MULTI_RANK:
5361 if (!Endlevel_sequence) multi_do_ranking (buf); break;
5362 case MULTI_MODEM_PING:
5363 if (!Endlevel_sequence) multi_send_modem_ping_return(); break;
5364 case MULTI_MODEM_PING_RETURN:
5365 if (!Endlevel_sequence) multi_do_modem_ping_return(); break;
5366 #ifndef SHAREWARE
5367 case MULTI_FINISH_GAME:
5368 multi_do_finish_game(buf); break; // do this one regardless of endsequence
5369 case MULTI_ROBOT_CONTROLS:
5370 if (!Endlevel_sequence) multi_do_robot_controls(buf); break;
5371 case MULTI_ROBOT_CLAIM:
5372 if (!Endlevel_sequence) multi_do_claim_robot(buf); break;
5373 case MULTI_ROBOT_POSITION:
5374 if (!Endlevel_sequence) multi_do_robot_position(buf); break;
5375 case MULTI_ROBOT_EXPLODE:
5376 if (!Endlevel_sequence) multi_do_robot_explode(buf); break;
5377 case MULTI_ROBOT_RELEASE:
5378 if (!Endlevel_sequence) multi_do_release_robot(buf); break;
5379 case MULTI_ROBOT_FIRE:
5380 if (!Endlevel_sequence) multi_do_robot_fire(buf); break;
5381 #endif
5382 case MULTI_SCORE:
5383 if (!Endlevel_sequence) multi_do_score(buf); break;
5384 case MULTI_CREATE_ROBOT:
5385 if (!Endlevel_sequence) multi_do_create_robot(buf); break;
5386 case MULTI_TRIGGER:
5387 if (!Endlevel_sequence) multi_do_trigger(buf); break;
5388 case MULTI_START_TRIGGER:
5389 if (!Endlevel_sequence) multi_do_start_trigger(buf); break;
5390 case MULTI_FLAGS:
5391 if (!Endlevel_sequence) multi_do_flags(buf); break;
5392 case MULTI_DROP_BLOB:
5393 if (!Endlevel_sequence) multi_do_drop_blob(buf); break;
5394 case MULTI_ACTIVE_DOOR:
5395 if (!Endlevel_sequence) multi_do_active_door(buf); break;
5396 case MULTI_BOSS_ACTIONS:
5397 if (!Endlevel_sequence) multi_do_boss_actions(buf); break;
5398 case MULTI_CREATE_ROBOT_POWERUPS:
5399 if (!Endlevel_sequence) multi_do_create_robot_powerups(buf); break;
5400 case MULTI_HOSTAGE_DOOR:
5401 if (!Endlevel_sequence) multi_do_hostage_door_status(buf); break;
5402 case MULTI_SAVE_GAME:
5403 if (!Endlevel_sequence) multi_do_save_game(buf); break;
5404 case MULTI_RESTORE_GAME:
5405 if (!Endlevel_sequence) multi_do_restore_game(buf); break;
5406 case MULTI_REQ_PLAYER:
5407 if (!Endlevel_sequence) multi_do_req_player(buf); break;
5408 case MULTI_SEND_PLAYER:
5409 if (!Endlevel_sequence) multi_do_send_player(buf); break;
5410
5411 default:
5412 mprintf((1, "Invalid type in multi_process_input().\n"));
5413 Int3();
5414 }
5415 }
5416