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Amiga ACS 1998 #6
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amigaacscoverdisc1998-061998.iso
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descent
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multi.c
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1998-06-08
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/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
* $Source: f:/miner/source/main/rcs/multi.c $
* $Revision: 2.10 $
* $Author: john $
* $Date: 1995/05/29 16:18:26 $
*
* Multiplayer code shared by serial and network play.
*
*/
#ifdef NETWORK
#define DOS4G
#pragma off (unreferenced)
static char rcsid[] = "$Id: multi.c 2.10 1995/05/29 16:18:26 john Exp $";
#pragma on (unreferenced)
#include <stdio.h>
#include <stdlib.h>
#include <dos.h>
#include <conio.h>
#include <string.h>
#include <time.h>
#include "game.h"
#include "modem.h"
#include "network.h"
#include "multi.h"
#include "object.h"
#include "laser.h"
#include "fuelcen.h"
#include "scores.h"
#include "gauges.h"
#include "collide.h"
#include "error.h"
#include "fireball.h"
#include "newmenu.h"
#include "mono.h"
#include "wall.h"
#include "cntrlcen.h"
#include "powerup.h"
#include "polyobj.h"
#include "bm.h"
#include "endlevel.h"
#include "key.h"
#include "playsave.h"
#include "timer.h"
#include "digi.h"
#include "sounds.h"
#include "newdemo.h"
#include "text.h"
#include "kmatrix.h"
//#include "glfmodem.h"//This and the next file aren't part of the public release -KRB
//#include "commlib.h"
#include "multibot.h"
#include "gameseq.h"
#include "physics.h"
#include "config.h"
#include "state.h"
//*******************************************
typedef struct {
char buffer[256];
unsigned char write_index;
unsigned char read_index;
} BUFFER;
typedef struct {
void (interrupt far * old_vector)();
int uart_base;
int irq_mask;
int interrupt_number;
BUFFER in;
BUFFER out;
} PORT; //I added this from serial.c, it will compile, but I doubt it works. -KRB
//*******************************************
//
// Local macros and prototypes
//
// LOCALIZE ME!!
#define vm_angvec_zero(v) (v)->p=(v)->b=(v)->h=0
void reset_player_object(void); // In object.c but not in object.h
void drop_player_eggs(object *player); // from collide.c
void StartLevel(void); // From gameseq.c
void GameLoop(int, int); // From game.c
//
// Global variables
//
int control_invul_time = 0;
int who_killed_controlcen = -1; // -1 = noone
//do we draw the kill list on the HUD?
int Show_kill_list = 1;
int Show_reticle_name = 1;
fix Show_kill_list_timer = 0;
int multi_sending_message = 0;
int multi_defining_message = 0;
int multi_message_index = 0;
char multibuf[MAX_MULTI_MESSAGE_LEN+4]; // This is where multiplayer message are built
short remote_to_local[MAX_NUM_NET_PLAYERS][MAX_OBJECTS]; // Remote object number for each local object
short local_to_remote[MAX_OBJECTS];
byte object_owner[MAX_OBJECTS]; // Who created each object in my universe, -1 = loaded at start
int Net_create_objnums[MAX_NET_CREATE_OBJECTS]; // For tracking object creation that will be sent to remote
int Net_create_loc = 0; // pointer into previous array
int Network_laser_fired = 0; // How many times we shot
int Network_laser_gun; // Which gun number we shot
int Network_laser_flags; // Special flags for the shot
int Network_laser_level; // What level
short Network_laser_track; // Who is it tracking?
char Network_message[MAX_MESSAGE_LEN];
char Network_message_macro[4][MAX_MESSAGE_LEN];
int Network_message_reciever=-1;
int sorted_kills[MAX_NUM_NET_PLAYERS];
short kill_matrix[MAX_NUM_NET_PLAYERS][MAX_NUM_NET_PLAYERS];
int multi_goto_secret = 0;
short team_kills[2];
int multi_in_menu = 0;
int multi_leave_menu = 0;
int multi_quit_game = 0;
netgame_info Netgame;
bitmap_index multi_player_textures[MAX_NUM_NET_PLAYERS][N_PLAYER_SHIP_TEXTURES];
typedef struct netplayer_stats {
ubyte message_type;
ubyte Player_num; // Who am i?
uint flags; // Powerup flags, see below...
fix energy; // Amount of energy remaining.
fix shields; // shields remaining (protection)
ubyte lives; // Lives remaining, 0 = game over.
ubyte laser_level; // Current level of the laser.
ubyte primary_weapon_flags; // bit set indicates the player has this weapon.
ubyte secondary_weapon_flags; // bit set indicates the player has this weapon.
ushort primary_ammo[MAX_PRIMARY_WEAPONS]; // How much ammo of each type.
ushort secondary_ammo[MAX_SECONDARY_WEAPONS]; // How much ammo of each type.
int last_score; // Score at beginning of current level.
int score; // Current score.
fix cloak_time; // Time cloaked
fix invulnerable_time; // Time invulnerable
fix homing_object_dist; // Distance of nearest homing object.
short net_killed_total; // Number of times killed total
short net_kills_total; // Number of net kills total
short num_kills_level; // Number of kills this level
short num_kills_total; // Number of kills total
short num_robots_level; // Number of initial robots this level
short num_robots_total; // Number of robots total
ushort hostages_rescued_total; // Total number of hostages rescued.
ushort hostages_total; // Total number of hostages.
ubyte hostages_on_board; // Number of hostages on ship.
ubyte unused[16];
} netplayer_stats;
int message_length[MULTI_MAX_TYPE+1] = {
24, // POSITION
3, // REAPPEAR
8, // FIRE
#ifdef SHAREWARE
7, // KILL
#else
5, // KILL
#endif
4, // REMOVE_OBJECT
#ifdef SHAREWARE
56, // PLAYER_EXPLODE
#else
57, // PLAYER_EXPLODE
#endif
#ifdef SHAREWARE
28, // MESSAGE (MAX_MESSAGE_LENGTH = 25)
#else
37, // MESSAGE (MAX_MESSAGE_LENGTH = 40)
#endif
2, // QUIT
#ifdef SHAREWARE
10, // PLAY_SOUND
24, // BEGIN_SYNC
#else
4, // PLAY_SOUND
37, // BEGIN_SYNC
#endif
4, // CONTROLCEN
5, // CLAIM ROBOT
#ifdef SHAREWARE
3, // END_SYNC
#else
4, // END_SYNC
#endif
2, // CLOAK
3, // ENDLEVEL_START
#ifdef SHAREWARE
7, // DOOR_OPEN
#else
4, // DOOR_OPEN
#endif
2, // CREATE_EXPLOSION
16, // CONTROLCEN_FIRE
#ifdef SHAREWARE
56, // PLAYER_DROP
7, // CREATE_POWERUP
#else
57, // PLAYER_DROP
19, // CREATE_POWERUP
#endif
9, // MISSILE_TRACK
2, // DE-CLOAK
#ifndef SHAREWARE
2, // MENU_CHOICE
28, // ROBOT_POSITION (shortpos_length (23) + 5 = 28)
8, // ROBOT_EXPLODE
5, // ROBOT_RELEASE
18, // ROBOT_FIRE
6, // SCORE
6, // CREATE_ROBOT
3, // TRIGGER
10, // BOSS_ACTIONS
27, // ROBOT_POWERUPS
7, // HOSTAGE_DOOR
#else
2, // MENU_CHOICE
#endif
2+24, //SAVE_GAME (ubyte slot, uint id, char name[20])
2+4, //RESTORE_GAME (ubyte slot, uint id)
1+1, // MULTI_REQ_PLAYER
sizeof(netplayer_stats), // MULTI_SEND_PLAYER
};
//
// Functions that replace what used to be macros
//
int objnum_remote_to_local(int remote_objnum, int owner)
{
// Map a remote object number from owner to a local object number
int result;
if ((owner >= N_players) || (owner < -1)) {
Int3(); // Illegal!
return(remote_objnum);
}
if (owner == -1)
return(remote_objnum);
if ((remote_objnum < 0) || (remote_objnum >= MAX_OBJECTS))
return(-1);
result = remote_to_local[owner][remote_objnum];
if (result < 0)
{
mprintf((1, "Remote object owner %d number %d mapped to -1!\n", owner, remote_objnum));
return(-1);
}
#ifndef NDEBUG
if (object_owner[result] != owner)
{
mprintf((1, "Remote object owner %d number %d doesn't match owner %d.\n", owner, remote_objnum, object_owner[result]));
}
#endif
// Assert(object_owner[result] == owner);
return(result);
}
int objnum_local_to_remote(int local_objnum, byte *owner)
{
// Map a local object number to a remote + owner
int result;
if ((local_objnum < 0) || (local_objnum > Highest_object_index)) {
*owner = -1;
return(-1);
}
*owner = object_owner[local_objnum];
if (*owner == -1)
return(local_objnum);
if ((*owner >= N_players) || (*owner < -1)) {
Int3(); // Illegal!
*owner = -1;
return local_objnum;
}
result = local_to_remote[local_objnum];
// mprintf((0, "Local object %d mapped to owner %d objnum %d.\n", local_objnum,
// *owner, result));
if (result < 0)
{
Int3(); // See Rob, object has no remote number!
}
return(result);
}
void
map_objnum_local_to_remote(int local_objnum, int remote_objnum, int owner)
{
// Add a mapping from a network remote object number to a local one
Assert(local_objnum > -1);
Assert(remote_objnum > -1);
Assert(owner > -1);
Assert(owner != Player_num);
Assert(local_objnum < MAX_OBJECTS);
Assert(remote_objnum < MAX_OBJECTS);
object_owner[local_objnum] = owner;
remote_to_local[owner][remote_objnum] = local_objnum;
local_to_remote[local_objnum] = remote_objnum;
return;
}
void
map_objnum_local_to_local(int local_objnum)
{
// Add a mapping for our locally created objects
Assert(local_objnum > -1);
Assert(local_objnum < MAX_OBJECTS);
object_owner[local_objnum] = Player_num;
remote_to_local[Player_num][local_objnum] = local_objnum;
local_to_remote[local_objnum] = local_objnum;
return;
}
//
// Part 1 : functions whose main purpose in life is to divert the flow
// of execution to either network or serial specific code based
// on the curretn Game_mode value.
//
void
multi_endlevel_score(void)
{
int old_connect;
int i;
#ifdef SHAREWARE
return; // DEBUG
#endif
// Show a score list to end of net players
// Save connect state and change to new connect state
#ifdef NETWORK
if (Game_mode & GM_NETWORK)
{
old_connect = Players[Player_num].connected;
Players[Player_num].connected = CONNECT_END_MENU;
}
#endif
// Do the actual screen we wish to show
Function_mode = FMODE_MENU;
#ifdef NETWORK
Network_status = NETSTAT_ENDLEVEL;
#endif
if (Game_mode & GM_MULTI_COOP)
DoEndLevelScoreGlitz(1);
else
kmatrix_view(1);
Function_mode = FMODE_GAME;
// Restore connect state
if (Game_mode & GM_NETWORK)
{
Players[Player_num].connected = old_connect;
}
#ifndef SHAREWARE
if (Game_mode & GM_MULTI_COOP)
{
for (i = 0; i < MaxNumNetPlayers; i++)
// Reset keys
Players[i].flags &= ~(PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY);
}
#endif
}
int
get_team(int pnum)
{
if (Netgame.team_vector & (1 << pnum))
return 1;
else
return 0;
}
int
multi_choose_mission(int *anarchy_only)
{
int i, n_missions;
int default_mission;
char *m[MAX_MISSIONS];
int new_mission_num = 0;
*anarchy_only = 0;
n_missions = build_mission_list(1);
if (n_missions > 1) {
default_mission = 0;
for (i=0;i<n_missions;i++) {
m[i] = Mission_list[i].mission_name;
if ( !stricmp( m[i], config_last_mission ) )
default_mission = i;
}
new_mission_num = newmenu_listbox1(TXT_MULTI_MISSION, n_missions, m, 1, default_mission, NULL );
if (new_mission_num == -1)
return -1; //abort!
strcpy(config_last_mission, m[new_mission_num] );
if (!load_mission(new_mission_num)) {
nm_messagebox( NULL, 1, TXT_OK, TXT_MISSION_ERROR);
return -1;
}
*anarchy_only = Mission_list[new_mission_num].anarchy_only_flag;
}
return(new_mission_num);
}
extern void game_disable_cheats();
void
multi_new_game(void)
{
int i;
// Reset variables for a new net game
memset(kill_matrix, 0, MAX_NUM_NET_PLAYERS*MAX_NUM_NET_PLAYERS*2); // Clear kill matrix
for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
{
sorted_kills[i] = i;
Players[i].net_killed_total = 0;
Players[i].net_kills_total = 0;
Players[i].flags = 0;
}
#ifndef SHAREWARE
for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
{
robot_controlled[i] = -1;
robot_agitation[i] = 0;
robot_fired[i] = 0;
}
#endif
team_kills[0] = team_kills[1] = 0;
Endlevel_sequence = 0;
Player_is_dead = 0;
multi_leave_menu = 0;
multi_quit_game = 0;
Show_kill_list = 1;
game_disable_cheats();
Player_exploded = 0;
Dead_player_camera = 0;
}
void
multi_make_player_ghost(int playernum)
{
object *obj;
// Assert(playernum != Player_num);
// Assert(playernum < MAX_NUM_NET_PLAYERS);
if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS) || (playernum < 0))
{
Int3(); // Non-terminal, see Rob
return;
}
// if (Objects[Players[playernum].objnum].type != OBJ_PLAYER)
// mprintf((1, "Warning: Player %d is not currently a player.\n", playernum));
obj = &Objects[Players[playernum].objnum];
obj->type = OBJ_GHOST;
obj->render_type = RT_NONE;
obj->movement_type = MT_NONE;
multi_reset_player_object(obj);
if (Game_mode & GM_MULTI_ROBOTS)
multi_strip_robots(playernum);
}
void
multi_make_ghost_player(int playernum)
{
object *obj;
// Assert(playernum != Player_num);
// Assert(playernum < MAX_NUM_NET_PLAYERS);
if ((playernum == Player_num) || (playernum >= MAX_NUM_NET_PLAYERS))
{
Int3(); // Non-terminal, see rob
return;
}
// if(Objects[Players[playernum].objnum].type != OBJ_GHOST)
// mprintf((1, "Warning: Player %d is not currently a ghost.\n", playernum));
obj = &Objects[Players[playernum].objnum];
obj->type = OBJ_PLAYER;
obj->movement_type = MT_PHYSICS;
multi_reset_player_object(obj);
}
int multi_get_kill_list(int *plist)
{
// Returns the number of active net players and their
// sorted order of kills
int i;
int n = 0;
for (i = 0; i < N_players; i++)
// if (Players[sorted_kills[i]].connected)
plist[n++] = sorted_kills[i];
if (n == 0)
Int3(); // SEE ROB OR MATT
// memcpy(plist, sorted_kills, N_players*sizeof(int));
return(n);
}
void
multi_sort_kill_list(void)
{
// Sort the kills list each time a new kill is added
int kills[MAX_NUM_NET_PLAYERS];
int i;
int changed = 1;
for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
{
#ifndef SHAREWARE
if (Game_mode & GM_MULTI_COOP)
kills[i] = Players[i].score;
else
#endif
kills[i] = Players[i].net_kills_total;
}
while (changed)
{
changed = 0;
for (i = 0; i < N_players-1; i++)
{
if (kills[sorted_kills[i]] < kills[sorted_kills[i+1]])
{
changed = sorted_kills[i];
sorted_kills[i] = sorted_kills[i+1];
sorted_kills[i+1] = changed;
changed = 1;
}
}
}
// mprintf((0, "Sorted kills %d %d.\n", sorted_kills[0], sorted_kills[1]));
}
void multi_compute_kill(int killer, int killed)
{
// Figure out the results of a network kills and add it to the
// appropriate player's tally.
int killed_pnum, killed_type;
int killer_pnum, killer_type;
char killed_name[(CALLSIGN_LEN*2)+4];
char killer_name[(CALLSIGN_LEN*2)+4];
kmatrix_kills_changed = 1;
// Both object numbers are localized already!
mprintf((0, "compute_kill passed: object %d killed object %d.\n", killer, killed));
if ((killed < 0) || (killed > Highest_object_index) || (killer < 0) || (killer > Highest_object_index))
{
Int3(); // See Rob, illegal value passed to compute_kill;
return;
}
killed_type = Objects[killed].type;
killer_type = Objects[killer].type;
if ((killed_type != OBJ_PLAYER) && (killed_type != OBJ_GHOST))
{
Int3(); // compute_kill passed non-player object!
return;
}
killed_pnum = Objects[killed].id;
Assert ((killed_pnum >= 0) && (killed_pnum < N_players));
if (Game_mode & GM_TEAM)
sprintf(killed_name, "%s (%s)", Players[killed_pnum].callsign, Netgame.team_name[get_team(killed_pnum)]);
else
sprintf(killed_name, "%s", Players[killed_pnum].callsign);
#ifndef SHAREWARE
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_death(killed_pnum);
#endif
digi_play_sample( SOUND_HUD_KILL, F3_0 );
if (killer_type == OBJ_CNTRLCEN)
{
Players[killed_pnum].net_killed_total++;
Players[killed_pnum].net_kills_total--;
#ifndef SHAREWARE
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_kill(killed_pnum, -1);
#endif
if (killed_pnum == Player_num)
HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_NONPLAY);
else
HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_NONPLAY );
return;
}
#ifndef SHAREWARE
else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST))
{
if (killed_pnum == Player_num)
HUD_init_message("%s %s.", TXT_YOU_WERE, TXT_KILLED_BY_ROBOT);
else
HUD_init_message("%s %s %s.", killed_name, TXT_WAS, TXT_KILLED_BY_ROBOT );
Players[killed_pnum].net_killed_total++;
return;
}
#else
else if ((killer_type != OBJ_PLAYER) && (killer_type != OBJ_GHOST))
{
Int3(); // Illegal killer type?
return;
}
#endif
killer_pnum = Objects[killer].id;
if (Game_mode & GM_TEAM)
sprintf(killer_name, "%s (%s)", Players[killer_pnum].callsign, Netgame.team_name[get_team(killer_pnum)]);
else
sprintf(killer_name, "%s", Players[killer_pnum].callsign);
// Beyond this point, it was definitely a player-player kill situation
if ((killer_pnum < 0) || (killer_pnum >= N_players))
Int3(); // See rob, tracking down bug with kill HUD messages
if ((killed_pnum < 0) || (killed_pnum >= N_players))
Int3(); // See rob, tracking down bug with kill HUD messages
if (killer_pnum == killed_pnum)
{
if (Game_mode & GM_TEAM)
{
team_kills[get_team(killed_pnum)] -= 1;
}
Players[killed_pnum].net_killed_total += 1;
Players[killed_pnum].net_kills_total -= 1;
#ifndef SHAREWARE
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_kill(killed_pnum, -1);
#endif
kill_matrix[killed_pnum][killed_pnum] += 1; // # of suicides
if (killer_pnum == Player_num)
HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, TXT_YOURSELF );
else
HUD_init_message("%s %s", killed_name, TXT_SUICIDE);
}
else
{
if (Game_mode & GM_TEAM)
{
if (get_team(killed_pnum) == get_team(killer_pnum))
team_kills[get_team(killed_pnum)] -= 1;
else
team_kills[get_team(killer_pnum)] += 1;
}
Players[killer_pnum].net_kills_total += 1;
#ifndef SHAREWARE
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_kill(killer_pnum, 1);
#endif
Players[killed_pnum].net_killed_total += 1;
kill_matrix[killer_pnum][killed_pnum] += 1;
if (killer_pnum == Player_num) {
HUD_init_message("%s %s %s!", TXT_YOU, TXT_KILLED, killed_name);
if ((Game_mode & GM_MULTI_COOP) && (Players[Player_num].score >= 1000))
add_points_to_score(-1000);
}
else if (killed_pnum == Player_num)
HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, TXT_YOU);
else
HUD_init_message("%s %s %s!", killer_name, TXT_KILLED, killed_name);
}
multi_sort_kill_list();
multi_show_player_list();
}
void
multi_do_frame(void)
{
if (!(Game_mode & GM_MULTI))
{
Int3();
return;
}
multi_send_message(); // Send any waiting messages
if (!multi_in_menu)
multi_leave_menu = 0;
#ifndef SHAREWARE
if (Game_mode & GM_MULTI_ROBOTS)
{
multi_check_robot_timeout();
}
#endif
if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
{
com_do_frame();
}
else
{
network_do_frame(0, 1);
}
if (multi_quit_game && !multi_in_menu)
{
multi_quit_game = 0;
longjmp(LeaveGame, 0);
}
}
void
multi_send_data(char *buf, int len, int repeat)
{
Assert(len == message_length[buf[0]]);
Assert(buf[0] <= MULTI_MAX_TYPE);
// Assert(buf[0] >= 0);
if (Game_mode & GM_NETWORK)
Assert(buf[0] > 0);
if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
com_send_data(buf, len, repeat);
else if (Game_mode & GM_NETWORK)
network_send_data(buf, len, repeat);
}
void
multi_leave_game(void)
{
// if (Function_mode != FMODE_GAME)
// return;
if (!(Game_mode & GM_MULTI))
return;
if (Game_mode & GM_NETWORK)
{
mprintf((0, "Sending explosion message.\n"));
Net_create_loc = 0;
drop_player_eggs(ConsoleObject);
multi_send_position(Players[Player_num].objnum);
multi_send_player_explode(MULTI_PLAYER_DROP);
}
mprintf((1, "Sending leave game.\n"));
multi_send_quit(MULTI_QUIT);
if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
serial_leave_game();
if (Game_mode & GM_NETWORK)
network_leave_game();
Game_mode |= GM_GAME_OVER;
Function_mode = FMODE_MENU;
// N_players = 0;
// change_playernum_to(0);
// Viewer = ConsoleObject = &Objects[0];
}
void
multi_show_player_list()
{
if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_COOP))
return;
if (Show_kill_list)
return;
Show_kill_list_timer = F1_0*5; // 5 second timer
Show_kill_list = 1;
}
int
multi_endlevel(int *secret)
{
int result = 0;
if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
com_endlevel(secret); // an opportunity to re-sync or whatever
else if (Game_mode & GM_NETWORK)
result = network_endlevel(secret);
return(result);
}
//
// Part 2 : functions that act on network/serial messages and change the
// the state of the game in some way.
//
extern PORT *com_port;
int
multi_menu_poll(void)
{
fix old_shields;
int t1;
int was_fuelcen_alive;
was_fuelcen_alive = Fuelcen_control_center_destroyed;
// Special polling function for in-game menus for multiplayer and serial
if (! ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)) )
return(0);
if (multi_leave_menu)
return(-1);
old_shields = Players[Player_num].shields;
multi_in_menu++; // Track level of menu nesting
GameLoop( 0, 0 );
multi_in_menu--;
// t1 = timer_get_fixed_seconds();
// while (timer_get_fixed_seconds() < t1+F1_0/20)
// ;
t1 = TICKER + 1; // Wait 1/18th of a second...
while (TICKER < t1)
;
if (Endlevel_sequence || (Fuelcen_control_center_destroyed && !was_fuelcen_alive) || Player_is_dead || (Players[Player_num].shields < old_shields))
{
multi_leave_menu = 1;
return(-1);
}
if ((Fuelcen_control_center_destroyed) && (Fuelcen_seconds_left < 10))
{
multi_leave_menu = 1;
return(-1);
}
if ((Game_mode & GM_MODEM) && (!GetCd(com_port)))
{
multi_leave_menu = 1;
return(-1);
}
return(0);
}
void
multi_define_macro(int key)
{
if (!(Game_mode & GM_MULTI))
return;
key &= (~KEY_SHIFTED);
switch(key)
{
case KEY_F9:
multi_defining_message = 1; break;
case KEY_F10:
multi_defining_message = 2; break;
case KEY_F11:
multi_defining_message = 3; break;
case KEY_F12:
multi_defining_message = 4; break;
default:
Int3();
}
if (multi_defining_message) {
multi_message_index = 0;
Network_message[multi_message_index] = 0;
}
}
char feedback_result[200];
void
multi_message_feedback(void)
{
char *colon;
int found = 0;
int i;
if (!( ((colon = strrchr(Network_message, ':')) == NULL) || (colon-Network_message < 1) || (colon-Network_message > CALLSIGN_LEN) ))
{
sprintf(feedback_result, "%s ", TXT_MESSAGE_SENT_TO);
if ((Game_mode & GM_TEAM) && (atoi(Network_message) > 0) && (atoi(Network_message) < 3))
{
sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[atoi(Network_message)-1]);
found = 1;
}
if (Game_mode & GM_TEAM)
{
for (i = 0; i < N_players; i++)
{
if (!strnicmp(Netgame.team_name[i], Network_message, colon-Network_message))
{
if (found)
strcat(feedback_result, ", ");
found++;
if (!(found % 4))
strcat(feedback_result, "\n");
sprintf(feedback_result+strlen(feedback_result), "%s '%s'", TXT_TEAM, Netgame.team_name[i]);
}
}
}
for (i = 0; i < N_players; i++)
{
if ((!strnicmp(Players[i].callsign, Network_message, colon-Network_message)) && (i != Player_num) && (Players[i].connected))
{
if (found)
strcat(feedback_result, ", ");
found++;
if (!(found % 4))
strcat(feedback_result, "\n");
sprintf(feedback_result+strlen(feedback_result), "%s", Players[i].callsign);
}
}
if (!found)
strcat(feedback_result, TXT_NOBODY);
else
strcat(feedback_result, ".");
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
Assert(strlen(feedback_result) < 200);
HUD_init_message(feedback_result);
}
}
void
multi_send_macro(int key)
{
if (! (Game_mode & GM_MULTI) )
return;
switch(key)
{
case KEY_F9:
key = 0; break;
case KEY_F10:
key = 1; break;
case KEY_F11:
key = 2; break;
case KEY_F12:
key = 3; break;
default:
Int3();
}
if (!Network_message_macro[key][0])
{
HUD_init_message(TXT_NO_MACRO);
return;
}
strcpy(Network_message, Network_message_macro[key]);
Network_message_reciever = 100;
HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
multi_message_feedback();
}
void
multi_send_message_start()
{
if (Game_mode&GM_MULTI) {
multi_sending_message = 1;
multi_message_index = 0;
Network_message[multi_message_index] = 0;
}
}
void multi_send_message_end()
{
Network_message_reciever = 100;
HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
multi_send_message();
multi_message_feedback();
multi_message_index = 0;
multi_sending_message = 0;
}
void multi_define_macro_end()
{
Assert( multi_defining_message > 0 );
strcpy( Network_message_macro[multi_defining_message-1], Network_message );
write_player_file();
multi_message_index = 0;
multi_defining_message = 0;
}
void multi_message_input_sub( int key )
{
switch( key ) {
case KEY_F8:
case KEY_ESC:
multi_sending_message = 0;
multi_defining_message = 0;
game_flush_inputs();
break;
case KEY_LEFT:
case KEY_BACKSP:
case KEY_PAD4:
if (multi_message_index > 0)
multi_message_index--;
Network_message[multi_message_index] = 0;
break;
case KEY_ENTER:
if ( multi_sending_message )
multi_send_message_end();
else if ( multi_defining_message )
multi_define_macro_end();
game_flush_inputs();
break;
default:
if ( key > 0 ) {
int ascii = key_to_ascii(key);
if ((ascii < 255 )) {
if (multi_message_index < MAX_MESSAGE_LEN-2 ) {
Network_message[multi_message_index++] = ascii;
Network_message[multi_message_index] = 0;
} else if ( multi_sending_message ) {
int i;
char * ptext, * pcolon;
ptext = NULL;
Network_message[multi_message_index++] = ascii;
Network_message[multi_message_index] = 0;
for (i=multi_message_index-1; i>=0; i-- ) {
if ( Network_message[i]==32 ) {
ptext = &Network_message[i+1];
Network_message[i] = 0;
break;
}
}
multi_send_message_end();
if ( ptext ) {
multi_sending_message = 1;
pcolon = strchr( Network_message, ':' );
if ( pcolon )
strcpy( pcolon+1, ptext );
else
strcpy( Network_message, ptext );
multi_message_index = strlen( Network_message );
}
}
}
}
}
}
void
multi_send_message_dialog(void)
{
newmenu_item m[1];
int choice;
if (!(Game_mode&GM_MULTI))
return;
Network_message[0] = 0; // Get rid of old contents
m[0].type=NM_TYPE_INPUT; m[0].text = Network_message; m[0].text_len = MAX_MESSAGE_LEN-1;
choice = newmenu_do( NULL, TXT_SEND_MESSAGE, 1, m, NULL );
if ((choice > -1) && (strlen(Network_message) > 0)) {
Network_message_reciever = 100;
HUD_init_message("%s '%s'", TXT_SENDING, Network_message);
multi_message_feedback();
}
}
void
multi_do_death(int objnum)
{
// Do any miscellaneous stuff for a new network player after death
objnum = objnum;
if (!(Game_mode & GM_MULTI_COOP))
{
mprintf((0, "Setting all keys for player %d.\n", Player_num));
Players[Player_num].flags |= (PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_GOLD_KEY);
}
}
void
multi_do_fire(char *buf)
{
ubyte weapon;
char pnum;
byte flags;
fix save_charge = Fusion_charge;
// Act out the actual shooting
pnum = buf[1];
weapon = (int)buf[2];
flags = buf[4];
Network_laser_track = *(short *)(buf+6);
Assert (pnum < N_players);
if (Objects[Players[pnum].objnum].type == OBJ_GHOST)
multi_make_ghost_player(pnum);
if (weapon >= MISSILE_ADJUST)
net_missile_firing(pnum, weapon, (int)buf[4]);
else {
if (weapon == FUSION_INDEX) {
Fusion_charge = buf[4] << 12;
mprintf((0, "Fusion charge X%f.\n", f2fl(Fusion_charge)));
}
if (weapon == LASER_INDEX) {
if (flags & LASER_QUAD)
Players[pnum].flags |= PLAYER_FLAGS_QUAD_LASERS;
else
Players[pnum].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
}
do_laser_firing(Players[pnum].objnum, weapon, (int)buf[3], flags, (int)buf[5]);
if (weapon == FUSION_INDEX)
Fusion_charge = save_charge;
}
}
void
multi_do_message(char *buf)
{
char *colon;
#ifdef SHAREWARE
int loc = 3;
#else
int loc = 2;
#endif
if (((colon = strrchr(buf+loc, ':')) == NULL) || (colon-(buf+loc) < 1) || (colon-(buf+loc) > CALLSIGN_LEN))
{
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
HUD_init_message("%s %s '%s'", Players[buf[1]].callsign, TXT_SAYS, buf+loc);
}
else
{
if ( (!strnicmp(Players[Player_num].callsign, buf+loc, colon-(buf+loc))) ||
((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)))) )
{
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
HUD_init_message("%s %s '%s'", Players[buf[1]].callsign, TXT_TELLS_YOU, (colon+1));
}
}
}
void
multi_do_position(char *buf)
{
// This routine does only player positions, mode game only
// mprintf((0, "Got position packet.\n"));
int pnum = (Player_num+1)%2;
Assert(&Objects[Players[pnum].objnum] != ConsoleObject);
Assert(!(Game_mode & GM_NETWORK));
extract_shortpos(&Objects[Players[pnum].objnum], (shortpos *)(buf+1));
if (Objects[Players[pnum].objnum].movement_type == MT_PHYSICS)
set_thrust_from_velocity(&Objects[Players[pnum].objnum]);
}
void
multi_do_reappear(char *buf)
{
short objnum;
objnum = *(short *)(buf+1);
Assert(objnum >= 0);
// Assert(Players[Objects[objnum].id]].objnum == objnum);
// mprintf((0, "Switching rendering back on for object %d.\n", objnum));
multi_make_ghost_player(Objects[objnum].id);
create_player_appearance_effect(&Objects[objnum]);
}
void
multi_do_player_explode(char *buf)
{
// Only call this for players, not robots. pnum is player number, not
// Object number.
object *objp;
int count;
int pnum;
int i;
char remote_created;
pnum = buf[1];
#ifdef NDEBUG
if ((pnum < 0) || (pnum >= N_players))
return;
#else
Assert(pnum >= 0);
Assert(pnum < N_players);
#endif
#ifdef NETWORK
// If we are in the process of sending objects to a new player, reset that process
if (Network_send_objects)
{
mprintf((0, "Resetting object sync due to player explosion.\n"));
Network_send_objnum = -1;
}
#endif
// Stuff the Players structure to prepare for the explosion
count = 2;
Players[pnum].primary_weapon_flags = buf[count]; count++;
Players[pnum].secondary_weapon_flags = buf[count]; count++;
Players[pnum].laser_level = buf[count]; count++;
Players[pnum].secondary_ammo[HOMING_INDEX] = buf[count]; count++;
Players[pnum].secondary_ammo[CONCUSSION_INDEX] = buf[count];count++;
Players[pnum].secondary_ammo[SMART_INDEX] = buf[count]; count++;
Players[pnum].secondary_ammo[MEGA_INDEX] = buf[count]; count++;
Players[pnum].secondary_ammo[PROXIMITY_INDEX] = buf[count]; count++;
Players[pnum].primary_ammo[VULCAN_INDEX] = *(ushort *)(buf+count); count += 2;
Players[pnum].flags = *(uint *)(buf+count); count += 4;
objp = Objects+Players[pnum].objnum;
// objp->phys_info.velocity = *(vms_vector *)(buf+16); // 12 bytes
// objp->pos = *(vms_vector *)(buf+28); // 12 bytes
remote_created = buf[count++]; // How many did the other guy create?
Net_create_loc = 0;
drop_player_eggs(objp);
// Create mapping from remote to local numbering system
mprintf((0, "I Created %d powerups, remote created %d.\n", Net_create_loc, remote_created));
// We now handle this situation gracefully, Int3 not required
// if (Net_create_loc != remote_created)
// Int3(); // Probably out of object array space, see Rob
for (i = 0; i < remote_created; i++)
{
if ((i < Net_create_loc) && (*(short *)(buf+count) > 0))
map_objnum_local_to_remote((short)Net_create_objnums[i], *(short *)(buf+count), pnum);
else if (*(short *)(buf+count) <= 0)
{
mprintf((0, "WARNING: Remote created object has non-valid number %d (player %d)", *(short *)(buf+count), pnum));
}
else
{
mprintf((0, "WARNING: Could not create all powerups created by player %d.\n", pnum));
}
// Assert(*(short *)(buf+count) > 0);
count += 2;
}
for (i = remote_created; i < Net_create_loc; i++) {
mprintf((0, "WARNING: I Created more powerups than player %d, deleting.\n", pnum));
Objects[Net_create_objnums[i]].flags |= OF_SHOULD_BE_DEAD;
}
if (buf[0] == MULTI_PLAYER_EXPLODE)
{
explode_badass_player(objp);
objp->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
multi_make_player_ghost(pnum);
}
else
{
create_player_appearance_effect(objp);
}
Players[pnum].flags &= ~(PLAYER_FLAGS_CLOAKED | PLAYER_FLAGS_INVULNERABLE);
Players[pnum].cloak_time = 0;
}
void
multi_do_kill(char *buf)
{
int killer, killed;
int count = 1;
#ifndef SHAREWARE
int pnum;
pnum = buf[count];
if ((pnum < 0) || (pnum >= N_players))
{
Int3(); // Invalid player number killed
return;
}
killed = Players[pnum].objnum;
count += 1;
#else
killed = objnum_remote_to_local(*(short *)(buf+count), (byte)buf[count+2]);
count += 3;
#endif
killer = *(short *)(buf+count);
if (killer > 0)
killer = objnum_remote_to_local(killer, (byte)buf[count+2]);
#ifdef SHAREWARE
if ((Objects[killed].type != OBJ_PLAYER) && (Objects[killed].type != OBJ_GHOST))
{
Int3();
mprintf( (1, "SOFT INT3: MULTI.C Non-player object %d of type %d killed! (JOHN)\n", killed, Objects[killed].type ));
return;
}
#endif
multi_compute_kill(killer, killed);
}
// Changed by MK on 10/20/94 to send NULL as object to net_destroy_controlcen if it got -1
// which means not a controlcen object, but contained in another object
void multi_do_controlcen_destroy(char *buf)
{
byte who;
short objnum;
objnum = *(short *)(buf+1);
who = buf[3];
if (Fuelcen_control_center_destroyed != 1)
{
if ((who < N_players) && (who != Player_num)) {
HUD_init_message("%s %s", Players[who].callsign, TXT_HAS_DEST_CONTROL);
}
else if (who == Player_num)
HUD_init_message(TXT_YOU_DEST_CONTROL);
else
HUD_init_message(TXT_CONTROL_DESTROYED);
if (objnum != -1)
net_destroy_controlcen(Objects+objnum);
else
net_destroy_controlcen(NULL);
}
}
void
multi_do_escape(char *buf)
{
int objnum;
objnum = Players[buf[1]].objnum;
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
if (buf[2] == 0)
{
HUD_init_message("%s %s", Players[buf[1]].callsign, TXT_HAS_ESCAPED);
#ifndef SHAREWARE
if (Game_mode & GM_NETWORK)
Players[buf[1]].connected = CONNECT_ESCAPE_TUNNEL;
#endif
if (!multi_goto_secret)
multi_goto_secret = 2;
}
else if (buf[2] == 1)
{
HUD_init_message("%s %s", Players[buf[1]].callsign, TXT_HAS_FOUND_SECRET);
#ifndef SHAREWARE
if (Game_mode & GM_NETWORK)
Players[buf[1]].connected = CONNECT_FOUND_SECRET;
#endif
if (!multi_goto_secret)
multi_goto_secret = 1;
}
create_player_appearance_effect(&Objects[objnum]);
multi_make_player_ghost(buf[1]);
}
void
multi_do_remobj(char *buf)
{
short objnum; // which object to remove
short local_objnum;
byte obj_owner; // which remote list is it entered in
objnum = *(short *)(buf+1);
obj_owner = buf[3];
Assert(objnum >= 0);
if (objnum < 1)
return;
local_objnum = objnum_remote_to_local(objnum, obj_owner); // translate to local objnum
// mprintf((0, "multi_do_remobj: %d owner %d = %d.\n", objnum, obj_owner, local_objnum));
if (local_objnum < 0)
{
mprintf((0, "multi_do_remobj: Could not remove referenced object.\n"));
return;
}
if ((Objects[local_objnum].type != OBJ_POWERUP) && (Objects[local_objnum].type != OBJ_HOSTAGE))
{
mprintf((0, "multi_get_remobj: tried to remove invalid type %d.\n", Objects[local_objnum].type));
return;
}
if (Network_send_objects && network_objnum_is_past(local_objnum))
{
mprintf((0, "Resetting object sync due to object removal.\n"));
Network_send_objnum = -1;
}
Objects[local_objnum].flags |= OF_SHOULD_BE_DEAD; // quick and painless
}
void
multi_do_quit(char *buf)
{
if (Game_mode & GM_NETWORK)
{
int i, n = 0;
digi_play_sample( SOUND_HUD_MESSAGE, F1_0 );
HUD_init_message( "%s %s", Players[buf[1]].callsign, TXT_HAS_LEFT_THE_GAME);
network_disconnect_player(buf[1]);
if (multi_in_menu)
return;
for (i = 0; i < N_players; i++)
if (Players[i].connected) n++;
if (n == 1)
{
nm_messagebox(NULL, 1, TXT_OK, TXT_YOU_ARE_ONLY);
}
}
if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
{
Function_mode = FMODE_MENU;
multi_quit_game = 1;
multi_leave_menu = 1;
nm_messagebox(NULL, 1, TXT_OK, TXT_OPPONENT_LEFT);
Function_mode = FMODE_GAME;
multi_reset_stuff();
}
return;
}
void
multi_do_cloak(char *buf)
{
int pnum;
pnum = buf[1];
Assert(pnum < N_players);
mprintf((0, "Cloaking player %d\n", pnum));
Players[pnum].flags |= PLAYER_FLAGS_CLOAKED;
Players[pnum].cloak_time = GameTime;
ai_do_cloak_stuff();
#ifndef SHAREWARE
if (Game_mode & GM_MULTI_ROBOTS)
multi_strip_robots(pnum);
#endif
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_cloak(pnum);
}
void
multi_do_decloak(char *buf)
{
int pnum;
pnum = buf[1];
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_decloak(pnum);
}
void
multi_do_door_open(char *buf)
{
int segnum;
short side;
segment *seg;
wall *w;
#ifdef SHAREWARE
segnum = *(int *)(buf+1);
side = *(short *)(buf+5);
#else
segnum = *(short *)(buf+1);
side = buf[3];
#endif
// mprintf((0, "Opening door on side %d of segment # %d.\n", side, segnum));
if ((segnum < 0) || (segnum > Highest_segment_index) || (side < 0) || (side > 5))
{
Int3();
return;
}
seg = &Segments[segnum];
if (seg->sides[side].wall_num == -1) { //Opening door on illegal wall
Int3();
return;
}
w = &Walls[seg->sides[side].wall_num];
if (w->type == WALL_BLASTABLE)
{
if (!(w->flags & WALL_BLASTED))
{
mprintf((0, "Blasting wall by remote command.\n"));
wall_destroy(seg, side);
}
return;
}
else if (w->state != WALL_DOOR_OPENING)
{
wall_open_door(seg, side);
}
// else
// mprintf((0, "Door already opening!\n"));
}
void
multi_do_create_explosion(char *buf)
{
int pnum;
int count = 1;
pnum = buf[count++];
// mprintf((0, "Creating small fireball.\n"));
create_small_fireball_on_object(&Objects[Players[pnum].objnum], F1_0, 1);
}
void
multi_do_controlcen_fire(char *buf)
{
vms_vector to_target;
char gun_num;
short objnum;
int count = 1;
memcpy(&to_target, buf+count, 12); count += 12;
gun_num = buf[count]; count += 1;
objnum = *(short *)(buf+count); count += 2;
Laser_create_new_easy(&to_target, &Gun_pos[gun_num], objnum, CONTROLCEN_WEAPON_NUM, 1);
}
void
multi_do_create_powerup(char *buf)
{
short segnum;
short objnum;
int my_objnum;
char pnum;
int count = 1;
vms_vector new_pos;
char powerup_type;
if (Endlevel_sequence || Fuelcen_control_center_destroyed)
return;
pnum = buf[count++];
powerup_type = buf[count++];
segnum = *(short *)(buf+count); count+=2;
objnum = *(short *)(buf+count); count+=2;
if ((segnum < 0) || (segnum > Highest_segment_index)) {
Int3();
return;
}
#ifndef SHAREWARE
new_pos = *(vms_vector *)(buf+count); count+=sizeof(vms_vector);
#else
compute_segment_center(&new_pos, &Segments[segnum]);
#endif
Net_create_loc = 0;
my_objnum = call_object_create_egg(&Objects[Players[pnum].objnum], 1, OBJ_POWERUP, powerup_type);
if (my_objnum < 0) {
mprintf((0, "Could not create new powerup!\n"));
return;
}
if (Network_send_objects && network_objnum_is_past(my_objnum))
{
mprintf((0, "Resetting object sync due to powerup creation.\n"));
Network_send_objnum = -1;
}
Objects[my_objnum].pos = new_pos;
vm_vec_zero(&Objects[my_objnum].mtype.phys_info.velocity);
obj_relink(my_objnum, segnum);
map_objnum_local_to_remote(my_objnum, objnum, pnum);
object_create_explosion(segnum, &new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE);
mprintf((0, "Creating powerup type %d in segment %i.\n", powerup_type, segnum));
}
void
multi_do_play_sound(char *buf)
{
int pnum = buf[1];
#ifdef SHAREWARE
int sound_num = *(int *)(buf+2);
fix volume = *(fix *)(buf+6);
#else
int sound_num = buf[2];
fix volume = buf[3] << 12;
#endif
if (!Players[pnum].connected)
return;
Assert(Players[pnum].objnum >= 0);
Assert(Players[pnum].objnum <= Highest_object_index);
digi_link_sound_to_object( sound_num, Players[pnum].objnum, 0, volume);
}
#ifndef SHAREWARE
void
multi_do_score(char *buf)
{
int pnum = buf[1];
if ((pnum < 0) || (pnum >= N_players))
{
Int3(); // Non-terminal, see rob
return;
}
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_score(pnum, *(int *)(buf+2));
Players[pnum].score = *(int *)(buf+2);
multi_sort_kill_list();
}
void
multi_do_trigger(char *buf)
{
int pnum = buf[1];
int trigger = buf[2];
if ((pnum < 0) || (pnum >= N_players) || (pnum == Player_num))
{
Int3(); // Got trigger from illegal playernum
return;
}
if ((trigger < 0) || (trigger >= Num_triggers))
{
Int3(); // Illegal trigger number in multiplayer
return;
}
check_trigger_sub(trigger, pnum);
}
void multi_do_hostage_door_status(char *buf)
{
// Update hit point status of a door
int count = 1;
int wallnum;
fix hps;
wallnum = *(short *)(buf+count); count += 2;
hps = *(fix *)(buf+count); count += 4;
if ((wallnum < 0) || (wallnum > Num_walls) || (hps < 0) || (Walls[wallnum].type != WALL_BLASTABLE))
{
Int3(); // Non-terminal, see Rob
return;
}
// mprintf((0, "Damaging wall number %d to %f points.\n", wallnum, f2fl(hps)));
if (hps < Walls[wallnum].hps)
wall_damage(&Segments[Walls[wallnum].segnum], Walls[wallnum].sidenum, Walls[wallnum].hps - hps);
}
#endif
void multi_do_save_game(char *buf)
{
int count = 1;
ubyte slot;
uint id;
char desc[25];
slot = *(ubyte *)(buf+count); count += 1;
id = *(uint *)(buf+count); count += 4;
memcpy( desc, &buf[count], 20 ); count += 20;
multi_save_game( slot, id, desc );
}
void multi_do_restore_game(char *buf)
{
int count = 1;
ubyte slot;
uint id;
slot = *(ubyte *)(buf+count); count += 1;
id = *(uint *)(buf+count); count += 4;
multi_restore_game( slot, id );
}
//
void multi_do_req_player(char *buf)
{
netplayer_stats ps;
ubyte player_n;
// Send my netplayer_stats to everyone!
player_n = *(ubyte *)(buf+1);
if ( (player_n == Player_num) || (player_n == 255) ) {
extract_netplayer_stats( &ps, &Players[Player_num] );
ps.Player_num = Player_num;
ps.message_type = MULTI_SEND_PLAYER; // SET
multi_send_data((ubyte*)&ps, sizeof(netplayer_stats), 1);
}
}
void multi_do_send_player(char *buf)
{
// Got a player packet from someone!!!
netplayer_stats * p;
p = (netplayer_stats *)buf;
Assert( p->Player_num >= 0 );
Assert( p->Player_num <= N_players );
mprintf(( 0, "Got netplayer_stats for player %d (I'm %d)\n", p->Player_num, Player_num ));
mprintf(( 0, "Their shields are: %d\n", f2i(p->shields) ));
// use_netplayer_stats( &Players[p->Player_num], p );
}
void
multi_reset_stuff(void)
{
// A generic, emergency function to solve problems that crop up
// when a player exits quick-out from the game because of a
// serial connection loss. Fixes several weird bugs!
dead_player_end();
Players[Player_num].homing_object_dist = -F1_0; // Turn off homing sound.
Dead_player_camera = 0;
Endlevel_sequence = 0;
reset_rear_view();
}
void
multi_reset_player_object(object *objp)
{
int i;
int id;
//Init physics for a non-console player
Assert(objp >= Objects);
Assert(objp <= Objects+Highest_object_index);
Assert((objp->type == OBJ_PLAYER) || (objp->type == OBJ_GHOST));
vm_vec_zero(&objp->mtype.phys_info.velocity);
vm_vec_zero(&objp->mtype.phys_info.thrust);
vm_vec_zero(&objp->mtype.phys_info.rotvel);
vm_vec_zero(&objp->mtype.phys_info.rotthrust);
objp->mtype.phys_info.brakes = objp->mtype.phys_info.turnroll = 0;
objp->mtype.phys_info.mass = Player_ship->mass;
objp->mtype.phys_info.drag = Player_ship->drag;
// objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE | PF_USES_THRUST);
objp->mtype.phys_info.flags &= ~(PF_TURNROLL | PF_LEVELLING | PF_WIGGLE);
//Init render info
objp->render_type = RT_POLYOBJ;
objp->rtype.pobj_info.model_num = Player_ship->model_num; //what model is this?
objp->rtype.pobj_info.subobj_flags = 0; //zero the flags
for (i=0;i<MAX_SUBMODELS;i++)
vm_angvec_zero(&objp->rtype.pobj_info.anim_angles[i]);
//reset textures for this, if not player 0
if (Game_mode & GM_TEAM)
id = get_team(objp->id);
else
id = objp->id;
if (id == 0)
objp->rtype.pobj_info.alt_textures=0;
else {
Assert(N_PLAYER_SHIP_TEXTURES == Polygon_models[objp->rtype.pobj_info.model_num].n_textures);
for (i=0;i<N_PLAYER_SHIP_TEXTURES;i++)
multi_player_textures[id-1][i] = ObjBitmaps[ObjBitmapPtrs[Polygon_models[objp->rtype.pobj_info.model_num].first_texture+i]];
multi_player_textures[id-1][4] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2]];
multi_player_textures[id-1][5] = ObjBitmaps[ObjBitmapPtrs[First_multi_bitmap_num+(id-1)*2+1]];
objp->rtype.pobj_info.alt_textures = id;
}
// Clear misc
objp->flags = 0;
if (objp->type == OBJ_GHOST)
objp->render_type = RT_NONE;
}
void
multi_process_data(char *buf, int len)
{
// Take an entire message (that has already been checked for validity,
// if necessary) and act on it.
int type;
len = len;
type = buf[0];
if (type > MULTI_MAX_TYPE)
{
mprintf((1, "multi_process_data: invalid type %d.\n", type));
Int3();
return;
}
switch(type)
{
case MULTI_POSITION:
if (!Endlevel_sequence) multi_do_position(buf); break;
case MULTI_REAPPEAR:
if (!Endlevel_sequence) multi_do_reappear(buf); break;
case MULTI_FIRE:
if (!Endlevel_sequence) multi_do_fire(buf); break;
case MULTI_KILL:
multi_do_kill(buf); break;
case MULTI_REMOVE_OBJECT:
if (!Endlevel_sequence) multi_do_remobj(buf); break;
case MULTI_PLAYER_DROP:
case MULTI_PLAYER_EXPLODE:
if (!Endlevel_sequence) multi_do_player_explode(buf); break;
case MULTI_MESSAGE:
if (!Endlevel_sequence) multi_do_message(buf); break;
case MULTI_QUIT:
if (!Endlevel_sequence) multi_do_quit(buf); break;
case MULTI_BEGIN_SYNC:
break;
case MULTI_CONTROLCEN:
if (!Endlevel_sequence) multi_do_controlcen_destroy(buf); break;
case MULTI_ENDLEVEL_START:
if (!Endlevel_sequence) multi_do_escape(buf); break;
case MULTI_END_SYNC:
break;
case MULTI_CLOAK:
if (!Endlevel_sequence) multi_do_cloak(buf); break;
case MULTI_DECLOAK:
if (!Endlevel_sequence) multi_do_decloak(buf); break;
case MULTI_DOOR_OPEN:
if (!Endlevel_sequence) multi_do_door_open(buf); break;
case MULTI_CREATE_EXPLOSION:
if (!Endlevel_sequence) multi_do_create_explosion(buf); break;
case MULTI_CONTROLCEN_FIRE:
if (!Endlevel_sequence) multi_do_controlcen_fire(buf); break;
case MULTI_CREATE_POWERUP:
if (!Endlevel_sequence) multi_do_create_powerup(buf); break;
case MULTI_PLAY_SOUND:
if (!Endlevel_sequence) multi_do_play_sound(buf); break;
#ifndef SHAREWARE
case MULTI_ROBOT_CLAIM:
if (!Endlevel_sequence) multi_do_claim_robot(buf); break;
case MULTI_ROBOT_POSITION:
if (!Endlevel_sequence) multi_do_robot_position(buf); break;
case MULTI_ROBOT_EXPLODE:
if (!Endlevel_sequence) multi_do_robot_explode(buf); break;
case MULTI_ROBOT_RELEASE:
if (!Endlevel_sequence) multi_do_release_robot(buf); break;
case MULTI_ROBOT_FIRE:
if (!Endlevel_sequence) multi_do_robot_fire(buf); break;
case MULTI_SCORE:
if (!Endlevel_sequence) multi_do_score(buf); break;
case MULTI_CREATE_ROBOT:
if (!Endlevel_sequence) multi_do_create_robot(buf); break;
case MULTI_TRIGGER:
if (!Endlevel_sequence) multi_do_trigger(buf); break;
case MULTI_BOSS_ACTIONS:
if (!Endlevel_sequence) multi_do_boss_actions(buf); break;
case MULTI_CREATE_ROBOT_POWERUPS:
if (!Endlevel_sequence) multi_do_create_robot_powerups(buf); break;
case MULTI_HOSTAGE_DOOR:
if (!Endlevel_sequence) multi_do_hostage_door_status(buf); break;
case MULTI_SAVE_GAME:
if (!Endlevel_sequence) multi_do_save_game(buf); break;
case MULTI_RESTORE_GAME:
if (!Endlevel_sequence) multi_do_restore_game(buf); break;
case MULTI_REQ_PLAYER:
if (!Endlevel_sequence) multi_do_req_player(buf); break;
case MULTI_SEND_PLAYER:
if (!Endlevel_sequence) multi_do_send_player(buf); break;
#endif
default:
mprintf((1, "Invalid type in multi_process_input().\n"));
Int3();
}
}
void
multi_process_bigdata(char *buf, int len)
{
// Takes a bunch of messages, check them for validity,
// and pass them to multi_process_data.
int type, sub_len, bytes_processed = 0;
while( bytes_processed < len ) {
type = buf[bytes_processed];
if ( (type<0) || (type>MULTI_MAX_TYPE)) {
mprintf( (1, "multi_process_bigdata: Invalid packet type %d!\n", type ));
return;
}
sub_len = message_length[type];
Assert(sub_len > 0);
if ( (bytes_processed+sub_len) > len ) {
mprintf( (1, "multi_process_bigdata: packet type %d too short (%d>%d)!\n", type, (bytes_processed+sub_len), len ));
Int3();
return;
}
multi_process_data(&buf[bytes_processed], sub_len);
bytes_processed += sub_len;
}
}
//
// Part 2 : Functions that send communication messages to inform the other
// players of something we did.
//
void
multi_send_fire(void)
{
if (!Network_laser_fired)
return;
multibuf[0] = (char)MULTI_FIRE;
multibuf[1] = (char)Player_num;
multibuf[2] = (char)Network_laser_gun;
multibuf[3] = (char)Network_laser_level;
multibuf[4] = (char)Network_laser_flags;
multibuf[5] = (char)Network_laser_fired;
*(short *)(multibuf+6) = Network_laser_track;
multi_send_data(multibuf, 8, 1);
Network_laser_fired = 0;
}
void
multi_send_destroy_controlcen(int objnum, int player)
{
if (player == Player_num)
HUD_init_message(TXT_YOU_DEST_CONTROL);
else if ((player > 0) && (player < N_players))
HUD_init_message("%s %s", Players[player].callsign, TXT_HAS_DEST_CONTROL);
else
HUD_init_message(TXT_CONTROL_DESTROYED);
multibuf[0] = (char)MULTI_CONTROLCEN;
*(ushort *)(multibuf+1) = objnum;
multibuf[3] = player;
multi_send_data(multibuf, 4, 2);
}
void
multi_send_endlevel_start(int secret)
{
multibuf[0] = (char)MULTI_ENDLEVEL_START;
multibuf[1] = Player_num;
multibuf[2] = (char)secret;
if ((secret) && !multi_goto_secret)
multi_goto_secret = 1;
else if (!multi_goto_secret)
multi_goto_secret = 2;
multi_send_data(multibuf, 3, 1);
if (Game_mode & GM_NETWORK)
{
Players[Player_num].connected = 5;
network_send_endlevel_packet();
}
}
void
multi_send_player_explode(char type)
{
int count = 0;
int i;
Assert( (type == MULTI_PLAYER_DROP) || (type == MULTI_PLAYER_EXPLODE) );
multi_send_position(Players[Player_num].objnum);
if (Network_send_objects)
{
mprintf((0, "Resetting object sync due to player explosion.\n"));
Network_send_objnum = -1;
}
multibuf[count++] = type;
multibuf[count++] = Player_num;
multibuf[count++] = (char)Players[Player_num].primary_weapon_flags;
multibuf[count++] = (char)Players[Player_num].secondary_weapon_flags;
multibuf[count++] = (char)Players[Player_num].laser_level;
multibuf[count++] = (char)Players[Player_num].secondary_ammo[HOMING_INDEX];
multibuf[count++] = (char)Players[Player_num].secondary_ammo[CONCUSSION_INDEX];
multibuf[count++] = (char)Players[Player_num].secondary_ammo[SMART_INDEX];
multibuf[count++] = (char)Players[Player_num].secondary_ammo[MEGA_INDEX];
multibuf[count++] = (char)Players[Player_num].secondary_ammo[PROXIMITY_INDEX];
*(ushort *)(multibuf+count) = (ushort)Players[Player_num].primary_ammo[VULCAN_INDEX];
count += 2;
*(uint *)(multibuf+count) = (uint)Players[Player_num].flags;
count += 4;
multibuf[count++] = Net_create_loc;
Assert(Net_create_loc <= MAX_NET_CREATE_OBJECTS);
memset(multibuf+count, -1, MAX_NET_CREATE_OBJECTS*sizeof(short));
mprintf((0, "Created %d explosion objects.\n", Net_create_loc));
for (i = 0; i < Net_create_loc; i++)
{
if (Net_create_objnums[i] <= 0) {
Int3(); // Illegal value in created egg object numbers
count +=2;
continue;
}
*(short *)(multibuf+count) = (short)Net_create_objnums[i]; count += 2;
// We created these objs so our local number = the network number
map_objnum_local_to_local((short)Net_create_objnums[i]);
}
Net_create_loc = 0;
// mprintf((1, "explode message size = %d, max = %d.\n", count, message_length[MULTI_PLAYER_EXPLODE]));
if (count > message_length[MULTI_PLAYER_EXPLODE])
{
Int3(); // See Rob
}
multi_send_data(multibuf, message_length[MULTI_PLAYER_EXPLODE], 2);
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
multi_send_decloak();
multi_strip_robots(Player_num);
}
void
multi_send_message(void)
{
int loc = 0;
if (Network_message_reciever != -1)
{
multibuf[loc] = (char)MULTI_MESSAGE; loc += 1;
multibuf[loc] = (char)Player_num; loc += 1;
#ifdef SHAREWARE
loc += 1; // Dummy space for receiver (Which isn't used)
#endif
strncpy(multibuf+loc, Network_message, MAX_MESSAGE_LEN); loc += MAX_MESSAGE_LEN;
multibuf[loc-1] = '\0';
multi_send_data(multibuf, loc, 1);
Network_message_reciever = -1;
}
}
void
multi_send_reappear()
{
multibuf[0] = (char)MULTI_REAPPEAR;
*(short *)(multibuf+1) = Players[Player_num].objnum;
multi_send_data(multibuf, 3, 3);
}
void
multi_send_position(int objnum)
{
int count=0;
if (Game_mode & GM_NETWORK) {
return;
}
multibuf[count++] = (char)MULTI_POSITION;
create_shortpos((shortpos *)(multibuf+count), Objects+objnum);
count += sizeof(shortpos);
multi_send_data(multibuf, count, 0);
}
void
multi_send_kill(int objnum)
{
// I died, tell the world.
int killer_objnum;
int count = 0;
multibuf[count] = (char)MULTI_KILL; count += 1;
#ifndef SHAREWARE
multibuf[1] = Player_num; count += 1;
#else
*(short *)(multibuf+count) = (short)objnum_local_to_remote(objnum, (byte *)&multibuf[count+2]);
count += 3;
#endif
Assert(Objects[objnum].id == Player_num);
killer_objnum = Players[Player_num].killer_objnum;
if (killer_objnum > -1)
*(short *)(multibuf+count) = (short)objnum_local_to_remote(killer_objnum, (byte *)&multibuf[count+2]);
else
{
*(short *)(multibuf+count) = -1;
multibuf[count+2] = (char)-1;
}
count += 3;
multi_compute_kill(killer_objnum, objnum);
multi_send_data(multibuf, count, 1);
#ifndef SHAREWARE
if (Game_mode & GM_MULTI_ROBOTS)
multi_strip_robots(Player_num);
#endif
}
void
multi_send_remobj(int objnum)
{
// Tell the other guy to remove an object from his list
byte obj_owner;
short remote_objnum;
multibuf[0] = (char)MULTI_REMOVE_OBJECT;
remote_objnum = objnum_local_to_remote((short)objnum, &obj_owner);
*(short *)(multibuf+1) = remote_objnum; // Map to network objnums
multibuf[3] = obj_owner;
// mprintf((0, "multi_send_remobj: %d = %d owner %d.\n", objnum, remote_objnum, obj_owner));
multi_send_data(multibuf, 4, 1);
if (Network_send_objects && network_objnum_is_past(objnum))
{
mprintf((0, "Resetting object sync due to object removal.\n"));
Network_send_objnum = -1;
}
}
void
multi_send_quit(int why)
{
// I am quitting the game, tell the other guy the bad news.
Assert (why == MULTI_QUIT);
multibuf[0] = (char)why;
multibuf[1] = Player_num;
multi_send_data(multibuf, 2, 1);
}
void
multi_send_cloak(void)
{
// Broadcast a change in our pflags (made to support cloaking)
multibuf[0] = MULTI_CLOAK;
multibuf[1] = (char)Player_num;
multi_send_data(multibuf, 2, 1);
#ifndef SHAREWARE
if (Game_mode & GM_MULTI_ROBOTS)
multi_strip_robots(Player_num);
#endif
}
void
multi_send_decloak(void)
{
// Broadcast a change in our pflags (made to support cloaking)
multibuf[0] = MULTI_DECLOAK;
multibuf[1] = (char)Player_num;
multi_send_data(multibuf, 2, 1);
}
void
multi_send_door_open(int segnum, int side)
{
// When we open a door make sure everyone else opens that door
multibuf[0] = MULTI_DOOR_OPEN;
#ifdef SHAREWARE
*(int *)(multibuf+1) = segnum;
*(short *)(multibuf+5) = (short)side;
multi_send_data(multibuf, 7, 1);
#else
*(short *)(multibuf+1) = (short)segnum;
multibuf[3] = (byte)side;
multi_send_data(multibuf, 4, 1);
#endif
}
//
// Part 3 : Functions that change or prepare the game for multiplayer use.
// Not including functions needed to syncronize or start the
// particular type of multiplayer game. Includes preparing the
// mines, player structures, etc.
void
multi_send_create_explosion(int pnum)
{
// Send all data needed to create a remote explosion
int count = 0;
multibuf[count] = MULTI_CREATE_EXPLOSION; count += 1;
multibuf[count] = (byte)pnum; count += 1;
// -----------
// Total size = 2
multi_send_data(multibuf, count, 0);
}
void
multi_send_controlcen_fire(vms_vector *to_goal, int best_gun_num, int objnum)
{
int count = 0;
multibuf[count] = MULTI_CONTROLCEN_FIRE; count += 1;
memcpy(multibuf+count, to_goal, 12); count += 12;
multibuf[count] = (char)best_gun_num; count += 1;
*(short *)(multibuf+count) = (short)objnum; count += 2;
// ------------
// Total = 16
multi_send_data(multibuf, count, 0);
}
void
multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos)
{
// Create a powerup on a remote machine, used for remote
// placement of used powerups like missiles and cloaking
// powerups.
int count = 0;
multibuf[count] = MULTI_CREATE_POWERUP; count += 1;
multibuf[count] = Player_num; count += 1;
multibuf[count] = powerup_type; count += 1;
*(short *)(multibuf+count) = (short)segnum; count += 2;
*(short *)(multibuf+count) = (short)objnum; count += 2;
#ifndef SHAREWARE
*(vms_vector *)(multibuf+count) = *pos; count += sizeof(vms_vector);
#endif
// -----------
// Total = 19
multi_send_data(multibuf, count, 1);
if (Network_send_objects && network_objnum_is_past(objnum))
{
mprintf((0, "Resetting object sync due to powerup creation.\n"));
Network_send_objnum = -1;
}
mprintf((0, "Creating powerup type %d in segment %i.\n", powerup_type, segnum));
map_objnum_local_to_local(objnum);
}
void
multi_send_play_sound(int sound_num, fix volume)
{
int count = 0;
multibuf[count] = MULTI_PLAY_SOUND; count += 1;
multibuf[count] = Player_num; count += 1;
#ifdef SHAREWARE
*(int *)(multibuf+count) = sound_num; count += 4;
*(fix *)(multibuf+count) = volume; count += 4;
// -----------
// Total = 10
#else
multibuf[count] = (char)sound_num; count += 1;
multibuf[count] = (char)(volume >> 12); count += 1;
// -----------
// Total = 4
#endif
multi_send_data(multibuf, count, 1);
}
#pragma off (unreferenced)
void
multi_send_audio_taunt(int taunt_num)
{
return; // Taken out, awaiting sounds..
#if 0
int audio_taunts[4] = {
SOUND_CONTROL_CENTER_WARNING_SIREN,
SOUND_HOSTAGE_RESCUED,
SOUND_REFUEL_STATION_GIVING_FUEL,
SOUND_BAD_SELECTION
};
Assert(taunt_num >= 0);
Assert(taunt_num < 4);
digi_play_sample( audio_taunts[taunt_num], F1_0 );
multi_send_play_sound(audio_taunts[taunt_num], F1_0);
#endif
}
#pragma on (unreferenced)
#ifndef SHAREWARE
void
multi_send_score(void)
{
// Send my current score to all other players so it will remain
// synced.
int count = 0;
if (Game_mode & GM_MULTI_COOP) {
multi_sort_kill_list();
multibuf[count] = MULTI_SCORE; count += 1;
multibuf[count] = Player_num; count += 1;
*(int *)(multibuf+count) = Players[Player_num].score; count += 4;
multi_send_data(multibuf, count, 0);
}
}
void
multi_send_save_game(ubyte slot, uint id, char * desc)
{
int count = 0;
multibuf[count] = MULTI_SAVE_GAME; count += 1;
multibuf[count] = slot; count += 1; // Save slot=0
*(uint *)(multibuf+count) = id; count += 4; // Save id
memcpy( &multibuf[count], desc, 20 ); count += 20;
multi_send_data(multibuf, count, 2);
}
void
multi_send_restore_game(ubyte slot, uint id)
{
int count = 0;
multibuf[count] = MULTI_RESTORE_GAME; count += 1;
multibuf[count] = slot; count += 1; // Save slot=0
*(uint *)(multibuf+count) = id; count += 4; // Save id
multi_send_data(multibuf, count, 2);
}
void
multi_send_netplayer_stats_request(ubyte player_num)
{
int count = 0;
multibuf[count] = MULTI_REQ_PLAYER; count += 1;
multibuf[count] = player_num; count += 1;
multi_send_data(multibuf, count, 2 );
}
void
multi_send_trigger(int triggernum)
{
// Send an even to trigger something in the mine
int count = 0;
multibuf[count] = MULTI_TRIGGER; count += 1;
multibuf[count] = Player_num; count += 1;
multibuf[count] = (ubyte)triggernum; count += 1;
multi_send_data(multibuf, count, 2);
}
void
multi_send_hostage_door_status(int wallnum)
{
// Tell the other player what the hit point status of a hostage door
// should be
int count = 0;
Assert(Walls[wallnum].type == WALL_BLASTABLE);
multibuf[count] = MULTI_HOSTAGE_DOOR; count += 1;
*(short *)(multibuf+count) = wallnum; count += 2;
*(fix *)(multibuf+count) = Walls[wallnum].hps; count += 4;
// mprintf((0, "Door %d damaged by %f points.\n", wallnum, f2fl(Walls[wallnum].hps)));
multi_send_data(multibuf, count, 0);
}
#endif
void
multi_prep_level(void)
{
// Do any special stuff to the level required for serial games
// before we begin playing in it.
// Player_num MUST be set before calling this procedure.
// This function must be called before checksuming the Object array,
// since the resulting checksum with depend on the value of Player_num
// at the time this is called.
int i;
int cloak_count, inv_count;
Assert(Game_mode & GM_MULTI);
Assert(NumNetPlayerPositions > 0);
for (i = 0; i < NumNetPlayerPositions; i++)
{
if (i != Player_num)
Objects[Players[i].objnum].control_type = CT_REMOTE;
Objects[Players[i].objnum].movement_type = MT_PHYSICS;
multi_reset_player_object(&Objects[Players[i].objnum]);
LastPacketTime[i] = 0;
}
#ifndef SHAREWARE
for (i = 0; i < MAX_ROBOTS_CONTROLLED; i++)
{
robot_controlled[i] = -1;
robot_agitation[i] = 0;
robot_fired[i] = 0;
}
#endif
Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
if (!(Game_mode & GM_MULTI_COOP))
{
multi_delete_extra_objects(); // Removes monsters from level
}
if (Game_mode & GM_MULTI_ROBOTS)
{
multi_set_robot_ai(); // Set all Robot AI to types we can cope with
}
inv_count = 0;
cloak_count = 0;
for (i=0; i<=Highest_object_index; i++)
{
int objnum;
if ((Objects[i].type == OBJ_HOSTAGE) && !(Game_mode & GM_MULTI_COOP))
{
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);
obj_delete(i);
if (objnum != -1)
{
Objects[objnum].rtype.vclip_info.vclip_num = Powerup_info[POW_SHIELD_BOOST].vclip_num;
Objects[objnum].rtype.vclip_info.frametime = Vclip[Objects[objnum].rtype.vclip_info.vclip_num].frame_time;
Objects[objnum].rtype.vclip_info.framenum = 0;
Objects[objnum].mtype.phys_info.drag = 512; //1024;
Objects[objnum].mtype.phys_info.mass = F1_0;
vm_vec_zero(&Objects[objnum].mtype.phys_info.velocity);
}
continue;
}
if (Objects[i].type == OBJ_POWERUP)
{
if (Objects[i].id == POW_EXTRA_LIFE)
{
Objects[i].id = POW_INVULNERABILITY;
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
}
if (Game_mode & GM_MULTI_COOP)
continue;
if ((Objects[i].id >= POW_KEY_BLUE) && (Objects[i].id <= POW_KEY_GOLD))
{
Objects[i].id = POW_SHIELD_BOOST;
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
}
if (Objects[i].id == POW_INVULNERABILITY) {
if (inv_count >= 3) {
mprintf((0, "Bashing Invulnerability object #%i to shield.\n", i));
Objects[i].id = POW_SHIELD_BOOST;
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
} else
inv_count++;
}
if (Objects[i].id == POW_CLOAK) {
if (cloak_count >= 3) {
mprintf((0, "Bashing Cloak object #%i to shield.\n", i));
Objects[i].id = POW_SHIELD_BOOST;
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
} else
cloak_count++;
}
}
}
multi_sort_kill_list();
multi_show_player_list();
ConsoleObject->control_type = CT_FLYING;
reset_player_object();
}
void multi_set_robot_ai(void)
{
// Go through the objects array looking for robots and setting
// them to certain supported types of NET AI behavior.
// int i;
//
// for (i = 0; i <= Highest_object_index; i++)
// {
// if (Objects[i].type == OBJ_ROBOT) {
// Objects[i].ai_info.REMOTE_OWNER = -1;
// if (Objects[i].ai_info.behavior == AIB_STATION)
// Objects[i].ai_info.behavior = AIB_NORMAL;
// }
// }
}
int multi_delete_extra_objects()
{
int i;
int nnp=0;
object *objp;
// Go through the object list and remove any objects not used in
// 'Anarchy!' games.
// This function also prints the total number of available multiplayer
// positions in this level, even though this should always be 8 or more!
objp = Objects;
for (i=0;i<=Highest_object_index;i++) {
if ((objp->type==OBJ_PLAYER) || (objp->type==OBJ_GHOST))
nnp++;
else if ((objp->type==OBJ_ROBOT) && (Game_mode & GM_MULTI_ROBOTS))
;
else if ( (objp->type!=OBJ_NONE) && (objp->type!=OBJ_PLAYER) && (objp->type!=OBJ_POWERUP) && (objp->type!=OBJ_CNTRLCEN) && (objp->type!=OBJ_HOSTAGE) )
obj_delete(i);
objp++;
}
return nnp;
}
int
network_i_am_master(void)
{
// I am the lowest numbered player in this game?
int i;
if (!(Game_mode & GM_NETWORK))
return (Player_num == 0);
for (i = 0; i < Player_num; i++)
if (Players[i].connected)
return 0;
return 1;
}
void change_playernum_to( int new_Player_num )
{
if (Player_num > -1)
memcpy( Players[new_Player_num].callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 );
Player_num = new_Player_num;
}
#endif
void multi_initiate_save_game()
{
uint game_id;
int i, slot;
char filename[128];
char desc[24];
if ((Endlevel_sequence) || (Fuelcen_control_center_destroyed))
return;
// multi_send_netplayer_stats_request(255);
// return;
stop_time();
slot = state_get_save_file(filename, desc, 1 );
if (!slot) {
start_time();
return;
}
slot--;
start_time();
// Make a unique game id
game_id = timer_get_fixed_seconds();
game_id ^= N_players<<4;
for (i=0; i<N_players; i++ )
game_id ^= *(uint *)Players[i].callsign;
if ( game_id == 0 ) game_id = 1; // 0 is invalid
mprintf(( 1, "Game_id = %8x\n", game_id));
multi_send_save_game(slot, game_id, desc );
multi_do_frame();
multi_save_game(slot,game_id, desc );
}
void multi_initiate_restore_game()
{
int slot;
char filename[128];
if ((Endlevel_sequence) || (Fuelcen_control_center_destroyed))
return;
stop_time();
slot = state_get_restore_file(filename,1);
if (!slot) {
start_time();
return;
}
slot--;
start_time();
multi_send_restore_game(slot,state_game_id);
multi_do_frame();
multi_restore_game(slot,state_game_id);
}
void multi_save_game(ubyte slot, uint id, char *desc)
{
char filename[128];
if ((Endlevel_sequence) || (Fuelcen_control_center_destroyed))
return;
sprintf( filename, "%s.mg%d", Players[Player_num].callsign, slot );
mprintf(( 0, "Save game %x on slot %d\n", id, slot ));
HUD_init_message( "Saving game #%d, '%s'", slot, desc );
stop_time();
state_game_id = id;
state_save_all_sub(filename, desc, 0 );
}
void multi_restore_game(ubyte slot, uint id)
{
char filename[128];
player saved_player;
if ((Endlevel_sequence) || (Fuelcen_control_center_destroyed))
return;
mprintf(( 0, "Restore game %x from slot %d\n", id, slot ));
saved_player = Players[Player_num];
sprintf( filename, "%s.mg%d", Players[Player_num].callsign, slot );
state_game_id = 0;
state_restore_all_sub( filename, 1 );
if (state_game_id != id ) {
// Game doesn't match!!!
nm_messagebox( "Error", 1, "Ok", "Cannot restore saved game" );
Game_mode |= GM_GAME_OVER;
Function_mode = FMODE_MENU;
longjmp(LeaveGame, 0);
}
memcpy( Players[Player_num].callsign, saved_player.callsign, CALLSIGN_LEN+1 );
memcpy( Players[Player_num].net_address, saved_player.net_address, 6 );
Players[Player_num].connected = saved_player.connected;
Players[Player_num].n_packets_got = saved_player.n_packets_got;
Players[Player_num].n_packets_sent = saved_player.n_packets_sent;
}
void extract_netplayer_stats( netplayer_stats *ps, player * pd )
{
ps->flags = pd->flags; // Powerup flags, see below...
ps->energy = pd->energy; // Amount of energy remaining.
ps->shields = pd->shields; // shields remaining (protection)
ps->lives = pd->lives; // Lives remaining, 0 = game over.
ps->laser_level = pd->laser_level; // Current level of the laser.
ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
ps->last_score=pd->last_score; // Score at beginning of current level.
ps->score=pd->score; // Current score.
ps->cloak_time=pd->cloak_time; // Time cloaked
ps->homing_object_dist=pd->homing_object_dist; // Distance of nearest homing object.
ps->invulnerable_time=pd->invulnerable_time; // Time invulnerable
ps->net_killed_total=pd->net_killed_total; // Number of times killed total
ps->net_kills_total=pd->net_kills_total; // Number of net kills total
ps->num_kills_level=pd->num_kills_level; // Number of kills this level
ps->num_kills_total=pd->num_kills_total; // Number of kills total
ps->num_robots_level=pd->num_robots_level; // Number of initial robots this level
ps->num_robots_total=pd->num_robots_total; // Number of robots total
ps->hostages_rescued_total=pd->hostages_rescued_total; // Total number of hostages rescued.
ps->hostages_total=pd->hostages_total; // Total number of hostages.
ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
}
void use_netplayer_stats( player * ps, netplayer_stats *pd )
{
ps->flags = pd->flags; // Powerup flags, see below...
ps->energy = pd->energy; // Amount of energy remaining.
ps->shields = pd->shields; // shields remaining (protection)
ps->lives = pd->lives; // Lives remaining, 0 = game over.
ps->laser_level = pd->laser_level; // Current level of the laser.
ps->primary_weapon_flags=pd->primary_weapon_flags; // bit set indicates the player has this weapon.
ps->secondary_weapon_flags=pd->secondary_weapon_flags; // bit set indicates the player has this weapon.
memcpy( ps->primary_ammo, pd->primary_ammo, MAX_PRIMARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
memcpy( ps->secondary_ammo, pd->secondary_ammo, MAX_SECONDARY_WEAPONS*sizeof(short) ); // How much ammo of each type.
ps->last_score=pd->last_score; // Score at beginning of current level.
ps->score=pd->score; // Current score.
ps->cloak_time=pd->cloak_time; // Time cloaked
ps->homing_object_dist=pd->homing_object_dist; // Distance of nearest homing object.
ps->invulnerable_time=pd->invulnerable_time; // Time invulnerable
ps->net_killed_total=pd->net_killed_total; // Number of times killed total
ps->net_kills_total=pd->net_kills_total; // Number of net kills total
ps->num_kills_level=pd->num_kills_level; // Number of kills this level
ps->num_kills_total=pd->num_kills_total; // Number of kills total
ps->num_robots_level=pd->num_robots_level; // Number of initial robots this level
ps->num_robots_total=pd->num_robots_total; // Number of robots total
ps->hostages_rescued_total=pd->hostages_rescued_total; // Total number of hostages rescued.
ps->hostages_total=pd->hostages_total; // Total number of hostages.
ps->hostages_on_board=pd->hostages_on_board; // Number of hostages on ship.
}