Files
Goober5000 a34788ef1a a few parsing and infrastructure upgrades
- A parse flag to indicate when the mission is being parsed, and a new `ship_class_index()` accessor in the ship registry, both currently unused
- Make the ship registry more robust, especially in FRED: properly update it when ships are renamed or deleted
2026-08-23 22:24:21 -04:00

1978 lines
63 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include <climits> // this is need even when not building debug!!
#include "globalincs/globals.h"
#include "object/object.h"
#include "ship/ship.h"
#include "weapon/weapon.h"
#include "network/multi.h"
#include "network/multiutil.h"
#include "network/multimsgs.h"
#include "network/multiui.h"
#include "mission/missionparse.h"
#include "freespace.h"
#include "gamesequence/gamesequence.h"
#include "io/key.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/linklist.h"
#include "network/multi_ingame.h"
#include "missionui/missionscreencommon.h"
#include "popup/popup.h"
#include "network/multi_observer.h"
#include "network/multi_xfer.h"
#include "network/multi_kick.h"
#include "menuui/mainhallmenu.h"
#include "stats/stats.h"
#include "network/multiteamselect.h"
#include "missionui/missionweaponchoice.h"
#include "network/multi_endgame.h"
#include "hud/hudets.h"
#include "hud/hudshield.h"
#include "mission/missionhotkey.h"
#include "globalincs/alphacolors.h"
#include "io/timer.h"
#include "playerman/player.h"
#include "network/multi_log.h"
#include "network/multi_time_manager.h"
// --------------------------------------------------------------------------------------------------
// DAVE's BIGASS INGAME JOIN WARNING/DISCLAIMER
//
// Ingame joining is another delicate system. Although not as delicate as server transfer, it will
// help to take as many precautions as possible when handling ingame joins. Please be sure to follow
// all the same rules as explained in multi_strans.h
//
// --------------------------------------------------------------------------------------------------
// --------------------------------------------------------------------------------------------------
// INGAME JOIN DESCRIPTION
//
// 1.) Joiner sends a JOIN packet to the server
// 2.) If the server accepts him, he receives an ACCEPT packet in return
// 3.) The client then moves into the INGAME_SYNC state to begin receiving data from the server
// 4.) The first thing he does on this screen is send his filesig packet to the server. At which
// point the server will either let him in or deny him. There are no file transfers ingame.
// 5.) The server calls multi_handle_ingame_joiners() once per frame, through multi_do_frame()
// 6.) After verifiying or kicking the player because of his file signature, the server tells the
// player to load the mission
// 7.) When the mission is loaded, the server, sends a netgame update to the client
// 8.) Without waiting, the server then begins sending data ship packets to the player
// 9.) Upon confirmation of receiving these packets, the server sends wing data packets
// 10.) Upon completion of this, the server sends respawn point packets
// 11.) Upon completion of this, the server sends a post briefing data block packet containing ship class and
// weapon information
// 12.) After this, the server sends a player settings packet (to all players for good measure)
// 13.) At this point, the server sends a jump into mission packet
// 14.) Upon receipt of this packet, the client moves into the ingame ship select state
// 15.) The first thing the client does in this state is load the mission data (textures, etc)
// 16.) The player is presented with a list of ships he can choose from. He selects one and sends
// an INGAME_SHIP_REQUEST to the server.
// 17.) The server checks to see if this request is acceptable and sends an INGAME_SHIP_REQUEST back
// with the appropriate data.
// 18.) If the client received an affirmative, he selects the ship and jumps into the mission, otherwise
// he removes it from the list and tries for another ship
// --------------------------------------------------------------------------------------------------
LOCAL int Ingame_ships_deleted = 0;
//LOCAL int Ingame_ships_to_delete[MAX_SHIPS];
SCP_vector<int> Ingame_ship_choices;
// --------------------------------------------------------------------------------------------------
// INGAME JOIN FORWARD DECLARATIONS
//
void multi_ingame_send_ship_update(net_player *p);
void multi_ingame_join_check_buttons();
void multi_ingame_join_button_pressed(int n);
// --------------------------------------------------------------------------------------------------
// INGAME JOIN COMMON DEFINITIONS
//
// --------------------------------------------------------------------------------------------------
// INGAME JOIN SERVER FUNCTIONS
//
// called on the server to process ingame joiners and move them through the motions of ingame joining
void multi_handle_ingame_joiners()
{
int idx;
Assert( MULTIPLAYER_MASTER );
// if my ingame joining flag isn't set, then don't do anything.
if ( !(Netgame.flags & NG_FLAG_INGAME_JOINING) ){
return;
}
// traverse through all the players
for(idx = 0; idx<MAX_PLAYERS; idx++){
// only process ingame joiners
if( !(Net_players[idx].flags & NETINFO_FLAG_RELIABLE_CONNECTED) || !(Net_players[idx].flags & NETINFO_FLAG_INGAME_JOIN)){
continue;
}
// if we're waiting for players to receive files, then check on their status
if(Net_players[idx].s_info.ingame_join_flags & INGAME_JOIN_FLAG_FILE_XFER){
switch(multi_xfer_get_status(Net_players[idx].s_info.xfer_handle)){
// if it has successfully completed, set his ok flag
case MULTI_XFER_SUCCESS :
// set his ok flag
Net_players[idx].flags |= NETINFO_FLAG_MISSION_OK;
// release the xfer instance handle
multi_xfer_release_handle(Net_players[idx].s_info.xfer_handle);
Net_players[idx].s_info.xfer_handle = -1;
break;
// if it has failed or timed-out, kick the player
case MULTI_XFER_TIMEDOUT:
case MULTI_XFER_FAIL:
// release the xfer handle
multi_xfer_release_handle(Net_players[idx].s_info.xfer_handle);
Net_players[idx].s_info.xfer_handle = -1;
// kick the loser
multi_kick_player(idx, 0, KICK_REASON_BAD_XFER);
break;
}
}
// if the player has verified his file signature then send him the packet to load the mission and mark this down
if((Net_players[idx].flags & NETINFO_FLAG_MISSION_OK) && !(Net_players[idx].s_info.ingame_join_flags & INGAME_JOIN_FLAG_LOADING_MISSION)){
// send the netgame update here as well
send_netgame_update_packet(&Net_players[idx]);
send_netplayer_update_packet(&Net_players[idx]);
// send the packet and mark it down
send_netplayer_load_packet(&Net_players[idx]);
Net_players[idx].s_info.ingame_join_flags |= INGAME_JOIN_FLAG_LOADING_MISSION;
}
// once he has finished loading the mission, start sending him ship data packets and mark this down
if((Net_players[idx].state == NETPLAYER_STATE_MISSION_LOADED) && !(Net_players[idx].s_info.ingame_join_flags & INGAME_JOIN_FLAG_SENDING_SHIPS)){
int i;
// send the packet and mark it down
for (i = 0; i < Num_teams; i++ ) {
if(Game_mode & GM_STANDALONE_SERVER){
send_wss_slots_data_packet(i, 1, &Net_players[idx], 0);
} else {
send_wss_slots_data_packet(i, 1, &Net_players[idx]);
}
}
// mark the netgame as a critical stage in ingame joining so that I don't evaluate mission event/
// goals, ship arrivals, etc.
Netgame.flags |= NG_FLAG_INGAME_JOINING_CRITICAL;
// send the packet and mark it down
send_ingame_ships_packet(&Net_players[idx]);
Net_players[idx].s_info.ingame_join_flags |= INGAME_JOIN_FLAG_SENDING_SHIPS;
}
// once he has finished receiving the ship data, start sending him wing data and mark this down
/*
if((Net_players[idx].state == NETPLAYER_STATE_INGAME_SHIPS) && !(Net_players[idx].s_info.ingame_join_flags & INGAME_JOIN_FLAG_SENDING_WINGS)){
// setup the list of wings to send
Net_players[idx].s_info.wing_index = 0;
Net_players[idx].s_info.wing_index_backup = 0;
// send the packet and mark it down
send_ingame_wings_packet(&Net_players[idx]);
Net_players[idx].s_info.ingame_join_flags |= INGAME_JOIN_FLAG_SENDING_WINGS;
}
*/
// once he has received the respawn packet, send him the player settings for all the players in the game and mark this down
if((Net_players[idx].state == NETPLAYER_STATE_INGAME_SHIPS) && !(Net_players[idx].s_info.ingame_join_flags & INGAME_JOIN_FLAG_SENDING_POST)){
// reset the critical ingame joining flag so that I as server, will start evaluating mission
// things again
Netgame.flags &= ~NG_FLAG_INGAME_JOINING_CRITICAL;
// send the packet and mark it down
if(Game_mode & GM_STANDALONE_SERVER){
send_post_sync_data_packet(&Net_players[idx],0);
} else {
send_post_sync_data_packet(&Net_players[idx]);
}
Net_players[idx].s_info.ingame_join_flags |= INGAME_JOIN_FLAG_SENDING_POST;
}
// once the settings have been received, send him the jump into mission packet and mark this down. now the joiner
// moves into the ship select state (ingame)
if((Net_players[idx].state == NETPLAYER_STATE_POST_DATA_ACK) && !(Net_players[idx].s_info.ingame_join_flags & INGAME_JOIN_FLAG_PICK_SHIP)){
// if this guy is an obsever, create his observer object and be done!
if(Net_players[idx].flags & NETINFO_FLAG_OBSERVER){
multi_obs_create_observer(&Net_players[idx]);
Net_players[idx].flags &= ~(NETINFO_FLAG_INGAME_JOIN);
Netgame.flags &= ~(NG_FLAG_INGAME_JOINING_CRITICAL | NG_FLAG_INGAME_JOINING);
}
// send the packet and mark it down
send_jump_into_mission_packet(&Net_players[idx]);
Net_players[idx].s_info.ingame_join_flags |= INGAME_JOIN_FLAG_PICK_SHIP;
}
// check to see if his timestamp for ship update (hull, shields, etc) has popped. If so, send some info and reset
if(ui_timestamp_elapsed(Net_players[idx].s_info.last_full_update_time)){
// send the ships
multi_ingame_send_ship_update(&Net_players[idx]);
// reset the timestamp
Net_players[idx].s_info.last_full_update_time = ui_timestamp(INGAME_SHIP_UPDATE_TIME);
}
// once he has received the weapon state packet, send him the player settings for all the players in the game and mark this down
if(!(Net_players[idx].s_info.ingame_join_flags & INGAME_JOIN_FLAG_SENDING_SETS)){
// send the packet and mark it down
// this will update _ALL_ players in the game which is important
send_player_settings_packet();
send_player_settings_packet( &Net_players[idx] ); // send directly so he gets the packet
Net_players[idx].s_info.ingame_join_flags |= INGAME_JOIN_FLAG_SENDING_SETS;
}
}
}
// the final step for an ingame joining observer - create my observer object, unflag myself as joining and jump into mission
void multi_ingame_observer_finish()
{
// create my local observer object
multi_obs_create_observer_client();
// unflag myself as being an ingame joiner
Net_player->flags &= ~(NETINFO_FLAG_INGAME_JOIN);
// set my state to be in-mission
Net_player->state = NETPLAYER_STATE_IN_MISSION;
send_netplayer_update_packet();
// jump into the game
gameseq_post_event(GS_EVENT_ENTER_GAME);
}
// --------------------------------------------------------------------------------------------------
// INGAME DATA SYNC SCREEN
//
// mission sync screen init function for ingame joining
void multi_ingame_sync_init()
{
// if we couldn't get the file signature correctly. send some bogus values
multi_get_mission_checksum(Game_current_mission_filename);
// everyone should re-initialize these
init_multiplayer_stats();
// send the file signature to the host for possible mission file transfer
strcpy_s(Netgame.mission_name,Game_current_mission_filename);
send_file_sig_packet(Multi_current_file_checksum,Multi_current_file_length);
Ingame_ships_deleted = 0;
}
// mission sync screen do function for ingame joining
void multi_ingame_sync_do()
{
}
// mission sync screen do function for ingame joining
void multi_ingame_sync_close()
{
}
// --------------------------------------------------------------------------------------------------
// INGAME SHIP SELECT SCREEN
//
static const char *Multi_ingame_join_bitmap_fname[GR_NUM_RESOLUTIONS] = {
"MultiIngame", // GR_640
"2_MultiIngame" // GR_1024
};
static const char *Multi_ingame_join_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = {
"MultiIngame-M", // GR_640
"2_MultiIngame-M" // GR_1024
};
// button defs
#define MULTI_INGAME_JOIN_NUM_BUTTONS 2
#define MIJ_CANCEL 0
#define MIJ_JOIN 1
ui_button_info Multi_ingame_join_buttons[GR_NUM_RESOLUTIONS][MULTI_INGAME_JOIN_NUM_BUTTONS] = {
{ // GR_640
ui_button_info( "MIB_00", 532, 434, 510, 413, 0 ), // cancel
ui_button_info( "MIB_01", 572, 428, 585, 413, 1 ), // join
},
{ // GR_1024
ui_button_info( "2_MIB_00", 851, 695, 916, 685, 0 ), // cancel
ui_button_info( "2_MIB_01", 916, 685, 950, 665, 1 ), // join
}
};
#define MULTI_INGAME_JOIN_NUM_TEXT 8
UI_XSTR Multi_ingame_join_text[GR_NUM_RESOLUTIONS][MULTI_INGAME_JOIN_NUM_TEXT] = {
{ // GR_640
{"Cancel", 387, 510, 413, UI_XSTR_COLOR_PINK, -1, &Multi_ingame_join_buttons[GR_640][MIJ_CANCEL].button},
{"Join", 1303, 585, 413, UI_XSTR_COLOR_PINK, -1, &Multi_ingame_join_buttons[GR_640][MIJ_JOIN].button},
{"Select Ship", 317, 39, 6, UI_XSTR_COLOR_PINK, -1, NULL},
{"name", 1423, 39, 28, UI_XSTR_COLOR_GREEN, -1, NULL},
{"class", 1424, 145, 28, UI_XSTR_COLOR_GREEN, -1, NULL},
{"status", 1425, 214, 28, UI_XSTR_COLOR_GREEN, -1, NULL},
{"primary", 1426, 295, 28, UI_XSTR_COLOR_GREEN, -1, NULL},
{"secondary", 1427, 440, 28, UI_XSTR_COLOR_GREEN, -1, NULL}
},
{ // GR_1024
{"Cancel", 387, 843, 665, UI_XSTR_COLOR_PINK, -1, &Multi_ingame_join_buttons[GR_1024][MIJ_CANCEL].button},
{"Join", 1303, 950, 665, UI_XSTR_COLOR_PINK, -1, &Multi_ingame_join_buttons[GR_1024][MIJ_JOIN].button},
{"Select Ship", 317, 63, 14, UI_XSTR_COLOR_PINK, -1, NULL},
{"name", 1423, 63, 45, UI_XSTR_COLOR_GREEN, -1, NULL},
{"class", 1424, 233, 45, UI_XSTR_COLOR_GREEN, -1, NULL},
{"status", 1425, 343, 45, UI_XSTR_COLOR_GREEN, -1, NULL},
{"primary", 1426, 473, 45, UI_XSTR_COLOR_GREEN, -1, NULL},
{"secondary", 1427, 704, 45, UI_XSTR_COLOR_GREEN, -1, NULL}
}
};
#define MI_FIELD_X 0
#define MI_FIELD_Y 1
#define MI_FIELD_W 2
#define MI_FIELD_H 3
static int Mi_width[GR_NUM_RESOLUTIONS] = {
569, // GR_640
910 // GR_1024
};
static int Mi_height[GR_NUM_RESOLUTIONS] = {
339, // GR_640
542 // GR_1024
};
static int Mi_spacing[GR_NUM_RESOLUTIONS] = {
30,
48
};
static int Mi_name_field[GR_NUM_RESOLUTIONS][4] = {
// GR_640
{
33, // x
49, // y
100, // width
339 // height
},
// GR_1024
{
53, // x
78, // y
160, // width
542 // height
}
};
static int Mi_class_field[GR_NUM_RESOLUTIONS][4] = {
// GR_640
{
140, // x
49, // y
59, // width
339 // height
},
// GR_1024
{
224, // x
78, // y
94, // width
542 // height
}
};
static int Mi_status_field[GR_NUM_RESOLUTIONS][4] = {
// GR_640
{
209, // x
49, // y
69, // width
339 // height
},
// GR_1024
{
334, // x
78, // y
110, // width
542 // height
}
};
static int Mi_primary_field[GR_NUM_RESOLUTIONS][4] = {
// GR_640
{
287, // x
49, // y
145, // width
339 // height
},
// GR_1024
{
459, // x
78, // y
232, // width
542 // height
}
};
static int Mi_secondary_field[GR_NUM_RESOLUTIONS][4] = {
// GR_640
{
441, // x
49, // y
145, // width
339 // height
},
// GR_1024
{
706, // x
78, // y
232, // width
542 // height
}
};
// for timing a player out
static int Multi_ingame_timer_coords[GR_NUM_RESOLUTIONS][2] = {
{
// GR_640
26,
411
},
{
// GR_1024
42,
658
}
};
//#define MULTI_INGAME_TIME_LEFT_X 26
//#define MULTI_INGAME_TIME_LEFT_Y 411
#define MULTI_INGAME_TIME_SECONDS (1000 * 15)
static UI_TIMESTAMP Ingame_time_left;
// uses MULTI_JOIN_REFRESH_TIME as its timestamp
UI_WINDOW Multi_ingame_window; // the window object for the join screen
UI_BUTTON Multi_ingame_select_button; // for selecting list items
int Multi_ingame_bitmap; // the background bitmap
// ship class icons
#define MULTI_INGAME_MAX_SHIP_ICONS 40
typedef struct is_icon {
int bmaps[NUM_ICON_FRAMES];
int ship_class;
} is_icon;
is_icon Multi_ingame_ship_icon[MULTI_INGAME_MAX_SHIP_ICONS];
int Multi_ingame_num_ship_icons;
// # of available ships (also == the # currently being displayed)
int Multi_ingame_num_avail;
// signatures for each of the available ships
ushort Multi_ingame_ship_sigs[MAX_PLAYERS];
// net signature of the ship we've requested to grab as an ingame joiner (waiting for server response if >= 0)
ushort Multi_ingame_join_sig;
// the index into the list of the ship currently selected
int Multi_ingame_ship_selected;
// temporary stuff - used only until we come up with a more permanent interface for this screen
#define MAX_INGAME_SHIPS 50
#define INGAME_FINAL_TIMEOUT 4000
ushort Ingame_ship_signatures[MAX_INGAME_SHIPS];
//LOCAL int Ingame_final_timeout;
//XSTR:ON
// local variables to hold ship/obj/ai information for the joiner. We need to
// create a bogus ship so that packets that the joiner receives during his join
// have valid Player_ship, Player_obj, and Player_ai to work with
int Ingame_shipnum;
// display the available ships (OF_COULD_BE_PLAYER flagged)
void multi_ingame_join_display_avail();
// try and scroll the selected ship up
void multi_ingame_scroll_select_up();
// try and scroll the selected ship down
void multi_ingame_scroll_select_down();
int multi_ingame_get_ship_class_icon(int ship_class)
{
int idx;
// lookup through all available ship icons
for(idx=0;idx<Multi_ingame_num_ship_icons;idx++){
if(Multi_ingame_ship_icon[idx].ship_class == ship_class){
return idx;
}
}
// couldn't find it
return -1;
}
void multi_ingame_load_icons()
{
int first_frame, num_frames, idx, s_idx;
// zero out the icon handles
for(idx=0;idx<MULTI_INGAME_MAX_SHIP_ICONS;idx++){
Multi_ingame_ship_icon[idx].ship_class = -1;
for(s_idx=0;s_idx<NUM_ICON_FRAMES;s_idx++){
Multi_ingame_ship_icon[idx].bmaps[s_idx] = -1;
}
}
Multi_ingame_num_ship_icons = 0;
// traverse through all ship types
for(auto it = Ship_info.cbegin(); it != Ship_info.cend(); ++it) {
// if there is a valid icon for this ship
if((it->icon_filename[0] != '\0') && (Multi_ingame_num_ship_icons < MULTI_INGAME_MAX_SHIP_ICONS)) {
// set the ship class
Multi_ingame_ship_icon[Multi_ingame_num_ship_icons].ship_class = (int)std::distance(Ship_info.cbegin(), it);
// load in the animation frames for the icon
first_frame = bm_load_animation(it->icon_filename, &num_frames);
if ( first_frame == -1 ) {
Int3(); // Could not load in icon frames.. get Dave
}
for ( s_idx = 0; s_idx < num_frames; s_idx++ ) {
Multi_ingame_ship_icon[Multi_ingame_num_ship_icons].bmaps[s_idx] = first_frame+s_idx;
}
Multi_ingame_num_ship_icons++;
}
}
}
void multi_ingame_unload_icons()
{
int idx,s_idx;
// unload all the bitmaps
for(idx=0;idx<Multi_ingame_num_ship_icons;idx++){
for(s_idx=0;s_idx<NUM_ICON_FRAMES;s_idx++){
if(Multi_ingame_ship_icon[idx].bmaps[s_idx] != -1){
bm_release(Multi_ingame_ship_icon[idx].bmaps[s_idx]);
Multi_ingame_ship_icon[idx].bmaps[s_idx] = -1;
}
}
}
}
// ingame join ship selection screen init
void multi_ingame_select_init(bool API_Access)
{
/// int objnum, wingnum_save,idx, goals_save;
// ushort net_signature;
int idx;
Multi_ingame_join_sig = 0;
Net_player->m_player->objnum = -1;
// create a ship, then find a ship to copy crucial information from. Save and restore the wing
// number to be safe.
/*
wingnum_save = Player_start_pobject->wingnum;
net_signature = Player_start_pobject->net_signature;
goals_save = Player_start_pobject->ai_goals;
Player_start_pobject->wingnum = -1;
Player_start_pobject->net_signature = 0;
Player_start_pobject->ai_goals = -1;
objnum = parse_create_object( Player_start_pobject );
Player_start_pobject->wingnum = wingnum_save;
Player_start_pobject->net_signature = net_signature;
Player_start_pobject->ai_goals = goals_save;
if ( objnum == -1 ) {
nprintf(("Network", "Bailing ingame join because unable to create parse object player ship\n"));
multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_INGAME_SHIP);
return;
}
// make it invalid
Player_obj = &Objects[objnum];
Player_obj->net_signature = 0;
Player_ship = &Ships[Player_obj->instance];
strcpy_s(Player_ship->ship_name, NOX("JIP Ship"));
Player_ai = &Ai_info[Player_ship->ai_index];
*/
if (!API_Access) {
// load the temp ship icons
multi_ingame_load_icons();
}
// blast all the ingame ship signatures
memset(Multi_ingame_ship_sigs,0,sizeof(ushort) * MAX_PLAYERS);
// the index into the list of the ship currently selected
Multi_ingame_ship_selected = -1;
// initialize the time he has left to select a ship
Ingame_time_left = ui_timestamp(MULTI_INGAME_TIME_SECONDS);
// initialize GUI data
if (!API_Access){
// create the interface window
Multi_ingame_window.create(0,0,gr_screen.max_w_unscaled,gr_screen.max_h_unscaled,0);
Multi_ingame_window.set_mask_bmap(Multi_ingame_join_bitmap_mask_fname[gr_screen.res]);
// load the background bitmap
Multi_ingame_bitmap = bm_load(Multi_ingame_join_bitmap_fname[gr_screen.res]);
if(Multi_ingame_bitmap < 0)
Error(LOCATION, "Couldn't load background bitmap for ingame join");
// create the interface buttons
for(idx=0; idx<MULTI_INGAME_JOIN_NUM_BUTTONS; idx++) {
// create the object
Multi_ingame_join_buttons[gr_screen.res][idx].button.create(&Multi_ingame_window, "", Multi_ingame_join_buttons[gr_screen.res][idx].x, Multi_ingame_join_buttons[gr_screen.res][idx].y, 1, 1, 0, 1);
// set the sound to play when highlighted
Multi_ingame_join_buttons[gr_screen.res][idx].button.set_highlight_action(common_play_highlight_sound);
// set the ani for the button
Multi_ingame_join_buttons[gr_screen.res][idx].button.set_bmaps(Multi_ingame_join_buttons[gr_screen.res][idx].filename);
// set the hotspot
Multi_ingame_join_buttons[gr_screen.res][idx].button.link_hotspot(Multi_ingame_join_buttons[gr_screen.res][idx].hotspot);
}
// create all xstrs
for(idx=0; idx<MULTI_INGAME_JOIN_NUM_TEXT; idx++) {
Multi_ingame_window.add_XSTR(&Multi_ingame_join_text[gr_screen.res][idx]);
}
// create the list item select button
Multi_ingame_select_button.create(&Multi_ingame_window, "", Mi_name_field[gr_screen.res][MI_FIELD_X], Mi_name_field[gr_screen.res][MI_FIELD_Y], Mi_width[gr_screen.res], Mi_height[gr_screen.res], 0, 1);
Multi_ingame_select_button.hide();
}
// load freespace stuff
// JAS: Code to do paging used to be here.
}
// process all ship list related details
void multi_ingame_ship_list_process()
{
int select_index,y;
// if we currently don't have any ships selected, but we've got items on the list, select the first one
if((Multi_ingame_ship_selected == -1) && (Multi_ingame_num_avail > 0)){
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
Multi_ingame_ship_selected = 0;
}
// if we currently have a ship selected, but it disappears, select the next ship (is possible0
if((Multi_ingame_ship_selected >= 0) && (Multi_ingame_ship_selected >= Multi_ingame_num_avail)){
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
Multi_ingame_ship_selected = Multi_ingame_num_avail-1;
}
// if the player clicked on the select button, see if the selection has changed
if(Multi_ingame_select_button.pressed()){
Multi_ingame_select_button.get_mouse_pos(NULL,&y);
select_index = y / Mi_spacing[gr_screen.res];
// if we've selected a valid item
if((select_index >= 0) && (select_index < Multi_ingame_num_avail)){
// if we're not selected the same item, play a sound
if(Multi_ingame_ship_selected != select_index){
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
}
// select the item
Multi_ingame_ship_selected = select_index;
}
}
}
// determines if a button was pressed, and acts accordingly
void multi_ingame_join_check_buttons()
{
int idx;
for(idx=0; idx<MULTI_INGAME_JOIN_NUM_BUTTONS; idx++) {
// we only really need to check for one button pressed at a time,
// so we can break after finding one.
if(Multi_ingame_join_buttons[gr_screen.res][idx].button.pressed()) {
multi_ingame_join_button_pressed(idx);
break;
}
}
}
void multi_ingame_set_selected(int index)
{
if (index >= 0 && index < MAX_PLAYERS) {
Multi_ingame_ship_selected = index;
}
}
bool multi_ingame_join_accept(bool API_Access)
{
// don't do further processing if the game is paused
if (Netgame.game_state == NETGAME_STATE_PAUSED)
return false;
if (Multi_ingame_join_sig == 0) {
// if he has a valid ship selected
if (Multi_ingame_ship_selected >= 0) {
if (!API_Access) {
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
}
// select the sig of this ship and send a request for it
Multi_ingame_join_sig = Multi_ingame_ship_sigs[Multi_ingame_ship_selected];
// send a request to the
send_ingame_ship_request_packet(INGAME_SR_REQUEST, Multi_ingame_join_sig);
return true;
} else {
if (!API_Access) {
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
}
}
} else {
if (!API_Access) {
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
}
}
return false;
}
// a button was pressed, so make it do its thing
// this is the "acting accordingly" part
void multi_ingame_join_button_pressed(int n)
{
switch(n) {
case MIJ_CANCEL:
multi_quit_game(PROMPT_CLIENT);
break;
case MIJ_JOIN:
multi_ingame_join_accept();
break;
default:
// how did this happen?
Int3();
}
}
// ingame join ship selection screen do
void multi_ingame_select_do()
{
int k = Multi_ingame_window.process();
// process any keypresses
switch(k){
case KEY_ESC :
multi_quit_game(PROMPT_CLIENT);
break;
case KEY_UP:
multi_ingame_scroll_select_up();
break;
case KEY_DOWN:
multi_ingame_scroll_select_down();
break;
}
// process button presses
// multi_ingame_process_buttons();
multi_ingame_join_check_buttons();
// process any ship list related events
multi_ingame_ship_list_process();
// draw the background, etc
gr_reset_clip();
GR_MAYBE_CLEAR_RES(Multi_ingame_bitmap);
if(Multi_ingame_bitmap != -1){
gr_set_bitmap(Multi_ingame_bitmap);
gr_bitmap(0,0,GR_RESIZE_MENU);
}
Multi_ingame_window.draw();
// handle all timeout details. blitting, etc
multi_ingame_handle_timeout();
// display the available ships
multi_ingame_join_display_avail();
// flip the buffer
gr_flip();
}
// ingame join ship select close
void multi_ingame_select_close()
{
// unload any bitmaps
if(!bm_unload(Multi_ingame_bitmap)){
nprintf(("General","WARNING : could not unload background bitmap %s\n",Multi_ingame_join_bitmap_fname[gr_screen.res]));
}
// unload all the ship class icons
multi_ingame_unload_icons();
// destroy the UI_WINDOW
Multi_ingame_window.destroy();
Ingame_ship_choices.clear();
Ingame_ship_choices.shrink_to_fit();
// stop main hall music
main_hall_stop_music(true);
}
// display an individual ships information, starting at the indicated y pixel value
void multi_ingame_join_display_ship(object *objp,int y_start)
{
int icon_num,idx;
int y_spacing;
ship_weapon *wp;
int line_height = gr_get_font_height() + 1;
// blit the ship name itself
gr_set_color_fast(&Color_normal);
gr_string(Mi_name_field[gr_screen.res][MI_FIELD_X],y_start+10, Ships[objp->instance].ship_name, GR_RESIZE_MENU);
// blit the ship class icon
icon_num = multi_ingame_get_ship_class_icon(Ships[objp->instance].ship_info_index);
if(icon_num != -1){
gr_set_bitmap(Multi_ingame_ship_icon[icon_num].bmaps[0]);
gr_bitmap(Mi_class_field[gr_screen.res][MI_FIELD_X] + 15, y_start, GR_RESIZE_MENU);
}
gr_set_color_fast(&Color_bright);
wp = &Ships[objp->instance].weapons;
// blit the ship's primary weapons
y_spacing = (Mi_spacing[gr_screen.res] - (wp->num_primary_banks * line_height)) / 2;
for(idx=0;idx<wp->num_primary_banks;idx++){
gr_string(Mi_primary_field[gr_screen.res][MI_FIELD_X], y_start + y_spacing + (idx * line_height), Weapon_info[wp->primary_bank_weapons[idx]].get_display_name(), GR_RESIZE_MENU);
}
// blit the ship's secondary weapons
y_spacing = (Mi_spacing[gr_screen.res] - (wp->num_secondary_banks * line_height)) / 2;
for(idx=0;idx<wp->num_secondary_banks;idx++){
gr_string(Mi_secondary_field[gr_screen.res][MI_FIELD_X], y_start + y_spacing + (idx * line_height), Weapon_info[wp->secondary_bank_weapons[idx]].get_display_name(), GR_RESIZE_MENU);
}
// blit the shield/hull integrity
hud_shield_show_mini(objp, Mi_status_field[gr_screen.res][MI_FIELD_X] + 15, y_start + 3,5,7);
}
// create the list of available ships the player can choose
void multi_ingame_join_calc_avail(bool API_Access)
{
// recalculate this # every frame
Multi_ingame_num_avail = 0;
Ingame_ship_choices.clear();
for (auto moveup: list_range(&Ship_obj_list)) {
if (Objects[moveup->objnum].flags[Object::Object_Flags::Should_be_dead])
continue;
if( !(Ships[Objects[moveup->objnum].instance].is_dying_or_departing()) && (Objects[moveup->objnum].flags[Object::Object_Flags::Could_be_player]) ) {
// display the ship for normal UI but for API, store the access to the object
if (!API_Access){
multi_ingame_join_display_ship(&Objects[moveup->objnum],Mi_name_field[gr_screen.res][MI_FIELD_Y] + (Multi_ingame_num_avail * Mi_spacing[gr_screen.res]));
} else {
Ingame_ship_choices.push_back(moveup->objnum);
}
// set the ship signature
Multi_ingame_ship_sigs[Multi_ingame_num_avail] = Objects[moveup->objnum].net_signature;
// inc the # available
Multi_ingame_num_avail++;
}
}
}
// display the available ships (OF_COULD_BE_PLAYER flagged)
void multi_ingame_join_display_avail()
{
// display a background highlight rectangle for any selected lines
if(Multi_ingame_ship_selected != -1){
int y_start = (Mi_name_field[gr_screen.res][MI_FIELD_Y] + (Multi_ingame_ship_selected * Mi_spacing[gr_screen.res]));
// draw the border
gr_set_color_fast(&Color_bright_blue);
gr_line(Mi_name_field[gr_screen.res][MI_FIELD_X]-1,y_start-1, (Mi_name_field[gr_screen.res][MI_FIELD_X]-1) + (Mi_width[gr_screen.res]+2),y_start-1, GR_RESIZE_MENU);
gr_line(Mi_name_field[gr_screen.res][MI_FIELD_X]-1,y_start + Mi_spacing[gr_screen.res] - 2, (Mi_name_field[gr_screen.res][MI_FIELD_X]-1) + (Mi_width[gr_screen.res]+2),y_start + Mi_spacing[gr_screen.res] - 2, GR_RESIZE_MENU);
gr_line(Mi_name_field[gr_screen.res][MI_FIELD_X]-1,y_start, Mi_name_field[gr_screen.res][MI_FIELD_X]-1, y_start + Mi_spacing[gr_screen.res] - 2, GR_RESIZE_MENU);
gr_line((Mi_name_field[gr_screen.res][MI_FIELD_X]-1) + (Mi_width[gr_screen.res]+2), y_start,(Mi_name_field[gr_screen.res][MI_FIELD_X]-1) + (Mi_width[gr_screen.res]+2),y_start + Mi_spacing[gr_screen.res] - 2, GR_RESIZE_MENU);
}
multi_ingame_join_calc_avail();
}
// try and scroll the selected ship up
void multi_ingame_scroll_select_up()
{
if(Multi_ingame_ship_selected > 0){
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
Multi_ingame_ship_selected--;
} else {
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
}
}
// try and scroll the selected ship down
void multi_ingame_scroll_select_down()
{
if(Multi_ingame_ship_selected < (Multi_ingame_num_avail - 1)){
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
Multi_ingame_ship_selected++;
} else {
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
}
}
// handle all timeout details
int multi_ingame_handle_timeout(bool API_Access)
{
/*
// uncomment this block to disable the timer
gr_set_color_fast(&Color_bright_red);
gr_string(Multi_ingame_timer_coords[gr_screen.res][0], Multi_ingame_timer_coords[gr_screen.res][1], "Timer disabled!!", GR_RESIZE_MENU);
return;
*/
// if we've timed out, leave the game
if( ui_timestamp_elapsed(Ingame_time_left) ) {
multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_INGAME_TIMEOUT, MULTI_END_ERROR_NONE);
return 0;
}
// otherwise, blit how much time we have left
int time_left = ui_timestamp_until(Ingame_time_left) / MILLISECONDS_PER_SECOND;
if (!API_Access) {
char tl_string[100];
gr_set_color_fast(&Color_bright);
memset(tl_string, 0, 100);
sprintf(tl_string, XSTR("Time remaining : %d s\n", 682), time_left);
gr_string(Multi_ingame_timer_coords[gr_screen.res][0], Multi_ingame_timer_coords[gr_screen.res][1], tl_string, GR_RESIZE_MENU);
}
return time_left;
}
// --------------------------------------------------------------------------------------------------
// PACKET HANDLER functions
// these are also defined in multimsgs.h, but the implementations are in the module for the sake of convenience
//
#define INGAME_PACKET_SLOP 75 // slop value used for packets to ingame joiner
void process_ingame_ships_packet( ubyte *data, header *hinfo )
{
int offset, team, j;
ubyte p_type;
ushort net_signature;
short wing_data;
int team_val, slot_index, idx;
char ship_name[255] = "";
object *objp;
// go through the ship obj list and delete everything. YEAH
if(!Ingame_ships_deleted){
// no player object
Player_obj = NULL;
Player_ship = NULL;
Player_ai = NULL;
// delete all ships
for(idx=0; idx<MAX_SHIPS; idx++){
if((Ships[idx].objnum >= 0) && (Ships[idx].objnum < MAX_OBJECTS)){
obj_delete(Ships[idx].objnum);
}
}
Ingame_ships_deleted = 1;
}
offset = HEADER_LENGTH;
// go
GET_DATA( p_type );
while ( p_type == INGAME_SHIP_NEXT ) {
p_object *p_objp;
int ship_num, objnum;
ubyte flag_size;
GET_STRING( ship_name );
GET_USHORT( net_signature );
GET_DATA( flag_size );
ubyte temp;
SCP_vector<ubyte> ship_flags, object_flags;
for (ubyte i = 0; i < flag_size; i++) {
GET_DATA(temp);
ship_flags.push_back(temp);
}
GET_DATA( flag_size );
for (ubyte i = 0; i < flag_size; i++) {
GET_DATA(temp);
object_flags.push_back(temp);
}
GET_INT( team );
GET_SHORT( wing_data );
if(wing_data >= 0){
GET_INT(Wings[wing_data].current_wave);
}
// lookup ship in the registry
auto entry = ship_registry_get(ship_name);
p_objp = entry ? entry->p_objp_or_null() : nullptr;
if (p_objp == nullptr) {
mprintf(("ABORTING in-game join since FSO couldn't find ship %s in either arrival list or in mission!\n", ship_name));
multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_INGAME_BOGUS);
return;
}
// go ahead and create the parse object. Set the network signature of this guy before
// creation
// multi_set_network_signature uncommented by Kazan on 11-04-2004
multi_set_network_signature( net_signature, MULTI_SIG_SHIP );
objnum = parse_create_object( p_objp );
ship_num = Objects[objnum].instance;
Objects[objnum].flags.reset();
Objects[objnum].flags.set_from_vector(object_flags);
Objects[objnum].net_signature = net_signature;
// Cyborg17 also add this ship to the multi ship tracking and interpolation struct
multi_rollback_ship_record_add_ship(objnum);
// assign any common data
strcpy_s(Ships[ship_num].ship_name, ship_name);
Ships[ship_num].flags.reset();
Ships[ship_num].flags.set_from_vector(ship_flags);
Ships[ship_num].team = team;
Ships[ship_num].wingnum = (int)wing_data;
GET_DATA( p_type );
}
PACKET_SET_SIZE();
// if we have reached the end of the list and change our network state
if ( p_type == INGAME_SHIP_LIST_EOL ) {
// merge all created list
obj_merge_created_list();
// fixup player ship stuff
for(idx=0; idx<MAX_SHIPS; idx++){
if(Ships[idx].objnum < 0){
continue;
}
// get the team and slot. Team and slot will be -1 when it isn't a part of player wing.
// So, if not -1, then change the ship type, etc.
objp = &Objects[Ships[idx].objnum];
multi_ts_get_team_and_slot(Ships[idx].ship_name, &team_val, &slot_index);
if ( (team_val != -1) && (slot_index != -1) ) {
// change the ship type and the weapons
change_ship_type(objp->instance, Wss_slots_teams[team_val][slot_index].ship_class);
wl_bash_ship_weapons(&Ships[idx].weapons, &Wss_slots_teams[team_val][slot_index]);
// Be sure to mark this ship as as a could_be_player
obj_set_flags( objp, objp->flags + Object::Object_Flags::Could_be_player );
objp->flags.remove(Object::Object_Flags::Player_ship);
// if this is a player ship, make sure we find out who's it is and set their objnum accordingly
for( j = 0; j < MAX_PLAYERS; j++){
if(MULTI_CONNECTED(Net_players[j]) && (Net_players[j].m_player->objnum == Objects[Ships[idx].objnum].net_signature)) {
multi_assign_player_ship( j, objp, Ships[idx].ship_info_index );
objp->flags.set(Object::Object_Flags::Player_ship);
objp->flags.remove(Object::Object_Flags::Could_be_player);
break;
}
}
}
}
// notify the server that we're all good.
Net_player->state = NETPLAYER_STATE_INGAME_SHIPS;
send_netplayer_update_packet();
// add some mission sync text
multi_common_add_text(XSTR("Ships packet ack (ingame)\n",683));
}
}
void send_ingame_ships_packet(net_player *player)
{
ubyte data[MAX_PACKET_SIZE];
ubyte p_type;
ship_obj *so;
int packet_size;
short wing_data;
BUILD_HEADER( SHIPS_INGAME_PACKET );
// essentially, we are going to send a list of ship names to the joiner for ships that are not
// in wings. The joiner will take the list, create any ships which should be created, and delete all
// other ships after the list is sent.
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
if (Objects[so->objnum].flags[Object::Object_Flags::Should_be_dead])
continue;
ship *shipp = &Ships[Objects[so->objnum].instance];
// skip all wings.
// if ( shipp->wingnum != -1 ){
// continue;
// }
if ( Objects[so->objnum].net_signature == STANDALONE_SHIP_SIG ){
continue;
}
SCP_vector<ubyte> ship_flags_out, obj_flags_out;
// add the ship name and other information such as net signature, ship and object(?) flags.
p_type = INGAME_SHIP_NEXT;
ADD_DATA( p_type );
ADD_STRING( shipp->ship_name );
ADD_USHORT( Objects[so->objnum].net_signature );
auto check = shipp->flags.to_ubyte_vector(ship_flags_out);
Assertion(check <= 255, "Somehow FSO thinks there are too many ship flags, %d * 8 to be exact. Please report!", static_cast<int>(check));
auto temp_size = static_cast<ubyte>(check);
ADD_DATA(temp_size);
for (auto& item : ship_flags_out){
ADD_DATA(item);
}
check = Objects[so->objnum].flags.to_ubyte_vector(obj_flags_out);
Assertion(check <= 255, "Somehow FSO thinks there are too many object flags, %d * 8 to be exact. Please report!", static_cast<int>(check));
temp_size = static_cast<ubyte>(check);
ADD_DATA(temp_size);
for (auto& item : obj_flags_out){
ADD_DATA(item);
}
ADD_INT( shipp->team );
wing_data = (short)shipp->wingnum;
ADD_SHORT(wing_data);
if(wing_data >= 0){
ADD_INT(Wings[wing_data].current_wave);
}
// don't send anymore data if we are getting close to the maximum size of this packet. Send it off and
// keep going
if ( packet_size > (MAX_PACKET_SIZE - INGAME_PACKET_SLOP) ) {
p_type = INGAME_SHIP_LIST_EOP;
ADD_DATA( p_type );
multi_io_send_reliable(player, data, packet_size);
BUILD_HEADER( SHIPS_INGAME_PACKET );
}
}
// end of the ship list!!!
p_type = INGAME_SHIP_LIST_EOL;
ADD_DATA( p_type );
multi_io_send_reliable(player, data, packet_size);
}
void process_ingame_wings_packet( ubyte * /*data*/, header * /*hinfo*/ )
{
Int3();
}
/*
// code to process the wing data from a server.
void process_ingame_wings_packet( ubyte *data, header *hinfo )
{
int offset, wingnum;
ubyte p_type, what;
offset = HEADER_LENGTH;
GET_DATA( p_type );
// p_type tells us whether to stop or not
while ( p_type == INGAME_WING_NEXT ) {
wing *wingp;
// get the wingnum and a pointer to it. The game stores data for all wings always, so this
// is perfectly valid
GET_DATA( wingnum );
wingp = &Wings[wingnum];
GET_DATA( what );
if ( what == INGAME_WING_NOT_ARRIVED ) {
Assert( wingp->total_arrived_count == 0 ); // this had better be true!!!
} else if ( what == INGAME_WING_DEPARTED ) {
// mark the wing as gone. if it isn't, it soon will be. Maybe we should send more information
// about these wings later (like total_arrived_count, etc), but we will see.
wingp->flags |= WF_WING_GONE;
} else {
int total_arrived_count, current_count, current_wave, i, j;
ushort signature;
int shipnum;
// the wing is present in the mission on the server. Get the crucial information about the
// wing. Then get the ships for this wing in order on the client machine
GET_DATA( total_arrived_count );
GET_DATA( current_count );
GET_DATA( current_wave );
Assert( current_wave > 0 );
Assert( total_arrived_count > 0 );
// for this wing, strip it down to nothing. Let the parse object ocde recreate the
// wing from the parse objects, then bash any weapons, etc for player wings. We need
// to do this because we might actually wind up with > MAX_SHIPS_PER_WING if we
// don't delete them all first, and have a > 0 threshold, and are on something other
// than the first wave. Only do this for non-player wings.
nprintf(("Network", "Clearing %s -- %d ships\n", wingp->name, wingp->current_count));
for ( i = 0; i < wingp->current_count; i++ ) {
int index, objnum;
index = wingp->ship_index[i];
Assert( index != -1 );
objnum = Ships[index].objnum;
Assert( objnum != -1 );
// delete the object since we are filling the wing again anyway.
obj_delete( objnum );
Objects[objnum].net_signature = 0; // makes this object "invalid" until dead.
if ( Objects[objnum].type == OBJ_GHOST ) {
nprintf(("Network", "Marking ghost objnum %d as dead\n", objnum));
Objects[objnum].flags |= OF_SHOULD_BE_DEAD;
}
Ingame_ships_to_delete[index] = 0; // be sure that this guy doesn't get deleted, since we already deleted it
wingp->ship_index[i] = -1;
}
wingp->current_count = 0;
wingp->total_arrived_count = 0;
// now, recreate all the ships needed
for (i = 0; i < current_count; i++ ) {
int which_one, team, slot_index, specific_instance;
ship *shipp;
object *objp;
GET_DATA( signature );
// assign which_one to be the given signature - wing's base signature. This let's us
// know which ship to create (i.e. the total_arrivel_count);
which_one = signature - wingp->net_signature;
Assert( (which_one >= 0) && (which_one < (wingp->net_signature + (wingp->wave_count*wingp->num_waves))) );
wingp->total_arrived_count = (ushort)which_one;
// determine which ship in the ahip arrival list this guy is. It is a 0 based index
specific_instance = which_one % wingp->wave_count;
// call parse_wing_create_ships making sure that we only ever create 1 ship at a time. We don't
// want parse_wing_create_ships() to assign network signature either. We will directly
// assign it here.
wingp->current_wave = 0; // make it the first wave. Ensures that ships don't get removed off the list
parse_wing_create_ships( wingp, 1, true, false, specific_instance );
shipnum = wingp->ship_index[wingp->current_count-1];
Ingame_ships_to_delete[shipnum] = 0; // "unmark" this ship so it doesn't get deleted.
// kind of stupid, but bash the name since it won't get recreated properly from
// the parse_wing_create_ships call.
shipp = &Ships[shipnum];
int ship_entry_index = ship_registry_get_index(shipp->ship_name);
Assertion(ship_entry_index >= 0, "Ship %s must be in the ship registry!", shipp->ship_name);
wing_bash_ship_name(shipp, wingp, which_one + 1);
// need to update the ship registry too
if (ship_entry_index >= 0)
ship_registry_rename(ship_entry_index, shipp->ship_name, true);
nprintf(("Network", "Created %s\n", shipp->ship_name));
objp = &Objects[shipp->objnum];
objp->net_signature = (ushort)(wingp->net_signature + which_one);
// get the team and slot. Team will be -1 when it isn't a part of player wing. So, if
// not -1, then be sure we have a valid slot, then change the ship type, etc.
multi_ts_get_team_and_slot(shipp->ship_name, &team, &slot_index);
if ( team != -1 ) {
Assert( slot_index != -1 );
// change the ship type and the weapons
change_ship_type(objp->instance, Wss_slots_teams[team][slot_index].ship_class);
wl_bash_ship_weapons(&shipp->weapons,&Wss_slots_teams[team][slot_index]);
// Be sure to mark this ship as as a could_be_player
obj_set_flags( objp, objp->flags | OF_COULD_BE_PLAYER );
objp->flags .remove(Object::Object_flags::Player_ship);
}
// if this is a player ship, make sure we find out who's it is and set their objnum accordingly
for( j = 0; j < MAX_PLAYERS; j++){
if(MULTI_CONNECTED(Net_players[j]) && (Net_players[j].player->objnum == signature)) {
Assert( team != -1 ); // to help trap errors!!!
nprintf(("Network", "Making %s ship for %s\n", Ships[shipnum].ship_name, Net_players[j].player->callsign));
multi_assign_player_ship( j, objp, Ships[shipnum].ship_info_index );
objp->flags .set(Object::Object_Flags::Player_ship);
objp->flags &= ~OF_COULD_BE_PLAYER;
break;
}
}
}
// we will have no ships in any wings at this point (we didn't create any when we loaded the
// mission). Set the current wave of this wing to be 1 less than was passed in since this value
// will get incremented in parse_wing_create_ships;
wingp->current_wave = current_wave;
wingp->total_arrived_count = total_arrived_count;
}
GET_DATA( p_type );
}
PACKET_SET_SIZE();
// if we have reached the end of the list change our network state
if ( p_type == INGAME_WING_LIST_EOL ) {
Net_player->state = NETPLAYER_STATE_INGAME_WINGS;
send_netplayer_update_packet();
// add some mission sync text
multi_common_add_text(XSTR("Wings packet (ingame)\n",684));
}
}
// function to send information about wings. We need to send enough information to let the client
// construct or reconstruct any wings in the mission. We will rely on the fact that the host wing array
// will exactly match the client wing array (in terms of number, and wing names)
void send_ingame_wings_packet( net_player *player )
{
ubyte data[MAX_PACKET_SIZE];
ubyte p_type;
int packet_size, i;
ubyte what;
BUILD_HEADER( WINGS_INGAME_PACKET );
// iterate through the wings list
for ( i = 0; i < Num_wings; i++ ) {
wing *wingp;
wingp = &Wings[i];
p_type = INGAME_WING_NEXT;
ADD_DATA( p_type );
ADD_DATA( i );
// add wing data that the client needs. There are several conditions to send to clients:
//
// 1. wing hasn't arrived -- total_arrived_count will be 0
// 2. wing is done (or currently departing)
// 3. wing is present (any wave, any number of ships).
//
// 1 and 2 are easy to handle. (3) is the hardest.
if ( wingp->total_arrived_count == 0 ) {
what = INGAME_WING_NOT_ARRIVED;
ADD_DATA( what );
} else if ( wingp->flags & (WF_WING_GONE | WF_WING_DEPARTING) ) {
what = INGAME_WING_DEPARTED;
ADD_DATA( what );
} else {
int j;
// include to code to possibly send more wing data here in this part of the if/else
// chain. We can do this because MAX_WINGS * 8 (8 being the number of byte for a minimum
// description of a wing) is always less than MAX_PACKET_SIZE. Checking here ensures that
// we have enough space for *this* wing in the packet, and not the largest wing. The
// formula below looks at number of ships in the wing, the name length, length of the signature,
// and the size of the bytes added before the ship names. 32 accounts for a little slop
if ( packet_size > (MAX_PACKET_SIZE - (wingp->current_count * (NAME_LENGTH+2) + 32)) ) {
p_type = INGAME_WING_LIST_EOP;
ADD_DATA( p_type );
multi_io_send_reliable(player, data, packet_size);
BUILD_HEADER( WINGS_INGAME_PACKET );
}
what = INGAME_WING_PRESENT;
ADD_DATA( what );
ADD_DATA( wingp->total_arrived_count );
ADD_DATA( wingp->current_count );
ADD_DATA( wingp->current_wave );
// add the ship name and net signature of all ships currently in the wing.
for ( j = 0; j < wingp->current_count; j++ ) {
ship *shipp;
shipp = &Ships[wingp->ship_index[j]];
//ADD_STRING( shipp->ship_name );
ADD_DATA( Objects[shipp->objnum].net_signature );
}
}
}
p_type = INGAME_WING_LIST_EOL;
ADD_DATA( p_type );
multi_io_send_reliable(player, data, packet_size);
}
*/
// send a request or a reply regarding ingame join ship choice
void send_ingame_ship_request_packet(int code,int rdata,net_player *pl)
{
ubyte data[MAX_PACKET_SIZE],val;
ship *shipp;
int i, packet_size = 0;
ushort signature;
p_object *pobj;
short sval;
// add the data
BUILD_HEADER(INGAME_SHIP_REQUEST);
// add the code
ADD_INT(code);
// add any code specific data
switch(code){
case INGAME_SR_REQUEST:
// add the net signature of the ship we're requesting
signature = (ushort)rdata;
ADD_USHORT( signature );
break;
case INGAME_SR_CONFIRM:
// get a pointer to the ship
shipp = &Ships[Objects[rdata].instance];
// add the most recent position and orientation for the requested ship
ADD_VECTOR(Objects[rdata].pos);
ADD_ORIENT(Objects[rdata].orient);
ADD_INT( Missiontime ); // NOTE: this is a long so careful with swapping in 64-bit platforms - taylor
// add the # of respawns this ship has left
pobj = mission_parse_get_arrival_ship( Objects[rdata].net_signature );
Assert(pobj != NULL);
ADD_UINT(pobj->respawn_count);
// add the ships ets settings
val = (ubyte)shipp->weapon_recharge_index;
ADD_DATA(val);
val = (ubyte)shipp->shield_recharge_index;
ADD_DATA(val);
val = (ubyte)shipp->engine_recharge_index;
ADD_DATA(val);
// add current primary and secondary banks, and add link status
val = (ubyte)shipp->weapons.current_primary_bank;
ADD_DATA(val);
val = (ubyte)shipp->weapons.current_secondary_bank;
ADD_DATA(val);
// add the current ammo count for primary banks
val = (ubyte)shipp->weapons.num_primary_banks; // for sanity checking
ADD_DATA(val);
for ( i = 0; i < shipp->weapons.num_primary_banks; i++ ) {
sval = static_cast<short>(shipp->weapons.primary_bank_ammo[i]);
ADD_SHORT(sval);
}
// add the current ammo count for secondary banks;
val = (ubyte)shipp->weapons.num_secondary_banks; // for sanity checking
ADD_DATA(val);
for ( i = 0; i < shipp->weapons.num_secondary_banks; i++ ) {
sval = static_cast<short>(shipp->weapons.secondary_bank_ammo[i]);
ADD_SHORT(sval);
}
// add the link status of weapons
// primary link status
val = 0;
if(shipp->flags[Ship::Ship_Flags::Primary_linked]){
val |= (1<<0);
}
if(shipp->flags[Ship::Ship_Flags::Secondary_dual_fire]){
val |= (1<<1);
}
ADD_DATA(val);
// now that we have multilock missiles tracked by the ship object, we need to clear this
// on the server to be safe.
shipp->missile_locks.clear();
break;
}
// send the packet
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
Assert(pl != NULL);
multi_io_send_reliable(pl, data, packet_size);
} else {
multi_io_send_reliable(Net_player, data, packet_size);
}
// if this is a confirm to a player -- send data to the other players in the game telling them
if ( (code == INGAME_SR_CONFIRM) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) ) {
int player_num;
player_num = NET_PLAYER_NUM(pl);
code = INGAME_PLAYER_CHOICE;
BUILD_HEADER(INGAME_SHIP_REQUEST);
ADD_INT(code);
ADD_INT(player_num);
ADD_USHORT(Objects[rdata].net_signature);
for (i = 0; i < MAX_PLAYERS; i++ ) {
if(MULTI_CONNECTED(Net_players[i]) && (&Net_players[i] != Net_player) && (i != player_num) ) {
multi_io_send_reliable(&Net_players[i], data, packet_size);
}
}
}
}
// function to validate all players in the game according to their team select index. If discrepancies
// are found, this function should be able to fix them up.
void multi_ingame_validate_players()
{
int i;
for ( i = 0; i < MAX_PLAYERS; i++ ) {
if( MULTI_CONNECTED(Net_players[i]) && (Net_player != &Net_players[i]) && !MULTI_STANDALONE(Net_players[i]) ) {
char ship_name[NAME_LENGTH];
int shipnum, objnum, player_objnum;
player_objnum = Net_players[i].m_player->objnum;
if ( (Objects[player_objnum].type != OBJ_SHIP) && (Objects[player_objnum].type != OBJ_GHOST) ) {
Int3();
}
multi_ts_get_shipname( ship_name, Net_players[i].p_info.team, Net_players[i].p_info.ship_index );
Assert( ship_name != NULL );
shipnum = ship_name_lookup( ship_name );
if ( shipnum == -1 ) {
// ship could be respawning
continue;
}
objnum = Ships[shipnum].objnum;
Assert( objnum != -1 );
// if this guy's objnum isn't a ship, then it should proably be a ghost!!
if ( Objects[objnum].type == OBJ_SHIP ) {
if ( objnum != Net_players[i].m_player->objnum ) {
Int3();
Net_players[i].m_player->objnum = objnum;
}
} else {
Assert( Objects[objnum].type == OBJ_GHOST );
}
}
}
}
// process an ingame ship request packet
void process_ingame_ship_request_packet(ubyte *data, header *hinfo)
{
int code;
object *objp;
int offset = HEADER_LENGTH;
int team, slot_index, i;
uint respawn_count;
ubyte val, num_secondary_banks, num_primary_banks;
p_object *pobj;
int player_num;
short sval;
fix mission_time;
int shield_ets, weapon_ets, engine_ets;
// get the code
GET_INT(code);
switch(code){
// a request for a ship from an ingame joiner
case INGAME_SR_REQUEST:
ushort sig_request;
// lookup the player and make sure he doesn't already have an objnum (along with possible error conditions)
GET_USHORT(sig_request);
PACKET_SET_SIZE();
player_num = find_player_index(hinfo->id);
if(player_num == -1){
nprintf(("Network","Received ingame ship request packet from unknown player!!\n"));
break;
}
// make sure this player doesn't already have an object
Assert(MULTI_CONNECTED(Net_players[player_num]));
if(Net_players[player_num].m_player->objnum != -1){
send_ingame_ship_request_packet(INGAME_SR_DENY,0,&Net_players[player_num]);
break;
}
// try and find the object
objp = NULL;
objp = multi_get_network_object(sig_request);
if(objp == NULL || !(objp->flags[Object::Object_Flags::Could_be_player])){
send_ingame_ship_request_packet(INGAME_SR_DENY,0,&Net_players[player_num]);
break;
}
// Assign the player this objnum and ack him
Net_players[player_num].m_player->objnum = OBJ_INDEX(objp);
Net_players[player_num].state = NETPLAYER_STATE_IN_MISSION; // since he'll do this anyway...
Net_players[player_num].flags &= ~(NETINFO_FLAG_INGAME_JOIN);
multi_assign_player_ship( player_num, objp, Ships[objp->instance].ship_info_index );
// update his ets and link status stuff
multi_server_update_player_weapons(&Net_players[player_num],&Ships[objp->instance]);
objp->flags.remove(Object::Object_Flags::Could_be_player);
objp->flags.set(Object::Object_Flags::Player_ship);
// remove any potentially problemantic AI only flags.
Ai_info[Ships[objp->instance].ai_index].ai_flags.remove(AI::AI_Flags::Formation_object);
// send a player settings packet to update all other players of this guy's final choices
send_player_settings_packet();
// initialize datarate limiting for this guy
multi_oo_rate_init(&Net_players[player_num]);
// ack him
send_ingame_ship_request_packet(INGAME_SR_CONFIRM,OBJ_INDEX(objp),&Net_players[player_num]);
// clear my ingame join flag so that others may join
Netgame.flags &= ~NG_FLAG_INGAME_JOINING;
// clear his net stats
scoring_level_init( &(Net_players[player_num].m_player->stats) );
break;
// a denial for the ship we requested from the server
case INGAME_SR_DENY :
PACKET_SET_SIZE();
// set this to 0 so we can pick again
Multi_ingame_join_sig = 0;
// display a popup
popup(PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON,1,POPUP_OK,XSTR("You have been denied the requested ship",686));
break;
// a confirmation that we can use the selected ship
case INGAME_SR_CONFIRM: {
// object *temp_objp;
// delete the ship this ingame joiner was using. Unassign Player_obj so that this object
// doesn't become a ghost.
// temp_objp = Player_obj;
// Player_obj = NULL;
// obj_delete( OBJ_INDEX(temp_objp) );
// get the object itself
objp = multi_get_network_object(Multi_ingame_join_sig);
Assert(objp != NULL);
// get its most recent position and orientation
GET_VECTOR(objp->pos);
GET_ORIENT(objp->orient);
GET_INT(mission_time);
GET_UINT( respawn_count );
// tell the server I'm in the mission
Net_player->state = NETPLAYER_STATE_IN_MISSION;
send_netplayer_update_packet();
// setup our object
Net_player->m_player->objnum = OBJ_INDEX(objp);
Player_obj = objp;
Player_obj->flags.remove(Object::Object_Flags::Could_be_player);
Player_obj->flags.set(Object::Object_Flags::Player_ship);
Player_obj->flags.set(Object::Object_Flags::Physics);
multi_assign_player_ship( MY_NET_PLAYER_NUM, objp, Ships[objp->instance].ship_info_index );
// must change the ship type and weapons. An ingame joiner know about the default class
// and weapons for a ship, but these could have changed.
multi_ts_get_team_and_slot(Player_ship->ship_name, &team, &slot_index);
Assert( team != -1 );
Assert( slot_index != -1 );
change_ship_type(objp->instance, Wss_slots_teams[team][slot_index].ship_class);
wl_bash_ship_weapons(&Player_ship->weapons,&Wss_slots_teams[team][slot_index]);
// get the parse object for it and assign the respawn count
pobj = mission_parse_get_arrival_ship( objp->net_signature );
Assert(pobj != NULL);
pobj->respawn_count = respawn_count;
// get the ships ets settings
GET_DATA(val);
weapon_ets = val;
GET_DATA(val);
shield_ets = val;
GET_DATA(val);
engine_ets = val;
set_recharge_rates(objp, shield_ets, weapon_ets, engine_ets);
// get current primary and secondary banks, and add link status
GET_DATA(val);
Player_ship->weapons.current_primary_bank = val;
GET_DATA(val);
Player_ship->weapons.current_secondary_bank = val;
// primary bank ammo data
GET_DATA( num_primary_banks );
Player_ship->weapons.num_primary_banks = num_primary_banks;
for ( i = 0; i < Player_ship->weapons.num_primary_banks; i++ ) {
GET_SHORT(sval);
Player_ship->weapons.primary_bank_ammo[i] = sval;
}
// secondary bank ammo data
GET_DATA( num_secondary_banks );
Player_ship->weapons.num_secondary_banks = num_secondary_banks;
for ( i = 0; i < Player_ship->weapons.num_secondary_banks; i++ ) {
GET_SHORT(sval);
Player_ship->weapons.secondary_bank_ammo[i] = sval;
}
// get the link status of weapons
GET_DATA(val);
if(val & (1<<0)){
Player_ship->flags.set(Ship::Ship_Flags::Primary_linked);
}
if(val & (1<<1)){
Player_ship->flags.set(Ship::Ship_Flags::Secondary_dual_fire);
}
PACKET_SET_SIZE();
// be sure that this ships current primary/secondary weapons are valid. Easiest is to just
// bash the values to 0!
/*
if ( Player_ship->weapons.current_primary_bank == -1 )
Player_ship->weapons.current_primary_bank = 0;
if ( Player_ship->weapons.current_secondary_bank == -1 )
Player_ship->weapons.current_secondary_bank = 0;
*/
Net_player->flags &= ~(NETINFO_FLAG_INGAME_JOIN);
// clear all object collision pairs, then add myself to the list
extern void obj_reset_all_collisions();
obj_reset_all_collisions();
// obj_reset_pairs();
// obj_add_pairs( OBJ_INDEX(Player_obj) );
// use server time to sync up mission time and multi timer, taking average ping into account
float fl_mission_time = f2fl(mission_time);
auto ping_offset = static_cast<float>(Netgame.server->s_info.ping.ping_avg / 2000.0f); // half avg ping in seconds
fl_mission_time += ping_offset;
timestamp_offset_mission_time(fl_mission_time);
Multi_Timing_Info.in_game_set_skip_time(fl_mission_time);
mission_hotkey_set_defaults();
//multi_ingame_validate_players();
// jump into the mission
// NOTE : we check this flag because its possible that the player could have received an endgame packet in the same
// frame as getting this confirmation. In that case, he should be quitting to the main menu. We must not make
// him continue on into the mission
if(!multi_endgame_ending()){
gameseq_post_event(GS_EVENT_ENTER_GAME);
}
break;
}
case INGAME_PLAYER_CHOICE: {
ushort net_signature;
// get the player number of this guy, and the net signature of the ship he has chosen
GET_INT(player_num);
GET_USHORT(net_signature);
PACKET_SET_SIZE();
objp = multi_get_network_object(net_signature);
if ( objp == NULL ) {
// bogus!!! couldn't find the object -- we cannot connect his -- this is really bad!!!
nprintf(("Network", "Couldn't find ship for ingame joiner %s\n", Net_players[player_num].m_player->callsign));
break;
}
objp->flags.set(Object::Object_Flags::Player_ship);
objp->flags.remove(Object::Object_Flags::Could_be_player);
multi_assign_player_ship( player_num, objp, Ships[objp->instance].ship_info_index );
break;
}
}
}
// --------------------------------------------------------------------------------------------------
// INGAME JOIN FORWARD DEFINITIONS
//
void multi_ingame_send_ship_update(net_player *p)
{
// go through the list and send all ships which are mark as OF_COULD_BE_PLAYER
for (auto moveup: list_range(&Ship_obj_list)) {
if (Objects[moveup->objnum].flags[Object::Object_Flags::Should_be_dead])
continue;
//Make sure the object can be a player and is on the same team as this guy
if(Objects[moveup->objnum].flags[Object::Object_Flags::Could_be_player] && Objects[moveup->objnum].type == OBJ_SHIP && obj_team(&Objects[moveup->objnum]) == p->p_info.team){
// send the update
send_ingame_ship_update_packet(p,&Ships[Objects[moveup->objnum].instance]);
}
}
}
// for now, I guess we'll just send hull and shield % values
void send_ingame_ship_update_packet(net_player *p,ship *sp)
{
ubyte data[MAX_PACKET_SIZE];
object *objp;
int idx;
int packet_size = 0;
float f_tmp;
BUILD_HEADER(INGAME_SHIP_UPDATE);
// just send net signature, flags and shield and hull percentages
objp = &Objects[sp->objnum];
ADD_USHORT(objp->net_signature);
// flags
SCP_vector<ubyte> obj_flags_out;
objp->flags.to_ubyte_vector(obj_flags_out);
Assertion(obj_flags_out.size() <= 255, "FSO thinks there are too many object flags to send over multiplayer, specifically %d * 8. Please report!", static_cast<int>(obj_flags_out.size()));
auto temp_size = static_cast<ubyte>(obj_flags_out.size());
// Add flag entries
ADD_DATA(temp_size);
for (auto& entry : obj_flags_out){
ADD_DATA(entry);
}
int n_quadrants = static_cast<int>(objp->shield_quadrant.size());
ADD_INT(n_quadrants);
ADD_FLOAT(objp->hull_strength);
// shield percentages
for(idx=0; idx<n_quadrants; idx++){
f_tmp = objp->shield_quadrant[idx];
ADD_FLOAT(f_tmp);
}
multi_io_send_reliable(p, data, packet_size);
}
void process_ingame_ship_update_packet(ubyte *data, header *hinfo)
{
int offset;
float garbage;
int idx;
int n_quadrants;
ushort net_sig;
object *lookup;
float f_tmp;
offset = HEADER_LENGTH;
// get the net sig for the ship and do a lookup
GET_USHORT(net_sig);
// retrieve object flags
ubyte temp_size, temp;
SCP_vector<ubyte> flags_final;
GET_DATA(temp_size);
for (size_t i = 0; i < temp_size; i++){
GET_DATA(temp);
flags_final.push_back(temp);
}
GET_INT(n_quadrants);
// get the object
lookup = multi_get_network_object(net_sig);
if(lookup == NULL){
// read in garbage values if we can't find the ship
nprintf(("Network","Got ingame ship update for unknown object\n"));
GET_FLOAT(garbage);
for(idx=0;idx<n_quadrants;idx++){
GET_FLOAT(garbage);
}
PACKET_SET_SIZE();
return;
}
// otherwise read in the ship values
lookup->flags.set_from_vector(flags_final);
GET_FLOAT(lookup->hull_strength);
for(idx=0;idx<n_quadrants;idx++){
GET_FLOAT(f_tmp);
lookup->shield_quadrant[idx] = f_tmp;
}
PACKET_SET_SIZE();
}