Files
fs2open.github.com/code/network/multi_options.cpp
T

912 lines
25 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.
*
*/
/*
* $Logfile: /Freespace2/code/Network/multi_options.cpp $
* $Revision: 2.10 $
* $Date: 2006-04-20 06:32:15 $
* $Author: Goober5000 $
*
* $Log: not supported by cvs2svn $
* Revision 2.9 2005/10/10 17:21:07 taylor
* remove NO_NETWORK
*
* Revision 2.8 2005/07/13 03:35:32 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.7 2005/03/02 21:18:19 taylor
* better support for Inferno builds (in PreProcDefines.h now, no networking support)
* make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX
* revert a timeout in Client.h back to the original value before Linux merge
*
* Revision 2.6 2005/02/04 10:12:31 taylor
* merge with Linux/OSX tree - p0204
*
* Revision 2.5 2004/07/26 20:47:42 Kazan
* remove MCD complete
*
* Revision 2.4 2004/07/12 16:32:57 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.3 2004/03/05 09:02:02 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.2 2002/08/01 01:41:08 penguin
* The big include file move
*
* Revision 2.1 2002/07/22 01:22:25 penguin
* Linux port -- added NO_STANDALONE ifdefs
*
* Revision 2.0 2002/06/03 04:02:26 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:11 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 22 8/27/99 12:32a Dave
* Allow the user to specify a local port through the launcher.
*
* 21 8/22/99 1:19p Dave
* Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
* which d3d cards are detected.
*
* 20 8/04/99 6:01p Dave
* Oops. Make sure standalones log in.
*
* 19 7/09/99 9:51a Dave
* Added thick polyline code.
*
* 18 5/03/99 8:32p Dave
* New version of multi host options screen.
*
* 17 4/25/99 7:43p Dave
* Misc small bug fixes. Made sun draw properly.
*
* 16 4/20/99 6:39p Dave
* Almost done with artillery targeting. Added support for downloading
* images on the PXO screen.
*
* 15 3/10/99 6:50p Dave
* Changed the way we buffer packets for all clients. Optimized turret
* fired packets. Did some weapon firing optimizations.
*
* 14 3/09/99 6:24p Dave
* More work on object update revamping. Identified several sources of
* unnecessary bandwidth.
*
* 13 3/08/99 7:03p Dave
* First run of new object update system. Looks very promising.
*
* 12 2/21/99 6:01p Dave
* Fixed standalone WSS packets.
*
* 11 2/19/99 2:55p Dave
* Temporary checking to report the winner of a squad war match.
*
* 10 2/12/99 6:16p Dave
* Pre-mission Squad War code is 95% done.
*
* 9 2/11/99 3:08p Dave
* PXO refresh button. Very preliminary squad war support.
*
* 8 11/20/98 11:16a Dave
* Fixed up IPX support a bit. Making sure that switching modes and
* loading/saving pilot files maintains proper state.
*
* 7 11/19/98 4:19p Dave
* Put IPX sockets back in psnet. Consolidated all multiplayer config
* files into one.
*
* 6 11/19/98 8:03a Dave
* Full support for D3-style reliable sockets. Revamped packet lag/loss
* system, made it receiver side and at the lowest possible level.
*
* 5 11/17/98 11:12a Dave
* Removed player identification by address. Now assign explicit id #'s.
*
* 4 10/13/98 9:29a Dave
* Started neatening up freespace.h. Many variables renamed and
* reorganized. Added AlphaColors.[h,cpp]
*
* 3 10/07/98 6:27p Dave
* Globalized mission and campaign file extensions. Removed Silent Threat
* special code. Moved \cache \players and \multidata into the \data
* directory.
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:50a Dave
*
* 20 9/10/98 1:17p Dave
* Put in code to flag missions and campaigns as being MD or not in Fred
* and FreeSpace. Put in multiplayer support for filtering out MD
* missions. Put in multiplayer popups for warning of non-valid missions.
*
* 19 7/07/98 2:49p Dave
* UI bug fixes.
*
* 18 6/04/98 11:04a Allender
* object update level stuff. Don't reset to high when becoming an
* observer of any type. default to low when guy is a dialup customer
*
* 17 5/24/98 3:45a Dave
* Minor object update fixes. Justify channel information on PXO. Add a
* bunch of configuration stuff for the standalone.
*
* 16 5/19/98 1:35a Dave
* Tweaked pxo interface. Added rankings url to pxo.cfg. Make netplayer
* local options update dynamically in netgames.
*
* 15 5/08/98 5:05p Dave
* Go to the join game screen when quitting multiplayer. Fixed mission
* text chat bugs. Put mission type symbols on the create game list.
* Started updating standalone gui controls.
*
* 14 5/06/98 12:36p Dave
* Make sure clients can leave the debrief screen easily at all times. Fix
* respawn count problem.
*
* 13 5/03/98 7:04p Dave
* Make team vs. team work mores smoothly with standalone. Change how host
* interacts with standalone for picking missions. Put in a time limit for
* ingame join ship select. Fix ingame join ship select screen for Vasudan
* ship icons.
*
* 12 5/03/98 2:52p Dave
* Removed multiplayer furball mode.
*
* 11 4/23/98 6:18p Dave
* Store ETS values between respawns. Put kick feature in the text
* messaging system. Fixed text messaging system so that it doesn't
* process or trigger ship controls. Other UI fixes.
*
* 10 4/22/98 5:53p Dave
* Large reworking of endgame sequencing. Updated multi host options
* screen for new artwork. Put in checks for host or team captains leaving
* midgame.
*
* 9 4/16/98 11:39p Dave
* Put in first run of new multiplayer options screen. Still need to
* complete final tab.
*
* 8 4/13/98 4:50p Dave
* Maintain status of weapon bank/links through respawns. Put # players on
* create game mission list. Make observer not have engine sounds. Make
* oberver pivot point correct. Fixed respawn value getting reset every
* time host options screen started.
*
* 7 4/09/98 11:01p Dave
* Put in new multi host options screen. Tweaked multiplayer options a
* bit.
*
* 6 4/09/98 5:43p Dave
* Remove all command line processing from the demo. Began work fixing up
* the new multi host options screen.
*
* 5 4/06/98 6:37p Dave
* Put in max_observers netgame server option. Make sure host is always
* defaulted to alpha 1 or zeta 1. Changed create game so that MAX_PLAYERS
* can always join but need to be kicked before commit can happen. Put in
* support for server ending a game and notifying clients of a special
* condition.
*
* 4 4/04/98 4:22p Dave
* First rev of UDP reliable sockets is done. Seems to work well if not
* overly burdened.
*
* 3 4/03/98 1:03a Dave
* First pass at unreliable guaranteed delivery packets.
*
* 2 3/31/98 4:51p Dave
* Removed medals screen and multiplayer buttons from demo version. Put in
* new pilot popup screen. Make ships in mp team vs. team have proper team
* ids. Make mp respawns a permanent option saved in the player file.
*
* 1 3/30/98 6:24p Dave
*
*
* $NoKeywords: $
*/
#include "cmdline/cmdline.h"
#include "osapi/osregistry.h"
#include "network/multi.h"
#include "network/multimsgs.h"
#include "network/multi_oo.h"
#include "freespace2/freespace.h"
#include "network/stand_gui.h"
#include "network/multiutil.h"
#include "network/multi_voice.h"
#include "network/multi_options.h"
#include "network/multi_team.h"
#include "mission/missioncampaign.h"
#include "mission/missionparse.h"
#include "parse/parselo.h"
#include "playerman/player.h"
#include "cfile/cfile.h"
// ----------------------------------------------------------------------------------
// MULTI OPTIONS DEFINES/VARS
//
// packet codes
#define MULTI_OPTION_SERVER 0 // server update follows
#define MULTI_OPTION_LOCAL 1 // local netplayer options follow
#define MULTI_OPTION_START_GAME 2 // host's start game options on the standalone server
#define MULTI_OPTION_MISSION 3 // host's mission selection stuff on a standalone server
// global options
#define MULTI_CFG_FILE NOX("multi.cfg")
multi_global_options Multi_options_g;
char Multi_options_proxy[512] = "";
ushort Multi_options_proxy_port = 0;
// ----------------------------------------------------------------------------------
// MULTI OPTIONS FUNCTIONS
//
// load in the config file
#define NEXT_TOKEN() do { tok = strtok(NULL, "\n"); if(tok != NULL){ drop_leading_white_space(tok); drop_trailing_white_space(tok); } } while(0);
#define SETTING(s) ( !stricmp(tok, s) )
void multi_options_read_config()
{
CFILE *in;
char str[512];
char *tok = NULL;
// set default value for the global multi options
memset(&Multi_options_g, 0, sizeof(multi_global_options));
Multi_options_g.protocol = NET_TCP;
// do we have a forced port via commandline or registry?
ushort forced_port = (ushort)os_config_read_uint(NULL, "ForcePort", 0);
Multi_options_g.port = (Cmdline_network_port >= 0) ? (ushort)Cmdline_network_port : forced_port == 0 ? (ushort)DEFAULT_GAME_PORT : forced_port;
Multi_options_g.log = (Cmdline_multi_log) ? 1 : 0;
Multi_options_g.datarate_cap = OO_HIGH_RATE_DEFAULT;
strcpy(Multi_options_g.user_tracker_ip, "");
strcpy(Multi_options_g.game_tracker_ip, "");
strcpy(Multi_options_g.pxo_ip, "");
strcpy(Multi_options_g.pxo_rank_url, "");
strcpy(Multi_options_g.pxo_create_url, "");
strcpy(Multi_options_g.pxo_verify_url, "");
strcpy(Multi_options_g.pxo_banner_url, "");
// standalone values
Multi_options_g.std_max_players = -1;
Multi_options_g.std_datarate = OBJ_UPDATE_HIGH;
Multi_options_g.std_voice = 1;
memset(Multi_options_g.std_passwd, 0, STD_PASSWD_LEN);
memset(Multi_options_g.std_pname, 0, STD_NAME_LEN);
Multi_options_g.std_framecap = 30;
// read in the config file
in = cfopen(MULTI_CFG_FILE, "rt", CFILE_NORMAL, CF_TYPE_DATA);
// if we failed to open the config file, user default settings
if(in == NULL){
nprintf(("Network","Failed to open network config file, using default settings\n"));
return;
}
while(!cfeof(in)){
// read in the game info
memset(str,0,512);
cfgets(str,512,in);
// parse the first line
tok = strtok(str," \t");
// check the token
if(tok != NULL){
drop_leading_white_space(tok);
drop_trailing_white_space(tok);
} else {
continue;
}
#ifndef NO_STANDALONE
// all possible options
// only standalone cares about the following options
if(Is_standalone){
if(SETTING("+pxo")){
// setup PXO mode
NEXT_TOKEN();
if(tok != NULL){
// whee!
}
} else
if(SETTING("+name")){
// set the standalone server's permanent name
NEXT_TOKEN();
if(tok != NULL){
strncpy(Multi_options_g.std_pname, tok, STD_NAME_LEN);
}
} else
if(SETTING("+no_voice")){
// standalone won't allow voice transmission
Multi_options_g.std_voice = 0;
} else
if(SETTING("+max_players")){
// set the max # of players on the standalone
NEXT_TOKEN();
if(tok != NULL){
if(!((atoi(tok) < 1) || (atoi(tok) > MAX_PLAYERS))){
Multi_options_g.std_max_players = atoi(tok);
}
}
} else
if(SETTING("+ban")){
// ban a player
NEXT_TOKEN();
if(tok != NULL){
std_add_ban(tok);
}
} else
if(SETTING("+passwd")){
// set the standalone host password
NEXT_TOKEN();
if(tok != NULL){
strncpy(Multi_options_g.std_passwd, tok, STD_PASSWD_LEN);
#ifdef _WIN32
// yuck
extern HWND Multi_std_host_passwd;
SetWindowText(Multi_std_host_passwd, Multi_options_g.std_passwd);
#else
// TODO: get password ?
// argh, gonna have to figure out how to do this - mharris 07/07/2002
#endif
}
} else
if(SETTING("+low_update")){
// set standalone to low updates
Multi_options_g.std_datarate = OBJ_UPDATE_LOW;
} else
if(SETTING("+med_update")){
// set standalone to medium updates
Multi_options_g.std_datarate = OBJ_UPDATE_MEDIUM;
} else
if(SETTING("+high_update")){
// set standalone to high updates
Multi_options_g.std_datarate = OBJ_UPDATE_HIGH;
} else
if(SETTING("+lan_update")){
// set standalone to high updates
Multi_options_g.std_datarate = OBJ_UPDATE_LAN;
}
}
#endif
// common to all modes
if(SETTING("+user_server")){
// ip addr of user tracker
NEXT_TOKEN();
if(tok != NULL){
strcpy(Multi_options_g.user_tracker_ip, tok);
}
} else
if(SETTING("+game_server")){
// ip addr of game tracker
NEXT_TOKEN();
if(tok != NULL){
strcpy(Multi_options_g.game_tracker_ip, tok);
}
} else
if(SETTING("+chat_server")){
// ip addr of pxo chat server
NEXT_TOKEN();
if(tok != NULL){
strcpy(Multi_options_g.pxo_ip, tok);
}
} else
if(SETTING("+rank_url")){
// url of pilot rankings page
NEXT_TOKEN();
if(tok != NULL){
strcpy(Multi_options_g.pxo_rank_url, tok);
}
} else
if(SETTING("+create_url")){
// url of pxo account create page
NEXT_TOKEN();
if(tok != NULL){
strcpy(Multi_options_g.pxo_create_url, tok);
}
} else
if(SETTING("+verify_url")){
// url of pxo account verify page
NEXT_TOKEN();
if(tok != NULL){
strcpy(Multi_options_g.pxo_verify_url, tok);
}
} else
if(SETTING("+banner_url")){
// url of pxo account verify page
NEXT_TOKEN();
if(tok != NULL){
strcpy(Multi_options_g.pxo_banner_url, tok);
}
} else
if(SETTING("+datarate")){
// set the max datarate for high updates
NEXT_TOKEN();
if(tok != NULL){
if(atoi(tok) >= 4000){
Multi_options_g.datarate_cap = atoi(tok);
}
}
}
if(SETTING("+http_proxy")){
// get the proxy server
NEXT_TOKEN();
if(tok != NULL){
char *ip = strtok(tok, ":");
if(ip != NULL){
strcpy(Multi_options_proxy, ip);
}
ip = strtok(NULL, "");
if(ip != NULL){
Multi_options_proxy_port = (ushort)atoi(ip);
} else {
strcpy(Multi_options_proxy, "");
}
}
}
}
// close the config file
cfclose(in);
in = NULL;
}
// set netgame defaults
// NOTE : should be used when creating a newpilot
void multi_options_set_netgame_defaults(multi_server_options *options)
{
// any player can do squadmate messaging
options->squad_set = MSO_SQUAD_ANY;
// only the host can end the game
options->endgame_set = MSO_END_HOST;
// allow ingame file xfer and custom pilot pix
options->flags = (MSO_FLAG_INGAME_XFER | MSO_FLAG_ACCEPT_PIX);
// set the default time limit to be -1 (no limit)
options->mission_time_limit = fl2f(-1.0f);
// set the default max kills for a mission
options->kill_limit = 9999;
// set the default # of respawns
options->respawn = 2;
// set the default # of max observers
options->max_observers = 2;
// set the default netgame qos
options->voice_qos = 10;
// set the default token timeout
options->voice_token_wait = 2000; // he must wait 2 seconds between voice gets
// set the default max voice record time
options->voice_record_time = 5000;
}
// set local netplayer defaults
// NOTE : should be used when creating a newpilot
void multi_options_set_local_defaults(multi_local_options *options)
{
// accept pix by default and broadcast on the local subnet
options->flags = (MLO_FLAG_ACCEPT_PIX | MLO_FLAG_LOCAL_BROADCAST);
// set the object update level based on the type of network connection specified by the user
// at install (or launcher) time.
if ( Psnet_connection == NETWORK_CONNECTION_DIALUP ) {
options->obj_update_level = OBJ_UPDATE_LOW;
} else {
options->obj_update_level = OBJ_UPDATE_HIGH;
}
}
// fill in the passed netgame options struct with the data from my player file data (only host/server should do this)
void multi_options_netgame_load(multi_server_options *options)
{
if(options != NULL){
memcpy(options,&Player->m_server_options,sizeof(multi_server_options));
}
}
// fill in the passed local options struct with the data from my player file data (all machines except standalone should do this)
void multi_options_local_load(multi_local_options *options, net_player *pxo_pl)
{
if(options != NULL){
memcpy(options,&Player->m_local_options,sizeof(multi_local_options));
}
// stuff pxo squad info
if(pxo_pl != NULL){
strcpy(pxo_pl->p_info.pxo_squad_name, Multi_tracker_squad_name);
}
}
// add data from a multi_server_options struct
void add_server_options(ubyte *data, int *size, multi_server_options *mso)
{
int packet_size = *size;
multi_server_options mso_tmp;
memcpy(&mso_tmp, mso, sizeof(multi_server_options));
mso_tmp.flags = INTEL_INT(mso->flags);
mso_tmp.respawn = INTEL_INT(mso->respawn);
mso_tmp.voice_token_wait = INTEL_INT(mso->voice_token_wait);
mso_tmp.voice_record_time = INTEL_INT(mso->voice_record_time);
// mso_tmp.mission_time_limit = INTEL_INT(mso->mission_time_limit);
mso_tmp.kill_limit = INTEL_INT(mso->kill_limit);
ADD_DATA(mso_tmp);
*size = packet_size;
}
// add data from a multi_local_options struct
void add_local_options(ubyte *data, int *size, multi_local_options *mlo)
{
int packet_size = *size;
multi_local_options mlo_tmp;
memcpy(&mlo_tmp, mlo, sizeof(multi_local_options));
mlo_tmp.flags = INTEL_INT(mlo->flags);
mlo_tmp.obj_update_level = INTEL_INT(mlo->obj_update_level);
ADD_DATA(mlo_tmp);
*size = packet_size;
}
// get data from multi_server_options struct
void get_server_options(ubyte *data, int *size, multi_server_options *mso)
{
int offset = *size;
GET_DATA(*mso);
mso->flags = INTEL_INT(mso->flags);
mso->respawn = INTEL_INT(mso->respawn);
mso->voice_token_wait = INTEL_INT(mso->voice_token_wait);
mso->voice_record_time = INTEL_INT(mso->voice_record_time);
// mso->mission_time_limit = INTEL_INT(mso->mission_time_limit);
mso->kill_limit = INTEL_INT(mso->kill_limit);
*size = offset;
}
// get data from multi_local_options struct
void get_local_options(ubyte *data, int *size, multi_local_options *mlo)
{
int offset = *size;
GET_DATA(*mlo);
mlo->flags = INTEL_INT(mlo->flags);
mlo->obj_update_level = INTEL_INT(mlo->obj_update_level);
*size = offset;
}
// update everyone on the current netgame options
void multi_options_update_netgame()
{
ubyte data[MAX_PACKET_SIZE],code;
int packet_size = 0;
Assert(Net_player->flags & NETINFO_FLAG_GAME_HOST);
// build the header and add the opcode
BUILD_HEADER(OPTIONS_UPDATE);
code = MULTI_OPTION_SERVER;
ADD_DATA(code);
// add the netgame options
add_server_options(data, &packet_size, &Netgame.options);
// send the packet
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
multi_io_send_to_all_reliable(data, packet_size);
} else {
multi_io_send_reliable(Net_player, data, packet_size);
}
}
// update everyone with my local settings
void multi_options_update_local()
{
ubyte data[MAX_PACKET_SIZE],code;
int packet_size = 0;
// if i'm the server, don't do anything
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
return;
}
// build the header and add the opcode
BUILD_HEADER(OPTIONS_UPDATE);
code = MULTI_OPTION_LOCAL;
ADD_DATA(code);
// add the netgame options
add_local_options(data, &packet_size, &Net_player->p_info.options);
// send the packet
multi_io_send_reliable(Net_player, data, packet_size);
}
// update the standalone with the settings I have picked at the "start game" screen
void multi_options_update_start_game(netgame_info *ng)
{
ubyte data[MAX_PACKET_SIZE],code;
int packet_size = 0;
// should be a host on a standalone
Assert((Net_player->flags & NETINFO_FLAG_GAME_HOST) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER));
// build the header
BUILD_HEADER(OPTIONS_UPDATE);
code = MULTI_OPTION_START_GAME;
ADD_DATA(code);
// add the start game options
ADD_STRING(ng->name);
ADD_INT(ng->mode);
ADD_INT(ng->security);
// add mode-specific data
switch(ng->mode){
case NG_MODE_PASSWORD:
ADD_STRING(ng->passwd);
break;
case NG_MODE_RANK_ABOVE:
case NG_MODE_RANK_BELOW:
ADD_INT(ng->rank_base);
break;
}
// send to the standalone server
multi_io_send_reliable(Net_player, data, packet_size);
}
// update the standalone with the mission settings I have picked (mission filename, etc)
void multi_options_update_mission(netgame_info *ng, int campaign_mode)
{
ubyte data[MAX_PACKET_SIZE],code;
int packet_size = 0;
// should be a host on a standalone
Assert((Net_player->flags & NETINFO_FLAG_GAME_HOST) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER));
// build the header
BUILD_HEADER(OPTIONS_UPDATE);
code = MULTI_OPTION_MISSION;
ADD_DATA(code);
// type (coop or team vs. team)
ADD_INT(ng->type_flags);
// respawns
ADD_UINT(ng->respawn);
// add the mission/campaign filename
code = (ubyte)campaign_mode;
ADD_DATA(code);
if(campaign_mode){
ADD_STRING(ng->campaign_name);
} else {
ADD_STRING(ng->mission_name);
}
// send to the server
multi_io_send_reliable(Net_player, data, packet_size);
}
// ----------------------------------------------------------------------------------
// MULTI OPTIONS FUNCTIONS
//
// process an incoming multi options packet
void multi_options_process_packet(unsigned char *data, header *hinfo)
{
ubyte code;
multi_local_options bogus;
int idx,player_index;
char str[255];
int offset = HEADER_LENGTH;
// find out who is sending this data
player_index = find_player_id(hinfo->id);
// get the packet code
GET_DATA(code);
switch(code){
// get the start game options
case MULTI_OPTION_START_GAME:
Assert(Game_mode & GM_STANDALONE_SERVER);
// get the netgame name
GET_STRING(Netgame.name);
// get the netgame mode
GET_INT(Netgame.mode);
// get the security #
GET_INT(Netgame.security);
// get mode specific data
switch(Netgame.mode){
case NG_MODE_PASSWORD:
GET_STRING(Netgame.passwd);
break;
case NG_MODE_RANK_ABOVE:
case NG_MODE_RANK_BELOW:
GET_INT(Netgame.rank_base);
break;
}
#ifndef NO_STANDALONE
// update standalone stuff
std_connect_set_gamename(Netgame.name);
std_multi_update_netgame_info_controls();
#endif
break;
// get mission choice options
case MULTI_OPTION_MISSION:
netgame_info ng;
char title[NAME_LENGTH+1];
int campaign_type,max_players;
memset(&ng,0,sizeof(netgame_info));
Assert(Game_mode & GM_STANDALONE_SERVER);
// coop or team vs. team mode
GET_INT(ng.type_flags);
if((ng.type_flags & NG_TYPE_TEAM) && !(Netgame.type_flags & NG_TYPE_TEAM)){
multi_team_reset();
}
// if squad war was switched on
if((ng.type_flags & NG_TYPE_SW) && !(Netgame.type_flags & NG_TYPE_SW)){
mprintf(("STANDALONE TURNED ON SQUAD WAR!!\n"));
}
Netgame.type_flags = ng.type_flags;
// new respawn count
GET_UINT(Netgame.respawn);
// name string
memset(str,255,0);
GET_DATA(code);
// campaign mode
if(code){
GET_STRING(ng.campaign_name);
// set the netgame max players here if the filename has changed
if(strcmp(Netgame.campaign_name,ng.campaign_name)){
memset(title,0,NAME_LENGTH+1);
if(!mission_campaign_get_info(ng.campaign_name,title,&campaign_type,&max_players)){
Netgame.max_players = 0;
} else {
Netgame.max_players = max_players;
}
strcpy(Netgame.campaign_name,ng.campaign_name);
}
Netgame.campaign_mode = 1;
#ifndef NO_STANDALONE
// put brackets around the campaign name
if(Game_mode & GM_STANDALONE_SERVER){
strcpy(str,"(");
strcat(str,Netgame.campaign_name);
strcat(str,")");
std_multi_set_standalone_mission_name(str);
}
#endif
}
// non-campaign mode
else {
GET_STRING(ng.mission_name);
if(strcmp(Netgame.mission_name,ng.mission_name)){
if(strlen(ng.mission_name)){
Netgame.max_players = mission_parse_get_multi_mission_info( ng.mission_name );
} else {
// setting this to -1 will prevent us from being seen on the network
Netgame.max_players = -1;
}
strcpy(Netgame.mission_name,ng.mission_name);
strcpy(Game_current_mission_filename,Netgame.mission_name);
}
Netgame.campaign_mode = 0;
#ifndef NO_STANDALONE
// set the mission name
if(Game_mode & GM_STANDALONE_SERVER){
std_multi_set_standalone_mission_name(Netgame.mission_name);
}
#endif
}
send_netgame_update_packet();
break;
// get the netgame options
case MULTI_OPTION_SERVER:
get_server_options(data, &offset, &Netgame.options);
// if we're a standalone set for no sound, do so here
if((Game_mode & GM_STANDALONE_SERVER) && !Multi_options_g.std_voice){
Netgame.options.flags |= MSO_FLAG_NO_VOICE;
} else {
// maybe update the quality of sound
multi_voice_maybe_update_vars(Netgame.options.voice_qos,Netgame.options.voice_record_time);
}
// set the skill level
Game_skill_level = Netgame.options.skill_level;
if((Game_mode & GM_STANDALONE_SERVER) && !(Game_mode & GM_CAMPAIGN_MODE)){
Netgame.respawn = Netgame.options.respawn;
}
// if we have the "temp closed" flag toggle
if(Netgame.options.flags & MLO_FLAG_TEMP_CLOSED){
Netgame.flags ^= NG_FLAG_TEMP_CLOSED;
}
Netgame.options.flags &= ~(MLO_FLAG_TEMP_CLOSED);
// if i'm the standalone server, I should rebroadcast to all other players
if(Game_mode & GM_STANDALONE_SERVER){
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (&Net_players[idx] != &Net_players[player_index]) ){
multi_io_send_reliable(&Net_players[idx], data, offset);
}
}
send_netgame_update_packet();
}
break;
// local netplayer options
case MULTI_OPTION_LOCAL:
if(player_index == -1){
get_local_options(data, &offset, &bogus);
} else {
get_local_options(data, &offset, &Net_players[player_index].p_info.options);
}
break;
}
PACKET_SET_SIZE();
}