Files
fs2open.github.com/code/network/multi_campaign.cpp
T
Zacam 593be42e66 *drum roll* Pilot Code! Originated by taylor. Additional direct work by: The E, niffiwan, CommanderDJ, Pyro3D, Echelon9 (PVS-Studio), Karajorma and Eli2. (If I missed you, don't kill me.)
MASSIVE thanks to Mjn.Mixael and Blue Planet for tireless constant testing.
(It's still not perfect, but it probably wouldn't be where it is at without them)

Spans a lot from initial commit to AP Branch in r6835.

git-svn-id: svn://svn.icculus.org/fs2open/trunk@9561 387891d4-d844-0410-90c0-e4c51a9137d3
2013-03-18 20:26:06 +10:00

785 lines
21 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 <limits.h> // this is need even when not building debug!!
#include "gamesequence/gamesequence.h"
#include "network/multi.h"
#include "network/multiui.h"
#include "freespace2/freespace.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "popup/popup.h"
#include "network/multi_campaign.h"
#include "network/multi_endgame.h"
#include "network/stand_gui.h"
#include "mission/missiongoals.h"
#include "mission/missioncampaign.h"
#include "mission/missionparse.h"
// ------------------------------------------------------------------------------------
// MULTIPLAYER CAMPAIGN DEFINES/VARS
//
// packet codes
#define MC_CODE_POOL 0 // pool/weapons update
#define MC_CODE_DONE 1 // campaign is "done"
#define MC_CODE_DEBRIEF 2 // debrief info
#define MC_CODE_START 3 // start campaign information
// packet code for ingame joining
#define MC_JIP_INITIAL_PACKET 1 // initial data
#define MC_JIP_GE_STATUS 2 // goal event status for all missions
#define MC_JIP_GOAL_NAMES 3 // goal names
#define MC_JIP_EVENT_NAMES 4 // event names
#define MC_JIP_END_DATA 5 // this is the end of the data
#define MC_INGAME_DATA_SLOP 50
// flags indicating the "accept" status of all players involved in a campaign
int Multi_campaign_accept_flags[MAX_PLAYERS];
// ------------------------------------------------------------------------------------
// MULTIPLAYER CAMPAIGN FUNCTIONS
//
// load a new campaign file or notify the standalone if we're not the server
void multi_campaign_start(char *filename)
{
char str[255];
// set the netgame mode
Netgame.campaign_mode = MP_CAMPAIGN;
// set the campaign filename
strcpy_s(Netgame.campaign_name,filename);
// add the campaign mode flag
Game_mode |= GM_CAMPAIGN_MODE;
// if we're the server of the game we should also be loading the campaign up. otherwise, we let the standalone do it
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
// start the campaign, passing 0 so we do _not_ load the savefile. this is only for starting
// new campaigns
mission_campaign_load(filename);
mission_campaign_next_mission();
// setup various filenames and mission names
strcpy_s(Netgame.mission_name,Campaign.missions[Campaign.current_mission].name);
strcpy_s(Netgame.campaign_name,filename);
strcpy_s(Game_current_mission_filename,Netgame.mission_name);
// if we're the standalone server, set the mission and campaign names
if(Game_mode & GM_STANDALONE_SERVER){
memset(str,0,255);
strcpy_s(str,Netgame.mission_name);
strcat_s(str," (");
strcat_s(str,Netgame.campaign_name);
strcat_s(str,")");
// set the control on the stand_gui
std_multi_set_standalone_mission_name(str);
}
// maybe override the Netgame.respawn setting
Netgame.respawn = The_mission.num_respawns;
nprintf(("Network","MULTI CAMPAIGN : overriding respawn setting with mission max %d\n",The_mission.num_respawns));
// send a "start campaign" packet
multi_campaign_send_start();
}
}
// client-side start of a campaign
void multi_campaign_client_start()
{
memset(&Campaign,0,sizeof(Campaign));
// set campaign mode. why not.
Game_mode |= GM_CAMPAIGN_MODE;
}
// move everything and eveyrone into the next mission state
void multi_campaign_next_mission()
{
char str[255];
// flush the important data
multi_campaign_flush_data();
// call the campaign over function
mission_campaign_mission_over();
// now we should be sequencing through the next stage (mission load, etc)
// this will eventually be replaced with the real filename of the next mission
if(Campaign.current_mission != -1){
strncpy(Game_current_mission_filename, Campaign.missions[Campaign.current_mission].name, MAX_FILENAME_LEN);
strcpy_s(Netgame.mission_name,Game_current_mission_filename);
// if we're the standalone server, set the mission and campaign names
if(Game_mode & GM_STANDALONE_SERVER){
memset(str,0,255);
strcpy_s(str,Netgame.mission_name);
strcat_s(str," (");
strcat_s(str,Netgame.campaign_name);
strcat_s(str,")");
// set the control on the stand_gui
std_multi_set_standalone_mission_name(str);
}
}
}
// flush all important data between missions
void multi_campaign_flush_data()
{
// blast the accept flags
memset(Multi_campaign_accept_flags,0,sizeof(int) * MAX_PLAYERS);
// flush mission stuff
multi_flush_mission_stuff();
}
// call in the debriefing stage to evaluate what we should be doing in regards to the campaign
// if player_status == 0, nothing should be done
// == 1, players want to continue to the next mission
// == 2, players want to repeat the previous mission
void multi_campaign_do_debrief(int player_status)
{
// the server (standalone or no)
if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Campaign.current_mission != -1) && player_status){
// if players want to go to the next mission
if(player_status == 1){
// move the multiplayer campaign along
multi_campaign_next_mission();
// if we're at the end of the campaign
if(Campaign.current_mission == -1){
// set the netgame state to be forming and continue
Netgame.game_state = NETGAME_STATE_FORMING;
send_netgame_update_packet();
if(Game_mode & GM_STANDALONE_SERVER){
gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
} else {
gameseq_post_event(GS_EVENT_MULTI_HOST_SETUP);
}
multi_reset_timestamps();
}
// if we're still in the campaign
else {
Netgame.game_state = NETGAME_STATE_MISSION_SYNC;
send_netgame_update_packet();
Multi_sync_mode = MULTI_SYNC_PRE_BRIEFING;
gameseq_post_event(GS_EVENT_MULTI_MISSION_SYNC);
multi_reset_timestamps();
}
}
// if the players want to replay the current mission
else if(player_status == 2){
Netgame.game_state = NETGAME_STATE_MISSION_SYNC;
send_netgame_update_packet();
Multi_sync_mode = MULTI_SYNC_PRE_BRIEFING;
gameseq_post_event(GS_EVENT_MULTI_MISSION_SYNC);
multi_reset_timestamps();
} else {
Int3();
}
}
}
// display the done popup
void multi_campaign_done_popup()
{
popup(PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON,1,POPUP_OK,XSTR("The Campaign Is Complete. Thank You For Playing",643));
multi_quit_game(PROMPT_NONE);
}
// evaluate post mission goal stuff for the campaign and send all relevant stuff to clients
void multi_campaign_eval_debrief()
{
// evaluate mission stuff (fills in structures, etc).
// DKA 12/12/98 already done
// mission_campaign_eval_next_mission();
// send the campaign debriefing packet
multi_campaign_send_debrief_info();
}
// clients should store mission goal/event names in the campaign now
void multi_campaign_client_store_goals(int mission_num)
{
int idx;
// copy mission goals into the campaign goals
for(idx=0;idx<Num_goals;idx++){
strcpy_s(Campaign.missions[mission_num].goals[idx].name,Mission_goals[idx].name);
}
// copy mission events into the campaign events
for(idx=0;idx<Num_mission_events;idx++){
strcpy_s(Campaign.missions[mission_num].events[idx].name,Mission_events[idx].name);
}
}
// ------------------------------------------------------------------------------------
// MULTIPLAYER CAMPAIGN PACKET HANDLERS
//
extern int Num_ship_classes;
extern int Num_weapon_types;
// process a campaign update packet
void multi_campaign_process_update(ubyte *data, header *hinfo)
{
int offset = HEADER_LENGTH;
char fname[255];
ubyte val,spool_size,wpool_size;
ubyte code;
ubyte cur_mission,next_mission;
int idx;
// get the packet code
GET_DATA(code);
switch(code){
case MC_CODE_DONE:
// display the done popup
multi_campaign_done_popup();
break;
case MC_CODE_POOL:
// get the campaign status byte
GET_DATA(val);
// if we're not in campaign mode, bash all weapons and ships to be "allowed"
if(!val){
// all ships
for(idx=0;idx<Num_ship_classes;idx++){
Campaign.ships_allowed[idx] = 1;
}
// all weapons
for(idx=0;idx<Num_weapon_types;idx++){
Campaign.weapons_allowed[idx] = 1;
}
} else {
// clear the ships and weapons allowed arrays
memset(Campaign.ships_allowed,0,MAX_SHIP_CLASSES);
memset(Campaign.weapons_allowed,0,MAX_WEAPON_TYPES);
// get all ship classes
GET_DATA(spool_size);
for(idx=0;idx<spool_size;idx++){
GET_DATA(val);
Campaign.ships_allowed[val] = 1;
}
// get all weapon classes
GET_DATA(wpool_size);
for(idx=0;idx<wpool_size;idx++){
GET_DATA(val);
Campaign.weapons_allowed[val] = 1;
}
}
// ack the server
Net_player->state = NETPLAYER_STATE_CPOOL_ACK;
send_netplayer_update_packet();
break;
case MC_CODE_DEBRIEF:
GET_DATA(cur_mission);
GET_DATA(next_mission);
// add the filename
GET_STRING(fname);
Campaign.missions[cur_mission].name = vm_strdup(fname);
// add the # of goals and events
GET_DATA(val);
Campaign.missions[cur_mission].num_goals = val;
Campaign.missions[cur_mission].goals = (mgoal*)vm_malloc(sizeof(mgoal) * val);
GET_DATA(val);
Campaign.missions[cur_mission].num_events = val;
Campaign.missions[cur_mission].events = (mevent*)vm_malloc(sizeof(mevent) * val);
// add the goals
for(idx=0;idx<Campaign.missions[cur_mission].num_goals;idx++){
GET_DATA(val);
Campaign.missions[cur_mission].goals[idx].status = val;
}
// add the events
for(idx=0;idx<Campaign.missions[cur_mission].num_events;idx++){
GET_DATA(val);
Campaign.missions[cur_mission].events[idx].status = val;
}
// now set the "next mission to be the "current mission"
Campaign.prev_mission = cur_mission;
Campaign.current_mission = next_mission;
// clients should store mission goal/event names in the campaign now
multi_campaign_client_store_goals(cur_mission);
break;
case MC_CODE_START:
// clear the campaign
multi_campaign_client_start();
// read in the # of missions
GET_INT(Campaign.num_missions);
// read in the mission filenames
for(idx=0;idx<Campaign.num_missions;idx++){
GET_STRING(fname);
Campaign.missions[idx].name = vm_strdup(fname);
}
break;
}
PACKET_SET_SIZE();
}
// send a "campaign finished" packet
void multi_campaign_send_done()
{
ubyte data[10],val;
int packet_size = 0;
// build the header
BUILD_HEADER(CAMPAIGN_UPDATE);
// add the code
val = MC_CODE_DONE;
ADD_DATA(val);
// broadcast the packet
multi_io_send_to_all_reliable(data, packet_size);
}
// send a campaign debrief update packet
void multi_campaign_send_debrief_info()
{
ubyte data[MAX_PACKET_SIZE],val;
int idx;
int packet_size = 0;
// build the header
BUILD_HEADER(CAMPAIGN_UPDATE);
// add the code
val = MC_CODE_DEBRIEF;
ADD_DATA(val);
// add the mission # we're including
val = (ubyte)Campaign.current_mission;
ADD_DATA(val);
// add the next mission
val = (ubyte)Campaign.next_mission;
ADD_DATA(val);
// add the filename
Assert(Campaign.missions[Campaign.current_mission].name != NULL);
ADD_STRING(Campaign.missions[Campaign.current_mission].name);
// add the # of goals and events
val = (ubyte)Campaign.missions[Campaign.current_mission].num_goals;
ADD_DATA(val);
val = (ubyte)Campaign.missions[Campaign.current_mission].num_events;
ADD_DATA(val);
// add the goals
for(idx=0;idx<Campaign.missions[Campaign.current_mission].num_goals;idx++){
val = (ubyte)Campaign.missions[Campaign.current_mission].goals[idx].status;
ADD_DATA(val);
}
// add the events
for(idx=0;idx<Campaign.missions[Campaign.current_mission].num_events;idx++){
val = (ubyte)Campaign.missions[Campaign.current_mission].events[idx].status;
ADD_DATA(val);
}
// send to all players
multi_io_send_to_all_reliable(data, packet_size);
}
// send a campaign pool status packet
void multi_campaign_send_pool_status()
{
ubyte data[MAX_PACKET_SIZE],val;
int idx;
int spool_size;
int wpool_size;
int packet_size = 0;
// build the header
BUILD_HEADER(CAMPAIGN_UPDATE);
// add the code
val = MC_CODE_POOL;
ADD_DATA(val);
// if we're not in campaign mode, send a single byte saying "allow all ships and weapons"
if(!(Game_mode & GM_CAMPAIGN_MODE)){
val = 0x0;
ADD_DATA(val);
}
// otherwise add all relevant ship/weapon pool data
else {
val = 0x1;
ADD_DATA(val);
// determine how many ship types we're going to add
spool_size = 0;
for(idx=0;idx<Num_ship_classes;idx++){
if(Campaign.ships_allowed[idx]){
spool_size++;
}
}
// determine how many weapon types we're going to add
wpool_size = 0;
for(idx=0;idx<Num_weapon_types;idx++){
if(Campaign.weapons_allowed[idx]){
wpool_size++;
}
}
// make sure it'll all fit into this packet
Assert((wpool_size + spool_size) < 480);
// add all ship types
val = (ubyte)spool_size;
ADD_DATA(val);
for(idx=0;idx<Num_ship_classes;idx++){
if(Campaign.ships_allowed[idx]){
val = (ubyte)idx;
ADD_DATA(val);
}
}
// add all weapon types
val = (ubyte)wpool_size;
ADD_DATA(val);
for(idx=0;idx<Num_weapon_types;idx++){
if(Campaign.weapons_allowed[idx]){
val = (ubyte)idx;
ADD_DATA(val);
}
}
}
// send to all players
Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
multi_io_send_to_all_reliable(data, packet_size);
// notification message
multi_common_add_text(XSTR("Campaign ship/weapon pool\n",644),1);
}
// send a "start campaign" packet
void multi_campaign_send_start(net_player *pl)
{
ubyte data[MAX_PACKET_SIZE],val;
int idx;
int packet_size = 0;
// build the header
BUILD_HEADER(CAMPAIGN_UPDATE);
// add the code
val = MC_CODE_START;
ADD_DATA(val);
// add the # of missions, and their filenames
ADD_DATA(Campaign.num_missions);
for(idx=0;idx<Campaign.num_missions;idx++){
Assert(Campaign.missions[idx].name != NULL);
ADD_STRING(Campaign.missions[idx].name);
}
// if we're targeting a specific player
if(pl != NULL){
multi_io_send_reliable(pl, data, packet_size);
}
// send to all players
else {
multi_io_send_to_all_reliable(data, packet_size);
}
}
// campaign start packet for ingame joiners. Sends filename and goal/event name and status
void multi_campaign_send_ingame_start( net_player *pl )
{
ubyte data[MAX_PACKET_SIZE], packet_type, num_goals, num_events, *ptr;
int packet_size, i, j;
Assert( pl != NULL );
packet_size = 0;
if ( Game_mode & GM_CAMPAIGN_MODE ) {
// first -- add the number of missions and the mission names
// add the # of missions, and their filenames
BUILD_HEADER(CAMPAIGN_UPDATE_INGAME);
packet_type = MC_JIP_INITIAL_PACKET;
ADD_DATA(packet_type);
ADD_INT(Campaign.num_missions);
for( i = 0; i < Campaign.num_missions; i++) {
Assert(Campaign.missions[i].name != NULL);
ADD_STRING(Campaign.missions[i].name);
}
multi_io_send_reliable(pl, data, packet_size);
// send the number and status of all goals event for all previous missions
for (i = 0; i < Campaign.num_missions; i++ ) {
ubyte status;
// don't send data for the current mission being played, or if both goals and events are 0
Assert( Campaign.missions[i].num_goals < UCHAR_MAX );
Assert( Campaign.missions[i].num_events < UCHAR_MAX );
num_goals = (ubyte)Campaign.missions[i].num_goals;
num_events = (ubyte)Campaign.missions[i].num_events;
// don't do anything if mission hasn't been completed
if ( !Campaign.missions[i].completed )
continue;
// add the mission number and the goal/event status
BUILD_HEADER( CAMPAIGN_UPDATE_INGAME );
packet_type = MC_JIP_GE_STATUS;
ADD_DATA( packet_type );
ADD_INT(i);
ADD_DATA( num_goals );
for ( j = 0; j < num_goals; j++ ) {
status = (ubyte)Campaign.missions[i].goals[j].status;
ADD_DATA(status);
}
// now the events
ADD_DATA( num_events );
for ( j = 0; j < num_events; j++ ) {
status = (ubyte)Campaign.missions[i].events[j].status;
ADD_DATA(status);
}
multi_io_send_reliable(pl, data, packet_size);
}
// send the goal/event names.
for ( i = 0; i < Campaign.num_missions; i++ ) {
ubyte goal_count, starting_goal_num;
// first the goal names
Assert( Campaign.missions[i].num_goals < UCHAR_MAX );
num_goals = (ubyte)Campaign.missions[i].num_goals;
// don't do anything if mission hasn't been completed
if ( !Campaign.missions[i].completed ){
continue;
}
BUILD_HEADER( CAMPAIGN_UPDATE_INGAME );
packet_type = MC_JIP_GOAL_NAMES;
ADD_DATA(packet_type);
ADD_INT(i);
// save a pointer so we can put the number of goals written here.
ptr = &data[packet_size];
goal_count = 0;
ADD_DATA( goal_count );
starting_goal_num = 0;
ADD_DATA( starting_goal_num );
for ( j = 0; j < num_goals; j++ ) {
ADD_STRING( Campaign.missions[i].goals[j].name );
goal_count++;
// if packet will get too big, send it off.
if ( (packet_size + MC_INGAME_DATA_SLOP) > MAX_PACKET_SIZE ) {
*ptr = goal_count;
multi_io_send_reliable(pl, data, packet_size);
BUILD_HEADER(CAMPAIGN_UPDATE_INGAME);
packet_type = MC_JIP_GOAL_NAMES;
ADD_DATA( packet_type );
ADD_INT(i);
ptr = &data[packet_size];
goal_count = 0;
ADD_DATA( goal_count );
starting_goal_num = (ubyte)j;
ADD_DATA( starting_goal_num );
}
}
*ptr = goal_count;
multi_io_send_reliable(pl, data, packet_size);
}
// send the goal/event names.
for ( i = 0; i < Campaign.num_missions; i++ ) {
ubyte event_count, starting_event_num;
// first the goal names
Assert( Campaign.missions[i].num_events < UCHAR_MAX );
num_events = (ubyte)Campaign.missions[i].num_events;
// don't do anything if mission hasn't been completed
if ( !Campaign.missions[i].completed )
continue;
BUILD_HEADER(CAMPAIGN_UPDATE_INGAME);
packet_type = MC_JIP_EVENT_NAMES;
ADD_DATA(packet_type);
ADD_INT(i);
// save a pointer so we can put the number of goals written here.
ptr = &data[packet_size];
event_count = 0;
ADD_DATA( event_count );
starting_event_num = 0;
ADD_DATA( starting_event_num );
for ( j = 0; j < num_events; j++ ) {
ADD_STRING( Campaign.missions[i].events[j].name );
event_count++;
// if packet will get too big, send it off.
if ( (packet_size + MC_INGAME_DATA_SLOP) > MAX_PACKET_SIZE ) {
*ptr = event_count;
multi_io_send_reliable(pl, data, packet_size);
BUILD_HEADER(CAMPAIGN_UPDATE_INGAME);
packet_type = MC_JIP_EVENT_NAMES;
ADD_DATA( packet_type );
ADD_INT(i);
ptr = &data[packet_size];
event_count = 0;
ADD_DATA( event_count );
starting_event_num = (ubyte)j;
ADD_DATA( starting_event_num );
}
}
*ptr = event_count;
multi_io_send_reliable(pl, data, packet_size);
}
}
// add the stop byte
BUILD_HEADER(CAMPAIGN_UPDATE_INGAME);
packet_type = MC_JIP_END_DATA;
ADD_DATA(packet_type);
multi_io_send_reliable(pl, data, packet_size);
}
void multi_campaign_process_ingame_start( ubyte *data, header *hinfo )
{
int offset, mission_num, i;
ubyte packet_type, num_goals, num_events, status, starting_num;
char fname[255];
offset = HEADER_LENGTH;
GET_DATA( packet_type );
switch( packet_type ) {
case MC_JIP_INITIAL_PACKET:
// clear out the names of the missions
mission_campaign_clear(); // should free all data structures which need to be freed
// get the number of campaigns and their names.
GET_INT(Campaign.num_missions);
for( i = 0; i < Campaign.num_missions ; i++) {
GET_STRING(fname);
Campaign.missions[i].name = vm_strdup(fname);
}
break;
case MC_JIP_GE_STATUS:
GET_INT( mission_num );
GET_DATA( num_goals );
// need to malloc out the data
Assert( Campaign.missions[mission_num].num_goals == 0 );
Campaign.missions[mission_num].num_goals = num_goals;
if ( num_goals > 0 ){
Campaign.missions[mission_num].goals = (mgoal *)vm_malloc( sizeof(mgoal) * num_goals );
}
for ( i = 0; i < num_goals; i++ ) {
GET_DATA(status);
// AL: .goals was a NULL pointer here! I have no idea why. Putting
// in a check to avoid the unhandled exception
if ( Campaign.missions[mission_num].goals ) {
Campaign.missions[mission_num].goals[i].status = status;
}
}
// now the events
GET_DATA( num_events );
// need to malloc out the data
Assert( Campaign.missions[mission_num].num_events == 0 );
Campaign.missions[mission_num].num_events = num_events;
if ( num_events > 0 ){
Campaign.missions[mission_num].events = (mevent *)vm_malloc( sizeof(mevent) * num_events );
}
for ( i = 0; i < num_events; i++ ) {
GET_DATA(status);
Campaign.missions[mission_num].events[i].status = status;
}
break;
case MC_JIP_GOAL_NAMES:
GET_INT( mission_num );
GET_DATA( num_goals );
GET_DATA( starting_num );
for ( i = starting_num; i < (starting_num + num_goals); i++ ) {
GET_STRING(Campaign.missions[mission_num].goals[i].name);
}
break;
case MC_JIP_EVENT_NAMES:
GET_INT( mission_num );
GET_DATA( num_events );
GET_DATA( starting_num );
for ( i = starting_num; i < (starting_num + num_events); i++ ) {
GET_STRING(Campaign.missions[mission_num].events[i].name);
}
break;
case MC_JIP_END_DATA:
Net_player->state = NETPLAYER_STATE_INGAME_CINFO;
send_netplayer_update_packet();
break;
}
PACKET_SET_SIZE();
}