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

4659 lines
128 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/MultiUtil.cpp $
* $Revision: 2.36 $
* $Date: 2005-07-02 19:45:00 $
* $Author: taylor $
*
* C file that contains misc. functions to support multiplayer
*
* $Log: not supported by cvs2svn $
* Revision 2.35 2005/05/13 23:10:17 taylor
* unbreak joining (when forming, not in-game) (Jens Granseuer)
*
* Revision 2.34 2005/05/12 17:49:15 taylor
* use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros
* fixes various problems and is past time to make the switch
*
* Revision 2.33 2005/04/05 05:53:21 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.32 2005/03/11 14:14:05 taylor
* forgot to remove this with the MIN/MAX change
*
* Revision 2.31 2005/03/10 08:00:11 taylor
* change min/max to MIN/MAX to fix GCC problems
* add lab stuff to Makefile
* build unbreakage for everything that's not MSVC++ 6
* lots of warning fixes
* fix OpenGL rendering problem with ship insignias
* no Warnings() in non-debug mode for Linux (like Windows)
* some campaign savefile fixage to stop reverting everyones data
*
* Revision 2.30 2005/03/08 03:50:23 Goober5000
* edited for language ;)
* --Goober5000
*
* Revision 2.29 2005/03/02 21:18:20 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 2.28 2005/02/16 10:00:40 wmcoolmon
* "-ingame" command line option
*
* Revision 2.27 2005/02/04 20:06:05 taylor
* merge with Linux/OSX tree - p0204-2
*
* Revision 2.26 2004/12/14 14:46:13 Goober5000
* allow different wing names than ABGDEZ
* --Goober5000
*
* Revision 2.25 2004/11/26 08:41:11 taylor
* couple of LAN game vs. FS2NetD fixes
*
* Revision 2.24 2004/08/26 18:19:36 Kazan
* small standalone-related multibug fix
* prohibited execution of process_debug_keys(int) while Game_mode & GM_MULTIPLAYER
*
* Revision 2.23 2004/07/26 20:47:43 Kazan
* remove MCD complete
*
* Revision 2.22 2004/07/12 16:32:58 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.21 2004/07/12 14:38:13 Kazan
* fix a small multibug in tables validation (I had added this once before.. where did it go)
*
* Revision 2.20 2004/07/12 03:04:33 wmcoolmon
* ...
*
* Revision 2.19 2004/07/12 03:04:03 wmcoolmon
* Oops. :p
*
* Revision 2.18 2004/07/12 02:50:48 wmcoolmon
* Ingame joining stuff - use -rt to enabled/disable
*
* Revision 2.17 2004/07/07 21:00:08 Kazan
* FS2NetD: C2S Ping/Pong, C2S Ping/Pong, Global IP Banlist, Global Network Messages
*
* Revision 2.16 2004/03/31 05:42:27 Goober5000
* got rid of all those nasty warnings from xlocale and so forth; also added comments
* for #pragma warning disable to indicate the message being disabled
* --Goober5000
*
* Revision 2.15 2004/03/05 21:19:39 Kazan
* Fixed mission validation (was returning false positives)
*
* Revision 2.14 2004/03/05 09:02:02 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.13 2003/11/11 02:15:45 Goober5000
* ubercommit - basically spelling and language fixes with some additional
* warnings disabled
* --Goober5000
*
* Revision 2.12 2003/11/09 04:09:18 Goober5000
* edited for language
* --Goober5000
*
* Revision 2.11 2003/11/06 20:22:13 Kazan
* slight change to .dsp - leave the release target as fs2_open_r.exe already
* added myself to credit
* killed some of the stupid warnings (including doing some casting and commenting out unused vars in the graphics modules)
* Release builds should have warning level set no higher than 2 (default is 1)
* Why are we getting warning's about function selected for inline expansion... (killing them with warning disables)
* FS2_SPEECH was not defined (source file doesn't appear to capture preproc defines correctly either)
*
* Revision 2.10 2003/10/30 15:30:23 Kazan
* lil update
*
* Revision 2.9 2003/10/15 22:03:26 Kazan
* Da Species Update :D
*
* Revision 2.8 2003/10/13 05:57:50 Kazan
* Removed a bunch of Useless *_printf()s in the rendering pipeline that were just slowing stuff down
* Commented out the "warning null vector in vector normalize" crap
* Added "beam no whack" flag for beams - said beams NEVER whack
* Some reliability updates in FS2NetD
*
* Revision 2.7 2003/10/04 22:42:23 Kazan
* fs2netd now TCP
*
* Revision 2.6 2003/09/25 21:12:24 Kazan
* ##Kazan## FS2NetD Completed! Just needs some thorough bug checking (i don't think there are any serious bugs)
* Also D3D8 Screenshots work now.
*
* Revision 2.5 2003/09/24 19:35:59 Kazan
* ##KAZAN## FS2 Open PXO --- W00t! Stats Storage, everything but table verification completed!
*
* Revision 2.4 2003/09/23 02:42:54 Kazan
* ##KAZAN## - FS2NetD Support! (FS2 Open PXO) -- Game Server Listing, and mission validation completed - stats storing to come - needs fs2open_pxo.cfg file [VP-able]
*
* Revision 2.3 2002/08/01 01:41:08 penguin
* The big include file move
*
* Revision 2.2 2002/07/22 01:22:26 penguin
* Linux port -- added NO_STANDALONE ifdefs
*
* Revision 2.1 2002/07/07 19:55:59 penguin
* Back-port to MSVC
*
* Revision 2.0 2002/06/03 04:02:26 penguin
* Warpcore CVS sync
*
* Revision 1.2 2002/05/13 21:09:28 mharris
* I think the last of the networking code has ifndef NO_NETWORK...
*
* Revision 1.1 2002/05/02 18:03:11 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 47 9/15/99 1:45a Dave
* Don't init joystick on standalone. Fixed campaign mode on standalone.
* Fixed no-score-report problem in TvT
*
* 46 9/09/99 8:53p Dave
* Fixed multiplayer degenerate orientation case problem. Make sure warp
* effect never goes lower than LOD 1.
*
* 45 8/24/99 1:50a Dave
* Fixed client-side afterburner stuttering. Added checkbox for no version
* checking on PXO join. Made button info passing more friendly between
* client and server.
*
* 44 8/23/99 10:30a Dave
* Make sure a kill limit of 0 really means "no kill limit"
*
* 43 8/22/99 5:53p Dave
* Scoring fixes. Added self destruct key. Put callsigns in the logfile
* instead of ship designations for multiplayer players.
*
* 42 8/22/99 1:19p Dave
* Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
* which d3d cards are detected.
*
* 41 8/19/99 10:59a Dave
* Packet loss detection.
*
* 40 8/06/99 2:44a Dave
* Make sure dead players who leave respawn AI.
*
* 39 8/06/99 12:29a Dave
* Multiple bug fixes.
*
* 38 8/03/99 11:02p Dave
* Maybe fixed sync problems in multiplayer.
*
* 37 7/30/99 7:01p Dave
* Dogfight escort gauge. Fixed up laser rendering in Glide.
*
* 36 7/26/99 5:50p Dave
* Revised ingame join. Better? We'll see....
*
* 35 7/15/99 9:20a Andsager
* FS2_DEMO initial checkin
*
* 34 7/08/99 10:53a Dave
* New multiplayer interpolation scheme. Not 100% done yet, but still
* better than the old way.
*
* 33 6/25/99 5:04p Jasenw
* Added some debug line stuff.
*
* 32 6/16/99 4:06p Dave
* New pilot info popup. Added new draw-bitmap-as-poly function.
*
* 31 5/18/99 11:50a Andsager
* Remove unused object type OBJ_GHOST_SAVE
*
* 30 5/04/99 5:20p Dave
* Fixed up multiplayer join screen and host options screen. Should both
* be at 100% now.
*
* 29 5/03/99 8:33p Dave
* New version of multi host options screen.
*
* 28 4/27/99 12:16a Dave
* Fixed beam weapon muzzle glow problem. Fixed premature timeout on the
* pxo server list screen. Fixed secondary firing for hosts on a
* standalone. Fixed wacky multiplayer weapon "shuddering" problem.
*
* 27 4/25/99 7:43p Dave
* Misc small bug fixes. Made sun draw properly.
*
* 26 4/25/99 3:02p Dave
* Build defines for the E3 build.
*
* 25 4/09/99 2:21p Dave
* Multiplayer beta stuff. CD checking.
*
* 24 4/08/99 2:10a Dave
* Numerous bug fixes for the beta. Added builtin mission info for the
* beta.
*
* 23 3/10/99 6:50p Dave
* Changed the way we buffer packets for all clients. Optimized turret
* fired packets. Did some weapon firing optimizations.
*
* 22 3/09/99 6:24p Dave
* More work on object update revamping. Identified several sources of
* unnecessary bandwidth.
*
* 21 3/08/99 7:03p Dave
* First run of new object update system. Looks very promising.
*
* 20 3/01/99 10:00a Dave
* Fxied several dogfight related stats bugs.
*
* 19 2/24/99 2:25p Dave
* Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn
* bug for dogfight more.
*
* 18 2/23/99 2:29p Dave
* First run of oldschool dogfight mode.
*
* 17 2/12/99 6:16p Dave
* Pre-mission Squad War code is 95% done.
*
* 16 2/11/99 3:08p Dave
* PXO refresh button. Very preliminary squad war support.
*
* 15 2/08/99 5:07p Dave
* FS2 chat server support. FS2 specific validated missions.
*
* 14 1/30/99 1:29a Dave
* Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
* screen. Fixed beam weapon death messages.
*
* 13 1/14/99 6:06p Dave
* 100% full squad logo support for single player and multiplayer.
*
* 12 1/12/99 4:07a Dave
* Put in barracks code support for selecting squad logos. Properly
* distribute squad logos in a multiplayer game.
*
* 11 12/14/98 4:01p Dave
* Got multi_data stuff working well with new xfer stuff.
*
* 10 12/14/98 12:13p Dave
* Spiffed up xfer system a bit. Put in support for squad logo file xfer.
* Need to test now.
*
* 9 11/19/98 4:19p Dave
* Put IPX sockets back in psnet. Consolidated all multiplayer config
* files into one.
*
* 8 11/19/98 8:04a Dave
* Full support for D3-style reliable sockets. Revamped packet lag/loss
* system, made it receiver side and at the lowest possible level.
*
* 7 11/17/98 11:12a Dave
* Removed player identification by address. Now assign explicit id #'s.
*
* 6 11/05/98 5:55p Dave
* Big pass at reducing #includes
*
* 5 10/13/98 9:29a Dave
* Started neatening up freespace.h. Many variables renamed and
* reorganized. Added AlphaColors.[h,cpp]
*
* 4 10/09/98 2:57p Dave
* Starting splitting up OS stuff.
*
* 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
*
* 283 9/28/98 1:54p Dave
* Make sure French and German don't xfer builtin files they don't have
* (to themselves)
*
* 282 9/28/98 1:41p Dave
* Properly detect "builtin" missions.
*
* 281 9/21/98 11:46p Dave
* Flag mission disk players in the right spot.
*
* 280 9/15/98 7:24p Dave
* Minor UI changes. Localized bunch of new text.
*
* $NoKeywords: $
*/
#include "PreProcDefines.h"
#ifndef NO_NETWORK
#if defined _WIN32
#include <winsock.h>
#elif defined unix
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <arpa/inet.h>
#include <netdb.h>
#include <errno.h>
#endif
#include <ctype.h>
#include "globalincs/pstypes.h"
#include "network/multiutil.h"
#include "globalincs/linklist.h"
#include "gamesequence/gamesequence.h"
#include "hud/hudmessage.h"
#include "freespace2/freespace.h"
#include "io/key.h"
#include "io/timer.h"
#include "ship/ship.h"
#include "globalincs/alphacolors.h"
#include "graphics/font.h"
#include "gamesnd/gamesnd.h"
#include "playerman/player.h"
#include "mission/missionparse.h"
#include "missionui/missionshipchoice.h"
#include "network/stand_gui.h"
#include "ship/shipfx.h"
#include "object/object.h"
#include "playerman/managepilot.h"
#include "missionui/missiondebrief.h"
#include "observer/observer.h"
#include "mission/missionmessage.h"
#include "popup/popup.h"
#include "popup/popupdead.h"
#include "hud/hudconfig.h"
#include "menuui/optionsmenu.h"
#include "mission/missionhotkey.h"
#include "mission/missiongoals.h"
#include "ship/afterburner.h"
#include "missionui/chatbox.h"
#include "osapi/osregistry.h"
#include "hud/hudescort.h"
#include "network/multi.h"
#include "cmdline/cmdline.h"
#include "cfile/cfile.h"
#include "network/multimsgs.h"
#include "network/multi_xfer.h"
#include "network/multiteamselect.h"
#include "network/multiui.h"
#include "network/multi_kick.h"
#include "network/multi_data.h"
#include "network/multi_voice.h"
#include "network/multi_team.h"
#include "network/multi_respawn.h"
#include "network/multi_ingame.h"
#include "network/multi_observer.h"
#include "network/multi_pinfo.h"
#include "network/multi_endgame.h"
#include "network/multi_pmsg.h"
#include "network/multi_pause.h"
#include "network/multi_log.h"
#include "network/multi_rate.h"
#pragma warning(push)
// 4018 = signed/unsigned mismatch
// 4663 = new template specification syntax
// 4245 = signed/unsigned mismatch in conversion of const value
#pragma warning(disable: 4663 4018 4663 4245)
#include "fs2open_pxo/Client.h"
#pragma warning(pop)
extern int MSG_WINDOW_X_START; // used to position multiplayer text messages
extern int MSG_WINDOW_Y_START;
extern int MSG_WINDOW_HEIGHT;
extern int ascii_table[];
extern int shifted_ascii_table[];
// network object management
ushort Next_ship_signature; // next permanent network signature to assign to an object
ushort Next_asteroid_signature; // next signature for an asteroid
ushort Next_non_perm_signature; // next non-permanent network signature to assign to an object
ushort Next_debris_signature; // next debris signature
// if a client doesn't receive an update for an object after this many seconds, query server
// as to the objects status.
#define MULTI_CLIENT_OBJ_TIMEOUT 10
#define MAX_SHIPS_PER_QUERY 10
// this function assignes the given object with the given signature. If the signature is 0, then we choose
// the next signature number from the correct pool. I thought that it might be desireable
// to not always have to take the next signature on the list. what_kind is used to assign either a
// permanent or non-permanent signature to an object. permanent signatures are used for ships, non_permanent
// signatures are used for everything else.
ushort multi_assign_network_signature( int what_kind )
{
ushort sig;
// do limit checking on the permanent and non_permanent signatures. Ships are considered "permanent"
// as are debris and asteroids since they don't die very often. It would be vary rare for this
// value (the permanent signature) to wrap. For now, this condition is an error condition
if ( what_kind == MULTI_SIG_SHIP ) {
if ( Next_ship_signature == 0 ){
Next_ship_signature = SHIP_SIG_MIN;
}
sig = Next_ship_signature++;
if ( Next_ship_signature == SHIP_SIG_MAX ) {
Int3(); // get Allender -- signature stuff wrapped.
Next_ship_signature = SHIP_SIG_MIN;
}
// signature stuff for asteroids.
} else if ( what_kind == MULTI_SIG_ASTEROID ) {
if ( Next_asteroid_signature == 0 ){
Next_asteroid_signature = ASTEROID_SIG_MIN;
}
sig = Next_asteroid_signature++;
if ( Next_asteroid_signature == ASTEROID_SIG_MAX ) {
Int3(); // get Allender -- signature stuff wrapped.
Next_asteroid_signature = ASTEROID_SIG_MIN;
}
// signatures for debris
} else if ( what_kind == MULTI_SIG_DEBRIS ) {
if ( Next_debris_signature == 0 ){
Next_debris_signature = DEBRIS_SIG_MIN;
}
sig = Next_debris_signature++;
if ( Next_debris_signature == DEBRIS_SIG_MAX ) {
Int3(); // get Allender -- signature stuff wrapped.
Next_debris_signature = DEBRIS_SIG_MIN;
}
// signature stuff for weapons and other expendable things.
} else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
if ( Next_non_perm_signature == 0 ){
Next_non_perm_signature = NPERM_SIG_MIN;
}
sig = Next_non_perm_signature++;
if ( Next_non_perm_signature == NPERM_SIG_MAX ){
Next_non_perm_signature = NPERM_SIG_MIN;
}
} else {
Int3(); // get allender - Illegal signature type requested
sig = 0;
}
return sig;
}
// this function returns the next network signature that will be used for a newly created object
// what_kind parameter tells us what kind of signature to get -- permanent or non-permanent
ushort multi_get_next_network_signature( int what_kind )
{
if ( what_kind == MULTI_SIG_SHIP ) {
if ( Next_ship_signature == 0 )
Next_ship_signature = SHIP_SIG_MIN;
return Next_ship_signature;
} else if ( what_kind == MULTI_SIG_DEBRIS ) {
if ( Next_debris_signature == 0 )
Next_debris_signature = DEBRIS_SIG_MIN;
return Next_debris_signature;
} else if ( what_kind == MULTI_SIG_ASTEROID ) {
if ( Next_asteroid_signature == 0 )
Next_asteroid_signature = ASTEROID_SIG_MIN;
return Next_asteroid_signature;
} else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
if ( Next_non_perm_signature == 0 )
Next_non_perm_signature = NPERM_SIG_MIN;
return Next_non_perm_signature;
} else {
Int3(); // get allender
return 0;
}
}
// this routine sets the network signature to the given value. Should be called from client only
// and is used mainly for firing weapons. what_kind tells us permanent or non-permanent signature
void multi_set_network_signature( ushort signature, int what_kind )
{
Assert( signature != 0 );
if ( what_kind == MULTI_SIG_SHIP ) {
Assert( (signature >= SHIP_SIG_MIN) && (signature <= SHIP_SIG_MAX) );
Next_ship_signature = signature;
} else if ( what_kind == MULTI_SIG_DEBRIS ) {
Assert( (signature >= DEBRIS_SIG_MIN) && (signature <= DEBRIS_SIG_MAX) );
Next_debris_signature = signature;
} else if ( what_kind == MULTI_SIG_ASTEROID ) {
Assert( (signature >= ASTEROID_SIG_MIN) && (signature <= ASTEROID_SIG_MAX) );
Next_asteroid_signature = signature;
} else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
Assert( (signature >= NPERM_SIG_MIN) && (signature <= NPERM_SIG_MAX) );
Next_non_perm_signature = signature;
} else
Int3(); // get Allender
}
// multi_get_network_object() takes a net_signature and tries to locate the object in the object list
// with that network signature. Returns NULL if the object cannot be found
object *multi_get_network_object( ushort net_signature )
{
object *objp;
if ( net_signature == 0 )
return NULL;
if(GET_FIRST(&obj_used_list) == NULL)
return NULL;
for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) )
if ( objp->net_signature == net_signature )
break;
// if not found on used list, check create list
if ( objp == END_OF_LIST(&obj_used_list) ) {
for ( objp = GET_FIRST(&obj_create_list); objp != END_OF_LIST(&obj_create_list); objp = GET_NEXT(objp) )
if ( objp->net_signature == net_signature )
break;
if ( objp == END_OF_LIST(&obj_create_list) )
objp = NULL;
}
return objp;
}
// -------------------------------------------------------------------------------------------------
// netmisc_calc_checksum() calculates the checksum of a block of memory.
//
//
ushort netmisc_calc_checksum( void * vptr, int len )
{
ubyte * ptr = (ubyte *)vptr;
unsigned int sum1,sum2;
sum1 = sum2 = 0;
while(len--) {
sum1 += *ptr++;
if (sum1 >= 255 ) sum1 -= 255;
sum2 += sum1;
}
sum2 %= 255;
return (unsigned short)((sum1<<8)+ sum2);
}
// -------------------------------------------------------------------------------------------------
// multi_random_death_word() will return a word from the below list at random.
//
// Note: Keep words grouped into sections of 10
#define NUM_DEATH_WORDS 40
char *multi_random_death_word()
{
int index;
index = rand() % NUM_DEATH_WORDS;
switch (index) {
case 0:
return XSTR("zapped",853);
case 1:
return XSTR("caulked",854);
case 2:
return XSTR("killed",855);
case 3:
return XSTR("waxed",856);
case 4:
return XSTR("popped",857);
case 5:
return XSTR("murdered",858);
case 6:
return XSTR("bludgeoned",859);
case 7:
return XSTR("destroyed",860);
case 8:
return XSTR("iced",861);
case 9:
return XSTR("obliterated",862);
case 10:
return XSTR("toasted",863);
case 11:
return XSTR("roasted",864);
case 12:
return XSTR("turned into anti-matter",865);
case 13:
return XSTR("killed like a pig",866);
case 14:
return XSTR("taught a lesson",867);
case 15:
return XSTR("slaughtered with impunity",868);
case 16:
return XSTR("spanked like a naughty boy",869);
case 17:
return XSTR("skunked",870);
case 18:
return XSTR("beat senseless",871);
case 19:
return XSTR("shot up",872);
case 20:
return XSTR("spaced",873);
case 21:
return XSTR("hosed",874);
case 22:
return XSTR("capped",875);
case 23:
return XSTR("beat down",876);
case 24:
return XSTR("hit wit da shizzo",877);
case 25:
return XSTR("sk00led",878);
case 26:
return XSTR("whooped up",879);
case 27:
return XSTR("brought to the all-you-can-take whoop ass buffet",880);
case 28:
return XSTR("served up a whoop ass sandwich...hold the mercy",881);
case 29:
return XSTR("gibbed by Kayser Sozay's rocket",882);
case 30:
return XSTR("shot down",883);
case 31:
return XSTR("given early retirement",884);
case 32:
return XSTR("instructed",885);
case 33:
return XSTR("eviscerated",886);
case 34:
return XSTR("pummelled",887);
case 35:
return XSTR("eradicated",888);
case 36:
return XSTR("cleansed",889);
case 37:
return XSTR("perforated",890);
case 38:
return XSTR("canned",891);
case 39:
return XSTR("decompressed",892);
}
return NOX("Error");
}
// -------------------------------------------------------------------------------------------------
// multi_random_chat_start() will return a word from the below list at random.
//
//
#define NUM_CHAT_START_WORDS 8
#define MAX_CHAT_PHRASE_LEN 25 // be careful not to exceed (or update if exceeded)
char *multi_random_chat_start()
{
int index;
index = rand() % NUM_CHAT_START_WORDS;
switch (index) {
case 0:
return XSTR("says",893);
case 1:
return XSTR("bleats",894);
case 2:
return XSTR("opines",895);
case 3:
return XSTR("postulates",896);
case 4:
return XSTR("declares",897);
case 5:
return XSTR("vomits out",898);
case 6:
return XSTR("whines",899);
case 7:
return XSTR("barks",900);
}
return NOX("Error");
}
// -------------------------------------------------------------------------------------------------
// multi_ship_class_lookup() will return the Ship_info[] index for the ship specified as a
// parameter.
//
//
int multi_ship_class_lookup(char* ship_name)
{
int i, player_ship_class;
// find the ship_info index for the ship_name
player_ship_class = -1;
for (i = 0; i < Num_ship_types; i++) {
if ( !stricmp(Ship_info[i].name, ship_name) ) {
player_ship_class = i;
break;
}
} // end for
if (i == Num_ship_types){
return -1;
}
return player_ship_class;
}
// -------------------------------------------------------------------------------------------------
// find_player() is called when a packet arrives, and we need to know which net player to update.
// The matching is done based on the address and port. Port checking is done in case multiple
// instances of FreeSpace are running on the same box.
//
//
int find_player( net_addr* addr )
{
int i;
for (i = 0; i < MAX_PLAYERS; i++ ) {
if ( !MULTI_CONNECTED(Net_players[i])){
continue;
}
if ( psnet_same( addr, &(Net_players[i].p_info.addr)) ){
return i;
}
}
return -1;
}
// so that we can lookup on the admin port transparently
int find_player_no_port(net_addr *addr)
{
int i;
int len;
for (i = 0; i < MAX_PLAYERS; i++ ) {
if ( !MULTI_CONNECTED(Net_players[i])){
continue;
}
if(addr->type == NET_IPX){
len = 6;
} else {
len = 4;
}
if ( memcmp(&addr->addr,&Net_players[i].p_info.addr.addr,len)== 0){
return i;
}
}
return -1;
}
int find_player_id(short player_id)
{
int i;
for (i = 0; i < MAX_PLAYERS; i++ ) {
if ( !MULTI_CONNECTED(Net_players[i])){
continue;
}
if(player_id == Net_players[i].player_id){
return i;
}
}
// couldn't find the player
return -1;
}
// note this is only valid to do on a server!
int find_player_socket(PSNET_SOCKET_RELIABLE sock)
{
int i;
for (i = 0; i < MAX_PLAYERS; i++ ) {
if ( !MULTI_CONNECTED(Net_players[i])){
continue;
}
if(sock == Net_players[i].reliable_socket){
return i;
}
}
// couldn't find the player
return -1;
}
// multi_find_player_by_object returns a player num (reference by Net_players[x]) when given a object *.
// used to find netplayers in game when only the object is known
int multi_find_player_by_object( object *objp )
{
int i, objnum;
objnum = OBJ_INDEX(objp);
for (i = 0; i < MAX_PLAYERS; i++ ) {
if ( !MULTI_CONNECTED(Net_players[i])){
continue;
}
if ( objnum == Net_players[i].m_player->objnum ){
return i;
}
}
// return -1 if the object is not found -- this is a bad situation, but we will handle it in higher
// level code
return -1;
}
// returns a player num based upon player object signature
int multi_find_player_by_signature( int signature )
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
// compare against each player's object signature
if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].m_player->objnum].signature == signature)){
// found the player
return idx;
}
}
// didn't find the player
return -1;
}
// returns a player num based upon object net signature
int multi_find_player_by_net_signature(ushort net_signature)
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
// compare against each player's object signature
if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].m_player->objnum].net_signature == net_signature)){
// found the player
return idx;
}
}
// didn't find the player
return -1;
}
int multi_find_player_by_ship_name(char *ship_name)
{
int idx;
// bogus
if(ship_name == NULL){
return -1;
}
for(idx=0; idx<MAX_PLAYERS; idx++){
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && (Net_players[idx].m_player != NULL) && (Net_players[idx].m_player->objnum >= 0) && (Net_players[idx].m_player->objnum < MAX_OBJECTS) && (Objects[Net_players[idx].m_player->objnum].type == OBJ_SHIP) &&
(Objects[Net_players[idx].m_player->objnum].instance >= 0) && (Objects[Net_players[idx].m_player->objnum].instance < MAX_SHIPS) && !stricmp(ship_name, Ships[Objects[Net_players[idx].m_player->objnum].instance].ship_name) ){
return idx;
}
}
// didn't find the player
return -1;
}
int multi_get_player_ship(int np_index)
{
// bogus
if((np_index < 0) || (np_index >= MAX_PLAYERS)){
return -1;
}
// cool?
if(MULTI_CONNECTED(Net_players[np_index]) && !MULTI_OBSERVER(Net_players[np_index]) && !MULTI_STANDALONE(Net_players[np_index]) &&
(Net_players[np_index].m_player != NULL) && (Net_players[np_index].m_player->objnum >= 0) && (Net_players[np_index].m_player->objnum < MAX_OBJECTS) && (Objects[Net_players[np_index].m_player->objnum].type == OBJ_SHIP) &&
(Objects[Net_players[np_index].m_player->objnum].instance >= 0) && (Objects[Net_players[np_index].m_player->objnum].instance < MAX_SHIPS) ){
return Objects[Net_players[np_index].m_player->objnum].instance;
}
// nope
return -1;
}
// find_open_netplayer_slot() attempts to find a free slot in the Net_players structure for a new player.
// it returns -1 if there is no new slot, and the slot number if one is found
// NOTE : this attempts to preserve a player object as long as possible for him to come back to
int multi_find_open_netplayer_slot()
{
int i;
int found_first;
found_first = -1;
for (i = 0; i < MAX_PLAYERS; i++)
if ( !MULTI_CONNECTED(Net_players[i]) ){
if(found_first == -1) {
found_first = i;
break;
}
}
if(i == MAX_PLAYERS){
if(found_first == -1)
return -1;
else
return found_first;
}
return i;
}
// find_open_player_slot() attempts to find an open player array slot. The 0th element of the array
// should always be taken by the console player's pilot. All other slots are up for grab though.
int multi_find_open_player_slot()
{
int i;
for (i = 0; i < MAX_PLAYERS; i++)
if ( !(Players[i].flags & PLAYER_FLAGS_STRUCTURE_IN_USE) )
break;
if ( i == MAX_PLAYERS )
return -1;
return i;
}
// stuff_netplayer_info stuffs information into the given Net_player structure. It is called when
// a new person is entering the game. The state of the Net_player is set to it's basic starting
// state
void stuff_netplayer_info( net_player *nplayer, net_addr *addr, int ship_class, player *pplayer )
{
nplayer->p_info.addr = *addr;
nplayer->flags |= NETINFO_FLAG_CONNECTED;
nplayer->state = NETPLAYER_STATE_JOINING;
nplayer->p_info.ship_class = ship_class;
nplayer->m_player = pplayer;
nplayer->p_info.options.obj_update_level = OBJ_UPDATE_HIGH;
// if setting up my net flags, then set the flag to say I can do networking.
if ( nplayer == Net_player ){
nplayer->flags |= NETINFO_FLAG_DO_NETWORKING;
}
}
// multi_assign_player_ship takes a Net_player index and an object * and assigned that player to
// that object
void multi_assign_player_ship( int net_player, object *objp,int ship_class )
{
ship *shipp;
int idx;
Assert ( MULTI_CONNECTED(Net_players[net_player]) );
shipp = &Ships[objp->instance];
Net_players[net_player].m_player->objnum = OBJ_INDEX(objp);
Net_players[net_player].p_info.ship_class = ship_class;
// check to see if we are assigning my player -- if so, then set Player_ship and Player_ai
if ( Net_player == &Net_players[net_player] ) {
Player_obj = objp;
Player_ship = shipp;
Player_ai = &Ai_info[Player_ship->ai_index];
}
// find the parse object for this ship. Also, set the wingman status stuff so wingman status gauge
// works properly.
Net_players[net_player].p_info.p_objp = mission_parse_get_arrival_ship( shipp->ship_name );
Assert( Net_players[net_player].p_info.p_objp != NULL ); // get allender -- ship should be on list
Net_players[net_player].p_info.p_objp->ship_class = ship_class; // be sure this gets set so respawns work
// game server and this client need to initialize this information so object updating
// works properly.
if ( MULTIPLAYER_MASTER || (Net_player == &Net_players[net_player]) ) {
Net_players[net_player].s_info.eye_pos = objp->pos;
Net_players[net_player].s_info.eye_orient = objp->orient;
}
// zero update info
for(idx=0; idx<MAX_PLAYERS; idx++){
shipp->np_updates[idx].orient_chksum = 0;
shipp->np_updates[idx].pos_chksum = 0;
shipp->np_updates[idx].seq = 0;
shipp->np_updates[idx].status_update_stamp = -1;
shipp->np_updates[idx].subsys_update_stamp = -1;
shipp->np_updates[idx].update_stamp = -1;
}
}
// -------------------------------------------------------------------------------------------------
// create_player() is called when a net player needs to be instantiated. The ship that is created
// depends on the parameter ship_class. Note that if ship_class is invalid, the ship default_player_ship
// is used. Returns 1 on success, 0 otherwise
int multi_create_player( int net_player_num, player *pl, char* name, net_addr* addr, int ship_class, short id)
{
int player_ship_class = ship_class;
int i,current_player_count;
Assert ( net_player_num < MAX_PLAYERS ); // probably shoudln't be able to even get into this routine if no room
// blast _any_ old data
memset(&Net_players[net_player_num],0,sizeof(net_player));
// get the current # of players
current_player_count = multi_num_players();
// DOH!!! The lack of this caused many bugs.
Net_players[net_player_num].flags = (NETINFO_FLAG_DO_NETWORKING);
if ( ship_class == -1 ) {
nprintf(("Network","Network ==> ship class is -1, creating a default ship for multiplayer\n"));
// find the ship that matches the string stored in default_player_ship
for (i = 0; i < Num_ship_types; i++) {
if ( !stricmp(Ship_info[i].name, default_player_ship) ) {
player_ship_class = i;
break;
}
}
if (i == Num_ship_types)
Assert(0);
}
if ( player_ship_class >= Num_ship_types ) {
player_ship_class = multi_ship_class_lookup(default_player_ship);
nprintf(("Network","Network ==> Ship class was %d Creating a default ship for multiplayer\n", player_ship_class));
}
// blast the old player data
memset(pl,0,sizeof(player));
// set up the net_player structure
stuff_netplayer_info( &Net_players[net_player_num], addr, player_ship_class, pl );
Net_players[net_player_num].s_info.num_last_buttons = 0;
// Net_players[net_player_num].respawn_count = 0;
Net_players[net_player_num].last_heard_time = timer_get_fixed_seconds();
Net_players[net_player_num].reliable_socket = INVALID_SOCKET;
Net_players[net_player_num].s_info.kick_timestamp = -1;
Net_players[net_player_num].s_info.voice_token_timestamp = -1;
Net_players[net_player_num].s_info.tracker_security_last = -1;
Net_players[net_player_num].s_info.target_objnum = -1;
Net_players[net_player_num].s_info.accum_buttons = 0;
// zero out this players ping times data
multi_ping_reset(&Net_players[net_player_num].s_info.ping);
// zero out his object update and control info sequencing data
Net_players[net_player_num].client_cinfo_seq = 0;
Net_players[net_player_num].client_server_seq = 0;
// timestamp his last_full_update_time
Net_players[net_player_num].s_info.last_full_update_time = timestamp(0);
// nil his file xfer handle
Net_players[net_player_num].s_info.xfer_handle = -1;
// nil his data rate timestamp stuff
Net_players[net_player_num].s_info.rate_stamp = -1;
Net_players[net_player_num].s_info.rate_bytes = 0;
// nil packet buffer stuff
Net_players[net_player_num].s_info.unreliable_buffer_size = 0;
Net_players[net_player_num].s_info.reliable_buffer_size = 0;
// various ack handles
strcpy(pl->callsign, name);
pilot_set_short_callsign(pl, SHORT_CALLSIGN_PIXEL_W); // calculate the short callsign
pl->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE;
pl->objnum = -1;
#ifndef NO_STANDALONE
// if we're the standalone server and this is the first guy to join, mark him as the host
// and give him all host priveleges
if((Game_mode & GM_STANDALONE_SERVER) && (current_player_count == 0)){
Net_players[net_player_num].flags |= NETINFO_FLAG_GAME_HOST;
}
#endif
Net_players[net_player_num].player_id = id;
Net_player->sv_bytes_sent = 0;
Net_player->sv_last_pl = -1;
Net_player->cl_bytes_recvd = 0;
Net_player->cl_last_pl = -1;
// add to the escort list
if(MULTI_IN_MISSION){
hud_escort_add_player(id);
}
return 1;
}
// next function makes a player object an ai object (also decrementing the num_players in the
// netgame). It appropiately sets the object flags and other interesting AI information which
// ought to get set in order to make this new ai object behave correctly.
void multi_make_player_ai( object *pobj )
{
Assert ( pobj != NULL );
if ( pobj->type != OBJ_SHIP )
return;
pobj->flags &= ~(OF_PLAYER_SHIP);
obj_set_flags( pobj, pobj->flags | OF_COULD_BE_PLAYER );
// target_objnum must be -1 or else new AI ship will fire on whatever this player
// had targeted.
set_target_objnum( &(Ai_info[Ships[pobj->instance].ai_index]), -1 );
}
// delete_player takes an index into the Net_players array to delete. Deletion of a player might happen
// because of the player leaving the game on his own, or no net activity from the player after X seconds
void delete_player(int player_num,int kicked_reason)
{
char notify_string[256] = "";
int idx;
if(!MULTI_CONNECTED(Net_players[player_num])){
return;
}
// NETLOG
ml_printf(NOX("Deleting player %s"), Net_players[player_num].m_player->callsign);
psnet_rel_close_socket( &(Net_players[player_num].reliable_socket) ); // close out the reliable socket
// if this guy was ingame joining, the remove my netgame flag so others may join
if ( Net_players[player_num].flags & NETINFO_FLAG_INGAME_JOIN ) {
Netgame.flags &= ~NG_FLAG_INGAME_JOINING;
Netgame.flags &= ~NG_FLAG_INGAME_JOINING_CRITICAL;
}
Net_players[player_num].flags &= ~NETINFO_FLAG_CONNECTED; // person not connected anymore
Net_players[player_num].m_player->flags &= ~(PLAYER_FLAGS_STRUCTURE_IN_USE); // free up his player structure
Net_players[player_num].s_info.reliable_connect_time = -1;
// add to the escort list
hud_escort_remove_player(Net_players[player_num].player_id);
// is this guy the server
if(Net_players[player_num].flags & NETINFO_FLAG_AM_MASTER){
// if the server leaves in the debriefing state, we should still wait until the player selects accept before we quit
if ((gameseq_get_state() != GS_STATE_DEBRIEF) && (gameseq_get_state() != GS_STATE_MULTI_DOGFIGHT_DEBRIEF)){
multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_SERVER_LEFT);
}
}
// if he was just the host
else if(Net_players[player_num].flags & NETINFO_FLAG_GAME_HOST){
Net_players[player_num].flags &= ~(NETINFO_FLAG_GAME_HOST);
// am I the server
if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
#ifndef NO_STANDALONE
// are we a standalone server and in a mission?
if((Game_mode & GM_STANDALONE_SERVER) && MULTI_IN_MISSION){
// choose a new host
int found_new_host = 0;
for(idx=0; idx<MAX_PLAYERS; idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
// make this guy the host
Net_players[idx].flags |= NETINFO_FLAG_GAME_HOST;
// send a packet
send_host_captain_change_packet(Net_players[idx].player_id, 0);
found_new_host = 1;
break;
}
}
// end the game
if(!found_new_host){
multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
}
} else
#endif // #ifndef NO_STANDALONE
{
multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
}
}
}
// if we're the server of the game, notify everyone else that this guy has left
// if he's marked as being kicked, then other players know about it already, so don't send again
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
if(Net_players[player_num].flags & NETINFO_FLAG_KICKED){
char str[512];
memset(str, 0, 512);
multi_kick_get_text(&Net_players[player_num], Net_players[player_num].s_info.kick_reason, str);
multi_display_chat_msg(str, player_num, 0);
} else {
send_leave_game_packet(Net_players[player_num].player_id, kicked_reason);
}
}
// if this guy is an observer, we have to make sure we delete his observer object (only if we're the server however)
if( (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Net_players[player_num].flags & NETINFO_FLAG_OBSERVER) ) {
if ( Net_players[player_num].m_player->objnum != -1 ){
obj_delete(Net_players[player_num].m_player->objnum); // maybe change this to set flag instead
}
} else {
// otherwise mark it so that he can return to it later if possible
if ( (Net_players[player_num].m_player->objnum >= 0) && (Net_players[player_num].m_player->objnum < MAX_OBJECTS) && (Objects[Net_players[player_num].m_player->objnum].type == OBJ_SHIP) && (Objects[Net_players[player_num].m_player->objnum].instance >= 0) && (Objects[Net_players[player_num].m_player->objnum].instance < MAX_SHIPS)) {
multi_make_player_ai( &Objects[Net_players[player_num].m_player->objnum] );
} else {
multi_respawn_player_leave(&Net_players[player_num]);
}
}
// if we're in the team select, and we're the host, we have to make sure all team select data is correctly updated
// MWA 7/28/98. Don't do this for a standalone server. Since he doesn't go through the team selection
// screens, his data structures are not 100% accurate. Doing so on a standalone resulted in the wrong
// ships getting marked as COULD_BE_PLAYER. On the standalone, these flags will get properly set
// in the multi_make_player_ai code above.
if( (Netgame.game_state == NETGAME_STATE_BRIEFING) && !(Game_mode & GM_STANDALONE_SERVER) ) {
multi_ts_handle_player_drop();
}
if (gameseq_get_state() == GS_STATE_DEBRIEF){
debrief_handle_player_drop();
}
// handle any specific dropping conditions
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
multi_team_handle_drop();
}
multi_data_handle_drop(player_num);
// tell the pinfo popup that a player has left
multi_pinfo_notify_drop(&Net_players[player_num]);
// tell the datarate stuff that the player has dropped
multi_rate_reset(player_num);
// display a message that this guy has left
if(Net_players[player_num].m_player->callsign){
sprintf(notify_string,XSTR("<%s has left>",901),Net_players[player_num].m_player->callsign);
multi_display_chat_msg(notify_string,0,0);
}
#ifndef NO_STANDALONE
// standalone gui type stuff
if (Game_mode & GM_STANDALONE_SERVER) {
std_remove_player(&Net_players[player_num]);
std_connect_set_connect_count();
}
#endif
// blast this memory clean
memset(&Net_players[player_num], 0, sizeof(net_player));
Net_players[player_num].reliable_socket = INVALID_SOCKET;
extern int Multi_client_update_times[MAX_PLAYERS];
Multi_client_update_times[player_num] = -1;
}
#define INACTIVE_LIMIT_NORMAL (15 * F1_0)
#define INACTIVE_LIMIT_WAIT (20 * F1_0)
// -------------------------------------------------------------------------------------------------
// multi_cull_zombies() will check if there has been any net players or observers that have been inactive for
// INACTIVE_LIMIT milliseconds since last check. If so, they are taken out of the net game.
//
//
void multi_cull_zombies()
{
#if 0
fix current_time;
int inactive_limit;
int i;
if(gameseq_get_state() == GS_STATE_MULTI_WAIT)
inactive_limit = INACTIVE_LIMIT_WAIT;
else
inactive_limit = INACTIVE_LIMIT_NORMAL;
current_time = timer_get_fixed_seconds();
for (i = 0; i < MAX_PLAYERS; i++) {
if ( !MULTI_CONNECTED(&Net_players[i])){
continue;
}
// server will(should) cull out players based on their sockets dying.
if ( Net_players[i].flags & NETINFO_FLAG_MASTER ){
continue;
}
if ( (current_time - Net_players[i].last_heard_time) > inactive_limit) {
HUD_printf(XSTR("Dumping %s after prolonged inactivity",902),Net_players[i].m_player->callsign);
nprintf(("Network", "Assuming %s is a zombie, removing from game\n", Net_players[i].m_player->callsign));
multi_kick_player(i,0);
}
}
#endif
}
// -------------------------------------------------------------------------------------------------
// fill_net_addr() calculates the checksum of a block of memory.
//
//
void fill_net_addr(net_addr* addr, ubyte* address, ubyte* net_id, ushort port)
{
Assert(addr != NULL);
Assert(address != NULL);
Assert(net_id != NULL);
addr->type = Multi_options_g.protocol;
memset( addr->addr, 0x00, 6);
memcpy( addr->addr, address, ADDRESS_LENGTH);
memcpy( addr->net_id, net_id, 4);
addr->port = port;
}
// -------------------------------------------------------------------------------------------------
// get_text_address()
//
//
char* get_text_address( char * text, ubyte * address )
{
in_addr temp_addr;
switch ( Multi_options_g.protocol ) {
case NET_IPX:
strcpy( text, XSTR("[ipx address here]",903) ); // TODO: find equiv to inet_ntoa() for IPX
sprintf(text, "%x %x %x %x %x %x", address[0],
address[1],
address[2],
address[3],
address[4],
address[5]);
break;
case NET_TCP:
memcpy(&temp_addr.s_addr, address, 4);
strcpy( text, inet_ntoa(temp_addr) );
break;
default:
Assert(0);
break;
} // end switch
return text;
}
// non-16byte version of matrix packing
// return size of packed matrix
void multi_pack_orient_matrix(ubyte *data,matrix *m)
{
data[16]=0;
if(m->vec.rvec.xyz.z < 0) data[16] |= (1<<0); // X
if(m->vec.uvec.xyz.z < 0) data[16] |= (1<<1); // Y
if(m->vec.fvec.xyz.z < 0) data[16] |= (1<<2); // V
if(m->vec.fvec.xyz.x < 0) data[16] |= (1<<3); // Z
if(m->vec.fvec.xyz.y < 0) data[16] |= (1<<4); // W
memcpy(&data[0],&m->vec.rvec.xyz.x,4); // a
memcpy(&data[4],&m->vec.rvec.xyz.y,4); // b
memcpy(&data[8],&m->vec.uvec.xyz.x,4); // c
memcpy(&data[12],&m->vec.uvec.xyz.y,4); // d
}
// return bytes processed
// non-16 byte version of unpack matrix code
void multi_unpack_orient_matrix(ubyte *data,matrix *m)
{
memcpy(&m->vec.rvec.xyz.x, &data[0], 4);
memcpy(&m->vec.rvec.xyz.y, &data[4], 4);
memcpy(&m->vec.uvec.xyz.x, &data[8], 4);
memcpy(&m->vec.uvec.xyz.y, &data[12],4);
m->vec.rvec.xyz.z = fl_sqrt(fl_abs(1 - (m->vec.rvec.xyz.x * m->vec.rvec.xyz.x) - (m->vec.rvec.xyz.y * m->vec.rvec.xyz.y))); // X
m->vec.uvec.xyz.z = fl_sqrt(fl_abs(1 - (m->vec.uvec.xyz.x * m->vec.uvec.xyz.x) - (m->vec.uvec.xyz.y * m->vec.uvec.xyz.y))); // Y
m->vec.fvec.xyz.z = fl_sqrt(fl_abs(1 - (m->vec.rvec.xyz.z * m->vec.rvec.xyz.z) - (m->vec.uvec.xyz.z * m->vec.uvec.xyz.z))); // V
m->vec.fvec.xyz.x = fl_sqrt(fl_abs(1 - (m->vec.rvec.xyz.x * m->vec.rvec.xyz.x) - (m->vec.uvec.xyz.x * m->vec.uvec.xyz.x))); // Z
m->vec.fvec.xyz.y = fl_sqrt(fl_abs(1 - (m->vec.rvec.xyz.y * m->vec.rvec.xyz.y) - (m->vec.uvec.xyz.y * m->vec.uvec.xyz.y))); // W
m->vec.rvec.xyz.z *= (data[16] & (1<<0)) ? -1.0f : 1.0f;
m->vec.uvec.xyz.z *= (data[16] & (1<<1)) ? -1.0f : 1.0f;
m->vec.fvec.xyz.z *= (data[16] & (1<<2)) ? -1.0f : 1.0f;
m->vec.fvec.xyz.x *= (data[16] & (1<<3)) ? -1.0f : 1.0f;
m->vec.fvec.xyz.y *= (data[16] & (1<<4)) ? -1.0f : 1.0f;
}
void multi_do_client_warp(float frame_time)
{
ship_obj *moveup;
moveup = GET_FIRST(&Ship_obj_list);
while(moveup!=END_OF_LIST(&Ship_obj_list)){
// do all _necessary_ ship warp in (arrival) processing
if ( Ships[Objects[moveup->objnum].instance].flags & SF_ARRIVING )
shipfx_warpin_frame( &Objects[moveup->objnum], frame_time );
moveup = GET_NEXT(moveup);
}
}
// ------------------------------------------------------------------------------------
// ship status change stuff
int lookup_ship_status(net_player *p,int unique_id,int remove)
{
int idx;
for(idx=0;idx<p->s_info.num_last_buttons;idx++){
if(p->s_info.last_buttons_id[idx] == unique_id){
if(remove){
remove_ship_status_item(p,idx);
p->s_info.num_last_buttons--;
}
return 1;
}
}
return 0;
}
void remove_ship_status_item(net_player *p,int id)
{
int idx;
for(idx=id;idx<BUTTON_INFO_SAVE_COUNT-1;idx++){
p->s_info.last_buttons[idx] = p->s_info.last_buttons[idx+1];
p->s_info.last_buttons_id[idx] = p->s_info.last_buttons_id[idx+1];
p->s_info.last_buttons_time[idx] = p->s_info.last_buttons_time[idx+1];
}
}
//
void add_net_button_info(net_player *p,button_info *bi,int unique_id)
{
int lookup,idx;
fix earliest;
// if the list is full, put it in the oldest slot since it's probably a lost packet anyway
if(p->s_info.num_last_buttons < BUTTON_INFO_SAVE_COUNT-1){
p->s_info.last_buttons[p->s_info.num_last_buttons] = *bi;
p->s_info.last_buttons_id[p->s_info.num_last_buttons] = unique_id;
p->s_info.last_buttons_time[p->s_info.num_last_buttons] = timer_get_fixed_seconds();
p->s_info.num_last_buttons++;
} else {
earliest = 0;
lookup = -1;
for(idx=0;idx<BUTTON_INFO_SAVE_COUNT;idx++){
if((p->s_info.last_buttons_time[idx] < earliest) || (earliest == 0)){
earliest = p->s_info.last_buttons_time[idx];
lookup = idx;
}
}
if(lookup != -1){
p->s_info.last_buttons[lookup] = *bi;
p->s_info.last_buttons_id[lookup] = unique_id;
p->s_info.last_buttons_time[lookup] = timer_get_fixed_seconds();
}
}
}
extern int button_function_critical(int n,net_player *p = NULL);
void multi_apply_ship_status(net_player *p,button_info *bi,int locally)
{
int i, j;
Multi_button_info_ok=1;
for ( i = 0; i < NUM_BUTTON_FIELDS; i++ ) {
if ( bi->status[i] == 0 )
continue;
// at least one bit is set in the status integer
for ( j = 0; j < 32; j++ ) {
// check if the bit is set. If button_function returns 1 (implying the action was taken), then unset the bit
if ( bi->status[i] & (1<<j) ) {
if(locally){
if(button_function_critical(32*i + j,NULL)) // will apply to this console
bi->status[i] &= ~(1<<j);
} else {
if(button_function_critical(32*i + j,p)) // will only apply to a net-player
bi->status[i] &= ~(1<<j);
}
}
}
}
Multi_button_info_ok=0;
}
// send 10x a second MAX
#define MULTI_SHIP_STATUS_TIME 350
int Multi_ship_status_stamp = -1;
button_info Multi_ship_status_bi;
void multi_maybe_send_ship_status()
{
int idx;
button_info *bi = &Player->bi;
// strip out noncritical button presses
button_strip_noncritical_keys(bi);
// xor all fields into the accum button info
for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){
Multi_ship_status_bi.status[idx] |= bi->status[idx];
}
// check timestamp
if((Multi_ship_status_stamp < 0) || timestamp_elapsed_safe(Multi_ship_status_stamp, MULTI_SHIP_STATUS_TIME*2)){
int should_send = 0;
for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){
// we have at least something to send
if(Multi_ship_status_bi.status[idx] != 0){
should_send = 1;
}
}
// do we have something to send
if(should_send){
// add_net_button_info(Net_player, &Multi_ship_status_bi, Multi_button_info_id);
send_ship_status_packet(Net_player, &Multi_ship_status_bi, Multi_button_info_id++);
}
// zero it out
memset(&Multi_ship_status_bi, 0, sizeof(button_info));
// reset timestamp
Multi_ship_status_stamp = timestamp(MULTI_SHIP_STATUS_TIME);
}
}
void multi_subsys_update_all()
{
/*
int idx;
Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
for(idx=0;idx<MAX_PLAYERS;idx++){
if((Net_players[idx].flags & NETINFO_FLAG_CONNECTED) && !psnet_same(&My_addr,&Net_players[idx].addr) && !(Net_players[idx].flags & NETINFO_FLAG_OBSERVER))
send_subsys_update_packet(&Net_players[idx]);
}
*/
}
int multi_find_player_by_callsign(char *callsign)
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (strcmp(callsign,Net_players[idx].m_player->callsign)==0)){
return idx;
}
}
return -1;
}
// if Game_current_mission_filename is a builtin multiplayer mission
int multi_is_builtin_mission()
{
// int idx;
char name[512];
// get the full filename
memset(name,0,512);
strcpy(name,Game_current_mission_filename);
cf_add_ext(name, FS_MISSION_FILE_EXT);
// if this mission is builtin
if(game_find_builtin_mission(name) != NULL){
return 1;
}
// not builtin
return 0;
}
// verify that the player has a valid mission file and do 1 of 3 things
void server_verify_filesig(short player_id, ushort sum_sig, int length_sig)
{
#if defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO)
net_player *pl;
int player;
player = find_player_id(player_id);
Assert(player >= 0);
if(player < 0){
return;
}
pl = &Net_players[player];
// all missions should be builtin, so if we don't have a match, kick the player
if((sum_sig != Multi_current_file_checksum) || (length_sig != Multi_current_file_length)){
multi_kick_player(player, 0, KICK_REASON_CANT_XFER);
} else {
pl->flags |= NETINFO_FLAG_MISSION_OK;
}
#else
net_player *pl;
int player;
int ok;
int is_builtin;
player = find_player_id(player_id);
Assert(player >= 0);
if(player < 0){
return;
}
pl = &Net_players[player];
// if the current mission is a builtin mission, check stuff out
is_builtin = multi_is_builtin_mission();
if(is_builtin){
// if the player doesn't have it, kick him
if((sum_sig == 0xffff) && (length_sig == -1)){
multi_kick_player(player, 0, KICK_REASON_CANT_XFER);
} else {
pl->flags |= NETINFO_FLAG_MISSION_OK;
}
// done
return;
}
if( (length_sig != Multi_current_file_length) || (sum_sig != Multi_current_file_checksum)){
ok = 0;
} else {
ok = 1;
}
// in an ingame join situation
if(pl->flags & NETINFO_FLAG_INGAME_JOIN){
if(!ok){
// if the netgame settings allow in-mission file xfers
if(Netgame.options.flags & MSO_FLAG_INGAME_XFER){
pl->s_info.ingame_join_flags |= INGAME_JOIN_FLAG_FILE_XFER;
pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
}
// otherwise send him a nak and tell him to get away
else {
send_ingame_nak(ACK_FILE_ACCEPTED,pl);
}
} else {
pl->flags |= NETINFO_FLAG_MISSION_OK;
}
}
// in a normal join situation
else {
// if the file does not check out, send it to him
if(!ok){
pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
}
// otherwise mark him as having a valid mission
else {
pl->flags |= NETINFO_FLAG_MISSION_OK;
}
}
#endif
}
// check to see if every client has NETINFO_FLAG_MISSION_OK
int server_all_filesigs_ok()
{
int idx;
int ok = 1;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && !(Net_players[idx].flags & NETINFO_FLAG_MISSION_OK)){
ok = 0;
break;
}
}
return ok;
}
void multi_untag_player_ships()
{
ship_obj *moveup;
moveup = GET_FIRST(&Ship_obj_list);
while(moveup != END_OF_LIST(&Ship_obj_list)){
if(Objects[moveup->objnum].flags & OF_PLAYER_SHIP){
Objects[moveup->objnum].flags &= ~(OF_PLAYER_SHIP);
obj_set_flags( &Objects[moveup->objnum], Objects[moveup->objnum].flags | OF_COULD_BE_PLAYER );
}
moveup = GET_NEXT(moveup);
}
}
// broadcast alltime stats to everyone in the game
void multi_broadcast_stats(int stats_code)
{
int idx;
// broadcast everyone's stats to everyone else
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
send_player_stats_block_packet(&Net_players[idx], stats_code);
}
}
}
// check to see if all players other than the local player are in a given NETPLAYER_ state
// this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
int multi_netplayer_state_check(int state,int ignore_standalone)
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
continue;
}
if(Net_players[idx].state != state){
return 0;
}
}
}
return 1;
}
int multi_netplayer_state_check2(int state, int state2, int ignore_standalone)
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
continue;
}
if((Net_players[idx].state != state) && (Net_players[idx].state != state2)){
return 0;
}
}
}
return 1;
}
int multi_netplayer_state_check3(int state, int state2, int state3, int ignore_standalone)
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
continue;
}
if((Net_players[idx].state != state) && (Net_players[idx].state != state2) && (Net_players[idx].state != state3)){
return 0;
}
}
}
return 1;
}
// check to see if all players other than the local player are in a given NETPLAYER_ state
// this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
int multi_netplayer_flag_check(int flags,int ignore_standalone)
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
continue;
}
if(!(Net_players[idx].flags & flags)){
return 0;
}
}
}
return 1;
}
// function which gets called from psnet_* code to evaluate an error received on a reliable
// socket. In general, we only want to do drastic measures if the error indicates that the client
// is no longer there.
void multi_eval_socket_error(PSNET_SOCKET sock, int error)
{
if ( error == WSAENOTSOCK ){
nprintf(("Network","Socket connection terminated and/or nonexistent, bailing..\n"));
// mwa -- don't go back to main menu. You don't want host to do this. Maybe we can ignore it
// because of a leaving player.
return;
//gameseq_post_event(GS_EVENT_MAIN_MENU);
// Int3(); // get allender -- something happened to socket connection!!!
}
if ( (error != WSAECONNRESET) && (error != WSAECONNABORTED) && (error != WSAESHUTDOWN) ) {
nprintf(("Network", "Error %d received on reliable socket -- ignoring\n", error));
return;
}
if(error == WSAESHUTDOWN){
nprintf(("Network","Received WSAESHUTDOWN on client socket. Cool.\n"));
}
// mwa -- always return for now because debugging with the stuff below is a real pain.
// in essence, you can't do it!
//return;
if( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
int idx;
nprintf(("Network", "pitching player because drop on reliable socket\n"));
// find the netplayer whose socket we have an error on. Dump the player when we find him.
// NOTE : make sure not to ban him
for(idx=0;idx<MAX_PLAYERS;idx++){
if(Net_players[idx].reliable_socket == sock){
delete_player(idx);
return;
}
}
} else {
nprintf(("Network", "Communications to server lost -- quitting game\n"));
multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
}
}
// send a repair info packet with code == code to a player if his object is the one being acted upon
// dest_objp is the player object (or possible player object). source_objp is the object pointer
// of the repair ship that is the source of the action. code means what is happening -- queueing up
// for repair, getting repaired, aborted, complete, etc.
void multi_maybe_send_repair_info(object *dest_objp, object *source_objp, int code )
{
// only send information on player objects
if ( !MULTIPLAYER_MASTER )
return;
Assert( dest_objp->type == OBJ_SHIP );
Assert( dest_objp != source_objp );
send_repair_info_packet( dest_objp, source_objp, code );
}
int multi_is_valid_unknown_packet(ubyte type){
return (type == GAME_QUERY) || (type == JOIN) || (type == PING) || (type == PONG) || (type == GAME_INFO)
|| (type == ACCEPT) || (type == GAME_ACTIVE) || (type == INGAME_NAK) || (type == DENY)
|| (type == UPDATE_DESCRIPT) || (type == ACCEPT_PLAYER_DATA) ? 1 : 0;
}
void multi_create_standalone_object()
{
// now create a dummy ship for the standalone
matrix m = IDENTITY_MATRIX;
vec3d v;
int objnum, pobj_num;
vm_vec_zero(&v);
objnum = observer_create(&m,&v);
Player_obj = &Objects[objnum];
obj_set_flags(Player_obj, Player_obj->flags & (~OF_COLLIDES) );
//obj_set_flags(Player_obj, Player_obj->flags | OF_SHOULD_BE_DEAD);
obj_set_flags(Player_obj, Player_obj->flags & (~OF_PLAYER_SHIP));
Net_player->m_player->objnum = objnum;
// create the default player ship object and use that as my default virtual "ship", and make it "invisible"
pobj_num = parse_create_object(&Player_start_pobject);
Assert(pobj_num != -1);
obj_set_flags(&Objects[pobj_num],OF_PLAYER_SHIP);
Objects[pobj_num].net_signature = STANDALONE_SHIP_SIG;
Player_ship = &Ships[Objects[pobj_num].instance];
// make ship hidden from sensors so that this observer cannot target it. Observers really have two ships
// one observer, and one "Player_ship". Observer needs to ignore the Player_ship.
Player_ship->flags |= SF_HIDDEN_FROM_SENSORS;
strcpy(Player_ship->ship_name, XSTR("Standalone Ship",904));
Player_ai = &Ai_info[Ships[Objects[pobj_num].instance].ai_index];
}
int multi_message_should_broadcast(int type)
{
return (type == MESSAGE_ARRIVE_ENEMY) || (type == MESSAGE_BETA_ARRIVED) ||
(type == MESSAGE_GAMMA_ARRIVED) || (type == MESSAGE_HELP) || (type == MESSAGE_REINFORCEMENTS) ? 1 : 0;
}
// active game list handling functions
active_game *multi_new_active_game( void )
{
active_game *new_game;
new_game = (active_game *)vm_malloc(sizeof(active_game));
if ( new_game == NULL ) {
nprintf(("Network", "Cannot allocate space for new active game structure\n"));
return NULL;
}
if ( Active_game_head != NULL ) {
new_game->next = Active_game_head->next;
new_game->next->prev = new_game;
Active_game_head->next = new_game;
new_game->prev = Active_game_head;
} else {
Active_game_head = new_game;
Active_game_head->next = Active_game_head->prev = Active_game_head;
}
Active_game_count++;
// notify the join game screen of this new item
multi_join_notify_new_game();
return new_game;
}
active_game *multi_update_active_games(active_game *ag)
{
active_game *gp = NULL;
active_game *stop = NULL;
// see if we have a game from this address already -- if not, create one. In either case, get a pointer
// to an active_game structure
if ( Active_game_head != NULL ) { // no games on list at all
int on_list;
gp = Active_game_head;
stop = Active_game_head;
on_list = 0;
do {
if ( psnet_same(&gp->server_addr, &ag->server_addr) /*&& (gp->game.security == game->security)*/ ) {
on_list = 1;
break;
}
gp = gp->next;
} while (gp != stop);
// insert in the list
if (!on_list){
gp = multi_new_active_game();
// gp->ping_time = -1.0f;
// copy in the game information
memcpy(&gp->server_addr,&ag->server_addr,sizeof(net_addr));
strcpy(gp->name,ag->name);
strcpy(gp->mission_name,ag->mission_name);
strcpy(gp->title,ag->title);
gp->num_players = ag->num_players;
gp->flags = ag->flags;
// ping him
/*
gp->ping_start = timer_get_fixed_seconds();
gp->ping_end = -1;
send_ping(&gp->server_addr);
*/
multi_ping_reset(&gp->ping);
multi_ping_send(&gp->server_addr,&gp->ping);
}
// otherwise update the netgame info we have for this guy
else {
memset(gp->name,0,MAX_GAMENAME_LEN+1);
strcpy(gp->name,ag->name);
memset(gp->mission_name,0,NAME_LENGTH+1);
strcpy(gp->mission_name,ag->mission_name);
memset(gp->title,0,NAME_LENGTH+1);
strcpy(gp->title,ag->title);
gp->num_players = ag->num_players;
gp->flags = ag->flags;
}
} else {
gp = multi_new_active_game();
// gp->ping_time = -1.0f;
// copy in the game information
memcpy(&gp->server_addr,&ag->server_addr,sizeof(net_addr));
strcpy(gp->name,ag->name);
strcpy(gp->mission_name,ag->mission_name);
strcpy(gp->title,ag->title);
gp->num_players = ag->num_players;
gp->flags = ag->flags;
// ping him
// gp->ping_start = timer_get_fixed_seconds();
// gp->ping_end = -1;
// send_ping(&gp->server_addr);
multi_ping_reset(&gp->ping);
multi_ping_send(&gp->server_addr,&gp->ping);
}
// don't do anything if we don't have a game entry
if(gp == NULL){
return NULL;
}
// update the last time we heard from him
if((Multi_options_g.protocol == NET_TCP) && (Net_player->p_info.options.flags & MLO_FLAG_LOCAL_BROADCAST)){
gp->heard_from_timer = timestamp(MULTI_JOIN_SERVER_TIMEOUT_LOCAL);
} else {
gp->heard_from_timer = timestamp(MULTI_JOIN_SERVER_TIMEOUT);
}
return gp;
}
void multi_free_active_games()
{
active_game *moveup,*backup;
moveup = Active_game_head;
backup = NULL;
if(moveup != NULL){
do {
backup = moveup;
moveup = moveup->next;
vm_free(backup);
backup = NULL;
} while(moveup != Active_game_head);
Active_game_head = NULL;
}
Active_game_count = 0;
}
server_item *multi_new_server_item( void )
{
server_item *new_game;
new_game = (server_item *)vm_malloc(sizeof(server_item));
if ( new_game == NULL ) {
nprintf(("Network", "Cannot allocate space for new server_item structure\n"));
return NULL;
}
if ( Game_server_head != NULL ) {
new_game->next = Game_server_head->next;
new_game->next->prev = new_game;
Game_server_head->next = new_game;
new_game->prev = Game_server_head;
} else {
Game_server_head = new_game;
Game_server_head->next = Game_server_head->prev = Game_server_head;
}
return new_game;
}
void multi_free_server_list()
{
server_item *moveup,*backup;
moveup = Game_server_head;
backup = NULL;
if(moveup != NULL){
do {
backup = moveup;
moveup = moveup->next;
vm_free(backup);
backup = NULL;
} while(moveup != Game_server_head);
Game_server_head = NULL;
}
}
int multi_num_players()
{
int idx,count;
// count the players who are actively connected
count = 0;
for(idx=0;idx<MAX_PLAYERS;idx++){
// count all connected players except the standalone server (if any)
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx])){
count++;
}
}
return count;
}
int multi_num_observers()
{
int idx,count;
// count the players who are actively connected
count = 0;
for(idx=0;idx<MAX_PLAYERS;idx++){
// count all connected players except the standalone server (if any)
if(MULTI_CONNECTED(Net_players[idx]) && MULTI_PERM_OBSERVER(Net_players[idx])){
count++;
}
}
return count;
}
int multi_num_connections()
{
int idx,count;
// count the players who are actively connected
count = 0;
for(idx=0;idx<MAX_PLAYERS;idx++){
// count all connected players except the standalone server (if any)
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
count++;
}
}
return count;
}
int multi_can_message(net_player *p)
{
int max_rank;
ship *sp;
// if the player is an observer of any kind, he cannot message
if(p->flags & NETINFO_FLAG_OBSERVER){
return 0;
}
switch(Netgame.options.squad_set){
// only those of the highest rank can message
case MSO_SQUAD_RANK:
max_rank = multi_get_highest_rank();
if(p->m_player->stats.rank < max_rank){
return 0;
}
break;
// only wing/team leaders can message
case MSO_SQUAD_LEADER:
// if the player has an invalid object #
if(p->m_player->objnum < 0){
return 0;
}
// check to see if he's a wingleader
sp = &Ships[Objects[p->m_player->objnum].instance];
if (sp->ship_name[strlen(sp->ship_name)-1] == '1')
{
return 0;
}
break;
// anyone can end message
case MSO_SQUAD_ANY:
break;
// only the host can message
case MSO_SQUAD_HOST:
if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
return 0;
}
break;
}
return 1;
}
int multi_can_end_mission(net_player *p)
{
int max_rank;
ship *sp;
// the host can _always_ unpause a game
if(p->flags & NETINFO_FLAG_GAME_HOST){
return 1;
}
switch(Netgame.options.endgame_set){
// only those of the highest rank can end the mission
case MSO_END_RANK:
max_rank = multi_get_highest_rank();
if(p->m_player->stats.rank < max_rank){
return 0;
}
break;
// only wing/team leaders can end the mission
case MSO_END_LEADER:
// if the player has an invalid object #
if(p->m_player->objnum < 0){
return 0;
}
// check to see if he's a wingleader
sp = &Ships[Objects[p->m_player->objnum].instance];
if (sp->ship_name[strlen(sp->ship_name)-1] == '1')
{
return 0;
}
break;
// anyone can end the mission
case MSO_END_ANY:
break;
// only the host can end the mission
case MSO_END_HOST:
if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
return 0;
}
break;
}
return 1;
}
int multi_eval_join_request(join_request *jr,net_addr *addr)
{
int team0_avail,team1_avail;
// if the server versions are incompatible
if(jr->version < MULTI_FS_SERVER_COMPATIBLE_VERSION){
return JOIN_DENY_JR_BAD_VERSION;
}
// check to make sure we are otherwise in a state to accept
if((Netgame.game_state != NETGAME_STATE_FORMING) &&
((Netgame.game_state != NETGAME_STATE_IN_MISSION) || !Cmdline_ingamejoin)){
return JOIN_DENY_JR_STATE;
}
#ifndef NO_STANDALONE
// the standalone has some oddball situations which we must handle seperately
if(Game_mode & GM_STANDALONE_SERVER){
// if this is the first connection, he will be the host so we must always accept him
if(multi_num_players() == 0){
// check to see if this is a tracker game, and if so make sure this is a valid MT player
// we probably eventually want to make sure he's not passing us a fake tracker id#
if (MULTI_IS_TRACKER_GAME) {
if(jr->tracker_id < 0){
// FS2 Open PXO doesn't use this
//return JOIN_DENY_JR_TRACKER_INVAL;
}
}
// if we're password protected
if(std_is_host_passwd() && strcmp(jr->passwd, Multi_options_g.std_passwd)){
return JOIN_DENY_JR_PASSWD;
}
// don't allow the host to join as an observer
if(jr->flags & JOIN_FLAG_AS_OBSERVER){
return JOIN_DENY_JR_NOOBS;
} else {
return -1;
}
}
}
#endif // #ifndef NO_STANDALONE
// first off check to see if we're violating any of our max players/observers/connections boundaries
// if we've already got the full 16 (MAX_PLAYERS) connections - yow
if( (multi_num_connections() >= MULTI_MAX_CONNECTIONS) ||
// if we're full of observers and this guy wants to be an observer
((multi_num_observers() >= MAX_OBSERVERS) && (jr->flags & JOIN_FLAG_AS_OBSERVER)) ||
// if we're up to MULTI_MAX_PLAYERS-1 and we're on the standalone
((multi_num_players() >= (MULTI_MAX_PLAYERS - 1)) && (Game_mode & GM_STANDALONE_SERVER)) ||
// if we're up to MULTI_MAX_PLAYERS
(multi_num_players() >= MULTI_MAX_PLAYERS) ||
// if the max players for a standalone was set
((Multi_options_g.std_max_players != -1) && (multi_num_players() >= Multi_options_g.std_max_players)) ){
// we're full buddy - sorry
return JOIN_DENY_JR_FULL;
}
// check to see if this is a tracker game, and if so make sure this is a valid MT player
// we probably eventually want to make sure he's not passing us a fake tracker id#
if (MULTI_IS_TRACKER_GAME) {
if(jr->tracker_id < 0){
// FS2Open PXO Doesn't use this
//return JOIN_DENY_JR_TRACKER_INVAL;
}
}
// check to see if the player is trying to ingame join in a closed game
if(MULTI_IN_MISSION && (Netgame.mode == NG_MODE_CLOSED)){
return JOIN_DENY_JR_CLOSED;
}
// check to see if the player has passed a valid password in a password protected game
if((Netgame.mode == NG_MODE_PASSWORD) && strcmp(Netgame.passwd,jr->passwd)){
return JOIN_DENY_JR_PASSWD;
}
// check to see if the netgame is forming and is temporarily marked as closed
if((Netgame.game_state == NETGAME_STATE_FORMING) && (Netgame.flags & NG_FLAG_TEMP_CLOSED)){
return JOIN_DENY_JR_TEMP_CLOSED;
}
// check to make sure he meets the rank requirement
if((Netgame.mode == NG_MODE_RANK_ABOVE) && (jr->player_rank < Netgame.rank_base)){
return JOIN_DENY_JR_RANK_LOW;
}
// check to make sure he meets the rank requirement
if((Netgame.mode == NG_MODE_RANK_BELOW) && (jr->player_rank > Netgame.rank_base)){
return JOIN_DENY_JR_RANK_HIGH;
}
// can't ingame join a non-dogfight game
/* if((Netgame.game_state != NETGAME_STATE_FORMING) && !(Netgame.type_flags & NG_TYPE_DOGFIGHT)){
return JOIN_DENY_JR_TYPE;
} */
#ifndef NO_STANDALONE
// if the player was banned by the standalone
if((Game_mode & GM_STANDALONE_SERVER) && std_player_is_banned(jr->callsign)){
return JOIN_DENY_JR_BANNED;
}
#endif
// ----------- FS2NetD IP Banning -----------
if(fs2netd_player_banned(addr)){
return JOIN_DENY_JR_BANNED;
}
// if the game is in-mission, make sure there are ships available
if(MULTI_IN_MISSION && !(jr->flags & JOIN_FLAG_AS_OBSERVER)){
team0_avail = 0;
team1_avail = 0;
multi_player_ships_available(&team0_avail,&team1_avail);
// if there are no ships available on either team
if((team0_avail == 0) && (team1_avail == 0)){
return JOIN_DENY_JR_FULL;
}
}
// if my ingame joining flag is set, then deny since we only allow one ingame joiner at a time
if ( Netgame.flags & NG_FLAG_INGAME_JOINING ){
return JOIN_DENY_JR_INGAME_JOIN;
}
// check to make sure the game is not full (of observers, or players, as appropriate)
if((jr->flags & JOIN_FLAG_AS_OBSERVER)){
if((multi_num_observers() + 1) > Netgame.options.max_observers){
return JOIN_DENY_JR_FULL;
}
}
// if the netgame is restricted or is team vs. team
if(Netgame.mode == NG_MODE_RESTRICTED){
// ingame, we must query the host to see if this guy is accepted
if(MULTI_IN_MISSION){
return JOIN_QUERY_RESTRICTED;
}
}
// check to make sure this player hasn't been kick/banned
if(multi_kick_is_banned(addr)){
return JOIN_DENY_JR_BANNED;
}
// check to make sure this player doesn't already exist
if ( find_player(addr) >= 0 ) {
return JOIN_DENY_JR_DUP;
}
return -1;
}
// called by any machine (client, host, server, standalone, etc), to begin warping out all player objects
void multi_warpout_all_players()
{
int idx;
// i'f i'm already marked as warping out, don't do this again
if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
return;
}
// stop my afterburners
if((Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER)){
afterburners_stop( Player_obj, 1 );
}
// traverse through each player
for(idx=0;idx<MAX_PLAYERS;idx++) {
object *objp;
// only warpout player _ships_ which are not mine
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (Objects[Net_players[idx].m_player->objnum].type == OBJ_SHIP)){
objp = &Objects[Net_players[idx].m_player->objnum];
obj_set_flags( objp, objp->flags & (~OF_COLLIDES) );
shipfx_warpout_start( objp );
}
}
// now, mark ourselves as needing to warp out
Net_player->flags |= NETINFO_FLAG_WARPING_OUT;
// if we're an observer, or we're respawning, or we can't warp out. so just jump into the debrief state
if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Net_player->flags & NETINFO_FLAG_RESPAWNING) ||
(Net_player->flags & NETINFO_FLAG_OBSERVER) || ((Player_obj->type == OBJ_SHIP) && (Player_ship->flags & SF_CANNOT_WARP)) ){
if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
} else {
gameseq_post_event(GS_EVENT_DEBRIEF);
}
}
// if we're a ship, then begin the warpout process
else {
// turn off collision detection for my ship
obj_set_flags(Player_obj, Player_obj->flags & (~OF_COLLIDES) );
gameseq_post_event(GS_EVENT_PLAYER_WARPOUT_START_FORCED);
}
}
// determine the highest rank of any of the players in the game
int multi_get_highest_rank()
{
int idx;
int max_rank = -1;
// go through all the players
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && (Net_players[idx].m_player->stats.rank > max_rank)){
max_rank = Net_players[idx].m_player->stats.rank;
}
}
// return what we found
return max_rank;
}
// called on the machine of the player who hit alt+j
void multi_handle_end_mission_request()
{
int idx;
// all clients should send the request to the server. no exceptions
if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
send_endgame_packet();
}
// the server of the game does some further processing
else {
ml_string("Server received endgame request, proceeding...");
// first we should toss all ingame joiners
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_players[idx].flags & NETINFO_FLAG_INGAME_JOIN)){
multi_kick_player(idx,0,KICK_REASON_INGAME_ENDED);
}
}
// send the endgame packet to all clients, who will act on it immediately
send_endgame_packet();
Netgame.game_state = NETGAME_STATE_ENDGAME;
send_netgame_update_packet();
#ifndef NO_STANDALONE
if(Game_mode & GM_STANDALONE_SERVER){
// move to the standalone postgame (which is where we'll handle stats packets, etc)
gameseq_post_event(GS_EVENT_STANDALONE_POSTGAME);
}
#endif
// begin the warpout process for all players and myself
multi_warpout_all_players();
}
}
// called to handle any special cases where a player is in some submemu when the game is ended
void multi_handle_state_special()
{
int stack_depth,current_depth;
// first off - kill any active popups
popup_kill_any_active();
// kill any popupdeads
if(popupdead_is_active()){
popupdead_close();
}
// kill off the pilot info popup if its active
if(multi_pinfo_popup_active()){
multi_pinfo_popup_kill();
}
// now do any special processing for being in states other then the gameplay states
stack_depth = gameseq_get_depth();
// if we're not pushed on top of any states, do any special state case handling here
if(stack_depth == 0){
// currently there are no special cases, so return
return;
}
// if we are pushed on any states, post events to pop them off one by one
else {
current_depth = stack_depth;
do {
switch(gameseq_get_state(stack_depth - current_depth)){
// the hotkey screen
case GS_STATE_HOTKEY_SCREEN :
mission_hotkey_exit();
Game_do_state_should_skip = 1;
break;
// the options menu
case GS_STATE_OPTIONS_MENU:
options_cancel_exit();
Game_do_state_should_skip = 1;
break;
// the hud config (1 deeper in the options menu)
case GS_STATE_HUD_CONFIG:
hud_config_cancel();
Game_do_state_should_skip = 1;
break;
// controls config (1 deeper than the options menu)
case GS_STATE_CONTROL_CONFIG:
control_config_cancel_exit();
Game_do_state_should_skip = 1;
break;
// mission goals screen
case GS_STATE_SHOW_GOALS:
mission_goal_exit();
Game_do_state_should_skip = 1;
break;
// mission log scrollback
case GS_STATE_MISSION_LOG_SCROLLBACK:
hud_scrollback_exit();
Game_do_state_should_skip = 1;
break;
// pause screen
case GS_STATE_MULTI_PAUSED:
gameseq_pop_state();
Game_do_state_should_skip = 1;
break;
}
// next pushed state
current_depth--;
} while(current_depth > 0);
}
}
// called by the file xfer subsytem when we start receiving a file
void multi_file_xfer_notify(int handle)
{
char *filename;
int len,idx;
int force_dir;
int cf_type;
int is_mission = 0;
// get the filename of the file we are receiving
filename = NULL;
filename = multi_xfer_get_filename(handle);
// get the directory the file is forced into
force_dir = multi_xfer_get_force_dir(handle);
// something is messed up
if(filename == NULL){
return;
}
// convert the filename to all lowercase
len = strlen(filename);
for(idx=0;idx<len;idx++){
filename[idx] = (char)tolower(filename[idx]);
}
// if this is a mission file
is_mission = (strstr(filename, FS_MISSION_FILE_EXT) != NULL);
// determine where its going to go
if(is_mission){
cf_type = Net_player->p_info.options.flags & MLO_FLAG_XFER_MULTIDATA ? CF_TYPE_MULTI_CACHE : CF_TYPE_MISSIONS;
} else {
cf_type = CF_TYPE_MULTI_CACHE;
}
// QUICK FIX
// check to see if the file is read-only
if((strlen(filename) > 0) && !cf_access(filename, cf_type, 00) && (cf_access(filename, cf_type, 02) == -1)){
multi_xfer_xor_flags(handle, MULTI_XFER_FLAG_REJECT);
Net_player->flags &= ~(NETINFO_FLAG_DO_NETWORKING);
popup(PF_USE_AFFIRMATIVE_ICON, 1, XSTR("&Ok", 713), XSTR("An outdated copy of this file exists, but it cannot be overwritten by the server because it is set to be read-only. Change the permissions on this file next time.", 714));
multi_quit_game(PROMPT_NONE);
return;
}
// if the incoming filename is a freespace file, set my netplayer state to be "file xfer"
if(is_mission){
// we'd better not be xferring a file right now
Assert(Net_player->s_info.xfer_handle == -1);
// force into the multidata directory
multi_xfer_handle_force_dir(handle, cf_type);
// set my xfer handle
Net_player->s_info.xfer_handle = handle;
Net_player->state = NETPLAYER_STATE_MISSION_XFER;
send_netplayer_update_packet();
}
// otherwise always hand it off to the multi_data system
else {
multi_data_handle_incoming(handle);
}
}
// return the lag/disconnected status of the game
#define MULTI_LAG_VAL 400
int multi_query_lag_status()
{
// -1 == not lagged, 0 == lagged, 1 == disconnected
// if I'm the server of the game, I can't be lagged
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
return -1;
}
// if we've been disconnected for some reason or another
if(multi_client_server_dead()){
return 1;
}
// if our ping time to the server is over a certain time
if(Netgame.server->s_info.ping.ping_avg >= MULTI_LAG_VAL){
return 0;
}
// not lagged
return -1;
}
// process a valid join request
void multi_process_valid_join_request(join_request *jr, net_addr *who_from, int ingame_join_team)
{
int net_player_num,player_num;
short id_num;
// create netplayer and player objects for this guy
net_player_num = multi_find_open_netplayer_slot();
player_num = multi_find_open_player_slot();
id_num = multi_get_new_id();
Assert((net_player_num != -1) && (player_num != -1));
// if he is requesting to join as an observer
if(jr->flags & JOIN_FLAG_AS_OBSERVER){
// create the (permanently) observer player
if(!multi_obs_create_player(net_player_num, jr->callsign, who_from, &Players[player_num])){
Int3();
}
// copy his pilot image filename
if(strlen(jr->image_filename) > 0){
strcpy(Net_players[net_player_num].m_player->image_filename, jr->image_filename);
} else {
strcpy(Net_players[net_player_num].m_player->image_filename, "");
}
// copy his pilot squad filename
Net_players[net_player_num].m_player->insignia_texture = -1;
player_set_squad_bitmap(Net_players[net_player_num].m_player, jr->squad_filename);
// clear his multi_data info
multi_data_handle_join(net_player_num);
// set some extra flags for him as appropriate
if(MULTI_IN_MISSION){
Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;
}
Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;
Net_players[net_player_num].player_id = id_num;
Net_players[net_player_num].tracker_player_id = jr->tracker_id;
// store pxo info
if(strlen(jr->pxo_squad_name) > 0){
strcpy(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name);
} else {
strcpy(Net_players[net_player_num].p_info.pxo_squad_name, "");
}
// if he's using hacked data
if(jr->flags & JOIN_FLAG_HAXOR){
Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
}
// set his reliable connect time
Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
// send the accept packet here
send_accept_packet(net_player_num, (Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN) ? ACCEPT_OBSERVER | ACCEPT_INGAME : ACCEPT_OBSERVER);
} else {
// create the player object
if(!multi_create_player( net_player_num, &Players[player_num], jr->callsign, who_from, -1, id_num )){
Int3();
}
// copy his pilot image filename
if(strlen(jr->image_filename) > 0){
strcpy(Net_players[net_player_num].m_player->image_filename, jr->image_filename);
} else {
strcpy(Net_players[net_player_num].m_player->image_filename, "");
}
// copy his pilot squad filename
Net_players[net_player_num].m_player->insignia_texture = -1;
player_set_squad_bitmap(Net_players[net_player_num].m_player, jr->squad_filename);
// clear his multi_data info
multi_data_handle_join(net_player_num);
// mark him as being connected
Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;
// set his tracker id correctly
Net_players[net_player_num].tracker_player_id = jr->tracker_id;
// set his player id#
Net_players[net_player_num].player_id = id_num;
// store pxo info
if(strlen(jr->pxo_squad_name) > 0){
strcpy(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name);
} else {
strcpy(Net_players[net_player_num].p_info.pxo_squad_name, "");
}
// if he's using hacked data
if(jr->flags & JOIN_FLAG_HAXOR){
Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
}
// flag him appropriately if he's doing an ingame join
if(MULTI_IN_MISSION){
// Int3(); //-C Ingame stuff
Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;
Net_players[net_player_num].s_info.ingame_join_flags = 0;
}
// set his reliable connect time
Net_players[net_player_num].s_info.reliable_connect_time = time(NULL);
// if he's joining as a host (on the standalone)
if(Net_players[net_player_num].flags & NETINFO_FLAG_GAME_HOST){
send_accept_packet(net_player_num, ACCEPT_HOST);
Netgame.host = &Net_players[net_player_num];
// set the game and player states appropriately
Netgame.game_state = NETGAME_STATE_STD_HOST_SETUP;
}
// if he's joining ingame
else if(Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN){
// if we're in team vs. team mode
if(Netgame.type_flags & NG_TYPE_TEAM)
{
/* int i, j;
int team_nums[MULTI_TS_MAX_TEAMS] = {0, 0};\
//First get the number of players on each team
for(i = 0; i < MULTI_TS_MAX_TEAMS; i++)
{
for(j = 0; j < MULTI_TS_NUM_SHIP_SLOTS; j++)
{
if(Multi_ts_team[i].multi_ts_flag != MULTI_TS_FLAG_EMPTY && Multi_ts_team[i].multi_ts_flag != MULTI_TS_FLAG_NONE)
{
team_nums[i]++;
}
}
}
//Find the lowest team
//Init this to the first team, so it works properly
int lowest_team[2] = {team_nums[0], 0};
for(i = 0; i < MULTI_TS_MAX_TEAMS;i++)
{
if(Multi_ts_team[i] < lowest_team[0])
{
lowest_team[0] Multi_ts_team[i];
lowest_team[1] = i;
}
}
ingame_join_team = lowest_team[1];*/
//Assert(ingame_join_team != -1);
Net_players[net_player_num].p_info.team = ingame_join_team;
}
send_accept_packet(net_player_num, ACCEPT_INGAME, ingame_join_team);
// set his last full update time for updating him on ingame join ships
Net_players[net_player_num].s_info.last_full_update_time = timestamp(INGAME_SHIP_UPDATE_TIME);
}
// if he's joining as an otherwise ordinary client
else {
send_accept_packet(net_player_num, ACCEPT_CLIENT);
}
}
// set my ingame joining flag if the new guy is joining ingame
if ( Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN ){
// Int3(); //-C Ingame stuff
Netgame.flags |= NG_FLAG_INGAME_JOINING;
}
// copy in his options
memcpy(&Net_players[net_player_num].p_info.options, &jr->player_options, sizeof(multi_local_options));
#ifndef NO_STANDALONE
// if on the standalone, then do any necessary gui updating
if(Game_mode & GM_STANDALONE_SERVER) {
std_add_player(&Net_players[net_player_num]);
std_connect_set_connect_count();
std_connect_set_host_connect_status();
} else
#endif
{
// let the create game screen know someone has joined
if(gameseq_get_state() == GS_STATE_MULTI_HOST_SETUP){
multi_create_handle_join(&Net_players[net_player_num]);
}
}
extern int Multi_client_update_times[MAX_PLAYERS];
Multi_client_update_times[net_player_num] = -1;
// notify datarate
multi_rate_reset(net_player_num);
}
// if a player is trying to join a restricted game, evaluate the keypress (accept or not, etc)
int multi_process_restricted_keys(int k)
{
int key1=-1,key2=-1; //JAS: Get rid of optimized warning
int team_val;
// if the query timestamp is not set, don't do anything
if(Multi_restr_query_timestamp == -1){
return 0;
}
// determine what keys to look for based upon the mode we're in
switch(Multi_join_restr_mode){
// normal restricted join, Y or N
case MULTI_JOIN_RESTR_MODE_1:
key1 = KEY_Y;
key2 = KEY_N;
break;
// team vs team, team 0 only has ships
case MULTI_JOIN_RESTR_MODE_2:
key1 = KEY_Y;
key2 = KEY_N;
break;
// team vs team, team 1 only has ships
case MULTI_JOIN_RESTR_MODE_3:
key1 = KEY_Y;
key2 = KEY_N;
break;
// team vs team, both teams have ships
case MULTI_JOIN_RESTR_MODE_4:
key1 = KEY_1;
key2 = KEY_2;
break;
// illegal mode
default :
Int3();
}
// check the keypress
if((k == key1) || (k == key2)){
// unset the timestamp
Multi_restr_query_timestamp = -1;
// MWA -- 5/26/98. Next line commented out. It should be cleared when the ingame joiner
// actually gets into the mission
//Netgame.flags &= ~(NG_FLAG_INGAME_JOINING);
// determine which team to put him on (if any)
switch(Multi_join_restr_mode){
// normal restricted join, Y or N
case MULTI_JOIN_RESTR_MODE_1:
team_val = (k == key1) ? 0 : -1;
break;
// team vs team, team 0 only has ships
case MULTI_JOIN_RESTR_MODE_2:
team_val = (k == key1) ? 0 : -1;
break;
// team vs team, team 1 only has ships
case MULTI_JOIN_RESTR_MODE_3:
team_val = (k == key1) ? 1 : -1;
break;
// team vs team, both teams have ships
case MULTI_JOIN_RESTR_MODE_4:
team_val = (k == key1) ? 0 : 1;
break;
// illegal mode
default :
team_val = -1; // JAS: Get rid of optimized warning
Int3();
}
// perform the proper response
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
if(team_val >= 0){
multi_process_valid_join_request(&Multi_restr_join_request,&Multi_restr_addr,team_val);
}
}
// otherwise tell the standalone to accept him
else {
if(team_val >= 0){
send_host_restr_packet("null",1,team_val);
} else {
send_host_restr_packet("null",2,-1);
}
}
// processed a key
return 1;
}
// didn't process any keys
return 0;
}
// determine the status of available player ships (use team_0 for non team vs. team situations)
void multi_player_ships_available(int *team_0,int *team_1)
{
ship_obj *moveup;
int mp_team_num;
*team_0 = 0;
*team_1 = 0;
moveup = GET_FIRST(&Ship_obj_list);
while(moveup!=END_OF_LIST(&Ship_obj_list)){
// if this ship is flagged as OF_COULD_BE_PLAYER
if(Objects[moveup->objnum].flags & OF_COULD_BE_PLAYER){
// get the team # for this ship
mp_team_num = multi_ts_get_team(Ships[Objects[moveup->objnum].instance].ship_name);
if(mp_team_num == 0){
(*team_0)++;
} else if(mp_team_num == 1){
(*team_1)++;
}
}
moveup = GET_NEXT(moveup);
}
}
// server should update the player's bank/link status with the data in the passed ship
void multi_server_update_player_weapons(net_player *pl,ship *shipp)
{
// don't process when the ship is dying.
if ( (shipp->flags & SF_DYING) || NETPLAYER_IS_DEAD(pl) )
return;
// primary bank status
pl->s_info.cur_primary_bank = (char)shipp->weapons.current_primary_bank;
// primary link status
pl->s_info.cur_link_status &= ~(1<<0);
if(shipp->flags & SF_PRIMARY_LINKED){
pl->s_info.cur_link_status |= (1<<0);
}
// secondary bank status
if ( shipp->weapons.current_secondary_bank < 0 ) {
nprintf(("Network", "bashing %s's current sbank to 0\n", shipp->ship_name));
shipp->weapons.current_secondary_bank = 0;
}
pl->s_info.cur_secondary_bank = (char)shipp->weapons.current_secondary_bank;
// secondary link status
pl->s_info.cur_link_status &= ~(1<<1);
if(shipp->flags & SF_SECONDARY_DUAL_FIRE){
pl->s_info.cur_link_status |= (1<<1);
}
// ets values
pl->s_info.ship_ets = 0x0000;
// shield ets
pl->s_info.ship_ets |= ((ushort)shipp->shield_recharge_index << 8);
// weapon ets
pl->s_info.ship_ets |= ((ushort)shipp->weapon_recharge_index << 4);
// engine ets
pl->s_info.ship_ets |= ((ushort)shipp->engine_recharge_index);
Assert( pl->s_info.ship_ets != 0 );
}
// flush the multidata cache directory
void multi_flush_multidata_cache()
{
nprintf(("Network","FLUSHING MULTIDATA CACHE\n"));
// call the cfile function to flush the directory
cfile_flush_dir(CF_TYPE_MULTI_CACHE);
}
// flush all data from a previous mission before starting the next
void multi_flush_mission_stuff()
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx])){
// unset all unneeded status bits
Net_players[idx].flags &= ~(NETINFO_FLAG_MISSION_OK | NETINFO_FLAG_RESPAWNING | NETINFO_FLAG_WARPING_OUT);
// server is always "mission ok"
if(Net_players[idx].flags & NETINFO_FLAG_AM_MASTER){
Net_players[idx].flags |= NETINFO_FLAG_MISSION_OK;
}
// if this guy is a non-permanent observer, unset the appropriate flags
if(MULTI_TEMP_OBSERVER(Net_players[idx])){
Net_players[idx].flags &= ~(NETINFO_FLAG_OBSERVER | NETINFO_FLAG_OBS_PLAYER);
}
// misc
multi_ping_reset(&Net_players[idx].s_info.ping);
Net_players[idx].s_info.num_last_buttons = 0;
Net_players[idx].s_info.wing_index_backup = 0;
Net_players[idx].s_info.wing_index = 0;
Net_players[idx].p_info.ship_class = -1;
Net_players[idx].p_info.ship_index = -1;
Net_players[idx].s_info.xfer_handle = -1;
// ack handles
Net_players[idx].s_info.wing_index_backup = 0;
// objnum
Players[idx].objnum = -1;
}
}
// reset netgame stuff
Netgame.flags &= ~(NG_FLAG_TEMP_CLOSED);
multi_xfer_reset();
#ifndef NO_STANDALONE
// standalone servers should clear their goal trees now
if(Game_mode & GM_STANDALONE_SERVER){
std_multi_setup_goal_tree();
}
#endif
// object signatures
// this will eventually get reset to Netgame.security the next time an object gets its signature assigned.
// We do this to resynchronize the host/server and all clients
Next_ship_signature = SHIP_SIG_MIN;
Next_asteroid_signature = ASTEROID_SIG_MIN;
Next_non_perm_signature = NPERM_SIG_MIN;
// everyone will need to either reload the current mission, leave, or load the next mission, so in any case
Multi_mission_loaded = 0;
}
// should we ignore all controls and keypresses because of some multiplayer
int multi_ignore_controls(int key)
{
// if the multiplayer text messaging system is active, don't return any keys
if((key > 0) && multi_msg_text_process(key)){
return 1;
}
// if the host of the game is being prompted to accept or deny a player in a restricted game
if((key > 0) && multi_process_restricted_keys(key)){
return 1;
}
// if we're in text messaging mode, ignore controls
if(multi_msg_text_mode()){
return 1;
}
// if the pause system wants to eat keys for a while
if(multi_pause_eat_keys()){
return 1;
}
// multiplayer didn't eat the key
return 0;
}
// if the kill limit has been reached by any given player
int multi_kill_limit_reached()
{
int idx;
// is the kill limit <= 0 ?
// if so, consider it as _no_ kill limit
if(Netgame.options.kill_limit <= 0){
return 0;
}
// look through all active, non-observer players
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && (Net_players[idx].m_player->stats.m_kill_count_ok >= Netgame.options.kill_limit)){
// someone reached the limit
return 1;
}
}
// limit has not been reached yet
return 0;
}
// display a chat message (write to the correct spot - hud, standalone gui, chatbox, etc)
void multi_display_chat_msg(char *msg, int player_index, int add_id)
{
#ifndef NO_STANDALONE
// if i'm a standalone, always add to the gui
if(Game_mode & GM_STANDALONE_SERVER){
std_add_chat_text(msg,player_index,add_id);
return;
}
#endif
// in gameplay
if(Game_mode & GM_IN_MISSION){
// if we're paused, send it to the chatbox
if(Multi_pause_status){
chatbox_add_line(msg, player_index, add_id);
}
// otherwise print to the HUD
else {
multi_msg_display_mission_text(msg, player_index);
}
}
// otherwise add it to the chatbox
else {
chatbox_add_line(msg, player_index, add_id);
}
}
// fill in Current_file_checksum and Current_file_length
void multi_get_mission_checksum(char *filename)
{
CFILE *in;
Multi_current_file_checksum = 0xffff;
Multi_current_file_length = -1;
// get the filename
in = cfopen(filename,"rb");
if(in != NULL){
// get the length of the file
Multi_current_file_length = cfilelength(in);
cfclose(in);
in = cfopen(filename,"rb");
if(in != NULL){
// get the checksum of the file
cf_chksum_short(in,&Multi_current_file_checksum);
// close the file
cfclose(in);
in = NULL;
}
// if the file doesn't exist, setup some special values, so the server recognizes this
else {
Multi_current_file_checksum = 0xffff;
Multi_current_file_length = -1;
}
} else {
// don't transfew builtin missions
if(multi_is_builtin_mission()){
multi_quit_game(PROMPT_ALL, MULTI_END_NOTIFY_KICKED_CANT_XFER);
}
}
nprintf(("Network","NET FILE CHECKSUM : %d %d\n",Multi_current_file_checksum,Multi_current_file_length));
}
char multi_unit_to_char(float unit)
{
char ret;
if(unit > 1.0f){
Int3();
unit = 1.0f;
}
if(unit < -1.0f){
Int3();
unit = -1.0f;
}
ret = (char)(unit * 127.0f);
return ret;
}
float multi_char_to_unit(float val)
{
float ret;
ret = (float)val / 127.0f;
if(ret > 1.0f){
Int3();
ret = 1.0f;
}
if(ret < -1.0f){
Int3();
ret = -1.0f;
}
return ret;
}
// if we should render our ping time to the server in a multiplayer game
int multi_show_ingame_ping()
{
// always show it for now
return 1;
}
int multi_get_connection_speed()
{
int cspeed;
char *connection_speed;
#ifdef _WIN32
connection_speed = os_config_read_string(NULL, "ConnectionSpeed", "");
#else
connection_speed = os_config_read_string(NULL, "ConnectionSpeed", "Fast");
#endif
if ( !stricmp(connection_speed, NOX("Slow")) ) {
cspeed = CONNECTION_SPEED_288;
} else if ( !stricmp(connection_speed, NOX("56K")) ) {
cspeed = CONNECTION_SPEED_56K;
} else if ( !stricmp(connection_speed, NOX("ISDN")) ) {
cspeed = CONNECTION_SPEED_SISDN;
} else if ( !stricmp(connection_speed, NOX("Cable")) ) {
cspeed = CONNECTION_SPEED_CABLE;
} else if ( !stricmp(connection_speed, NOX("Fast")) ) {
cspeed = CONNECTION_SPEED_T1;
} else {
cspeed = CONNECTION_SPEED_NONE;
}
return cspeed;
}
// return a MVALID_STATUS_* define based upon the passed string
int multi_string_to_status(char *valid_string)
{
if (strstr(valid_string, "invalid"))
return MVALID_STATUS_INVALID;
if (strstr(valid_string, "valid"))
return MVALID_STATUS_VALID;
return MVALID_STATUS_UNKNOWN;
}
// if we're in tracker mode, do a validation update on all known missions
// **************************************** Changed for FS2NetD ***********************************
// Origional code for this function just became _BOGUS_
// ulgy hacking here..
extern char *Multi_create_loading_fname[];
extern int Multi_create_bitmap;
extern int Please_wait_coords[GR_NUM_RESOLUTIONS][4];
#define MC_X_COORD 0
#define MC_Y_COORD 1
void multi_update_validate_missions_DrawString(char *str)
{
gamesnd_play_iface(SND_SCROLL);
// --------- ripped from [V]'s "LOADING" screen code
int loading_bitmap;
loading_bitmap = bm_load(Multi_create_loading_fname[gr_screen.res]);
// draw the background, etc
gr_reset_clip();
GR_MAYBE_CLEAR_RES(Multi_create_bitmap);
if(Multi_create_bitmap != -1){
gr_set_bitmap(Multi_create_bitmap);
gr_bitmap(0, 0);
}
chatbox_render();
if ( loading_bitmap > -1 ){
gr_set_bitmap(loading_bitmap);
}
gr_bitmap( Please_wait_coords[gr_screen.res][MC_X_COORD], Please_wait_coords[gr_screen.res][MC_Y_COORD] );
// draw str on it
int str_w, str_h;
gr_set_color_fast(&Color_normal);
gr_set_font(FONT2);
gr_get_string_size(&str_w, &str_h, str);
gr_string((gr_screen.max_w - str_w) / 2, (gr_screen.max_h - str_h) / 2, str, false);
gr_set_font(FONT1);
gr_flip();
bm_release(loading_bitmap);
}
void multi_update_ban_list()
{
// if we're not on FS2NetD (PXO) then don't bother with this function
if (!Om_tracker_flag)
return;
// destroy the file prior to updating
cf_delete( "banlist.cfg", CF_TYPE_DATA );
#ifndef NO_STANDALONE
// if we're a standalone, show a dialog saying "validating missions"
if(Game_mode & GM_STANDALONE_SERVER){
std_create_gen_dialog("Updating Global Banlist");
std_gen_set_text("Querying FS2NetD:",1);
}
#endif
multi_update_validate_missions_DrawString("Asking PXO Server for IP Banlist Masks");
// Get the banlist from the server
int numBans;
fs2open_banmask *bans = GetBanList(numBans, FS2OpenPXO_Socket);
#ifndef NO_STANDALONE
// if we're a standalone, show a dialog saying "validating missions"
if(Game_mode & GM_STANDALONE_SERVER){
std_gen_set_text("Got FS2NetD Reply:",1);
}
#endif
// open the outfile
CFILE *banlist_cfg = cfopen("banlist.cfg", "wt", CFILE_NORMAL, CF_TYPE_DATA);
for (int i = 0; i < numBans; i++)
{
cfputs(bans[i].ip_mask, banlist_cfg);
}
cfclose(banlist_cfg);
delete[] bans;
#ifndef NO_STANDALONE
// if we're a standalone, kill the validate dialog
if(Game_mode & GM_STANDALONE_SERVER){
std_destroy_gen_dialog();
}
#endif
}
bool fs2netd_player_banned(net_addr *addr)
{
if (!Om_tracker_flag)
return false; // no tracker, no bannination
char line[32]; // no line should be larger than 16, but let's be safe
char ip_str[32];
memset(ip_str, 0, 32);
memset(line, 0, 32);
psnet_addr_to_string( ip_str, addr );
bool retval = false;
CFILE *banlist_cfg = cfopen("banlist.cfg", "rt", CFILE_NORMAL, CF_TYPE_DATA);
while (!cfeof(banlist_cfg) && !retval)
{
cfgets(line, 32, banlist_cfg);
if (!strnicmp(ip_str, line, strlen(line)))
retval = true; // BANNINATED!!!
}
cfclose(banlist_cfg);
return retval;
}
void multi_update_valid_missions()
{
// if we're not on FS2NetD (PXO) then don't bother with this function
if (!Om_tracker_flag)
return;
// destroy the file prior to updating
cf_delete( "mvalid.cfg", CF_TYPE_DATA );
static char Server[32];
static int port = -1;
fs2netd_maybe_init();
#ifndef NO_STANDALONE
// if we're a standalone, show a dialog saying "validating missions"
if(Game_mode & GM_STANDALONE_SERVER){
std_create_gen_dialog("Validating missions");
std_gen_set_text("Querying FS2NetD:",1);
}
#endif
multi_update_validate_missions_DrawString("Asking PXO Server for Mission CRCs");
// ----------- Get the CRCs from the server -------------
//FS2OpenPXO_Socket
int numFrecs;
file_record *frecs = GetMissionsList(numFrecs, Server, FS2OpenPXO_Socket, port);
#ifndef NO_STANDALONE
// if we're a standalone, show a dialog saying "validating missions"
if(Game_mode & GM_STANDALONE_SERVER){
std_gen_set_text("Got FS2NetD Reply:",1);
}
#endif
// this is a shameless splicing of [V]'s code from the pxo spew below and my code.
char **file_names;
char full_name[MAX_FILENAME_LEN+1];
char wild_card[256];
int count, idx, i;
bool Found;
uint checksum;
// FILE *out;
// allocate filename space
file_names = (char**)vm_malloc(sizeof(char*) * 1024); // 1024 files should be safe!
if(file_names != NULL){
memset(wild_card, 0, 256);
strcpy(wild_card, NOX("*"));
strcat(wild_card, FS_MISSION_FILE_EXT);
count = cf_get_file_list(1024, file_names, CF_TYPE_MISSIONS, wild_card);
// open the outfile
CFILE *mvalid_cfg = cfopen("mvalid.cfg", "wt", CFILE_NORMAL, CF_TYPE_DATA);
// do all the checksums
for(idx=0; idx<count; idx++){
memset(full_name, 0, MAX_FILENAME_LEN+1);
strcpy(full_name, cf_add_ext(file_names[idx], FS_MISSION_FILE_EXT));
std::string temp = "Validating ";
temp = temp + full_name;
#ifndef NO_STANDALONE
// if we're a standalone, show a dialog saying "validating missions"
if(Game_mode & GM_STANDALONE_SERVER)
{
std_gen_set_text((char *) temp.c_str(),1);
}
else
#endif
multi_update_validate_missions_DrawString((char *) temp.c_str());
cf_chksum_long(full_name, &checksum);
Found = false;
cfputs("'", mvalid_cfg);
cfputs(full_name, mvalid_cfg);
cfputs("'", mvalid_cfg);
for (i = 0; i < numFrecs; i++)
{
if (!strcmp(full_name, frecs[i].name))
{
// Found now becomes a valid/invalid specifier
if (checksum == frecs[i].crc32)
{
cfputs(" valid\n", mvalid_cfg);
Found = true;
}
break;
}
}
if (!Found)
{
cfputs(" invalid\n", mvalid_cfg);
}
}
cfclose(mvalid_cfg);
vm_free(file_names);
}
delete[] frecs;
#ifndef NO_STANDALONE
// if we're a standalone, kill the validate dialog
if(Game_mode & GM_STANDALONE_SERVER){
std_destroy_gen_dialog();
}
#endif
}
void Kaz_NoBackGround_DrawString(char *str)
{
gamesnd_play_iface(SND_SCROLL);
// --------- ripped from [V]'s "LOADING" screen code
int loading_bitmap;
loading_bitmap = bm_load(Multi_create_loading_fname[gr_screen.res]);
// draw the background, etc
gr_reset_clip();
//GR_MAYBE_CLEAR_RES(Multi_create_bitmap);
gr_clear();
if ( loading_bitmap > -1 ){
gr_set_bitmap(loading_bitmap);
}
gr_bitmap( Please_wait_coords[gr_screen.res][MC_X_COORD], Please_wait_coords[gr_screen.res][MC_Y_COORD] );
// draw str on it
int str_w, str_h;
gr_set_color_fast(&Color_normal);
gr_set_font(FONT2);
gr_get_string_size(&str_w, &str_h, str);
gr_string((gr_screen.max_w - str_w) / 2, (gr_screen.max_h - str_h) / 2, str, false);
gr_set_font(FONT1);
gr_flip();
bm_release(loading_bitmap);
}
void multi_update_valid_tables()
{
// if we're not on FS2NetD (PXO) then don't bother with this function
if (!Om_tracker_flag)
return;
static char Server[32];
static int port = -1;
fs2netd_maybe_init();
#ifndef NO_STANDALONE
// if we're a standalone, show a dialog saying "validating missions"
if(Game_mode & GM_STANDALONE_SERVER){
std_create_gen_dialog("Validating tables");
std_gen_set_text("Querying FS2NetD:",1);
}
#endif
//Kaz_NoBackGround_DrawString("Validating Tables");
// ----------- Get the CRCs from the server -------------
//FS2OpenPXO_Socket
int numFrecs;
file_record *frecs = GetTablesList(numFrecs, Server, FS2OpenPXO_Socket, port);
#ifndef NO_STANDALONE
// if we're a standalone, show a dialog saying "validating missions"
if(Game_mode & GM_STANDALONE_SERVER){
std_gen_set_text("Got FS2NetD Reply:",1);
}
#endif
// this is a shameless splicing of [V]'s code from the pxo spew below and my code.
char **file_names;
char full_name[MAX_FILENAME_LEN+1];
char wild_card[256];
int count, idx, i;
bool Found, Valid;
uint checksum = 0;
// FILE *out;
// allocate filename space
file_names = (char**)vm_malloc(sizeof(char*) * 1024); // 1024 files should be safe!
if(file_names != NULL){
memset(wild_card, 0, 256);
strcpy(wild_card, NOX("*"));
strcat(wild_card, ".tbl");
count = cf_get_file_list(1024, file_names, CF_TYPE_TABLES, wild_card);
// open the outfile
CFILE *tvalid_cfg = cfopen("tvalid.cfg", "wt", CFILE_NORMAL, CF_TYPE_DATA);
// do all the checksums
for(idx=0; idx<count; idx++){
memset(full_name, 0, MAX_FILENAME_LEN+1);
strcpy(full_name, cf_add_ext(file_names[idx], ".tbl"));
std::string temp = "Validating ";
temp = temp + full_name;
#ifndef NO_STANDALONE
// if we're a standalone, show a dialog saying "validating missions"
if(Game_mode & GM_STANDALONE_SERVER)
{
std_gen_set_text((char *) temp.c_str(),1);
}
#endif
//multi_update_validate_tables_DrawString((char *) temp.c_str());
cf_chksum_long(full_name, &checksum);
Found = false;
Valid = false;
cfputs(full_name, tvalid_cfg);
for (i = 0; i < numFrecs /*&& !Found*/; i++)
{
if (!strcmp(full_name, frecs[i].name))
{
// Found now becomes a valid/invalid specifier
if (checksum == frecs[i].crc32)
{
//cfputs(" valid\n", tvalid_cfg);
Valid = true;
Found = true;
}
else
{
//cfputs(" invalid\n", tvalid_cfg);
Found = true;
}
}
}
if (!Found)
{
cfputs(" valid\n", tvalid_cfg);
}
else
{
if (Valid)
{
cfputs(" valid\n", tvalid_cfg);
}
else
{
cfputs(" invalid\n", tvalid_cfg);
}
}
}
cfclose(tvalid_cfg);
vm_free(file_names);
}
delete[] frecs;
#ifndef NO_STANDALONE
// if we're a standalone, kill the validate dialog
if(Game_mode & GM_STANDALONE_SERVER){
std_destroy_gen_dialog();
}
#endif
}
// get a new id# for a player
short multi_get_new_id()
{
if(Multi_id_num > 20000){
Multi_id_num = 0;
}
return Multi_id_num++;
}
// ------------------------------------
//XSTR:OFF
DCF(multi,"changes multiplayer settings")
{
if(Dc_command){
dc_get_arg(ARG_STRING);
if(strcmp(Dc_arg, "kick")==0){ // kick a player
multi_dcf_kick();
#ifndef NDEBUG
} else if(strcmp(Dc_arg, "stats")==0) {
// multi_toggle_stats();
} else if(strcmp(Dc_arg, "show_stats")==0) {
// multi_show_basic_stats(0);
} else if(strcmp(Dc_arg, "dump_stats")==0) {
// multi_show_basic_stats(1);
#endif
} else if(strcmp(Dc_arg, "voice")==0){ // settings for multiplayer voice
multi_voice_dcf();
} else if(strcmp(Dc_arg, "respawn_chump")==0){ // set a really large # of respawns
if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){
Netgame.respawn = 9999;
Netgame.options.respawn = 9999;
// if i'm the server, send a netgame update
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
send_netgame_update_packet();
}
}
} else if(strcmp(Dc_arg, "ss_leaders")==0){ // only host or team captains can modify ships
if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){
Netgame.options.flags |= MSO_FLAG_SS_LEADERS;
multi_options_update_netgame();
}
} else if(strcmp(Dc_arg, "make_players")==0){
#ifndef NDEBUG
multi_make_fake_players(MAX_PLAYERS);
#endif
} else if(strcmp(Dc_arg, "givecd")==0){
extern int Multi_has_cd;
Multi_has_cd = 1;
} else if(strcmp(Dc_arg, "oo")==0){
int new_flags = -1;
dc_get_arg(ARG_INT);
if(Dc_arg_type & ARG_INT){
new_flags = Dc_arg_int;
}
dc_printf("Interesting flags\nPos : %d\nVelocity : %d\nDesired vel : %d\nOrient : %d\nRotvel : %d\nDesired rotvel %d\n",
1<<0, 1<<7, 1<<8, 1<<1, 1<<9, 1<<10);
} else if(strcmp(Dc_arg, "oo_sort")==0){
extern int OO_sort;
OO_sort = !OO_sort;
if(OO_sort){
dc_printf("Network object sorting ENABLED\n");
} else {
dc_printf("Network object sorting DISABLED\n");
}
}
}
}
//XSTR:ON
// PXO crc checking stuff
void multi_spew_pxo_checksums(int max_files, char *outfile)
{
char **file_names;
char full_name[MAX_FILENAME_LEN+1];
char wild_card[256];
int count, idx;
uint checksum;
FILE *out;
char modname[128];
memset(modname, 0, 128);
if (Cmdline_mod)
if (Cmdline_mod[strlen(Cmdline_mod)-1] == '/' || Cmdline_mod[strlen(Cmdline_mod)-1] == '\\')
strncpy(modname, Cmdline_mod, strlen(Cmdline_mod)-1);
else
strcpy(modname, Cmdline_mod);
// allocate filename space
file_names = (char**)vm_malloc(sizeof(char*) * max_files);
if(file_names != NULL){
memset(wild_card, 0, 256);
strcpy(wild_card, NOX("*"));
strcat(wild_card, FS_MISSION_FILE_EXT);
count = cf_get_file_list(max_files, file_names, CF_TYPE_MISSIONS, wild_card);
// open the outfile
out = fopen(outfile, "wt");
if(out == NULL){
return;
}
// do all the checksums
for(idx=0; idx<count; idx++){
memset(full_name, 0, MAX_FILENAME_LEN+1);
strcpy(full_name, cf_add_ext(file_names[idx], FS_MISSION_FILE_EXT));
if(cf_chksum_long(full_name, &checksum)){
fprintf(out, "# %s : %u\n", full_name, (unsigned int)checksum);
fprintf(out, "INSERT INTO Missions SET FileName=\"%s\", CRC32=\"%u\", Mod=\"%s\";\n\n", full_name, (unsigned int)checksum, modname);
}
}
fclose(out);
vm_free(file_names);
}
}
void multi_spew_table_checksums(int max_files, char *outfile)
{
char **file_names;
char full_name[MAX_FILENAME_LEN+1];
char wild_card[256];
int count, idx;
uint checksum;
FILE *out;
char modname[128];
memset(modname, 0, 128);
if (Cmdline_mod)
if (Cmdline_mod[strlen(Cmdline_mod)-1] == '/' || Cmdline_mod[strlen(Cmdline_mod)-1] == '\\')
strncpy(modname, Cmdline_mod, strlen(Cmdline_mod)-1);
else
strcpy(modname, Cmdline_mod);
// allocate filename space
file_names = (char**)vm_malloc(sizeof(char*) * max_files);
if(file_names != NULL){
memset(wild_card, 0, 256);
strcpy(wild_card, NOX("*"));
strcat(wild_card, ".tbl");
count = cf_get_file_list(max_files, file_names, CF_TYPE_TABLES, wild_card);
// open the outfile
out = fopen(outfile, "wt");
if(out == NULL){
return;
}
// do all the checksums
for(idx=0; idx<count; idx++){
memset(full_name, 0, MAX_FILENAME_LEN+1);
strcpy(full_name, cf_add_ext(file_names[idx], ".tbl"));
if(cf_chksum_long(full_name, &checksum)){
fprintf(out, "# %s : %u\n", full_name, (unsigned int)checksum);
fprintf(out, "INSERT INTO fstables SET FileName=\"%s\", CRC32=\"%u\", Mod=\"%s\";\n\n", full_name, (unsigned int)checksum, modname);
}
}
fclose(out);
vm_free(file_names);
}
}
DCF(pxospew,"spew PXO 32 bit checksums for all visible mission files")
{
int max_files;
dc_get_arg(ARG_INT);
if(Dc_arg_type & ARG_INT){
max_files = Dc_arg_int;
dc_get_arg(ARG_STRING);
if(Dc_arg_type & ARG_STRING){
multi_spew_pxo_checksums(max_files, Dc_arg);
}
}
}
// make a bunch of fake players - don't rely on this to be very safe - its mostly used for interface testing
#ifndef NDEBUG
void multi_make_fake_players(int count)
{
int idx;
for(idx=0;idx<count;idx++){
if(!MULTI_CONNECTED(Net_players[idx])){
Net_players[idx].m_player = &Players[idx];
sprintf(Net_players[idx].m_player->callsign,"Player %d",idx);
Net_players[idx].flags |= NETINFO_FLAG_CONNECTED;
}
}
}
#endif
// ---------------------------------------------------------------------------------------------------------------------
// PACK UNPACK STUFF
//
#pragma optimize("", off)
typedef struct bitbuffer {
ubyte mask;
int rack;
ubyte *data;
ubyte *org_data;
} bitbuffer;
void bitbuffer_init( bitbuffer *bitbuf, ubyte *data )
{
bitbuf->rack = 0;
bitbuf->mask = 0x80;
bitbuf->data = data;
bitbuf->org_data = data;
}
int bitbuffer_write_flush( bitbuffer *bitbuf )
{
// Flush to next byte
if ( bitbuf->mask != 0x80 ) {
*bitbuf->data++ = (ubyte)bitbuf->rack;
}
return bitbuf->data-bitbuf->org_data;
}
int bitbuffer_read_flush( bitbuffer *bitbuf )
{
return bitbuf->data-bitbuf->org_data;
}
void bitbuffer_put( bitbuffer *bitbuf, uint data, int bit_count )
{
uint mask;
mask = 1L << ( bit_count - 1 );
while ( mask != 0) {
if ( mask & data ) {
bitbuf->rack |= bitbuf->mask;
}
bitbuf->mask >>= 1;
if ( bitbuf->mask == 0 ) {
*bitbuf->data++=(ubyte)bitbuf->rack;
bitbuf->rack = 0;
bitbuf->mask = 0x80;
}
mask >>= 1;
}
}
uint bitbuffer_get_unsigned( bitbuffer *bitbuf, int bit_count )
{
uint mask;
uint return_value;
mask = 1L << ( bit_count - 1 );
return_value = 0;
while ( mask != 0) {
if ( bitbuf->mask == 0x80 ) {
bitbuf->rack = *bitbuf->data++;
}
if ( bitbuf->rack & bitbuf->mask ) {
return_value |= mask;
}
mask >>= 1;
bitbuf->mask >>= 1;
if ( bitbuf->mask == 0 ) {
bitbuf->mask = 0x80;
}
}
return return_value;
}
int bitbuffer_get_signed( bitbuffer *bitbuf, int bit_count )
{
uint mask;
uint return_value;
mask = 1L << ( bit_count - 1 );
return_value = 0;
while ( mask != 0) {
if ( bitbuf->mask == 0x80 ) {
bitbuf->rack = *bitbuf->data++;
}
if ( bitbuf->rack & bitbuf->mask ) {
return_value |= mask;
}
mask >>= 1;
bitbuf->mask >>= 1;
if ( bitbuf->mask == 0 ) {
bitbuf->mask = 0x80;
}
}
// sign extend return value
return_value <<= (32-bit_count);
return ((int)return_value)>>(32-bit_count);
}
// Packs/unpacks an object position.
// Returns number of bytes read or written.
// #define OO_POS_RET_SIZE 9
int multi_pack_unpack_position( int write, ubyte *data, vec3d *pos)
{
bitbuffer buf;
bitbuffer_init(&buf,data);
int a, b, c;
if ( write ) {
// Output pos
a = fl2i(pos->xyz.x*105.0f+0.5f);
b = fl2i(pos->xyz.y*105.0f+0.5f);
c = fl2i(pos->xyz.z*105.0f+0.5f);
CAP(a,-8388608,8388607);
CAP(b,-8388608,8388607);
CAP(c,-8388608,8388607);
bitbuffer_put( &buf, (uint)a, 24 );
bitbuffer_put( &buf, (uint)b, 24 );
bitbuffer_put( &buf, (uint)c, 24 );
return bitbuffer_write_flush(&buf);
} else {
// unpack pos
a = bitbuffer_get_signed(&buf,24);
b = bitbuffer_get_signed(&buf,24);
c = bitbuffer_get_signed(&buf,24);
pos->xyz.x = i2fl(a)/105.0f;
pos->xyz.y = i2fl(b)/105.0f;
pos->xyz.z = i2fl(c)/105.0f;
return bitbuffer_read_flush(&buf);
}
}
int degenerate_count = 0;
int non_degenerate_count = 0;
/*
hack = ((ushort)orient->vec.fvec.x * 32767);
memcpy(&hack, &orient->vec.fvec.x, 4);
bitbuffer_put( &buf, hack, 32 );
memcpy(&hack, &orient->vec.fvec.y, 4);
bitbuffer_put( &buf, hack, 32 );
memcpy(&hack, &orient->vec.fvec.z, 4);
bitbuffer_put( &buf, hack, 32 );
memcpy(&hack, &orient->vec.uvec.x, 4);
bitbuffer_put( &buf, hack, 32 );
memcpy(&hack, &orient->vec.uvec.y, 4);
bitbuffer_put( &buf, hack, 32 );
memcpy(&hack, &orient->vec.uvec.z, 4);
bitbuffer_put( &buf, hack, 32 );
memcpy(&hack, &orient->vec.rvec.x, 4);
bitbuffer_put( &buf, hack, 32 );
memcpy(&hack, &orient->vec.rvec.y, 4);
bitbuffer_put( &buf, hack, 32 );
memcpy(&hack, &orient->vec.rvec.z, 4);
bitbuffer_put( &buf, hack, 32 );*/
/*
hack = bitbuffer_get_unsigned(&buf, 32);
memcpy(&orient->vec.fvec.x, &hack, 4);
hack = bitbuffer_get_unsigned(&buf, 32);
memcpy(&orient->vec.fvec.y, &hack, 4);
hack = bitbuffer_get_unsigned(&buf, 32);
memcpy(&orient->vec.fvec.z, &hack, 4);
hack = bitbuffer_get_unsigned(&buf, 32);
memcpy(&orient->vec.uvec.x, &hack, 4);
hack = bitbuffer_get_unsigned(&buf, 32);
memcpy(&orient->vec.uvec.y, &hack, 4);
hack = bitbuffer_get_unsigned(&buf, 32);
memcpy(&orient->vec.uvec.z, &hack, 4);
hack = bitbuffer_get_unsigned(&buf, 32);
memcpy(&orient->vec.rvec.x, &hack, 4);
hack = bitbuffer_get_unsigned(&buf, 32);
memcpy(&orient->vec.rvec.y, &hack, 4);
hack = bitbuffer_get_unsigned(&buf, 32);
memcpy(&orient->vec.rvec.z, &hack, 4);*/
// Packs/unpacks an orientation matrix.
// Returns number of bytes read or written.
// #define OO_ORIENT_RET_SIZE 6
int multi_pack_unpack_orient( int write, ubyte *data, matrix *orient)
{
bitbuffer buf;
bitbuffer_init(&buf, data + 1);
vec3d rot_axis;
float theta;
int a, b, c, d;
angles ang;
ubyte flag = 0x00;
#define D_SCALE 32768.0f
#define D_MAX_RANGE 32767
#define D_MIN_RANGE -32768
#define N_SCALE 2048.0f
#define N_MAX_RANGE 2047
#define N_MIN_RANGE -2048
if ( write ) {
// degenerate case - send the whole orient matrix
vm_extract_angles_matrix(&ang, orient);
if((ang.h > 3.130) && (ang.h < 3.150)){
degenerate_count++;
flag = 0xff;
// stuff it
a = fl2i(orient->vec.fvec.xyz.x * D_SCALE);
CAP(a, D_MIN_RANGE, D_MAX_RANGE);
bitbuffer_put( &buf, a, 16 );
a = fl2i(orient->vec.fvec.xyz.y * D_SCALE);
CAP(a, D_MIN_RANGE, D_MAX_RANGE);
bitbuffer_put( &buf, a, 16 );
a = fl2i(orient->vec.fvec.xyz.z * D_SCALE);
CAP(a, D_MIN_RANGE, D_MAX_RANGE);
bitbuffer_put( &buf, a, 16 );
a = fl2i(orient->vec.uvec.xyz.x * D_SCALE);
CAP(a, D_MIN_RANGE, D_MAX_RANGE);
bitbuffer_put( &buf, a, 16 );
a = fl2i(orient->vec.uvec.xyz.y * D_SCALE);
CAP(a, D_MIN_RANGE, D_MAX_RANGE);
bitbuffer_put( &buf, a, 16 );
a = fl2i(orient->vec.uvec.xyz.z * D_SCALE);
CAP(a, D_MIN_RANGE, D_MAX_RANGE);
bitbuffer_put( &buf, a, 16 );
a = fl2i(orient->vec.rvec.xyz.x * D_SCALE);
CAP(a, D_MIN_RANGE, D_MAX_RANGE);
bitbuffer_put( &buf, a, 16 );
a = fl2i(orient->vec.rvec.xyz.y * D_SCALE);
CAP(a, D_MIN_RANGE, D_MAX_RANGE);
bitbuffer_put( &buf, a, 16 );
a = fl2i(orient->vec.rvec.xyz.z * D_SCALE);
CAP(a, D_MIN_RANGE, D_MAX_RANGE);
bitbuffer_put( &buf, a, 16 );
} else {
non_degenerate_count++;
vm_matrix_to_rot_axis_and_angle(orient, &theta, &rot_axis);
// Have theta, which is an angle between 0 and PI.
// Convert it to be between -1.0f and 1.0f
theta = theta*2.0f/PI-1.0f;
// -1 to 1
a = fl2i(rot_axis.xyz.x*N_SCALE);
b = fl2i(rot_axis.xyz.y*N_SCALE);
c = fl2i(rot_axis.xyz.z*N_SCALE);
d = fl2i(theta*N_SCALE);
CAP(a, N_MIN_RANGE, N_MAX_RANGE);
CAP(b, N_MIN_RANGE, N_MAX_RANGE);
CAP(c, N_MIN_RANGE, N_MAX_RANGE);
CAP(d, N_MIN_RANGE, N_MAX_RANGE);
bitbuffer_put( &buf, (uint)a, 12 );
bitbuffer_put( &buf, (uint)b, 12 );
bitbuffer_put( &buf, (uint)c, 12 );
bitbuffer_put( &buf, (uint)d, 12 );
}
// flag for degenerate case
data[0] = flag;
return bitbuffer_write_flush(&buf) + 1;
} else {
flag = data[0];
// degenerate
if(flag){
a = bitbuffer_get_signed(&buf, 16);
orient->vec.fvec.xyz.x = i2fl(a) / D_SCALE;
a = bitbuffer_get_signed(&buf, 16);
orient->vec.fvec.xyz.y = i2fl(a) / D_SCALE;
a = bitbuffer_get_signed(&buf, 16);
orient->vec.fvec.xyz.z = i2fl(a) / D_SCALE;
a = bitbuffer_get_signed(&buf, 16);
orient->vec.uvec.xyz.x = i2fl(a) / D_SCALE;
a = bitbuffer_get_signed(&buf, 16);
orient->vec.uvec.xyz.y = i2fl(a) / D_SCALE;
a = bitbuffer_get_signed(&buf, 16);
orient->vec.uvec.xyz.z = i2fl(a) / D_SCALE;
a = bitbuffer_get_signed(&buf, 16);
orient->vec.rvec.xyz.x = i2fl(a) / D_SCALE;
a = bitbuffer_get_signed(&buf, 16);
orient->vec.rvec.xyz.y = i2fl(a) / D_SCALE;
a = bitbuffer_get_signed(&buf, 16);
orient->vec.rvec.xyz.z = i2fl(a) / D_SCALE;
} else {
a = bitbuffer_get_signed(&buf,12);
b = bitbuffer_get_signed(&buf,12);
c = bitbuffer_get_signed(&buf,12);
d = bitbuffer_get_signed(&buf,12);
// special case
rot_axis.xyz.x = i2fl(a)/N_SCALE;
rot_axis.xyz.y = i2fl(b)/N_SCALE;
rot_axis.xyz.z = i2fl(c)/N_SCALE;
theta = i2fl(d)/N_SCALE;
// Convert theta back to range 0-PI
theta = (theta+1.0f)*PI/2.0f;
vm_quaternion_rotate(orient, theta, &rot_axis);
vm_orthogonalize_matrix(orient);
}
return bitbuffer_read_flush(&buf) + 1;
}
}
// Packs/unpacks an orientation matrix.
// Returns number of bytes read or written.
// #define OO_ORIENT_RET_SIZE 6
/*
int multi_pack_unpack_orient( int write, ubyte *data, matrix *orient)
{
bitbuffer buf;
bitbuffer_init(&buf,data);
vec3d rot_axis;
float theta;
int a, b, c, d;
if ( write ) {
// if our heading is 3.14 radians
//angles ang;
//vm_extract_angles_matrix(&a, orient);
//if((ang.h > 3.1300) && (ang.h < 3.1500)){
//} else {
util_matrix_to_rot_axis_and_angle(orient, &theta, &rot_axis);
// Have theta, which is an angle between 0 and PI.
// Convert it to be between -1.0f and 1.0f
theta = theta*2.0f/PI-1.0f;
#define SCALE 2048.0f
#define MAX_RANGE 2047
#define MIN_RANGE -2048
// -1 to 1
a = fl2i(rot_axis.x*SCALE);
b = fl2i(rot_axis.y*SCALE);
c = fl2i(rot_axis.z*SCALE);
d = fl2i(theta*SCALE);
CAP(a,MIN_RANGE,MAX_RANGE);
CAP(b,MIN_RANGE,MAX_RANGE);
CAP(c,MIN_RANGE,MAX_RANGE);
CAP(d,MIN_RANGE,MAX_RANGE);
//}
bitbuffer_put( &buf, (uint)a, 12 );
bitbuffer_put( &buf, (uint)b, 12 );
bitbuffer_put( &buf, (uint)c, 12 );
bitbuffer_put( &buf, (uint)d, 12 );
return bitbuffer_write_flush(&buf);
} else {
a = bitbuffer_get_signed(&buf,12);
b = bitbuffer_get_signed(&buf,12);
c = bitbuffer_get_signed(&buf,12);
d = bitbuffer_get_signed(&buf,12);
// special case
rot_axis.x = i2fl(a)/SCALE;
rot_axis.y = i2fl(b)/SCALE;
rot_axis.z = i2fl(c)/SCALE;
theta = i2fl(d)/SCALE;
// Convert theta back to range 0-PI
theta = (theta+1.0f)*PI/2.0f;
vm_quaternion_rotate(orient, theta, &rot_axis);
vm_orthogonalize_matrix(orient);
return bitbuffer_read_flush(&buf);
}
}
*/
// Packs/unpacks velocity
// Returns number of bytes read or written.
// #define OO_VEL_RET_SIZE 4
int multi_pack_unpack_vel( int write, ubyte *data, matrix *orient, vec3d *pos, physics_info *pi)
{
bitbuffer buf;
bitbuffer_init(&buf,data);
int a, b, c;
float r, u, f;
if ( write ) {
// output velocity
r = vm_vec_dot( &orient->vec.rvec, &pi->vel );
u = vm_vec_dot( &orient->vec.uvec, &pi->vel );
f = vm_vec_dot( &orient->vec.fvec, &pi->vel );
a = fl2i(r * 0.5f);
b = fl2i(u * 0.5f);
c = fl2i(f * 0.5f);
CAP(a,-512,511);
CAP(b,-512,511);
CAP(c,-512,511);
bitbuffer_put( &buf, (uint)a, 10 );
bitbuffer_put( &buf, (uint)b, 10 );
bitbuffer_put( &buf, (uint)c, 10 );
return bitbuffer_write_flush(&buf);
} else {
// unpack velocity
a = bitbuffer_get_signed(&buf,10);
b = bitbuffer_get_signed(&buf,10);
c = bitbuffer_get_signed(&buf,10);
r = i2fl(a)/0.5f;
u = i2fl(b)/0.5f;
f = i2fl(c)/0.5f;
// Convert into world coordinates
vm_vec_zero(&pi->vel);
vm_vec_scale_add2( &pi->vel, &orient->vec.rvec, r );
vm_vec_scale_add2( &pi->vel, &orient->vec.uvec, u );
vm_vec_scale_add2( &pi->vel, &orient->vec.fvec, f );
return bitbuffer_read_flush(&buf);
}
}
// Packs/unpacks desired_velocity
// Returns number of bytes read or written.
// #define OO_DESIRED_VEL_RET_SIZE 3
int multi_pack_unpack_desired_vel( int write, ubyte *data, matrix *orient, vec3d *pos, physics_info *pi, ship_info *sip)
{
bitbuffer buf;
bitbuffer_init(&buf,data);
int a;
vec3d max_vel;
float r,u,f;
int fields = 0;
max_vel.xyz.x = MAX( sip->max_vel.xyz.x, sip->afterburner_max_vel.xyz.x );
max_vel.xyz.y = MAX( sip->max_vel.xyz.y, sip->afterburner_max_vel.xyz.y );
max_vel.xyz.z = MAX( sip->max_vel.xyz.z, sip->afterburner_max_vel.xyz.z );
if ( write ) {
// Find desired vel in local coordinates
// Velocity can be from -1024 to 1024
// bitfields for each value
if(max_vel.xyz.x > 0.0f){
fields |= (1<<0);
}
if(max_vel.xyz.y > 0.0f){
fields |= (1<<1);
}
if(max_vel.xyz.z > 0.0f){
fields |= (1<<2);
}
// fields = sip - Ship_info;
bitbuffer_put(&buf, (uint)fields, 8);
r = vm_vec_dot( &orient->vec.rvec, &pi->desired_vel );
u = vm_vec_dot( &orient->vec.uvec, &pi->desired_vel );
f = vm_vec_dot( &orient->vec.fvec, &pi->desired_vel );
if ( max_vel.xyz.x > 0.0f ) {
r = r / max_vel.xyz.x;
a = fl2i( r * 128.0f );
CAP(a,-128, 127 );
bitbuffer_put( &buf, (uint)a, 8 );
}
if ( max_vel.xyz.y > 0.0f ) {
u = u / max_vel.xyz.y;
a = fl2i( u * 128.0f );
CAP(a,-128, 127 );
bitbuffer_put( &buf, (uint)a, 8 );
}
if ( max_vel.xyz.z > 0.0f ) {
f = f / max_vel.xyz.z;
a = fl2i( f * 128.0f );
CAP(a,-128, 127 );
bitbuffer_put( &buf, (uint)a, 8 );
}
return bitbuffer_write_flush(&buf);
} else {
// Find desired vel in local coordinates
// Velocity can be from -1024 to 1024
// get the fields bitbuffer
fields = bitbuffer_get_signed(&buf, 8);
if ( fields & (1<<0) ) {
a = bitbuffer_get_signed(&buf,8);
r = i2fl(a)/128.0f;
} else {
r = 0.0f;
}
if ( fields & (1<<1) ) {
a = bitbuffer_get_signed(&buf,8);
u = i2fl(a)/128.0f;
} else {
u = 0.0f;
}
if ( fields & (1<<2) ) {
a = bitbuffer_get_signed(&buf,8);
f = i2fl(a)/128.0f;
} else {
f = 0.0f;
}
// Convert into world coordinates
vm_vec_zero(&pi->vel);
vm_vec_scale_add2( &pi->desired_vel, &orient->vec.rvec, r*max_vel.xyz.x );
vm_vec_scale_add2( &pi->desired_vel, &orient->vec.uvec, u*max_vel.xyz.y );
vm_vec_scale_add2( &pi->desired_vel, &orient->vec.fvec, f*max_vel.xyz.z );
return bitbuffer_read_flush(&buf);
}
}
// Packs/unpacks rotational velocity
// Returns number of bytes read or written.
// #define OO_ROTVEL_RET_SIZE 4
int multi_pack_unpack_rotvel( int write, ubyte *data, matrix *orient, vec3d *pos, physics_info *pi)
{
bitbuffer buf;
bitbuffer_init(&buf,data);
int a, b, c;
if ( write ) {
// output rotational velocity
a = fl2i(pi->rotvel.xyz.x*32.0f);
b = fl2i(pi->rotvel.xyz.y*32.0f);
c = fl2i(pi->rotvel.xyz.z*32.0f);
CAP(a,-512,511);
CAP(b,-512,511);
CAP(c,-512,511);
bitbuffer_put( &buf, (uint)a, 10 );
bitbuffer_put( &buf, (uint)b, 10 );
bitbuffer_put( &buf, (uint)c, 10 );
return bitbuffer_write_flush(&buf);
} else {
// unpack rotational velocity
a = bitbuffer_get_signed(&buf,10);
b = bitbuffer_get_signed(&buf,10);
c = bitbuffer_get_signed(&buf,10);
pi->rotvel.xyz.x = i2fl(a)/32.0f;
pi->rotvel.xyz.y = i2fl(b)/32.0f;
pi->rotvel.xyz.z = i2fl(c)/32.0f;
return bitbuffer_read_flush(&buf);
}
}
// Packs/unpacks desired rotvel
// Returns number of bytes read or written.
// #define OO_DESIRED_ROTVEL_RET_SIZE 3
int multi_pack_unpack_desired_rotvel( int write, ubyte *data, matrix *orient, vec3d *pos, physics_info *pi, ship_info *sip)
{
bitbuffer buf;
int fields = 0;
bitbuffer_init(&buf,data);
int a;
float r,u,f;
if ( write ) {
// use ship_info values for max_rotvel instead of taking it from physics info
// bitfields for each value
if(sip->max_rotvel.xyz.x > 0.0f){
fields |= (1<<0);
}
if(sip->max_rotvel.xyz.y > 0.0f){
fields |= (1<<1);
}
if(sip->max_rotvel.xyz.z > 0.0f){
fields |= (1<<2);
}
bitbuffer_put(&buf, (uint)fields, 8);
// output desired rotational velocity as a percent of max
if ( sip->max_rotvel.xyz.x > 0.0f ) {
a = fl2i( pi->desired_rotvel.xyz.x*128.0f / sip->max_rotvel.xyz.x );
CAP(a,-128, 127 );
bitbuffer_put( &buf, (uint)a, 8 );
}
if ( sip->max_rotvel.xyz.y > 0.0f ) {
a = fl2i( pi->desired_rotvel.xyz.y*128.0f / sip->max_rotvel.xyz.y );
CAP(a,-128, 127 );
bitbuffer_put( &buf, (uint)a, 8 );
}
if ( sip->max_rotvel.xyz.z > 0.0f ) {
a = fl2i( pi->desired_rotvel.xyz.z*128.0f / sip->max_rotvel.xyz.z );
CAP(a,-128, 127 );
bitbuffer_put( &buf, (uint)a, 8 );
}
return bitbuffer_write_flush(&buf);
} else {
fields = bitbuffer_get_signed(&buf, 8);
// unpack desired rotational velocity
if ( fields & (1<<0) ) {
a = bitbuffer_get_signed(&buf,8);
r = i2fl(a)/128.0f;
} else {
r = 0.0f;
}
if ( fields & (1<<1) ) {
a = bitbuffer_get_signed(&buf,8);
u = i2fl(a)/128.0f;
} else {
u = 0.0f;
}
if ( fields & (1<<2) ) {
a = bitbuffer_get_signed(&buf,8);
f = i2fl(a)/128.0f;
} else {
f = 0.0f;
}
pi->desired_rotvel.xyz.x = r*sip->max_rotvel.xyz.x;
pi->desired_rotvel.xyz.y = u*sip->max_rotvel.xyz.y;
pi->desired_rotvel.xyz.z = f*sip->max_rotvel.xyz.z;
return bitbuffer_read_flush(&buf);
}
}
#pragma optimize("", on)
#endif // ifndef NO_NETWORK