Now build pldnet.c

This commit is contained in:
Steven Fuller 2001-10-05 17:28:34 +00:00 committed by Patryk Obara
parent 1aed07b16a
commit 7647c9d8af
7 changed files with 215 additions and 1222 deletions

View file

@ -16,11 +16,11 @@ LDLIBS += -L/usr/X11R6/lib -lX11 -lXext -lGL `sdl-config --libs` -lopenal -lm
AFLAGS = -g -w+macro-params -w+orphan-labels -w+number-overflow
ROOT = main.c mathline.c math.asm net.c render.c opengl.c openal.c winapi.c stubs.c frustum.c kshape.c map.c maths.c md5.c mem3dc.c mem3dcpp.cpp module.c morph.c object.c shpanim.c sphere.c tables.c vdb.c version.c
ROOT = main.c mathline.c math.asm render.c opengl.c openal.c winapi.c stubs.c frustum.c kshape.c map.c maths.c md5.c mem3dc.c mem3dcpp.cpp module.c morph.c object.c shpanim.c sphere.c tables.c vdb.c version.c
AVP = ai_sight.c avpview.c bh_agun.c bh_ais.c bh_alien.c bh_binsw.c bh_cable.c bh_corpse.c bh_deathvol.c bh_debri.c bh_dummy.c bh_fan.c bh_far.c bh_fhug.c bh_gener.c bh_ldoor.c bh_lift.c bh_light.c bh_lnksw.c bh_ltfx.c bh_marin.c bh_mission.c bh_near.c bh_pargen.c bh_plachier.c bh_plift.c bh_pred.c bh_queen.c bh_rubberduck.c bh_selfdest.c bh_snds.c bh_spcl.c bh_swdor.c bh_track.c bh_types.c bh_videoscreen.c bh_waypt.c bh_weap.c bh_xeno.c bonusabilities.c cconvars.cpp cdtrackselection.cpp cheatmodes.c comp_map.c comp_shp.c consolelog.cpp davehook.cpp deaths.c decal.c detaillevels.c dynamics.c dynblock.c equipmnt.c equiputl.cpp extents.c game.c game_statistics.c gamecmds.cpp gamevars.cpp hmodel.c hud.c inventry.c language.c lighting.c load_shp.c los.c maps.c mempool.c messagehistory.c missions.cpp movement.c paintball.c particle.c pfarlocs.c pheromon.c player.c pmove.c psnd.c psndproj.c pvisible.c savegame.c scream.cpp secstats.c sfx.c stratdef.c targeting.c track.c triggers.c weapons.c
SHAPES = cube.c
SUPPORT = consbind.cpp consbtch.cpp coordstr.cpp daemon.cpp indexfnt.cpp r2base.cpp r2pos666.cpp reflist.cpp refobj.cpp rentrntq.cpp scstring.cpp strtab.cpp strutil.c trig666.cpp wrapstr.cpp
AVPWIN95 = avpchunk.cpp cheat.c chtcodes.cpp d3d_hud.cpp ddplat.cpp endianio.c ffread.cpp ffstdio.cpp gammacontrol.cpp hierplace.cpp iofocus.cpp jsndsup.cpp kzsort.c langplat.c modcmds.cpp npcsetup.cpp objsetup.cpp pathchnk.cpp platsup.c pldghost.c progress_bar.cpp projload.cpp scrshot.cpp strachnk.cpp system.c usr_io.c vision.c
AVPWIN95 = avpchunk.cpp cheat.c chtcodes.cpp d3d_hud.cpp ddplat.cpp endianio.c ffread.cpp ffstdio.cpp gammacontrol.cpp hierplace.cpp iofocus.cpp jsndsup.cpp kzsort.c langplat.c modcmds.cpp npcsetup.cpp objsetup.cpp pathchnk.cpp platsup.c pldghost.c pldnet.c progress_bar.cpp projload.cpp scrshot.cpp strachnk.cpp system.c usr_io.c vision.c
FRONTEND = avp_envinfo.c avp_intro.cpp avp_menudata.c
GADGETS = ahudgadg.cpp conscmnd.cpp conssym.cpp consvar.cpp gadget.cpp hudgadg.cpp rootgadg.cpp t_ingadg.cpp teletype.cpp textexp.cpp textin.cpp trepgadg.cpp
WIN95 = animchnk.cpp animobs.cpp awtexld.cpp awbmpld.cpp awiffld.cpp awpnmld.cpp bmpnames.cpp chnkload.cpp chnktexi.cpp chnktype.cpp chunk.cpp chunkpal.cpp db.c debuglog.cpp dummyobjectchunk.cpp enumchnk.cpp enumsch.cpp envchunk.cpp fail.c fragchnk.cpp gsprchnk.cpp hierchnk.cpp huffman.cpp iff.cpp iff_ilbm.cpp ilbm_ext.cpp io.c list_tem.cpp ltchunk.cpp media.cpp mishchnk.cpp obchunk.cpp oechunk.cpp our_mem.c plat_shp.c plspecfn.c shpchunk.cpp sndchunk.cpp sprchunk.cpp string.cpp texio.c toolchnk.cpp txioctrl.cpp wpchunk.cpp zsp.cpp

View file

@ -15,9 +15,7 @@
#include "bh_debri.h"
#include "pvisible.h"
#include "bh_plift.h"
#include "dplayext.h"
#include "pldnet.h"
#include "dp_func.h"
#include "pldghost.h"
#include "equipmnt.h"
#include "weapons.h"
@ -46,10 +44,119 @@
#define UseLocalAssert Yes
#include "ourasert.h"
#include "ShowCmds.h"
#include "showcmds.h"
#define DB_LEVEL 3
#include "db.h"
/* This is stuff I added to get this file to compile for the Linux port */
#include <ctype.h>
DPID AVPDPNetID;
int QuickStartMultiplayer=1;
typedef struct DPNAME
{
char lpszShortNameA[64];
} DPNAME;
DPNAME AVPDPplayerName;
#define DP_OK 0
typedef int HRESULT;
int glpDP; /* directplay object */
#define DPRECEIVE_ALL 1
#define DPSYS_ADDPLAYERTOGROUP 2
#define DPSYS_CREATEPLAYERORGROUP 3
#define DPPLAYERTYPE_PLAYER 4
#define DPSYS_DELETEPLAYERFROMGROUP 5
#define DPSYS_HOST 6
#define DPSYS_SESSIONLOST 7
#define DPSYS_SETPLAYERORGROUPDATA 8
#define DPSYS_SETPLAYERORGROUPNAME 9
#define DPEXT_HEADER_SIZE 10
#define DPERR_BUSY 11
#define DPERR_CONNECTIONLOST 12
#define DPERR_INVALIDPARAMS 13
#define DPERR_INVALIDPLAYER 14
#define DPERR_NOTLOGGEDIN 15
#define DPERR_SENDTOOBIG 16
#define DPERR_BUFFERTOOSMALL 17
#define DPID_SYSMSG 18
#define DPSYS_DESTROYPLAYERORGROUP 19
#define DPID_ALLPLAYERS 20
typedef struct LPDPMSG_GENERIC
{
int dwType;
} DPMSG_GENERIC;
typedef DPMSG_GENERIC * LPDPMSG_GENERIC;
typedef struct LPDPMSG_CREATEPLAYERORGROUP
{
int dwType;
DPID dpId;
int dwPlayerType;
DPNAME dpnName;
} DPMSG_CREATEPLAYERORGROUP;
typedef DPMSG_CREATEPLAYERORGROUP * LPDPMSG_CREATEPLAYERORGROUP;
typedef struct LPDPMSG_DESTROYPLAYERORGROUP
{
int dwType;
DPID dpId;
int dwPlayerType;
} DPMSG_DESTROYPLAYERORGROUP;
typedef DPMSG_DESTROYPLAYERORGROUP * LPDPMSG_DESTROYPLAYERORGROUP;
BOOL DpExtInit(DWORD cGrntdBufs, DWORD cBytesPerBuf, BOOL bErrChcks)
{
fprintf(stderr, "DpExtInit(%d, %d, %d)\n", cGrntdBufs, cBytesPerBuf, bErrChcks);
return FALSE;
}
void DpExtUnInit()
{
fprintf(stderr, "DpExtUnInit()\n");
}
HRESULT DpExtRecv(int lpDP2A, void *lpidFrom, void *lpidTo, DWORD dwFlags, void *lplpData, LPDWORD lpdwDataSize)
{
fprintf(stderr, "DpExtRecv(%d, %p, %p, %d, %p, %p)\n", lpDP2A, lpidFrom, lpidTo, dwFlags, lplpData, lpdwDataSize);
return 1;
}
HRESULT DpExtSend(int lpDP2A, DPID idFrom, DPID idTo, DWORD dwFlags, void *lpData, DWORD dwDataSize)
{
fprintf(stderr, "DpExtSend(%d, %d, %d, %d, %p, %d)\n", lpDP2A, idFrom, idTo, dwFlags, lpData, dwDataSize);
return 1;
}
int DirectPlay_Disconnect()
{
fprintf(stderr, "DirectPlay_Disconnect()\n");
return 1;
}
HRESULT IDirectPlayX_GetPlayerName(int glpDP, DPID id, void *data, void *size)
{
fprintf(stderr, "IDirectPlayX_GetPlayerName(%d, %d, %p, %p)\n", glpDP, id, data, size);
return 1;
}
/* End of Linux-related junk */
#define CalculateBytesSentPerSecond 0
/*----------------------------------------------------------------------
@ -62,7 +169,7 @@ NETGAME_GAMEDATA netGameData=
0, //NETGAME_CHARACTERTYPE myNextCharacterType; //if player is currently dead and about to become a new character
0, //NETGAME_SPECIALISTCHARACTERTYPE myCharacterSubType;
0, //unsigned char myStartFlag;
{0,}, //NETGAME_PLAYERDATA playerData[NET_MAXPLAYERS];
{{0},}, //NETGAME_PLAYERDATA playerData[NET_MAXPLAYERS];
{0,}, //int teamScores[3];
0, //NETGAME_TYPE gameType;
0, //unsigned char levelNumber;
@ -220,8 +327,8 @@ int LobbiedGame=0;
static char sendBuffer[NET_MESSAGEBUFFERSIZE];
static char *endSendBuffer;
static int netNextLocalObjectId = 1;
DPID myNetworkKillerId = NULL;
DPID myIgniterId = NULL;
DPID myNetworkKillerId = 0;
DPID myIgniterId = 0;
int MyHitBodyPartId=-1;
DPID MultiplayerObservedPlayer=0;
@ -392,7 +499,7 @@ void InitAVPNetGame(void)
int i,j;
for(i=0;i<(NET_MAXPLAYERS);i++)
{
netGameData.playerData[i].playerId = NULL;
netGameData.playerData[i].playerId = 0;
for(j=0;j<(NET_PLAYERNAMELENGTH);j++) netGameData.playerData[i].name[j] = '\0';
netGameData.playerData[i].characterType = NGCT_Marine;
netGameData.playerData[i].characterSubType = NGSCT_General;
@ -695,8 +802,8 @@ void InitAVPNetGameForJoin(void)
void MinimalNetCollectMessages(void)
{
HRESULT res = DP_OK;
DPID dPlayFromId = NULL;
DPID dPlayToId = NULL;
DPID dPlayFromId = 0;
DPID dPlayToId = 0;
unsigned char *msgP = NULL;
unsigned msgSize = 0;
@ -705,7 +812,7 @@ void MinimalNetCollectMessages(void)
{
while((res==DP_OK) && glpDP && AVPDPNetID)
{
res = DpExtRecv(glpDP,&dPlayFromId,&dPlayToId,DPRECEIVE_ALL,&msgP,(LPDWORD)&msgSize);
res = DpExtRecv(glpDP,&dPlayFromId,&dPlayToId,DPRECEIVE_ALL,&msgP,(LPDWORD)&msgSize);
if(res==DP_OK)
{
/* process last message, if there is one */
@ -840,7 +947,9 @@ void NetCollectMessages(void)
numPredators++;
numPredatorsWithLifeLeft+=netGameData.playerData[i].playerHasLives;
break;
default:
break;
}
}
}
@ -2864,6 +2973,8 @@ char GetWeaponIconFromDamage(DAMAGE_PROFILE* damage)
case AMMO_PC_ALIEN_BITE :
case AMMO_ALIEN_BITE_KILLSECTION_SUPER :
return ICON_JAWS;
default:
break;
}
return 0;
@ -2956,6 +3067,8 @@ void AddNetMsg_PlayerKilled(int objectId,DAMAGE_PROFILE* damage)
case AMMO_NPC_PRAETORIAN_TAIL :
messagePtr->killerType=NGCT_AI_Praetorian;
break;
default:
break;
}
}
Inform_PlayerHasDied(myNetworkKillerId,AVPDPNetID,messagePtr->killerType,messagePtr->weaponIcon);
@ -4630,6 +4743,8 @@ void AddNetMsg_StrategySynch(void)
case I_BehaviourTrackObject :
WriteStrategySynch(objectNumber++,TrackObjectGetSynchData(sbPtr));
break;
default:
break;
}
}
@ -6472,7 +6587,7 @@ static void ProcessNetMsg_LocalObjectState(NETMESSAGE_LOBSTATE *messagePtr, DPID
static int GetSizeOfLocalObjectDamagedMessage(char *messagePtr)
{
int size=sizeof(NETMESSAGE_LOBDAMAGED_HEADER);
NETMESSAGE_LOBDAMAGED_HEADER *messageHeader = (NETMESSAGE_LOBDAMAGED_HEADER*) messagePtr;(NETMESSAGE_LOBDAMAGED_HEADER*) messagePtr;
NETMESSAGE_LOBDAMAGED_HEADER *messageHeader = (NETMESSAGE_LOBDAMAGED_HEADER*) messagePtr;
if(messageHeader->damageProfile) size+=sizeof(NETMESSAGE_DAMAGE_PROFILE);
if(messageHeader->multiple) size+=sizeof(NETMESSAGE_DAMAGE_MULTIPLE);
@ -7394,6 +7509,8 @@ static void ProcessNetMsg_StrategySynch(NETMESSAGE_STRATEGYSYNCH *messagePtr)
case I_BehaviourTrackObject :
TrackObjectSetSynchData(sbPtr,ReadStrategySynch(objectNumber++));
break;
default:
break;
}
}
@ -9425,11 +9542,13 @@ void CreatePlayersImageInMirror(void)
CreateAlienHModel(ghostData);
break;
}
case(I_BehaviourPredatorPlayer):
case(I_BehaviourPredatorPlayer):
{
CreatePredatorHModel(ghostData,WEAPON_PRED_WRISTBLADE);
break;
}
default:
break;
}
sbPtr->SBdptr->HModelControlBlock=&ghostData->HModelController;
ProveHModel(sbPtr->SBdptr->HModelControlBlock,sbPtr->SBdptr);
@ -10504,6 +10623,9 @@ int DetermineAvailableCharacterTypes(BOOL ConsiderUsedCharacters)
case NGCT_Alien :
CharacterTypesAvailable[NGCT_Alien]--;
break;
default:
break;
}
}
}
@ -11042,6 +11164,9 @@ void DoMultiplayerEndGameScreen(void)
symbol[0]=FONT_PREDATORSYMBOL;
RenderStringCentred(symbol,100,y,0xffffffff);
break;
default:
break;
}
}

View file

@ -166,8 +166,7 @@ typedef enum netgame_connectiontype
----------------------------------------------------------------------*/
typedef struct netgame_playerdata
{
// DPID playerId;
int playerId;
DPID playerId;
char name[NET_PLAYERNAMELENGTH];
NETGAME_CHARACTERTYPE characterType;
@ -303,23 +302,24 @@ typedef struct netgame_gamedata
/* ---------------------------------------------------------------------
Individual message structures
----------------------------------------------------------------------*/
----------------------------------------------------------------------*/
/*
#pragma pack(push,1)
*/
typedef struct netmessageheader
{
unsigned char type;
}NETMESSAGEHEADER;
} PACKED NETMESSAGEHEADER;
typedef struct gamedescription_playerdata
{
// DPID playerId;
int playerId;
DPID playerId;
unsigned char characterType:2;
unsigned char characterSubType:6;
unsigned char startFlag;
}GAMEDESCRIPTION_PLAYERDATA;
} PACKED GAMEDESCRIPTION_PLAYERDATA;
typedef struct netmessage_gamedescription
{
@ -387,14 +387,14 @@ typedef struct netmessage_gamedescription
unsigned int pistolInfiniteAmmo:1;
unsigned int specialistPistols:1;
}NETMESSAGE_GAMEDESCRIPTION;
} PACKED NETMESSAGE_GAMEDESCRIPTION;
typedef struct netmessage_playerdescription
{
unsigned char characterType: 3;
unsigned char characterSubType: 4;
unsigned char startFlag: 1;
}NETMESSAGE_PLAYERDESCRIPTION;
} PACKED NETMESSAGE_PLAYERDESCRIPTION;
typedef struct netmessage_playerstate
{
@ -436,7 +436,7 @@ typedef struct netmessage_playerstate
#endif
unsigned int landingNoise:1;
}NETMESSAGE_PLAYERSTATE;
} PACKED NETMESSAGE_PLAYERSTATE;
typedef struct netmessage_playerstate_minimal
{
@ -451,7 +451,7 @@ typedef struct netmessage_playerstate_minimal
unsigned char Special:1;
unsigned char CloakingEffectiveness;
}NETMESSAGE_PLAYERSTATE_MINIMAL;
} PACKED NETMESSAGE_PLAYERSTATE_MINIMAL;
typedef struct netmessage_playerstate_medium
{
@ -461,29 +461,28 @@ typedef struct netmessage_playerstate_medium
signed int yOrient: 9;
signed int zOrient: 9;
}NETMESSAGE_PLAYERSTATE_MEDIUM;
} PACKED NETMESSAGE_PLAYERSTATE_MEDIUM;
typedef struct netmessage_frametimer
{
unsigned short frame_time;
}NETMESSAGE_FRAMETIMER;
} PACKED NETMESSAGE_FRAMETIMER;
typedef struct netmessage_playerkilled
{
int objectId;
// DPID killerId;
int killerId;
DPID killerId;
NETGAME_CHARACTERTYPE myType; //take character types at time of death , in case they change
NETGAME_CHARACTERTYPE killerType;
char weaponIcon;
}NETMESSAGE_PLAYERKILLED;
} PACKED NETMESSAGE_PLAYERKILLED;
typedef struct netmessage_corpsedeathanim
{
int objectId;
int deathId;
}NETMESSAGE_CORPSEDEATHANIM;
} PACKED NETMESSAGE_CORPSEDEATHANIM;
typedef struct netmessage_allgamescores
{
@ -493,12 +492,12 @@ typedef struct netmessage_allgamescores
int aliensKilled[NET_MAXPLAYERS][3];
int deathsFromAI[NET_MAXPLAYERS];
}NETMESSAGE_ALLGAMESCORES;
} PACKED NETMESSAGE_ALLGAMESCORES;
typedef struct netmessage_speciesscores
{
int teamScores[3];
}NETMESSAGE_SPECIESSCORES;
} PACKED NETMESSAGE_SPECIESSCORES;
typedef struct netmessage_playerscores
{
@ -508,7 +507,7 @@ typedef struct netmessage_playerscores
int playerScoreAgainst;
int aliensKilled[3];
int deathsFromAI;
}NETMESSAGE_PLAYERSCORES;
} PACKED NETMESSAGE_PLAYERSCORES;
typedef struct netmessage_scorechange
{
@ -517,7 +516,7 @@ typedef struct netmessage_scorechange
int fragCount;
int killerScoreFor;
int victimScoreAgainst;
}NETMESSAGE_SCORECHANGE;
} PACKED NETMESSAGE_SCORECHANGE;
typedef struct netmessage_localRicochet
{
@ -528,7 +527,7 @@ typedef struct netmessage_localRicochet
signed int yDirn;
signed int zDirn;
unsigned char type;
}NETMESSAGE_LOCALRICOCHET;
} PACKED NETMESSAGE_LOCALRICOCHET;
typedef struct netmessage_lobstate
{
@ -543,15 +542,14 @@ typedef struct netmessage_lobstate
unsigned char IOType;
unsigned char subtype;
unsigned char event_flag;
}NETMESSAGE_LOBSTATE;
} PACKED NETMESSAGE_LOBSTATE;
//damage message is now split into multiple parts , to avoid sending
//stuff that isn't required
typedef struct netmessage_lobdamaged_header
{
// DPID playerId;
int playerId;
DPID playerId;
signed int objectId;
short ammo_id:11;
@ -561,7 +559,7 @@ typedef struct netmessage_lobdamaged_header
short sectionID:1;
short delta_seq:1;
short direction:1;
}NETMESSAGE_LOBDAMAGED_HEADER;
} PACKED NETMESSAGE_LOBDAMAGED_HEADER;
typedef struct netmessage_ghosthierarchydamaged_header
{
@ -572,7 +570,7 @@ typedef struct netmessage_ghosthierarchydamaged_header
short multiple:1;
short sectionID:1;
short direction:1;
}NETMESSAGE_GHOSTHIERARCHYDAMAGED_HEADER;
} PACKED NETMESSAGE_GHOSTHIERARCHYDAMAGED_HEADER;
typedef struct netmessage_inanimatedamaged_header
{
@ -581,7 +579,7 @@ typedef struct netmessage_inanimatedamaged_header
short damageProfile:1;
short multiple:1;
}NETMESSAGE_INANIMATEDAMAGED_HEADER;
} PACKED NETMESSAGE_INANIMATEDAMAGED_HEADER;
typedef struct netmessage_damage_profile
{
@ -599,50 +597,49 @@ typedef struct netmessage_damage_profile
unsigned int BlowUpSections :1;
unsigned int Special :1;
unsigned int MakeExitWounds :1;
}NETMESSAGE_DAMAGE_PROFILE;
} PACKED NETMESSAGE_DAMAGE_PROFILE;
typedef struct netmessage_damage_multiple
{
int multiple;
}NETMESSAGE_DAMAGE_MULTIPLE;
} PACKED NETMESSAGE_DAMAGE_MULTIPLE;
typedef struct netmessage_damage_section
{
short SectionID;
}NETMESSAGE_DAMAGE_SECTION;
} PACKED NETMESSAGE_DAMAGE_SECTION;
typedef struct netmessage_damage_delta
{
char Delta_Sequence;
char Delta_Sub_Sequence;
}NETMESSAGE_DAMAGE_DELTA;
} PACKED NETMESSAGE_DAMAGE_DELTA;
typedef struct netmessage_damage_direction
{
int direction_x:10;
int direction_y:10;
int direction_z:10;
}NETMESSAGE_DAMAGE_DIRECTION;
} PACKED NETMESSAGE_DAMAGE_DIRECTION;
//that was the last part of the local object damage stuff
typedef struct netmessage_lobdestroyed_request
{
// DPID playerId;
int playerId;
DPID playerId;
signed int objectId;
}NETMESSAGE_LOBDESTROYED_REQUEST;
} PACKED NETMESSAGE_LOBDESTROYED_REQUEST;
typedef struct netmessage_lobdestroyed
{
signed int objectId;
}NETMESSAGE_LOBDESTROYED;
} PACKED NETMESSAGE_LOBDESTROYED;
typedef struct netmessage_objectpickedup
{
char name[8];
}NETMESSAGE_OBJECTPICKEDUP;
} PACKED NETMESSAGE_OBJECTPICKEDUP;
typedef struct netmessage_inanimatedamaged
{
@ -666,28 +663,28 @@ typedef struct netmessage_inanimatedamaged
int multiple;
}NETMESSAGE_INANIMATEDAMAGED;
} PACKED NETMESSAGE_INANIMATEDAMAGED;
typedef struct netmessage_inanimatedestroyed
{
char name[8];
}NETMESSAGE_INANIMATEDESTROYED;
} PACKED NETMESSAGE_INANIMATEDESTROYED;
typedef struct netmessage_losrequestbinaryswitch
{
char name[8];
}NETMESSAGE_LOSREQUESTBINARYSWITCH;
} PACKED NETMESSAGE_LOSREQUESTBINARYSWITCH;
typedef struct netmessage_platformliftstate
{
char name[8];
char state;
}NETMESSAGE_PLATFORMLIFTSTATE;
} PACKED NETMESSAGE_PLATFORMLIFTSTATE;
typedef struct netmessage_requestplatformliftactivate
{
char name[8];
}NETMESSAGE_REQUESTPLATFORMLIFTACTIVATE;
} PACKED NETMESSAGE_REQUESTPLATFORMLIFTACTIVATE;
typedef struct netmessage_agunstate
{
@ -700,7 +697,7 @@ typedef struct netmessage_agunstate
signed int objectId;
unsigned char IAmFiring: 1;
unsigned char IAmEnabled: 1;
}NETMESSAGE_AGUNSTATE;
} PACKED NETMESSAGE_AGUNSTATE;
/* KJL 17:45:21 20/01/98 - make decal message */
/* currently not optimised for space! */
@ -711,27 +708,27 @@ typedef struct netmessage_makedecal
VECTORCH Position;
VECTORCH Direction;
int ModuleIndex;
}NETMESSAGE_MAKEDECAL;
} PACKED NETMESSAGE_MAKEDECAL;
/* KJL 11:32:52 27/04/98 - explosions */
typedef struct netmessage_makeexplosion
{
enum EXPLOSION_ID ExplosionID;
VECTORCH Position;
}NETMESSAGE_MAKEEXPLOSION;
} PACKED NETMESSAGE_MAKEEXPLOSION;
typedef struct netmessage_makeflechetteexplosion
{
VECTORCH Position;
int Seed;
}NETMESSAGE_MAKEFLECHETTEEXPLOSION;
} PACKED NETMESSAGE_MAKEFLECHETTEEXPLOSION;
typedef struct netmessage_makeplasmaexplosion
{
enum EXPLOSION_ID ExplosionID;
VECTORCH Position;
VECTORCH FromPosition;
}NETMESSAGE_MAKEPLASMAEXPLOSION;
} PACKED NETMESSAGE_MAKEPLASMAEXPLOSION;
/* KJL 11:13:59 20/05/98 - pred laser sights */
typedef struct netmessage_predatorsights
@ -746,21 +743,17 @@ typedef struct netmessage_predatorsights
signed int zPos: 23;
signed int zOrient: 9;
// DPID TargetID;
int TargetID;
DPID TargetID;
// 16 bytes (DPID 4 bytes?)
} NETMESSAGE_PREDATORSIGHTS;
} PACKED NETMESSAGE_PREDATORSIGHTS;
typedef struct netmessage_lobonfire
{
// DPID playerId;
int playerId;
DPID playerId;
signed int objectId;
}NETMESSAGE_LOBONFIRE;
} PACKED NETMESSAGE_LOBONFIRE;
typedef struct netmessage_alienaistate
{
@ -790,7 +783,7 @@ typedef struct netmessage_alienaistate
unsigned short standard_gravity:1;
#endif
}NETMESSAGE_ALIENAISTATE;
} PACKED NETMESSAGE_ALIENAISTATE;
typedef struct netmessage_aliensequencechange
{
@ -801,7 +794,7 @@ typedef struct netmessage_aliensequencechange
short sequence_length; //in 256ths of a second
short tweening_time;
}NETMESSAGE_ALIENSEQUENCECHANGE;
} PACKED NETMESSAGE_ALIENSEQUENCECHANGE;
typedef struct netmessage_alienaikilled
{
@ -811,14 +804,13 @@ typedef struct netmessage_alienaikilled
int death_time;
int GibbFactor;
// DPID killerId;
int killerId;
DPID killerId;
int killCount;
unsigned char AlienType: 2;//alien/predalien/praetorian
char weaponIcon;
}NETMESSAGE_ALIENAIKILLED;
} PACKED NETMESSAGE_ALIENAIKILLED;
typedef struct netmessage_faralienposition
{
@ -829,14 +821,14 @@ typedef struct netmessage_faralienposition
unsigned int indexIsModuleIndex:1;
unsigned int alienType:2;
} NETMESSAGE_FARALIENPOSITION;
} PACKED NETMESSAGE_FARALIENPOSITION;
typedef struct netmessage_gibbing
{
signed int Guid;
int gibbFactor;
int seed;
} NETMESSAGE_GIBBING;
} PACKED NETMESSAGE_GIBBING;
typedef struct netmessage_spotaliensound
{
@ -847,7 +839,7 @@ typedef struct netmessage_spotaliensound
int vy;
int vz;
} NETMESSAGE_SPOTALIENSOUND;
} PACKED NETMESSAGE_SPOTALIENSOUND;
typedef struct netmessage_createweapon
@ -856,7 +848,7 @@ typedef struct netmessage_createweapon
VECTORCH location;
int type;
}NETMESSAGE_CREATEWEAPON;
} PACKED NETMESSAGE_CREATEWEAPON;
#define NUMBER_OF_FRAGMENTAL_OBJECTS (64>>3)
typedef struct netmessage_fragmentalobjectsstatus
@ -864,7 +856,7 @@ typedef struct netmessage_fragmentalobjectsstatus
unsigned char BatchNumber; //send object states over several frames
unsigned char StatusBitfield[NUMBER_OF_FRAGMENTAL_OBJECTS];
}NETMESSAGE_FRAGMENTALOBJECTSSTATUS;
} PACKED NETMESSAGE_FRAGMENTALOBJECTSSTATUS;
#define NUMBER_OF_STRATEGIES_TO_SYNCH 16
typedef struct netmessage_strategysynch
@ -873,35 +865,32 @@ typedef struct netmessage_strategysynch
int strategyCheckSum;
unsigned char StatusBitfield[NUMBER_OF_STRATEGIES_TO_SYNCH>>2]; //2bits per strategy
}NETMESSAGE_STRATEGYSYNCH;
} PACKED NETMESSAGE_STRATEGYSYNCH;
//for messages that just require a player id
typedef struct netmessage_playerid
{
// DPID playerID;
int playerID;
}NETMESSAGE_PLAYERID;
DPID playerID;
} PACKED NETMESSAGE_PLAYERID;
typedef struct netmessage_lms_restart
{
// DPID playerID;
int playerID;
DPID playerID;
int seed;
}NETMESSAGE_LMS_RESTART;
} PACKED NETMESSAGE_LMS_RESTART;
typedef struct netmessage_restartgame
{
int seed;
}NETMESSAGE_RESTARTGAME;
} PACKED NETMESSAGE_RESTARTGAME;
//countdown to restart
typedef struct netmessage_lms_restarttimer
{
unsigned char timer;
}NETMESSAGE_LMS_RESTARTTIMER;
} PACKED NETMESSAGE_LMS_RESTARTTIMER;
typedef struct netmessage_spotothersound
{
@ -911,16 +900,17 @@ typedef struct netmessage_spotothersound
int vz;
int explosion:1;
} NETMESSAGE_SPOTOTHERSOUND;
} PACKED NETMESSAGE_SPOTOTHERSOUND;
typedef struct multiplayer_start
{
VECTORCH location;
EULER orientation;
}MULTIPLAYER_START;
} PACKED MULTIPLAYER_START;
/*
#pragma pack(pop)
*/
/* ---------------------------------------------------------------------
Some prototypes
@ -929,15 +919,13 @@ extern void InitAVPNetGame(void);
extern void NetCollectMessages(void);
extern void NetSendMessages(void);
extern void EndAVPNetGame(void);
//extern int PlayerIdInPlayerList(DPID Id);
extern int PlayerIdInPlayerList(int Id);
extern int PlayerIdInPlayerList(DPID Id);
//use assignnewsbname instead of addnetgameobjectid
#define AddNetGameObjectID AssignNewSBName
extern void AddNetGameObjectID(STRATEGYBLOCK *sbPtr);
extern void RecordFinalNetGameScores(void);
extern void DoNetScoresForHostDeath(NETGAME_CHARACTERTYPE myType,NETGAME_CHARACTERTYPE killerType);
//extern void RemovePlayerFromGame(DPID id);
extern void RemovePlayerFromGame(int id);
extern void RemovePlayerFromGame(DPID id);
extern int EmptySlotInPlayerList(void);
extern void TeleportNetPlayerToAStartingPosition(STRATEGYBLOCK *playerSbPtr, int startOfGame);
extern int AddUpPlayerFrags(int playerId);
@ -986,11 +974,9 @@ extern void AddNetMsg_SpotAlienSound(int soundCategory,int alienType,int pitch,V
extern void AddNetMsg_LocalObjectDestroyed_Request(STRATEGYBLOCK *sbPtr);
extern void AddNetMsg_ScoreChange(int killerIndex,int victimIndex);
//extern void AddNetMsg_PlayerID(DPID playerID,unsigned char message);
extern void AddNetMsg_PlayerID(int playerID,unsigned char message);
extern void AddNetMsg_LastManStanding_RestartTimer(unsigned char time);
//extern void AddNetMsg_LastManStanding_Restart(DPID alienID,int seed);
extern void AddNetMsg_LastManStanding_Restart(int alienID,int seed);
extern void AddNetMsg_PlayerID(DPID playerID,unsigned char message);
extern void AddNetMsg_LastManStanding_RestartTimer(char time);
extern void AddNetMsg_LastManStanding_Restart(DPID alienID,int seed);
extern void AddNetMsg_CreateWeapon(char* objectName,int type,VECTORCH* location);

View file

@ -117,9 +117,8 @@ int InitialiseWindowsSystem()
glPolygonMode(GL_BACK, GL_FILL);
glDisable(GL_CULL_FACE);
/*
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
*/
return 0;
}
@ -764,8 +763,6 @@ int main(int argc, char *argv[])
*/
RestartLevel();
}
// break; /* TODO -- remove when loop works */
}
AvP.LevelCompleted = thisLevelHasBeenCompleted;

887
src/net.c
View file

@ -1,887 +0,0 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <SDL.h>
#include <GL/gl.h>
#include <GL/glext.h>
#include "fixer.h"
#include "3dc.h"
#include "platform.h"
#include "inline.h"
#include "gamedef.h"
#include "module.h"
#include "stratdef.h"
#include "projfont.h"
#include "kshape.h"
#include "prototyp.h"
#include "d3d_hud.h"
#include "bh_types.h"
#include "equipmnt.h"
#include "bh_marin.h"
#include "bh_alien.h"
#include "pldghost.h"
#define UseLocalAssert Yes
#include "ourasert.h"
DISPLAYBLOCK PlayersMirrorImage;
STRATEGYBLOCK PlayersMirrorImageSB;
NETGHOSTDATABLOCK PlayersMirrorGhost;
DYNAMICSBLOCK PlayersMirrorDynBlock;
extern int LastHand;
/* support function for addnetmsg_playerstate() */
static int MyPlayerHasAMuzzleFlash(STRATEGYBLOCK *sbPtr)
{
PLAYER_WEAPON_DATA *weaponPtr;
TEMPLATE_WEAPON_DATA *twPtr;
PLAYER_STATUS *playerStatusPtr = (PLAYER_STATUS *)(Player->ObStrategyBlock->SBdataptr);
LOCALASSERT(playerStatusPtr);
weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]);
twPtr = &TemplateWeapon[weaponPtr->WeaponIDNumber];
/* first check if we are displaying a muzle flash ourselves */
if(twPtr->MuzzleFlashShapeName == NULL) return 0;
if(twPtr->PrimaryIsMeleeWeapon) return 0;
if (weaponPtr->WeaponIDNumber==WEAPON_TWO_PISTOLS) {
if (weaponPtr->CurrentState == WEAPONSTATE_FIRING_PRIMARY) {
if (LastHand) {
return 2;
} else {
return 1;
}
} else if (weaponPtr->CurrentState == WEAPONSTATE_FIRING_SECONDARY) {
if (LastHand) {
return 2;
} else {
return 1;
}
return 0;
}
}
if (weaponPtr->WeaponIDNumber==WEAPON_MARINE_PISTOL) {
if ((weaponPtr->CurrentState==WEAPONSTATE_FIRING_PRIMARY)
||(weaponPtr->CurrentState==WEAPONSTATE_FIRING_SECONDARY)) {
//ReleasePrintDebuggingText("Pistol Muzzle Flash 1\n");
return 1;
} else {
//ReleasePrintDebuggingText("Pistol Muzzle Flash 0\n");
return 0;
}
}
if (weaponPtr->CurrentState != WEAPONSTATE_FIRING_PRIMARY) {
return 0;
}
/* even if we are displaying our own muzzle flash, we don't neccessarily want it to
be visible to other players (because it looks stupid) */
if((weaponPtr->WeaponIDNumber==WEAPON_PULSERIFLE)||
(weaponPtr->WeaponIDNumber==WEAPON_MARINE_PISTOL)||
(weaponPtr->WeaponIDNumber==WEAPON_AUTOSHOTGUN)||
(weaponPtr->WeaponIDNumber==WEAPON_SMARTGUN)||
(weaponPtr->WeaponIDNumber==WEAPON_MINIGUN)||
(weaponPtr->WeaponIDNumber==WEAPON_FRISBEE_LAUNCHER)||
(weaponPtr->WeaponIDNumber==WEAPON_PRED_PISTOL)||
(weaponPtr->WeaponIDNumber==WEAPON_PRED_RIFLE))
{
/* if we get this far, we want to display a muzzle flash */
return 1;
}
return 0;
}
/* Patrick 11/7/97 ----------------------------------------------
Functions for determining our sequence for player update messages
-----------------------------------------------------------------*/
static MARINE_SEQUENCE GetMyMarineSequence(void)
{
int playerIsMoving = 0;
int playerIsFiring = 0;
int playerIsCrouching = 0;
int playerIsAlive = 0;
int playerIsJumping = 0;
int usingCloseAttackWeapon;
extern int StaffAttack;
/* sort out what state we're in */
if(PlayerStatusPtr->IsAlive) playerIsAlive = 1;
else playerIsAlive = 0;
if (PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_Backward) {
playerIsMoving=-1;
} else if((PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_Forward)||
(PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_SideStepLeft)||
(PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_SideStepRight)) {
playerIsMoving = 1;
} else {
playerIsMoving = 0;
}
if ( (Player->ObStrategyBlock->DynPtr->Position.vx==Player->ObStrategyBlock->DynPtr->PrevPosition.vx)
&& (Player->ObStrategyBlock->DynPtr->Position.vy==Player->ObStrategyBlock->DynPtr->PrevPosition.vy)
&& (Player->ObStrategyBlock->DynPtr->Position.vz==Player->ObStrategyBlock->DynPtr->PrevPosition.vz) ) {
/* Actually not moving - overruled! */
playerIsMoving=0;
}
if(PlayerStatusPtr->ShapeState!=PMph_Standing)
{
playerIsCrouching = 1;
}
else
{
playerIsCrouching = 0;
}
if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_FIRING_PRIMARY)||
(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_PRIMARY)) {
playerIsFiring = 1;
} else {
if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_MARINE_PISTOL) {
if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_FIRING_SECONDARY)||
(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_SECONDARY)) {
playerIsFiring = 1;
} else {
playerIsFiring = 0;
}
} else {
playerIsFiring = 0;
}
}
if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_CUDGEL)
usingCloseAttackWeapon = 1;
else usingCloseAttackWeapon = 0;
/* Fix cudgel. */
if (usingCloseAttackWeapon) {
if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_FIRING_SECONDARY)||
(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_SECONDARY)) {
playerIsFiring = 1;
}
}
/* KJL 14:27:14 10/29/97 - deal with jumping & falling */
{
DYNAMICSBLOCK *dynPtr = Player->ObStrategyBlock->DynPtr;
if (!dynPtr->IsInContactWithFloor && (dynPtr->TimeNotInContactWithFloor==0))
playerIsJumping=1;
}
/* and deduce the sequence */
if(playerIsAlive==0)
{
if(playerIsCrouching) {
return MSQ_CrouchDie;
} else {
return MSQ_StandDieFront;
}
}
if(playerIsJumping) {
return MSQ_Jump;
}
/* Put this in here... no running cudgel attacks yet. */
if(playerIsFiring&&usingCloseAttackWeapon) {
/* Deal with cudgel case! */
if (StaffAttack>=0) {
return(MSQ_BaseOfCudgelAttacks+StaffAttack);
}
}
if(playerIsCrouching)
{
if(playerIsMoving>0) {
return MSQ_Crawl;
} else if (playerIsMoving<0) {
return MSQ_Crawl_Backwards;
} else {
return MSQ_Crouch;
}
}
if(playerIsMoving>0)
{
if(playerIsFiring) {
if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_TWO_PISTOLS)
&&(LastHand)) {
return MSQ_RunningFireSecondary;
} else {
return MSQ_RunningFire;
}
} else {
return MSQ_Walk;
}
} else if (playerIsMoving<0) {
if(playerIsFiring) {
if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_TWO_PISTOLS)
&&(LastHand)) {
return MSQ_RunningFireSecondary_Backwards;
} else {
return MSQ_RunningFire_Backwards;
}
} else {
return MSQ_Walk_Backwards;
}
}
if(playerIsFiring) {
if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_TWO_PISTOLS)
&&(LastHand)) {
return MSQ_StandingFireSecondary;
} else {
return MSQ_StandingFire;
}
} else {
if (PlayerStatusPtr->tauntTimer!=0) {
return MSQ_Taunt;
} else {
return MSQ_Stand;
}
}
}
static ALIEN_SEQUENCE GetMyAlienSequence(void)
{
extern STRATEGYBLOCK *Biting;
extern int Bit;
int playerIsMoving = 0;
int playerIsFiring = 0;
int playerIsCrouching = 0;
int playerIsAlive = 0;
int playerIsJumping = 0;
/* sort out what state we're in */
if(PlayerStatusPtr->IsAlive) playerIsAlive = 1;
else playerIsAlive = 0;
if (PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_Backward) {
playerIsMoving =-1;
} else if ((PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_Forward)||
(PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_SideStepLeft)||
(PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_SideStepRight)) {
playerIsMoving = 1;
} else {
playerIsMoving = 0;
}
if ( (Player->ObStrategyBlock->DynPtr->Position.vx==Player->ObStrategyBlock->DynPtr->PrevPosition.vx)
&& (Player->ObStrategyBlock->DynPtr->Position.vy==Player->ObStrategyBlock->DynPtr->PrevPosition.vy)
&& (Player->ObStrategyBlock->DynPtr->Position.vz==Player->ObStrategyBlock->DynPtr->PrevPosition.vz) ) {
/* Actually not moving - overruled! */
playerIsMoving=0;
}
if(PlayerStatusPtr->ShapeState!=PMph_Standing) playerIsCrouching = 1;
else playerIsCrouching = 0;
/* ChrisF 20/4/98: playerIsFiring now specifies alien weapon behaviour. */
//if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_FIRING_PRIMARY)||
// (PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_PRIMARY))
// playerIsFiring = 1;
//else playerIsFiring = 0;
//
//if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber!=WEAPON_ALIEN_SPIT) {
// usingCloseAttackWeapon = 1;
//} else {
// usingCloseAttackWeapon = 0;
//}
switch(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState) {
case (WEAPONSTATE_FIRING_PRIMARY):
if(Biting) {
playerIsFiring=4; //Eat.
} else {
playerIsFiring=1; //Claw.
}
break;
case (WEAPONSTATE_FIRING_SECONDARY):
playerIsFiring=2; //Tail Poise.
break;
case (WEAPONSTATE_RECOIL_SECONDARY):
playerIsFiring=3; //Tail Strike.
break;
default:
playerIsFiring=0; //Nothing.
break;
}
/* KJL 14:27:14 10/29/97 - deal with jumping & falling */
{
DYNAMICSBLOCK *dynPtr = Player->ObStrategyBlock->DynPtr;
if (!dynPtr->IsInContactWithFloor && (dynPtr->TimeNotInContactWithFloor==0))
playerIsJumping=1;
}
/* and deduce the sequence */
if(playerIsAlive==0)
{
return ASQ_Stand; /* kind of irrelevant really */
}
if(playerIsJumping) /* TODO: consider jump & crouch */
{
switch(playerIsFiring) {
case 1:
return ASQ_Pounce;
break;
case 2:
return ASQ_JumpingTailPoise;
break;
case 3:
return ASQ_JumpingTailStrike;
break;
case 4:
/* What the hell? */
return ASQ_Eat;
break;
default:
return ASQ_Jump;
break;
}
}
if(playerIsCrouching)
{
if(playerIsMoving>0)
{
switch(playerIsFiring) {
case 1:
return ASQ_CrawlingAttack_Claw;
break;
case 2:
return ASQ_CrawlingTailPoise;
break;
case 3:
return ASQ_CrawlingTailStrike;
break;
case 4:
/* What the hell? */
return ASQ_CrouchEat;
break;
default:
if(Player->ObStrategyBlock->DynPtr->OrientMat.mat22>50000)
return ASQ_Scamper;
else
return ASQ_Crawl;
break;
}
} else if(playerIsMoving<0) {
switch(playerIsFiring) {
case 1:
return ASQ_CrawlingAttack_Claw_Backwards;
break;
case 2:
return ASQ_CrawlingTailPoise_Backwards;
break;
case 3:
return ASQ_CrawlingTailStrike_Backwards;
break;
case 4:
/* What the hell? */
return ASQ_CrouchEat;
break;
default:
if(Player->ObStrategyBlock->DynPtr->OrientMat.mat22>50000)
return ASQ_Scamper_Backwards;
else
return ASQ_Crawl_Backwards;
break;
}
}
switch(playerIsFiring) {
case 1:
return ASQ_CrouchedAttack_Claw;
break;
case 2:
return ASQ_CrouchedTailPoise;
break;
case 3:
return ASQ_CrouchedTailStrike;
break;
case 4:
return ASQ_Eat;
break;
default:
return ASQ_Crouch;
break;
}
}
if(playerIsMoving>0)
{
switch(playerIsFiring) {
case 1:
return ASQ_RunningAttack_Claw;
break;
case 2:
return ASQ_RunningTailPoise;
break;
case 3:
return ASQ_RunningTailStrike;
break;
case 4:
/* What the hell? */
return ASQ_Eat;
break;
default:
return ASQ_Run;
break;
}
} else if(playerIsMoving<0) {
switch(playerIsFiring) {
case 1:
return ASQ_RunningAttack_Claw_Backwards;
break;
case 2:
return ASQ_RunningTailPoise_Backwards;
break;
case 3:
return ASQ_RunningTailStrike_Backwards;
break;
case 4:
/* What the hell? */
return ASQ_Eat;
break;
default:
return ASQ_Run_Backwards;
break;
}
}
switch(playerIsFiring) {
case 1:
return ASQ_StandingAttack_Claw;
break;
case 2:
return ASQ_StandingTailPoise;
break;
case 3:
return ASQ_StandingTailStrike;
break;
case 4:
return ASQ_Eat;
break;
default:
if (PlayerStatusPtr->tauntTimer!=0) {
/* Second lowest priority ever. */
return ASQ_Taunt;
} else {
return ASQ_Stand;
}
break;
}
}
static PREDATOR_SEQUENCE GetMyPredatorSequence(void)
{
int playerIsMoving = 0;
int playerIsFiring = 0;
int playerIsCrouching = 0;
int playerIsAlive = 0;
int playerIsJumping = 0;
int usingCloseAttackWeapon;
extern int StaffAttack;
/* sort out what state we're in */
if(PlayerStatusPtr->IsAlive) playerIsAlive = 1;
else playerIsAlive = 0;
if (PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_Backward) {
playerIsMoving=-1;
} else if((PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_Forward)||
(PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_SideStepLeft)||
(PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_SideStepRight)) {
playerIsMoving = 1;
} else {
playerIsMoving = 0;
}
if ( (Player->ObStrategyBlock->DynPtr->Position.vx==Player->ObStrategyBlock->DynPtr->PrevPosition.vx)
&& (Player->ObStrategyBlock->DynPtr->Position.vy==Player->ObStrategyBlock->DynPtr->PrevPosition.vy)
&& (Player->ObStrategyBlock->DynPtr->Position.vz==Player->ObStrategyBlock->DynPtr->PrevPosition.vz) ) {
/* Actually not moving - overruled! */
playerIsMoving=0;
}
if(PlayerStatusPtr->ShapeState!=PMph_Standing) playerIsCrouching = 1;
else playerIsCrouching = 0;
playerIsFiring = 0;
if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_PRED_SHOULDERCANNON)
{
//the shoulder cannon is fired during recoil (I think)
if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_PRIMARY)
{
playerIsFiring = 1;
}
}
else if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_PRED_WRISTBLADE)
{
if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_FIRING_PRIMARY)||
(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_PRIMARY) ||
(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_SECONDARY))
{
if(StaffAttack!=-1)
{
playerIsFiring = 1;
}
}
}
else
{
if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_FIRING_PRIMARY)||
(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_PRIMARY))
{
playerIsFiring = 1;
}
}
if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_PRED_WRISTBLADE)
usingCloseAttackWeapon = 3;
else if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_PRED_DISC)
usingCloseAttackWeapon = 1;
else if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_PRED_STAFF)
usingCloseAttackWeapon = 2;
else usingCloseAttackWeapon = 0;
/* KJL 14:27:14 10/29/97 - deal with jumping & falling */
{
DYNAMICSBLOCK *dynPtr = Player->ObStrategyBlock->DynPtr;
if (!dynPtr->IsInContactWithFloor && (dynPtr->TimeNotInContactWithFloor==0))
playerIsJumping=1;
}
/* and deduce the sequence */
if(playerIsAlive==0)
{
if(playerIsCrouching) {
return PredSQ_CrouchDie;
} else {
return PredSQ_StandDie;
}
}
if(playerIsJumping) {
return(PredSQ_Jump);
}
if(playerIsCrouching)
{
if(playerIsMoving>0)
{
if(playerIsFiring&&usingCloseAttackWeapon) {
/* Deal with staff case! */
if (usingCloseAttackWeapon==2) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfStaffAttacks+StaffAttack);
}
} else if (usingCloseAttackWeapon==3) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfWristbladeAttacks+StaffAttack);
}
}
return PredSQ_CrawlingSwipe;
} else {
return PredSQ_Crawl;
}
} else if (playerIsMoving<0) {
if(playerIsFiring&&usingCloseAttackWeapon) {
/* Deal with staff case! */
if (usingCloseAttackWeapon==2) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfStaffAttacks+StaffAttack);
}
} else if (usingCloseAttackWeapon==3) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfWristbladeAttacks+StaffAttack);
}
}
return PredSQ_CrawlingSwipe_Backwards;
} else {
return PredSQ_Crawl_Backwards;
}
}
if(playerIsFiring&&usingCloseAttackWeapon) {
/* Deal with staff case! */
if (usingCloseAttackWeapon==2) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfStaffAttacks+StaffAttack);
}
} else if (usingCloseAttackWeapon==3) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfWristbladeAttacks+StaffAttack);
}
}
return PredSQ_CrouchedSwipe;
} else {
return PredSQ_Crouch;
}
}
if(playerIsMoving>0)
{
if(playerIsFiring&&usingCloseAttackWeapon) {
/* Deal with staff case! */
if (usingCloseAttackWeapon==2) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfStaffAttacks+StaffAttack);
}
} else if (usingCloseAttackWeapon==3) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfWristbladeAttacks+StaffAttack);
}
}
return PredSQ_RunningSwipe;
} else {
return PredSQ_Run;
}
} else if (playerIsMoving<0) {
if(playerIsFiring&&usingCloseAttackWeapon) {
/* Deal with staff case! */
if (usingCloseAttackWeapon==2) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfStaffAttacks+StaffAttack);
}
} else if (usingCloseAttackWeapon==3) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfWristbladeAttacks+StaffAttack);
}
}
return PredSQ_RunningSwipe_Backwards;
} else {
return PredSQ_Run_Backwards;
}
}
if(playerIsFiring&&usingCloseAttackWeapon) {
/* Deal with staff case! */
if (usingCloseAttackWeapon==2) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfStaffAttacks+StaffAttack);
}
} else if (usingCloseAttackWeapon==3) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfWristbladeAttacks+StaffAttack);
}
}
return PredSQ_StandingSwipe;
} else {
if (PlayerStatusPtr->tauntTimer!=0) {
return PredSQ_Taunt;
} else {
return PredSQ_Stand;
}
}
}
BOOL Current_Level_Requires_Mirror_Image()
{
extern char LevelName[];
if ( (!stricmp(LevelName,"e3demo")) || (!stricmp(LevelName,"e3demosp")) || (!stricmp(LevelName,"derelict")) )
{
return TRUE;
}
return FALSE;
}
void CreatePlayersImageInMirror(void)
{
AVP_BEHAVIOUR_TYPE type;
STRATEGYBLOCK *sbPtr = &PlayersMirrorImageSB;
NETGHOSTDATABLOCK *ghostData = &PlayersMirrorGhost;
PlayersMirrorImage.ObStrategyBlock = sbPtr;
sbPtr->SBdptr = &PlayersMirrorImage;
sbPtr->SBdataptr = (void *)ghostData;
sbPtr->DynPtr = &PlayersMirrorDynBlock;
switch(AvP.PlayerType)
{
case(I_Marine):
{
type = I_BehaviourMarinePlayer;
break;
}
case(I_Predator):
{
type = I_BehaviourPredatorPlayer;
break;
}
case(I_Alien):
{
type = I_BehaviourAlienPlayer;
break;
}
}
ghostData->type = type;
ghostData->IOType=IOT_Non;
ghostData->subtype=0;
ghostData->myGunFlash = NULL;
ghostData->SoundHandle = SOUND_NOACTIVEINDEX;
ghostData->currentAnimSequence = 0;
ghostData->CloakingEffectiveness = 0;
ghostData->IgnitionHandshaking = 0;
ghostData->soundStartFlag = 0;
if(AvP.Network == I_No_Network)
{
ghostData->playerId=0;
}
else
{
// ghostData->playerId=AVPDPNetID;
fprintf(stderr, "CreatePlayersImageInMirror: ghostData->playerId=AVPDPNetID\n");
}
/* set the shape */
switch(type)
{
case I_BehaviourMarinePlayer:
{
CreateMarineHModel(ghostData,WEAPON_PULSERIFLE);
break;
}
case I_BehaviourAlienPlayer:
{
CreateAlienHModel(ghostData);
break;
}
case I_BehaviourPredatorPlayer:
{
CreatePredatorHModel(ghostData,WEAPON_PRED_WRISTBLADE);
break;
}
default:
break;
}
sbPtr->SBdptr->HModelControlBlock=&ghostData->HModelController;
ProveHModel(sbPtr->SBdptr->HModelControlBlock,sbPtr->SBdptr);
}
void DeallocatePlayersMirrorImage()
{
#if MIRRORING_ON
if(Current_Level_Requires_Mirror_Image())
{
Dispel_HModel(&PlayersMirrorGhost.HModelController);
}
#endif
}
void RenderPlayersImageInMirror(void)
{
STRATEGYBLOCK *sbPtr = &PlayersMirrorImageSB;
NETGHOSTDATABLOCK *ghostData = &PlayersMirrorGhost;
int sequence;
int weapon;
int firingPrimary;
int firingSecondary;
switch(AvP.PlayerType)
{
case I_Marine:
{
sequence = (unsigned char)GetMyMarineSequence();
//check for change of charcter type
if(ghostData->type!=I_BehaviourMarinePlayer)
{
ghostData->type=I_BehaviourMarinePlayer;
//settings currentweapon to -1 will forec the hmodel to be updated
ghostData->CurrentWeapon=-1;
}
break;
}
case I_Predator:
{
sequence = (unsigned char)GetMyPredatorSequence();
//check for change of charcter type
if(ghostData->type!=I_BehaviourPredatorPlayer)
{
ghostData->type=I_BehaviourPredatorPlayer;
//settings currentweapon to -1 will forec the hmodel to be updated
ghostData->CurrentWeapon=-1;
}
break;
}
case I_Alien:
{
sequence = (unsigned char)GetMyAlienSequence();
//check for change of charcter type
if(ghostData->type!=I_BehaviourAlienPlayer)
{
ghostData->type=I_BehaviourAlienPlayer;
//setting currentweapon to -1 will force the hmodel to be updated
ghostData->CurrentWeapon=-1;
}
break;
}
default:
{
LOCALASSERT(1==0);
break;
}
}
/* my current weapon id, and whether I am firing it... */
{
PLAYER_WEAPON_DATA *weaponPtr;
PLAYER_STATUS *playerStatusPtr = (PLAYER_STATUS *)(Player->ObStrategyBlock->SBdataptr);
LOCALASSERT(playerStatusPtr);
weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]);
weapon = (signed char)(weaponPtr->WeaponIDNumber);
if((weaponPtr->CurrentState==WEAPONSTATE_FIRING_PRIMARY)&&(playerStatusPtr->IsAlive))
firingPrimary = 1;
else firingPrimary = 0;
if((weaponPtr->CurrentState==WEAPONSTATE_FIRING_SECONDARY)&&(playerStatusPtr->IsAlive))
firingSecondary = 1;
else firingSecondary = 0;
}
// if(!(((!(messagePtr->IAmAlive)))&&(netGameData.playerData[playerIndex].characterType==NGCT_Alien)))
{
{
PLAYER_STATUS *playerStatusPtr= (PLAYER_STATUS *) (Player->ObStrategyBlock->SBdataptr);
HandleWeaponElevation(sbPtr,playerStatusPtr->ViewPanX,weapon);
UpdateGhost(sbPtr,&(Player->ObStrategyBlock->DynPtr->Position),&(Player->ObStrategyBlock->DynPtr->OrientEuler),sequence,AreTwoPistolsInTertiaryFire());
MaintainGhostCloakingStatus(sbPtr,(int)playerStatusPtr->cloakOn);
}
}
{
extern VIEWDESCRIPTORBLOCK *Global_VDB_Ptr;
DISPLAYBLOCK *dPtr = &PlayersMirrorImage;
dPtr->ObWorld = PlayersMirrorDynBlock.Position;
dPtr->ObMat = PlayersMirrorDynBlock.OrientMat;
ReflectObject(dPtr);
PlayersMirrorImage.ObStrategyBlock = 0;
AddShape(dPtr,Global_VDB_Ptr);
PlayersMirrorImage.ObStrategyBlock = &PlayersMirrorImageSB;
}
HandleGhostGunFlashEffect(sbPtr,MyPlayerHasAMuzzleFlash(sbPtr));
}

View file

@ -432,230 +432,4 @@ void dx_line_log(int line, char const * file)
fprintf(stderr, "dx_line_log: %s/%d\n", file, line);
}
/* pldnet.c */
MULTIPLAYER_START* marineStartPositions=0;
MULTIPLAYER_START* predatorStartPositions=0;
MULTIPLAYER_START* alienStartPositions=0;
int numMarineStartPos=0;
int numPredatorStartPos=0;
int numAlienStartPos=0;
NETGAME_GAMEDATA netGameData; /* TODO: this constant is initialized in pldnet.c */
DPID myIgniterId = 0;
DPID myNetworkKillerId = 0;
int ShowMultiplayerScoreTimer=0;
int MyHitBodyPartId=-1;
DPID MultiplayerObservedPlayer=0;
DPID AVPDPNetID;
BOOL AreThereAnyLivesLeft()
{
fprintf(stderr, "AreThereAnyLivesLeft()\n");
return FALSE;
}
void TurnOffMultiplayerObserveMode()
{
fprintf(stderr, "TurnOffMultiplayerObserveMode()\n");
}
void TransmitPlayerLeavingNetMsg()
{
fprintf(stderr, "TransmitPlayerLeavingNetMsg()\n");
}
void TransmitEndOfGameNetMsg()
{
fprintf(stderr, "TransmitEndOfGameNetMsg()\n");
}
void TeleportNetPlayerToAStartingPosition(STRATEGYBLOCK *playerSbPtr, int startOfGame)
{
fprintf(stderr, "TeleportNetPlayerToAStartingPosition(%p, %d)\n", playerSbPtr, startOfGame);
}
void SpeciesTag_DetermineMyNextCharacterType()
{
fprintf(stderr, "SpeciesTag_DetermineMyNextCharacterType()\n");
}
void ShowNearestPlayersName()
{
fprintf(stderr, "ShowNearestPlayersName()\n");
}
void RestartNetworkGame(int seed)
{
fprintf(stderr, "RestartNetworkGame(%d)\n", seed);
}
int PlayerIdInPlayerList(DPID Id)
{
fprintf(stderr, "PlayerIdInPlayerList(%d)\n", Id);
return 0;
}
void NetSendMessages()
{
fprintf(stderr, "NetSendMessages()\n");
}
void NetCollectMessages()
{
fprintf(stderr, "NetCollectMessages()\n");
}
void GetNextMultiplayerObservedPlayer()
{
fprintf(stderr, "GetNextMultiplayerObservedPlayer()\n");
}
void DoMultiplayerSpecificHud()
{
fprintf(stderr, "DoMultiplayerSpecificHud()\n");
}
void AddNetMsg_AlienAIKilled(STRATEGYBLOCK *sbPtr,int death_code,int death_time, int GibbFactor,DAMAGE_PROFILE* damage)
{
fprintf(stderr, "AddNetMsg_AlienAIKilled(%p, %d, %d, %d, %p)\n", sbPtr, death_code, death_time, GibbFactor, damage);
}
void AddNetMsg_AlienAISeqChange(STRATEGYBLOCK *sbPtr,int sequence_type,int sub_sequence,int sequence_length,int tweening_time)
{
fprintf(stderr, "AddNetMsg_AlienAISeqChange(%p, %d, %d, %d, %d)\n", sbPtr, sequence_type, sub_sequence, sequence_length, tweening_time);
}
void AddNetMsg_ChatBroadcast(char *string,BOOL same_species_only)
{
fprintf(stderr, "AddNetMsg_ChatBroadcast(%s, %d)\n", string, same_species_only);
}
void AddNetMsg_CreateWeapon(char* objectName,int type,VECTORCH* location)
{
fprintf(stderr, "AddNetMsg_CreateWeapon(%s, %d, %p)\n", objectName, type, location);
}
void AddNetMsg_FarAlienPosition(STRATEGYBLOCK* sbPtr,int targetModuleIndex,int index,BOOL indexIsModuleIndex)
{
fprintf(stderr, "AddNetMsg_FarAlienPosition(%p, %d, %d, %d)\n", sbPtr, targetModuleIndex, index, indexIsModuleIndex);
}
void AddNetMsg_GhostHierarchyDamaged(STRATEGYBLOCK *sbPtr, DAMAGE_PROFILE *damage, int multiple, int sectionID,VECTORCH* incoming)
{
fprintf(stderr, "AddNetMsg_GhostHierarchyDamaged(%p, %p, %d, %d, %p)\n", sbPtr, damage, multiple, sectionID, incoming);
}
void AddNetMsg_Gibbing(STRATEGYBLOCK *sbPtr,int gibbFactor,int seed)
{
fprintf(stderr, "AddNetMsg_Gibbing(%p, %d, %d)\n", sbPtr, gibbFactor, seed);
}
void AddNetMsg_InanimateObjectDamaged(STRATEGYBLOCK *sbPtr, DAMAGE_PROFILE *damage, int multiple)
{
fprintf(stderr, "AddNetMsg_InanimateObjectDamaged(%p, %p, %d)\n", sbPtr, damage, multiple);
}
void AddNetMsg_InanimateObjectDestroyed(STRATEGYBLOCK *sbPtr)
{
fprintf(stderr, "AddNetMsg_InanimateObjectDestroyed(%p)\n", sbPtr);
}
void AddNetMsg_LOSRequestBinarySwitch(STRATEGYBLOCK *sbPtr)
{
fprintf(stderr, "AddNetMsg_LOSRequestBinarySwitch(%p)\n", sbPtr);
}
void AddNetMsg_LocalObjectDamaged(STRATEGYBLOCK *sbPtr, DAMAGE_PROFILE *damage,int multiple, int sectionID,int delta_seq,int delta_sub_seq,VECTORCH* incoming)
{
fprintf(stderr, "AddNetMsg_LocalObjectDamaged(%p, %p, %d, %d, %d, %d, %p)\n", sbPtr, damage, multiple, sectionID, delta_seq, delta_sub_seq, incoming);
}
void AddNetMsg_LocalObjectDestroyed(STRATEGYBLOCK *sbPtr)
{
fprintf(stderr, "AddNetMsg_LocalObjectDestroyed(%p)\n", sbPtr);
}
void AddNetMsg_LocalObjectDestroyed_Request(STRATEGYBLOCK *sbPtr)
{
fprintf(stderr, "AddNetMsg_LocalObjectDestroyed_Request(%p)\n", sbPtr);
}
void AddNetMsg_LocalObjectOnFire(STRATEGYBLOCK *sbPtr)
{
fprintf(stderr, "AddNetMsg_LocalObjectOnFire(%p)\n", sbPtr);
}
void AddNetMsg_LocalObjectState(STRATEGYBLOCK *sbPtr)
{
fprintf(stderr, "AddNetMsg_LocalObjectState(%p)\n", sbPtr);
}
void AddNetMsg_MakeDecal(enum DECAL_ID decalID, VECTORCH *normalPtr, VECTORCH *positionPtr, int moduleIndex)
{
fprintf(stderr, "AddNetMsg_MakeDecal(%d, %p, %p, %d)\n", decalID, normalPtr, positionPtr, moduleIndex);
}
void AddNetMsg_MakeExplosion(VECTORCH *positionPtr, enum EXPLOSION_ID explosionID)
{
fprintf(stderr, "AddNetMsg_MakeExplosion(%p, %d)\n", positionPtr, explosionID);
}
void AddNetMsg_MakeFlechetteExplosion(VECTORCH *positionPtr, int seed)
{
fprintf(stderr, "AddNetMsg_MakeFlechetteExplosion(%p, %d)\n", positionPtr, seed);
}
void AddNetMsg_MakePlasmaExplosion(VECTORCH *positionPtr, VECTORCH *fromPositionPtr, enum EXPLOSION_ID explosionID)
{
fprintf(stderr, "AddNetMsg_MakePlasmaExplosion(%p, %p, %d)\n", positionPtr, fromPositionPtr, explosionID);
}
void AddNetMsg_ObjectPickedUp(char* objectName)
{
fprintf(stderr, "AddNetMsg_ObjectPickedUp(%s)\n", objectName);
}
void AddNetMsg_PlatformLiftState(STRATEGYBLOCK *sbPtr)
{
fprintf(stderr, "AddNetMsg_PlatformLiftState(%p)\n", sbPtr);
}
void AddNetMsg_PlayerDeathAnim(int deathId,int objectId)
{
fprintf(stderr, "AddNetMsg_PlayerDeathAnim(%d, %d)\n", deathId, objectId);
}
void AddNetMsg_PlayerKilled(int objectId,DAMAGE_PROFILE* damage)
{
fprintf(stderr, "AddNetMsg_PlayerKilled(%d, %p)\n", objectId, damage);
}
void AddNetMsg_PredatorLaserSights(VECTORCH *positionPtr, VECTORCH *normalPtr, DISPLAYBLOCK *dispPtr)
{
fprintf(stderr, "AddNetMsg_PredatorLaserSights(%p, %p, %p)\n", positionPtr, normalPtr, dispPtr);
}
void AddNetMsg_RequestPlatformLiftActivate(STRATEGYBLOCK *sbPtr)
{
fprintf(stderr, "AddNetMsg_RequestPlatformLiftActivate(%p)\n", sbPtr);
}
void AddNetMsg_RestartNetworkGame(int seed)
{
fprintf(stderr, "AddNetMsg_RestartNetworkGame(%d)\n", seed);
}
void AddNetMsg_SpotAlienSound(int soundCategory,int alienType,int pitch,VECTORCH *position)
{
fprintf(stderr, "AddNetMsg_SpotAlienSound(%d, %d, %d, %p)\n", soundCategory, alienType, pitch, position);
}
void AddNetMsg_SpotOtherSound(enum soundindex SoundIndex,VECTORCH *position,int explosion)
{
fprintf(stderr, "AddNetMsg_SpotOtherSound(%d, %p, %d)\n", SoundIndex, position, explosion);
}
#include "aafont.h"

View file

@ -31,8 +31,6 @@
* that fires at level 3 or above, use db_assert3().
*/
#pragma once
/* If you do not set the DB_LEVEL, it is set for you: to 3 */
#ifndef DB_LEVEL
#define DB_LEVEL 3