summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorSteven Fuller <relnev@icculus.org>2001-10-05 17:28:34 +0000
committerPatryk Obara <dreamer.tan@gmail.com>2019-08-20 02:22:36 +0200
commit7647c9d8afd92e492bcbe536e2655d2e568fa852 (patch)
treef342ba774daf97dfa9542bf8f720422558f19503
parent1aed07b16a31ead18737b931aa643323824b4d2e (diff)
Now build pldnet.c
-rw-r--r--Makefile4
-rw-r--r--src/avp/win95/pldnet.c151
-rw-r--r--src/avp/win95/pldnet.h162
-rw-r--r--src/main.c5
-rw-r--r--src/net.c887
-rw-r--r--src/stubs.c226
-rw-r--r--src/win95/db.h2
7 files changed, 215 insertions, 1222 deletions
diff --git a/Makefile b/Makefile
index 981cbe0..24e21c2 100644
--- a/Makefile
+++ b/Makefile
@@ -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
diff --git a/src/avp/win95/pldnet.c b/src/avp/win95/pldnet.c
index e26236f..017d0de 100644
--- a/src/avp/win95/pldnet.c
+++ b/src/avp/win95/pldnet.c
@@ -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;
}
}
diff --git a/src/avp/win95/pldnet.h b/src/avp/win95/pldnet.h
index 9ff1c5a..9c57715 100644
--- a/src/avp/win95/pldnet.h
+++ b/src/avp/win95/pldnet.h
@@ -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);
diff --git a/src/main.c b/src/main.c
index 1a2efb1..b94d517 100644
--- a/src/main.c
+++ b/src/main.c
@@ -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;
diff --git a/src/net.c b/src/net.c
deleted file mode 100644
index 02fb7b1..0000000
--- a/src/net.c
+++ /dev/null
@@ -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));
-}
diff --git a/src/stubs.c b/src/stubs.c
index 00b7b1c..bdc0152 100644
--- a/src/stubs.c
+++ b/src/stubs.c
@@ -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"
diff --git a/src/win95/db.h b/src/win95/db.h
index 7c778db..b46bb75 100644
--- a/src/win95/db.h
+++ b/src/win95/db.h
@@ -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