/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #include "network/multi_observer.h" #include "network/multi.h" #include "network/multiutil.h" #include "ship/ship.h" #include "object/object.h" #include "observer/observer.h" #include "hud/hudconfig.h" #include "playerman/managepilot.h" #include "mission/missionparse.h" #include "playerman/player.h" #include "io/timer.h" // --------------------------------------------------------------------------------------- // MULTI OBSERVER DEFINES/VARS // // --------------------------------------------------------------------------------------- // MULTI OBSERVER FUNCTIONS // // create a _permanent_ observer player void multi_obs_create_player(int player_num,char *name,net_addr *addr,player *pl) { Assertion(name != nullptr, "A nullptr callsign was passed to multi_obs_create_player(). This is a code error, please report."); Assertion(addr != nullptr, "A nullptr net_addr was passed to multi_obs_create_player(). This is a code error, please report."); Assertion(pl != nullptr, "A nullptr player was passed to multi_obs_create_player(). This is a code error, please report."); // blast the player struct Net_players[player_num].init(); // Net_players[player_num].flags |= (NETINFO_FLAG_CONNECTED | NETINFO_FLAG_OBSERVER); // DOH!!! The lack of this caused many bugs. Net_players[player_num].flags = (NETINFO_FLAG_DO_NETWORKING | NETINFO_FLAG_OBSERVER); // memcpy(&Net_players[player_num].p_info.addr, addr, sizeof(net_addr)); Net_players[player_num].m_player = pl; // 6/3/98 -- don't set observer to update high...let it be whatever player set it at. //Net_players[player_num].p_info.options.obj_update_level = OBJ_UPDATE_HIGH; // set up the net_player structure pl->reset(); stuff_netplayer_info( &Net_players[player_num], addr, 0, pl ); Net_players[player_num].last_heard_time = timer_get_fixed_seconds(); Net_players[player_num].reliable_socket = PSNET_INVALID_SOCKET; Net_players[player_num].s_info.kick_timestamp = UI_TIMESTAMP::invalid(); Net_players[player_num].s_info.voice_token_timestamp = UI_TIMESTAMP::invalid(); Net_players[player_num].s_info.player_collision_timestamp = TIMESTAMP::immediate(); Net_players[player_num].s_info.tracker_security_last = -1; Net_players[player_num].s_info.target_objnum = -1; Net_players[player_num].s_info.accum_buttons = 0; // reset the ping for this player multi_ping_reset(&Net_players[player_num].s_info.ping); // timestamp his last_full_update_time Net_players[player_num].s_info.last_full_update_time = UI_TIMESTAMP::immediate(); Net_players[player_num].m_player->objnum = -1; // nil his file xfer handle Net_players[player_num].s_info.xfer_handle = -1; // zero out his object update and control info sequencing data Net_players[player_num].client_cinfo_seq = 0; Net_players[player_num].client_server_seq = 0; // nil his data rate timestamp stuff Net_players[player_num].s_info.rate_stamp = -1; Net_players[player_num].s_info.rate_bytes = 0; // nil packet buffer stuff Net_players[player_num].s_info.unreliable_buffer_size = 0; Net_players[player_num].s_info.reliable_buffer_size = 0; // callsign and short callsign strcpy_s(pl->callsign,name); pilot_set_short_callsign(pl,SHORT_CALLSIGN_PIXEL_W); pl->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE; Net_players[player_num].sv_bytes_sent = 0; Net_players[player_num].sv_last_pl = -1; Net_players[player_num].cl_bytes_recvd = 0; Net_players[player_num].cl_last_pl = -1; } // create an explicit observer object and assign it to the passed player void multi_obs_create_observer(net_player *pl) { int objnum; // create the basic observer object objnum = observer_create( &vmd_identity_matrix, &vmd_zero_vector); Assert(objnum != -1); Objects[objnum].flags.set(Object::Object_Flags::Player_ship); Objects[objnum].net_signature = 0; // put it a 1,1,1 Objects[objnum].pos.xyz.x = 1.0f; Objects[objnum].pos.xyz.y = 1.0f; Objects[objnum].pos.xyz.z = 1.0f; // assign this object to the player pl->m_player->objnum = objnum; } // create observer object locally, and additionally, setup some other information // ( client-side equivalent of multi_obs_create_observer() ) void multi_obs_create_observer_client() { int pobj_num; Assert(!(Net_player->flags & NETINFO_FLAG_OBS_PLAYER)); // make me an observer object multi_obs_create_observer(Net_player); // set my object to be the observer object Player_obj = &Objects[Net_player->m_player->objnum]; // create the default player ship object and use that as my default virtual "ship", and make it "invisible" pobj_num = parse_create_object(Player_start_pobject); Assert(pobj_num != -1); obj_set_flags(&Objects[pobj_num], Objects[pobj_num].flags + Object::Object_Flags::Player_ship); Player_ship = &Ships[Objects[pobj_num].instance]; // make ship hidden from sensors so that this observer cannot target it. Observers really have two ships // one observer, and one "Player_ship". Observer needs to ignore the Player_ship. Player_ship->flags.set(Ship::Ship_Flags::Hidden_from_sensors); strcpy_s(Player_ship->ship_name, XSTR("Observer Ship",688)); Player_ai = &Ai_info[Ships[Objects[pobj_num].instance].ai_index]; // configure the hud to be in "observer" mode hud_config_as_observer(Player_ship,Player_ai); // set some flags for myself Net_player->flags |= NETINFO_FLAG_OBSERVER; // reset the control info structure memset(&Player->ci,0,sizeof(control_info)); } // create objects for all known observers in the game at level start // call this before entering a mission // this implies for the local player in the case of a client or for _all_ players in the case of a server void multi_obs_level_init() { int idx; // unset the OBS_PLAYER flag here for all net players for(idx=0;idxflags & NETINFO_FLAG_AM_MASTER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){ // create my own observer object and setup other misc. data multi_obs_create_observer_client(); } // otherwise create stuff for all (permanent) observers in the game else { for(idx=0;idxflags & NETINFO_FLAG_OBSERVER) || (Player_obj->type != OBJ_OBSERVER)){ return; } // if I have no targeted object, do nothing if(Player_ai->target_objnum == -1){ return; } // get the normalized direction vector between the observer and the targeted object vm_vec_sub(&direct,&Objects[Player_ai->target_objnum].pos,&Player_obj->pos); dist = vm_vec_mag(&direct); vm_vec_normalize(&direct); // orient the guy correctly vm_vec_ang_2_matrix(&Player_obj->orient,&direct,0.0f); // keep about 3 object radii away when moving dist -= (Objects[Player_ai->target_objnum].radius * 3.0f); // get the movement vector vm_vec_scale(&direct,dist); // move vm_vec_add2(&Player_obj->pos,&direct); }