/* * 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. * */ #ifndef _MULTI_NEW_OBJECT_UPDATE_HEADER_FILE #define _MULTI_NEW_OBJECT_UPDATE_HEADER_FILE #include "math/vecmat.h" // --------------------------------------------------------------------------------------------------- // OBJECT UPDATE DEFINES/VARS // #include "globalincs/pstypes.h" struct interp_info; class object; struct header; struct net_player; // client button info flags #define OOC_FIRE_SECONDARY (1<<0) #define OOC_TARGET_LOCKED (1<<1) #define OOC_TARGET_SEEK_LOCK (1<<2) #define OOC_LOCKING_ON_CENTER (1<<3) #define OOC_TRIGGER_DOWN (1<<4) #define OOC_PRIMARY_BANK (1<<5) #define OOC_PRIMARY_LINKED (1<<6) #define OOC_AFTERBURNER_ON (1<<7) // NOTE: no additional flags here unless it's sent in an extra data byte // update info typedef struct np_update { ubyte seq; // sequence # int update_stamp; // global update stamp int status_update_stamp; int subsys_update_stamp; ushort pos_chksum; // positional checksum ushort orient_chksum; // orient checksum } np_update; // --------------------------------------------------------------------------------------------------- // OBJECT UPDATE FUNCTIONS // // process all object update details for this frame void multi_oo_process(); // process incoming object update data void multi_oo_process_update(ubyte *data, header *hinfo); // initialize all object update timestamps (call whenever entering gameplay state) void multi_oo_gameplay_init(); // send control info for a client (which is basically a "reverse" object update) void multi_oo_send_control_info(); void multi_oo_send_changed_object(object *changedobj); // reset all sequencing info void multi_oo_reset_sequencing(); // is this object one which needs to go through the interpolation int multi_oo_is_interp_object(object *objp); // interp void multi_oo_interp(object *objp); // --------------------------------------------------------------------------------------------------- // DATARATE DEFINES/VARS // #define OO_HIGH_RATE_DEFAULT 11000 // --------------------------------------------------------------------------------------------------- // DATARATE FUNCTIONS // // process all object update datarate details void multi_oo_rate_process(); // initialize all datarate checking stuff void multi_oo_rate_init_all(); // initialize the rate limiting for the passed in player void multi_oo_rate_init(net_player *pl); // if the given net-player has exceeded his datarate limit, or if the overall datarate limit has been reached int multi_oo_rate_exceeded(net_player *pl); // if it is ok for me to send a control info (will be ~N times a second) int multi_oo_cirate_can_send(); // display any oo info on the hud void multi_oo_display(); // notify of a player join void multi_oo_player_reset_all(net_player *pl = NULL); #endif