Files
Goober5000 31a86e3f3d all the consts!
Some experimentation resulted in a lot of const-cascading.  This PR applies `const` to a large number of functions.
2024-11-07 23:33:13 -05:00

981 lines
29 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "network/multi_respawn.h"
#include "network/multi.h"
#include "object/object.h"
#include "object/objcollide.h"
#include "globalincs/linklist.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "missionui/missionweaponchoice.h"
#include "gamesequence/gamesequence.h"
#include "hud/hudets.h"
#include "hud/hudconfig.h"
#include "hud/hudobserver.h"
#include "hud/hudmessage.h"
#include "network/multi_observer.h"
#include "network/multi_team.h"
#include "hud/hudwingmanstatus.h"
#include "mission/missionparse.h"
#include "ship/ship.h"
#include "playerman/player.h"
#include "missionui/missionscreencommon.h"
#include "network/multiteamselect.h"
#include "io/timer.h"
#include "iff_defs/iff_defs.h"
// ---------------------------------------------------------------------------------------
// MULTI RESPAWN DEFINES/VARS
//
// respawn notice codes
#define RESPAWN_BROADCAST 0x1 // server to clients - create this ship, and if you're the respawner, set it to be your object
#define RESPAWN_REQUEST 0x2 // client to server requesting a respawn (observer or normal)
#define AI_RESPAWN_NOTICE 0x3 // respawn an AI ship
// struct used to store AI objects which should get respawned
#define MAX_AI_RESPAWNS MAX_PLAYERS
#define AI_RESPAWN_TIME (7000) // should respawn 2.0 seconds after they die
typedef struct ai_respawn
{
p_object *pobjp; // parse object
int timestamp; // timestamp when this object should get respawned
} ai_respawn;
ai_respawn Ai_respawns[MAX_AI_RESPAWNS]; // this is way too many, but I don't care
// respawn point
typedef struct respawn_point {
char ship_name[NAME_LENGTH+1]; // for priority respawns
vec3d pos; // respawn location (non-priority respawns)
int team; // team it belongs to
} respawn_point;
// respawn points
#define MAX_MULTI_RESPAWN_POINTS MAX_PLAYERS
respawn_point Multi_respawn_points[MAX_MULTI_RESPAWN_POINTS];
int Multi_respawn_point_count = 0;
int Multi_next_respawn_point = 0;
// priority ships for respawning
#define MAX_PRIORITY_POINTS 10
respawn_point Multi_respawn_priority_ships[MAX_PRIORITY_POINTS];
int Multi_respawn_priority_count = 0;
// ---------------------------------------------------------------------------------------
// MULTI RESPAWN FORWARD DECLARATIONS
//
// respawn the passed player with the passed ship object and weapon link settings
void multi_respawn_player(net_player *pl, char cur_primary_bank, char cur_secondary_bank, ubyte cur_link_status, ushort ship_ets, ushort net_sign, char *parse_name, vec3d *pos = NULL);
// respawn an AI ship
void multi_respawn_ai(p_object *pobjp);
// respawn myself as an observer
void multi_respawn_as_observer();
// send a request to the server saying I want to respawn (as an observer or not)
void multi_respawn_send_request(int as_observer);
// send a request to respawn an AI ship
void multi_respawn_send_ai_respawn(ushort net_signature);
// send a broadcast pack indicating a player has respawned
void multi_respawn_broadcast(net_player *player);
// <server> make the given player an observer
void multi_respawn_make_observer(net_player *pl);
// place a newly respawned object intelligently
void multi_respawn_place(object *new_obj, int team);
// respawn the server immediately
void multi_respawn_server();
void prevent_spawning_collision(object *new_obj);
// ---------------------------------------------------------------------------------------
// MULTI RESPAWN FUNCTIONS
//
// check to see if a net player needs to be respawned
void multi_respawn_check(const object *objp)
{
int player_index;
net_player *pl = NULL;
p_object *pobjp;
// get the parse object since we are storing all data for the respawns in the parse object
pobjp = mission_parse_get_arrival_ship( objp->net_signature );
// the server should check against all players
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
player_index = multi_find_player_by_object(objp);
if(player_index != -1){
pl = &Net_players[player_index];
}
}
// clients should just check against themselves
else if(objp == Player_obj){
pl = Net_player;
}
// if this ship isn't a player ship, then maybe it is an AI ship which should get respawed. Only respawn
// on the server, then send message to respawn on client.
if( pl == NULL ) {
// try and find the parse object with this net signature. If we found it, and it's a player start
// position, respawn it.
if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
if ( !pobjp ){
return;
}
// if we need to respawn this ai ship, add him to a list of ships to get respawned
if ( (pobjp->flags[Mission::Parse_Object_Flags::OF_Player_start]) && (pobjp->respawn_count < Netgame.respawn) && !(Netgame.type_flags & NG_TYPE_DOGFIGHT) ){
int i;
for (i = 0; i < MAX_AI_RESPAWNS; i++ ) {
if ( Ai_respawns[i].pobjp == NULL ) {
Ai_respawns[i].pobjp = pobjp;
Ai_respawns[i].timestamp = timestamp(AI_RESPAWN_TIME);
break;
}
}
Assert( i < MAX_AI_RESPAWNS );
}
}
return;
} else {
// reset his datarate timestamp
extern int OO_gran;
pl->s_info.rate_stamp = timestamp( (int)(1000.0f / (float)OO_gran) );
}
Assert( pl != NULL );
Assert( pobjp ); // we have a player, and we should have a record of it.
// mark the player as in the state of respawning
if( (pobjp->respawn_count < Netgame.respawn) || (Netgame.type_flags & NG_TYPE_DOGFIGHT) ){
pl->flags |= NETINFO_FLAG_RESPAWNING;
}
// otherwise mark the player as being in limbo
else {
pl->flags |= NETINFO_FLAG_LIMBO;
}
}
// notify of a player leaving
void multi_respawn_player_leave(net_player *pl)
{
// bogus
if(pl == NULL){
return;
}
if( MULTI_OBSERVER((*pl)) ){
return;
}
if((Net_player == NULL) || !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
return;
}
if(pl->p_info.p_objp == NULL){
return;
}
// dogfight mode
if(MULTI_DOGFIGHT){
return;
}
// if we need to respawn this ai ship, add him to a list of ships to get respawned
p_object *pobjp = pl->p_info.p_objp;
if ( (pobjp->flags[Mission::Parse_Object_Flags::OF_Player_start]) && (pobjp->respawn_count < Netgame.respawn) ){
int i;
for (i = 0; i < MAX_AI_RESPAWNS; i++ ) {
if ( Ai_respawns[i].pobjp == NULL ) {
Ai_respawns[i].pobjp = pobjp;
Ai_respawns[i].timestamp = timestamp(AI_RESPAWN_TIME);
break;
}
}
}
}
// respawn normally
void multi_respawn_normal()
{
// make sure we should be respawning and _not_ as an observer
Assert((Net_player->flags & NETINFO_FLAG_RESPAWNING));
Assert(!(Net_player->flags & NETINFO_FLAG_LIMBO));
// server respawns immediately
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
multi_respawn_server();
} else {
// client sends a respawn request (multiple ones are ok if he clicks over and over)
multi_respawn_send_request(0);
}
}
// respawn as an observer
void multi_respawn_observer()
{
// make sure we should be respawning as an observer
Assert(!(Net_player->flags & NETINFO_FLAG_RESPAWNING) && (Net_player->flags & NETINFO_FLAG_LIMBO));
// respawn as an observer
multi_respawn_as_observer();
// clients should notify the server that they are doing so
if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
multi_respawn_send_request(1);
}
// jump back into the game right away
gameseq_post_event(GS_EVENT_ENTER_GAME);
}
// server should check to see if any respawned players have run out of their invulnerability
void multi_respawn_handle_invul_players()
{
int idx;
object *objp;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].m_player->objnum].flags[Object::Object_Flags::Invulnerable])){
// make him normal (_non_ invulnerable) on either of 2 conditions :
// 1.) More than 5 seconds have passed
// 2.) He's fired either a primary or a secondary weapon
if( ((Net_players[idx].s_info.invul_timestamp != -1) && (timestamp_elapsed(Net_players[idx].s_info.invul_timestamp))) ||
((Net_players[idx].m_player->ci.fire_primary_count > 0) || (Net_players[idx].m_player->ci.fire_secondary_count > 0)) ) {
objp = &Objects[Net_players[idx].m_player->objnum];
obj_set_flags(objp, objp->flags - Object::Object_Flags::Invulnerable);
}
}
}
}
// build a list of respawn points for the mission
void multi_respawn_build_points()
{
respawn_point *r;
// respawn points
Multi_respawn_point_count = 0;
Multi_next_respawn_point = 0;
for (auto moveup: list_range(&Ship_obj_list)){
if (Objects[moveup->objnum].flags[Object::Object_Flags::Should_be_dead])
continue;
// player ships
if(Objects[moveup->objnum].flags[Object::Object_Flags::Player_ship] || Objects[moveup->objnum].flags[Object::Object_Flags::Could_be_player]){
r = &Multi_respawn_points[Multi_respawn_point_count++];
r->pos = Objects[moveup->objnum].pos;
r->team = Ships[Objects[moveup->objnum].instance].team;
}
}
// priority respawn points
Multi_respawn_priority_count = 0;
for (auto moveup: list_range(&Ship_obj_list)){
if (Objects[moveup->objnum].flags[Object::Object_Flags::Should_be_dead])
continue;
// stuff info
if((Ships[Objects[moveup->objnum].instance].respawn_priority > 0) && (Multi_respawn_priority_count < MAX_PRIORITY_POINTS)){
r = &Multi_respawn_priority_ships[Multi_respawn_priority_count++];
strcpy_s(r->ship_name, Ships[Objects[moveup->objnum].instance].ship_name);
r->team = Ships[Objects[moveup->objnum].instance].team;
}
}
}
// ---------------------------------------------------------------------------------------
// MULTI RESPAWN FORWARD DECLARATIONS
//
void multi_respawn_wing_stuff(ship *shipp)
{
wing *wingp;
// deal with re-adding this ship to it's wing
Assert( shipp->wingnum != -1 );
wingp = &Wings[shipp->wingnum];
wingp->ship_index[wingp->current_count] = SHIP_INDEX(shipp);
wingp->current_count++;
hud_set_wingman_status_alive(shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
}
int multi_respawn_common_stuff(p_object *pobjp)
{
int objnum, team, slot_index;
object *objp;
ship *shipp;
// create the object
objnum = parse_create_object(pobjp);
Assert(objnum != -1);
objp = &Objects[objnum];
// get the team and slot
shipp = &Ships[objp->instance];
multi_ts_get_team_and_slot(shipp->ship_name, &team, &slot_index);
Assert( team != -1 );
Assert( slot_index != -1 );
// change the ship type and the weapons
if (team != -1 && slot_index != -1) {
change_ship_type(objp->instance, Wss_slots_teams[team][slot_index].ship_class);
wl_bash_ship_weapons(&shipp->weapons,&Wss_slots_teams[team][slot_index]);
}
multi_respawn_wing_stuff( shipp );
if(Netgame.type_flags & NG_TYPE_TEAM){
multi_team_mark_ship(&Ships[Objects[objnum].instance]);
}
// need to make sure that we will update this object and that the frame tracker knows this is a valid ship again.
multi_oo_respawn_reset_info(objp);
pobjp->respawn_count++;
return objnum;
}
// respawn the passed player with the passed ship object and weapon link settings
void multi_respawn_player(net_player *pl, char cur_primary_bank, char cur_secondary_bank, ubyte cur_link_status, ushort ship_ets, ushort net_sig, char *parse_name, vec3d *pos)
{
int objnum;
object *objp;
ship *shipp;
p_object *pobjp;
// try and find the parse object
pobjp = mission_parse_get_arrival_ship(parse_name);
Assert(pobjp != NULL);
if(pobjp == NULL){
return;
}
objnum = multi_respawn_common_stuff(pobjp);
Assert( objnum != -1 );
objp = &Objects[objnum];
shipp = &Ships[objp->instance];
// this is a player, so mark him as a player,
objp->flags.set(Object::Object_Flags::Player_ship);
objp->flags.remove(Object::Object_Flags::Could_be_player);
// server should mark this player as invulerable for a short time
if ( MULTIPLAYER_MASTER ) {
objp->flags.set(Object::Object_Flags::Invulnerable);
pl->s_info.invul_timestamp = timestamp(RESPAWN_INVUL_TIMESTAMP);
multi_respawn_place( objp, shipp->team );
}
// reset his datarate timestamp
extern int OO_gran;
pl->s_info.rate_stamp = timestamp( (int)(1000.0f / (float)OO_gran) );
// set some player information
pl->m_player->objnum = objnum;
if ( pl == Net_player ) {
object *oldplr = Player_obj;
// Cyborg17 - Despite the fact that the object and ship are getting deleted below, unless the net_signature is cleared here
// respawning in a rollback enabled game will crash the server.
oldplr->net_signature = 0;
Player_obj = objp;
Player_ship = shipp;
Player_ai = &Ai_info[Player_ship->ai_index];
// this is a hack to ensure that old (dead) player ships are destroyed, since at this point he's actually an OBJ_GHOST
oldplr->flags.set(Object::Object_Flags::Should_be_dead);
obj_delete(OBJ_INDEX(oldplr));
// get rid of the annoying HUD dead message text.
HUD_init_fixed_text();
}
// clients bash net signature
if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
objp->net_signature = net_sig;
}
// restore the correct weapon bank selections
shipp->weapons.current_primary_bank = (int)cur_primary_bank;
shipp->weapons.current_secondary_bank = (int)cur_secondary_bank;
if(cur_link_status & (1<<0)){
shipp->flags.set(Ship::Ship_Flags::Primary_linked);
} else {
shipp->flags.remove(Ship::Ship_Flags::Primary_linked);
}
if(cur_link_status & (1<<1)){
shipp->flags.set(Ship::Ship_Flags::Secondary_dual_fire);
}
else {
shipp->flags.remove(Ship::Ship_Flags::Secondary_dual_fire);
}
Assert( ship_ets != 0 ); // find dave or allender
// restore the correct ets settings
set_recharge_rates(&Objects[shipp->objnum], ((ship_ets & 0x0f00) >> 8), ((ship_ets & 0x00f0) >> 4), (ship_ets & 0x000f));
// give the current bank a half-second timestamp so that we don't fire immediately unpon respawn
shipp->weapons.next_secondary_fire_stamp[shipp->weapons.current_secondary_bank] = timestamp(500);
// if this is a dogfight mission, make him TEAM_TRAITOR
if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
shipp->team = Iff_traitor;
}
// maybe bash ship position
if(pos != NULL){
objp->pos = *pos;
}
// unset his respawning flag
pl->flags &= ~(NETINFO_FLAG_RESPAWNING | NETINFO_FLAG_LIMBO);
// blast his control and button info clear
memset(&pl->m_player->bi, 0, sizeof(pl->m_player->bi));
memset(&pl->m_player->ci, 0, sizeof(pl->m_player->ci));
// set throttle based on initial velocity specified in mission (the vel gets calculated
// like a percentage of our max speed, so we can just use it as-is for the throttle)
pl->m_player->ci.forward_cruise_percent = (float)pobjp->initial_velocity;
CLAMP(pl->m_player->ci.forward_cruise_percent, 0.0f, 100.0f);
// if this is me, clear accum button info
if(pl == Net_player){
// clear multiplayer button info
extern button_info Multi_ship_status_bi;
memset(&Multi_ship_status_bi, 0, sizeof(button_info));
}
// notify other players of the respawn
if ( MULTIPLAYER_MASTER ){
multi_respawn_broadcast(pl);
}
}
// respawns an AI ship.
void multi_respawn_ai( p_object *pobjp )
{
int objnum;
object *objp;
// create the object and change the ship type
objnum = multi_respawn_common_stuff( pobjp);
objp = &Objects[objnum];
// be sure the the OF_PLAYER_SHIP flag is unset, and the could be player flag is set
obj_set_flags(objp, objp->flags + Object::Object_Flags::Could_be_player);
objp->flags.remove(Object::Object_Flags::Player_ship);
}
// <server> make the given player an observer
void multi_respawn_make_observer(net_player *pl)
{
pl->flags |= (NETINFO_FLAG_OBSERVER | NETINFO_FLAG_OBS_PLAYER);
pl->flags &= ~(NETINFO_FLAG_RESPAWNING | NETINFO_FLAG_LIMBO);
// MWA 6/3/98 -- don't set to high -- let it default to whatever player chose
//pl->p_info.options.obj_update_level = OBJ_UPDATE_HIGH;
pl->last_heard_time = timer_get_fixed_seconds();
// reset the ping time for this player
multi_ping_reset(&pl->s_info.ping);
// timestamp his last_full_update_time
pl->s_info.last_full_update_time = UI_TIMESTAMP::immediate();
// create an observer object for him
multi_obs_create_observer(pl);
}
// respawn myself as an observer
void multi_respawn_as_observer()
{
// configure the hud to be in "observer" mode
hud_config_as_observer(Player_ship,Player_ai);
// blow away my old player object
Player_obj->flags.set(Object::Object_Flags::Should_be_dead);
obj_delete(OBJ_INDEX(Player_obj));
// create a new shiny observer object for me
multi_obs_create_observer(Net_player);
// set my object to be the observer object
Player_obj = &Objects[Net_player->m_player->objnum];
Player_ship = &Hud_obs_ship;
Player_ai = &Hud_obs_ai;
// set some flags for myself
Net_player->flags |= NETINFO_FLAG_OBSERVER;
Net_player->flags |= NETINFO_FLAG_OBS_PLAYER;
Net_player->flags &= ~(NETINFO_FLAG_LIMBO);
// clear my auto-match speed flag
Net_player->m_player->flags &= ~(PLAYER_FLAGS_AUTO_MATCH_SPEED | PLAYER_FLAGS_MATCH_TARGET);
// reset the control info structure
memset(&Player->ci,0,sizeof(control_info));
}
// send a request to respawn an AI object
void multi_respawn_send_ai_respawn( ushort net_signature )
{
ubyte data[50],val;
int packet_size = 0;
// build the header and add the opcode
BUILD_HEADER(RESPAWN_NOTICE);
val = AI_RESPAWN_NOTICE;
ADD_DATA(val);
ADD_USHORT( net_signature );
// broadcast the packet to all players
Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
multi_io_send_to_all_reliable(data, packet_size);
}
// send a request to the server saying I want to respawn (as an observer or not)
void multi_respawn_send_request(int as_observer)
{
ubyte data[10],val;
int packet_size = 0;
// build the header and add the opcode
BUILD_HEADER(RESPAWN_NOTICE);
val = RESPAWN_REQUEST;
ADD_DATA(val);
// add a byte indicating whether or not we want to respawn as an observer
val = (ubyte)as_observer;
ADD_DATA(val);
// send the request to the server
multi_io_send_reliable(Net_player, data, packet_size);
}
// send a broadcast pack indicating a player has respawned
void multi_respawn_broadcast(net_player *np)
{
ubyte data[50],val;
int packet_size = 0;
ushort signature;
vec3d pos;
// broadcast the packet to all players
Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
signature = Objects[np->m_player->objnum].net_signature;
pos = Objects[np->m_player->objnum].pos;
// build the header and add the opcode
BUILD_HEADER(RESPAWN_NOTICE);
val = RESPAWN_BROADCAST;
ADD_DATA(val);
// add the data for the respawn
ADD_USHORT(signature);
ADD_VECTOR(pos);
ADD_SHORT(np->player_id);
ADD_DATA(np->s_info.cur_primary_bank);
ADD_DATA(np->s_info.cur_secondary_bank);
ADD_DATA(np->s_info.cur_link_status);
ADD_USHORT(np->s_info.ship_ets);
ADD_STRING(np->p_info.p_objp->name);
Assert( np->s_info.ship_ets != 0 ); // find dave or allender
multi_io_send_to_all_reliable(data, packet_size);
}
// process an incoming respawn info packet
void multi_respawn_process_packet(ubyte *data, header *hinfo)
{
ubyte code,cur_link_status;
char cur_primary_bank,cur_secondary_bank;
ushort net_sig,ship_ets;
short player_id;
int player_index;
vec3d v;
char parse_name[1024] = "";
int offset = HEADER_LENGTH;
// determine who send the packet
player_index = find_player_index(hinfo->id);
if(player_index == -1){
nprintf(("Network","Couldn't find player for processing respawn packet!\n"));
}
// get the opcode
GET_DATA(code);
// do something based upon the opcode
switch((int)code){
case AI_RESPAWN_NOTICE:
p_object *pobjp;
GET_USHORT( net_sig );
// only attempt to respawn if we are in the mission
if (!(Net_player->flags & NETINFO_FLAG_WARPING_OUT)) {
pobjp = mission_parse_get_arrival_ship(net_sig);
Assert(pobjp != NULL);
multi_respawn_ai(pobjp);
}
break;
case RESPAWN_BROADCAST:
// get the respawn data
GET_USHORT(net_sig);
GET_VECTOR(v);
GET_SHORT(player_id);
GET_DATA(cur_primary_bank);
GET_DATA(cur_secondary_bank);
GET_DATA(cur_link_status);
GET_USHORT(ship_ets);
GET_STRING(parse_name);
if (!(Net_player->flags & NETINFO_FLAG_WARPING_OUT)) {
player_index = find_player_index(player_id);
if(player_index == -1){
nprintf(("Network","Couldn't find player to respawn!\n"));
break;
}
// create the ship and assign its position, net_signature, and class
// respawn the player
multi_respawn_player(&Net_players[player_index], cur_primary_bank, cur_secondary_bank, cur_link_status, ship_ets, net_sig, parse_name, &v);
// if this is for me, I should jump back into gameplay
if(&Net_players[player_index] == Net_player){
gameseq_post_event(GS_EVENT_ENTER_GAME);
}
}
break;
case RESPAWN_REQUEST:
// determine whether he wants to respawn as an observer or not
GET_DATA(code);
if(player_index == -1){
nprintf(("Network","Received respawn request from unknown player!\n"));
break;
}
nprintf(("Network","Received respawn request for player %s\n", Net_players[player_index].m_player->callsign));
// make sure he's not making an invalid request
if((code == 0) && !(Net_players[player_index].flags & NETINFO_FLAG_RESPAWNING)){
nprintf(("Network","This player shouldn't be respawning!\n"));
Int3();
break;
} else if((code == 1) && !(Net_players[player_index].flags & NETINFO_FLAG_LIMBO)){
nprintf(("Network","This is a respawn observer request from a player who shouldn't be respawning as an observer!\n"));
Int3();
break;
}
// otherwise perform the operation
// respawn the guy as an observer
if(code){
multi_respawn_make_observer(&Net_players[player_index]);
}
// respawn him as normal
else {
// create his new ship, and change him from respawning to respawned
Assert(Net_players[player_index].p_info.p_objp != NULL);
if(Net_players[player_index].p_info.p_objp != NULL){
multi_respawn_player(&Net_players[player_index], Net_players[player_index].s_info.cur_primary_bank, Net_players[player_index].s_info.cur_secondary_bank,Net_players[player_index].s_info.cur_link_status, Net_players[player_index].s_info.ship_ets, 0, Net_players[player_index].p_info.p_objp->name);
}
}
break;
}
PACKET_SET_SIZE();
}
// respawn the server immediately
void multi_respawn_server()
{
Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
// respawn me
multi_respawn_player(Net_player, Net_player->s_info.cur_primary_bank, Net_player->s_info.cur_secondary_bank, Net_player->s_info.cur_link_status, Net_player->s_info.ship_ets, Net_player->p_info.p_objp->net_signature, Net_player->p_info.p_objp->name);
// jump back into the game
gameseq_post_event(GS_EVENT_ENTER_GAME);
}
// level init for respawn stuff
void multi_respawn_init()
{
int i;
for (i = 0; i < MAX_AI_RESPAWNS; i++ ) {
Ai_respawns[i].pobjp = NULL;
Ai_respawns[i].timestamp = timestamp(-1);
}
}
// function to detect whether or not we have AI ships to respawn this frame
void multi_respawn_check_ai()
{
int i;
for (i = 0; i < MAX_AI_RESPAWNS; i++ ) {
if ( Ai_respawns[i].pobjp != NULL ) {
if ( timestamp_elapsed(Ai_respawns[i].timestamp) ) {
// be sure that ship is actually gone before respawning it.
if ( ship_name_lookup(Ai_respawns[i].pobjp->name) != -1 ) {
Ai_respawns[i].timestamp = timestamp(1000);
} else {
multi_respawn_ai( Ai_respawns[i].pobjp );
multi_respawn_send_ai_respawn( Ai_respawns[i].pobjp->net_signature );
Ai_respawns[i].pobjp = NULL;
Ai_respawns[i].timestamp = timestamp(-1);
}
}
}
}
}
// this is a completely off the cuff way of doing things. Feel free to find a better way.
// Currently :
// 1. Take the average vector position of all the ships in the game
// 2. Check to make sure we aren't within the radius of any of the ships in the game
// a.) If we are, move away along the vector between the two ships (by the radius of the ship it collided with)
// b.) repeat step 2
void multi_respawn_place(object *new_obj, int team)
{
ship *pri = NULL;
object *pri_obj = NULL;
int idx, lookup;
// first determine if there are any appropriate priority ships to use
pri = NULL;
pri_obj = NULL;
for(idx=0; idx<Multi_respawn_priority_count; idx++){
// all relevant ships
if((Multi_respawn_priority_ships[idx].team == team) || !(Netgame.type_flags & NG_TYPE_TEAM)){
lookup = ship_name_lookup(Multi_respawn_priority_ships[idx].ship_name);
if( (lookup >= 0) && ((pri == NULL) || (Ships[lookup].respawn_priority > pri->respawn_priority)) && (Ships[lookup].objnum >= 0) && (Ships[lookup].objnum < MAX_OBJECTS)){
pri = &Ships[lookup];
pri_obj = &Objects[Ships[lookup].objnum];
}
}
}
// if we have a relevant respawn ship
if((pri != NULL) && (pri_obj != NULL)){
// pick a point just outside his bounding box
polymodel *pm = model_get(Ship_info[pri->ship_info_index].model_num);
// hmm, ugly. Pick a point 2000 meters to the y direction
if(pm == NULL){
vm_vec_scale_add(&new_obj->pos, &pri_obj->pos, &pri_obj->orient.vec.rvec, 2000.0f);
} else {
// pick a random direction
int d = (int)frand_range(0.0f, 5.9f);
switch(d){
case 0:
vm_vec_scale_add(&new_obj->pos, &pri_obj->pos, &pri_obj->orient.vec.rvec, (pm->maxs.xyz.x - pm->mins.xyz.x));
break;
case 1:
vm_vec_scale_add(&new_obj->pos, &pri_obj->pos, &pri_obj->orient.vec.rvec, -(pm->maxs.xyz.x - pm->mins.xyz.x));
break;
case 2:
vm_vec_scale_add(&new_obj->pos, &pri_obj->pos, &pri_obj->orient.vec.uvec, (pm->maxs.xyz.y - pm->mins.xyz.y));
break;
case 3:
vm_vec_scale_add(&new_obj->pos, &pri_obj->pos, &pri_obj->orient.vec.uvec, -(pm->maxs.xyz.y - pm->mins.xyz.y));
break;
case 4:
vm_vec_scale_add(&new_obj->pos, &pri_obj->pos, &pri_obj->orient.vec.fvec, (pm->maxs.xyz.z - pm->mins.xyz.z));
break;
case 5:
vm_vec_scale_add(&new_obj->pos, &pri_obj->pos, &pri_obj->orient.vec.fvec, -(pm->maxs.xyz.z - pm->mins.xyz.z));
break;
default:
vm_vec_scale_add(&new_obj->pos, &pri_obj->pos, &pri_obj->orient.vec.uvec, -(pm->maxs.xyz.y - pm->mins.xyz.y));
break;
}
}
}
// otherwise, resort to plain respawn points
else {
Assert(Multi_respawn_point_count > 0);
// get the next appropriate respawn point by team
lookup = 0;
int count = 0;
while(!lookup && (count < 13)){
if((team == Iff_traitor) || (team == Multi_respawn_points[Multi_next_respawn_point].team)){
lookup = 1;
}
// next item
if(!lookup){
if(Multi_next_respawn_point >= (Multi_respawn_point_count-1)){
Multi_next_respawn_point = 0;
} else {
Multi_next_respawn_point++;
}
}
count++;
}
// set respawn info
new_obj->pos = Multi_respawn_points[Multi_next_respawn_point].pos;
}
// now make sure we're not colliding with anyone
prevent_spawning_collision(new_obj);
}
/*
#define MOVE_AWAY() { vec3d away; vm_vec_sub(&away,&new_obj->pos,&hit_check->pos); \
vm_vec_normalize_quick(&away); vm_vec_scale(&away,hit_check->radius+hit_check->radius); \
vm_vec_add2(&new_obj->pos,&away); }
#define WITHIN_RADIUS() { float dist; dist=vm_vec_dist(&new_obj->pos,&hit_check->pos); \
if(dist <= hit_check->radius) collided = 1; }
*/
#define WITHIN_BBOX() do { \
if (pm != NULL) { \
constexpr float scale = 2.0f; \
collided = false; \
vec3d temp = new_obj->pos; \
vec3d gpos; \
vm_vec_sub2(&temp, &hit_check->pos); \
vm_vec_rotate(&gpos, &temp, &hit_check->orient); \
if((gpos.xyz.x >= pm->mins.xyz.x * scale) && (gpos.xyz.y >= pm->mins.xyz.y * scale) && (gpos.xyz.z >= pm->mins.xyz.z * scale) && (gpos.xyz.x <= pm->maxs.xyz.x * scale) && (gpos.xyz.y <= pm->maxs.xyz.y * scale) && (gpos.xyz.z <= pm->maxs.xyz.z * scale)) { \
collided = true; \
} \
} \
} while(false)
#define MOVE_AWAY_BBOX() do { \
if (pm != NULL) { \
switch(Random::next(6)) { \
case 0: \
new_obj->pos.xyz.x += 200.0f; \
break; \
case 1: \
new_obj->pos.xyz.x -= 200.0f; \
break; \
case 2: \
new_obj->pos.xyz.y += 200.0f; \
break; \
case 3: \
new_obj->pos.xyz.y -= 200.0f; \
break; \
case 4: \
new_obj->pos.xyz.z += 200.0f; \
break; \
case 5: \
new_obj->pos.xyz.z -= 200.0f; \
break; \
default: \
UNREACHABLE("Invalid random number in MOVE_AWAY_BBOX"); \
break; \
} \
} \
} while(false)
void prevent_spawning_collision(object *new_obj)
{
bool collided;
ship_obj *moveup;
object *hit_check;
ship *s_check;
if (!new_obj->flags[Object::Object_Flags::Collides])
return;
do {
collided = false;
for (moveup = GET_FIRST(&Ship_obj_list); moveup != END_OF_LIST(&Ship_obj_list); moveup = GET_NEXT(moveup))
{
// don't check the new object itself!!
if (moveup->objnum == OBJ_INDEX(new_obj))
continue;
hit_check = &Objects[moveup->objnum];
if (hit_check->flags[Object::Object_Flags::Should_be_dead])
continue;
// consider collision configuration
if (!hit_check->flags[Object::Object_Flags::Collides])
continue;
if (reject_due_collision_groups(new_obj, hit_check))
continue;
Assert(hit_check->type == OBJ_SHIP);
Assert(hit_check->instance >= 0);
if ((hit_check->type != OBJ_SHIP) || (hit_check->instance < 0))
continue;
s_check = &Ships[hit_check->instance];
// just to make sure we don't get any strange magnitude errors
if (vm_vec_same(&hit_check->pos, &new_obj->pos))
new_obj->pos.xyz.x += 1.0f;
polymodel *pm = model_get(Ship_info[s_check->ship_info_index].model_num);
WITHIN_BBOX();
if (collided)
{
MOVE_AWAY_BBOX();
break;
}
}
} while (collided);
}