Files
fs2open.github.com/code/network/multi_ingame.cpp
JohnAFernandez 186fe51344 Object update packet upgrade (#2752)
* Object Update Refactor

    1. Keeps the object update packet aligned, even if the ship is dying or has not yet arrived on the client.
    2. Properly handles model point shields (yes, that's what was causing multi to crash the most!)
    3. Reworks positional interpolation timing and adds rotational interpolation, by sending timing information with every object update packet in a header shared between objects.
    4. Saves a lot of bandwidth by only sending data that is changing. (no more sending all subsystems once per second!)
    5. Better handles out of order packets (but can still use their information if recent enough!)
    6. Builds the basis for Rollback by beginning to record the positions and orientations and velocities of ships for the last 30 frames.
    7. Adds subsystem rotation -- Yeah, you saw that right, subsystems will now spin in multi.
    8. Waypoint movement is now enabled via sexp, and time to arrival of waypoints is updated on the target info gauge.

* Fix edge case crash and Incorporate feedback

* Clean Up Interpolate Angles Quick

* Restrain the client

* How was this still here???

* Make sure every part of OO uses OOC_INDEX_NULLPTR_SUBSYSTEM define

* Fix Way to Store Return Values

* Ok travis, we get it

* Ok travis.........
2020-10-08 15:29:06 -04:00

1866 lines
60 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 <climits> // this is need even when not building debug!!
#include "globalincs/globals.h"
#include "object/object.h"
#include "ship/ship.h"
#include "weapon/weapon.h"
#include "network/multi.h"
#include "network/multiutil.h"
#include "network/multimsgs.h"
#include "network/multiui.h"
#include "mission/missionparse.h"
#include "freespace.h"
#include "gamesequence/gamesequence.h"
#include "io/key.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/linklist.h"
#include "network/multi_ingame.h"
#include "missionui/missionscreencommon.h"
#include "popup/popup.h"
#include "network/multi_observer.h"
#include "network/multi_xfer.h"
#include "network/multi_kick.h"
#include "menuui/mainhallmenu.h"
#include "stats/stats.h"
#include "network/multiteamselect.h"
#include "missionui/missionweaponchoice.h"
#include "network/multi_endgame.h"
#include "hud/hudshield.h"
#include "mission/missionhotkey.h"
#include "globalincs/alphacolors.h"
#include "io/timer.h"
#include "playerman/player.h"
#include "network/multi_log.h"
// --------------------------------------------------------------------------------------------------
// DAVE's BIGASS INGAME JOIN WARNING/DISCLAIMER
//
// Ingame joining is another delicate system. Although not as delicate as server transfer, it will
// help to take as many precautions as possible when handling ingame joins. Please be sure to follow
// all the same rules as explained in multi_strans.h
//
// --------------------------------------------------------------------------------------------------
// --------------------------------------------------------------------------------------------------
// INGAME JOIN DESCRIPTION
//
// 1.) Joiner sends a JOIN packet to the server
// 2.) If the server accepts him, he receives an ACCEPT packet in return
// 3.) The client then moves into the INGAME_SYNC state to begin receiving data from the server
// 4.) The first thing he does on this screen is send his filesig packet to the server. At which
// point the server will either let him in or deny him. There are no file transfers ingame.
// 5.) The server calls multi_handle_ingame_joiners() once per frame, through multi_do_frame()
// 6.) After verifiying or kicking the player because of his file signature, the server tells the
// player to load the mission
// 7.) When the mission is loaded, the server, sends a netgame update to the client
// 8.) Without waiting, the server then begins sending data ship packets to the player
// 9.) Upon confirmation of receiving these packets, the server sends wing data packets
// 10.) Upon completion of this, the server sends respawn point packets
// 11.) Upon completion of this, the server sends a post briefing data block packet containing ship class and
// weapon information
// 12.) After this, the server sends a player settings packet (to all players for good measure)
// 13.) At this point, the server sends a jump into mission packet
// 14.) Upon receipt of this packet, the client moves into the ingame ship select state
// 15.) The first thing the client does in this state is load the mission data (textures, etc)
// 16.) The player is presented with a list of ships he can choose from. He selects one and sends
// an INGAME_SHIP_REQUEST to the server.
// 17.) The server checks to see if this request is acceptable and sends an INGAME_SHIP_REQUEST back
// with the appropriate data.
// 18.) If the client received an affirmative, he selects the ship and jumps into the mission, otherwise
// he removes it from the list and tries for another ship
// --------------------------------------------------------------------------------------------------
LOCAL int Ingame_ships_deleted = 0;
//LOCAL int Ingame_ships_to_delete[MAX_SHIPS];
// --------------------------------------------------------------------------------------------------
// INGAME JOIN FORWARD DECLARATIONS
//
void multi_ingame_send_ship_update(net_player *p);
void multi_ingame_join_check_buttons();
void multi_ingame_join_button_pressed(int n);
// --------------------------------------------------------------------------------------------------
// INGAME JOIN COMMON DEFINITIONS
//
// --------------------------------------------------------------------------------------------------
// INGAME JOIN SERVER FUNCTIONS
//
// called on the server to process ingame joiners and move them through the motions of ingame joining
void multi_handle_ingame_joiners()
{
int idx;
Assert( MULTIPLAYER_MASTER );
// if my ingame joining flag isn't set, then don't do anything.
if ( !(Netgame.flags & NG_FLAG_INGAME_JOINING) ){
return;
}
// traverse through all the players
for(idx = 0; idx<MAX_PLAYERS; idx++){
// only process ingame joiners
if( !(Net_players[idx].flags & NETINFO_FLAG_RELIABLE_CONNECTED) || !(Net_players[idx].flags & NETINFO_FLAG_INGAME_JOIN)){
continue;
}
// if we're waiting for players to receive files, then check on their status
if(Net_players[idx].s_info.ingame_join_flags & INGAME_JOIN_FLAG_FILE_XFER){
switch(multi_xfer_get_status(Net_players[idx].s_info.xfer_handle)){
// if it has successfully completed, set his ok flag
case MULTI_XFER_SUCCESS :
// set his ok flag
Net_players[idx].flags |= NETINFO_FLAG_MISSION_OK;
// release the xfer instance handle
multi_xfer_release_handle(Net_players[idx].s_info.xfer_handle);
Net_players[idx].s_info.xfer_handle = -1;
break;
// if it has failed or timed-out, kick the player
case MULTI_XFER_TIMEDOUT:
case MULTI_XFER_FAIL:
// release the xfer handle
multi_xfer_release_handle(Net_players[idx].s_info.xfer_handle);
Net_players[idx].s_info.xfer_handle = -1;
// kick the loser
multi_kick_player(idx, 0, KICK_REASON_BAD_XFER);
break;
}
}
// if the player has verified his file signature then send him the packet to load the mission and mark this down
if((Net_players[idx].flags & NETINFO_FLAG_MISSION_OK) && !(Net_players[idx].s_info.ingame_join_flags & INGAME_JOIN_FLAG_LOADING_MISSION)){
// send the netgame update here as well
send_netgame_update_packet(&Net_players[idx]);
send_netplayer_update_packet(&Net_players[idx]);
// send the packet and mark it down
send_netplayer_load_packet(&Net_players[idx]);
Net_players[idx].s_info.ingame_join_flags |= INGAME_JOIN_FLAG_LOADING_MISSION;
}
// once he has finished loading the mission, start sending him ship data packets and mark this down
if((Net_players[idx].state == NETPLAYER_STATE_MISSION_LOADED) && !(Net_players[idx].s_info.ingame_join_flags & INGAME_JOIN_FLAG_SENDING_SHIPS)){
int i;
// send the packet and mark it down
for (i = 0; i < Num_teams; i++ ) {
if(Game_mode & GM_STANDALONE_SERVER){
send_wss_slots_data_packet(i, 1, &Net_players[idx], 0);
} else {
send_wss_slots_data_packet(i, 1, &Net_players[idx]);
}
}
// mark the netgame as a critical stage in ingame joining so that I don't evaluate mission event/
// goals, ship arrivals, etc.
Netgame.flags |= NG_FLAG_INGAME_JOINING_CRITICAL;
// send the packet and mark it down
send_ingame_ships_packet(&Net_players[idx]);
Net_players[idx].s_info.ingame_join_flags |= INGAME_JOIN_FLAG_SENDING_SHIPS;
}
// once he has finished receiving the ship data, start sending him wing data and mark this down
/*
if((Net_players[idx].state == NETPLAYER_STATE_INGAME_SHIPS) && !(Net_players[idx].s_info.ingame_join_flags & INGAME_JOIN_FLAG_SENDING_WINGS)){
// setup the list of wings to send
Net_players[idx].s_info.wing_index = 0;
Net_players[idx].s_info.wing_index_backup = 0;
// send the packet and mark it down
send_ingame_wings_packet(&Net_players[idx]);
Net_players[idx].s_info.ingame_join_flags |= INGAME_JOIN_FLAG_SENDING_WINGS;
}
*/
// once he has received the respawn packet, send him the player settings for all the players in the game and mark this down
if((Net_players[idx].state == NETPLAYER_STATE_INGAME_SHIPS) && !(Net_players[idx].s_info.ingame_join_flags & INGAME_JOIN_FLAG_SENDING_POST)){
// reset the critical ingame joining flag so that I as server, will start evaluating mission
// things again
Netgame.flags &= ~NG_FLAG_INGAME_JOINING_CRITICAL;
// send the packet and mark it down
if(Game_mode & GM_STANDALONE_SERVER){
send_post_sync_data_packet(&Net_players[idx],0);
} else {
send_post_sync_data_packet(&Net_players[idx]);
}
Net_players[idx].s_info.ingame_join_flags |= INGAME_JOIN_FLAG_SENDING_POST;
}
// once the settings have been received, send him the jump into mission packet and mark this down. now the joiner
// moves into the ship select state (ingame)
if((Net_players[idx].state == NETPLAYER_STATE_POST_DATA_ACK) && !(Net_players[idx].s_info.ingame_join_flags & INGAME_JOIN_FLAG_PICK_SHIP)){
// if this guy is an obsever, create his observer object and be done!
if(Net_players[idx].flags & NETINFO_FLAG_OBSERVER){
multi_obs_create_observer(&Net_players[idx]);
Net_players[idx].flags &= ~(NETINFO_FLAG_INGAME_JOIN);
Netgame.flags &= ~(NG_FLAG_INGAME_JOINING_CRITICAL | NG_FLAG_INGAME_JOINING);
}
// send the packet and mark it down
send_jump_into_mission_packet(&Net_players[idx]);
Net_players[idx].s_info.ingame_join_flags |= INGAME_JOIN_FLAG_PICK_SHIP;
}
// check to see if his timestamp for ship update (hull, shields, etc) has popped. If so, send some info and reset
if(timestamp_elapsed(Net_players[idx].s_info.last_full_update_time)){
// send the ships
multi_ingame_send_ship_update(&Net_players[idx]);
// reset the timestamp
Net_players[idx].s_info.last_full_update_time = timestamp(INGAME_SHIP_UPDATE_TIME);
}
// once he has received the weapon state packet, send him the player settings for all the players in the game and mark this down
if(!(Net_players[idx].s_info.ingame_join_flags & INGAME_JOIN_FLAG_SENDING_SETS)){
// send the packet and mark it down
// this will update _ALL_ players in the game which is important
send_player_settings_packet();
send_player_settings_packet( &Net_players[idx] ); // send directly so he gets the packet
Net_players[idx].s_info.ingame_join_flags |= INGAME_JOIN_FLAG_SENDING_SETS;
}
}
}
// the final step for an ingame joining observer - create my observer object, unflag myself as joining and jump into mission
void multi_ingame_observer_finish()
{
// create my local observer object
multi_obs_create_observer_client();
// unflag myself as being an ingame joiner
Net_player->flags &= ~(NETINFO_FLAG_INGAME_JOIN);
// set my state to be in-mission
Net_player->state = NETPLAYER_STATE_IN_MISSION;
send_netplayer_update_packet();
// jump into the game
gameseq_post_event(GS_EVENT_ENTER_GAME);
}
// --------------------------------------------------------------------------------------------------
// INGAME DATA SYNC SCREEN
//
// mission sync screen init function for ingame joining
void multi_ingame_sync_init()
{
// if we couldn't get the file signature correctly. send some bogus values
multi_get_mission_checksum(Game_current_mission_filename);
// everyone should re-initialize these
init_multiplayer_stats();
// send the file signature to the host for possible mission file transfer
strcpy_s(Netgame.mission_name,Game_current_mission_filename);
send_file_sig_packet(Multi_current_file_checksum,Multi_current_file_length);
Ingame_ships_deleted = 0;
}
// mission sync screen do function for ingame joining
void multi_ingame_sync_do()
{
}
// mission sync screen do function for ingame joining
void multi_ingame_sync_close()
{
}
// --------------------------------------------------------------------------------------------------
// INGAME SHIP SELECT SCREEN
//
static const char *Multi_ingame_join_bitmap_fname[GR_NUM_RESOLUTIONS] = {
"MultiIngame", // GR_640
"2_MultiIngame" // GR_1024
};
static const char *Multi_ingame_join_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = {
"MultiIngame-M", // GR_640
"2_MultiIngame-M" // GR_1024
};
// button defs
#define MULTI_INGAME_JOIN_NUM_BUTTONS 2
#define MIJ_CANCEL 0
#define MIJ_JOIN 1
ui_button_info Multi_ingame_join_buttons[GR_NUM_RESOLUTIONS][MULTI_INGAME_JOIN_NUM_BUTTONS] = {
{ // GR_640
ui_button_info( "MIB_00", 532, 434, 510, 413, 0 ), // cancel
ui_button_info( "MIB_01", 572, 428, 585, 413, 1 ), // join
},
{ // GR_1024
ui_button_info( "2_MIB_00", 851, 695, 916, 685, 0 ), // cancel
ui_button_info( "2_MIB_01", 916, 685, 950, 665, 1 ), // join
}
};
#define MULTI_INGAME_JOIN_NUM_TEXT 8
UI_XSTR Multi_ingame_join_text[GR_NUM_RESOLUTIONS][MULTI_INGAME_JOIN_NUM_TEXT] = {
{ // GR_640
{"Cancel", 387, 510, 413, UI_XSTR_COLOR_PINK, -1, &Multi_ingame_join_buttons[GR_640][MIJ_CANCEL].button},
{"Join", 1303, 585, 413, UI_XSTR_COLOR_PINK, -1, &Multi_ingame_join_buttons[GR_640][MIJ_JOIN].button},
{"Select Ship", 317, 39, 6, UI_XSTR_COLOR_PINK, -1, NULL},
{"name", 1423, 39, 28, UI_XSTR_COLOR_GREEN, -1, NULL},
{"class", 1424, 145, 28, UI_XSTR_COLOR_GREEN, -1, NULL},
{"status", 1425, 214, 28, UI_XSTR_COLOR_GREEN, -1, NULL},
{"primary", 1426, 295, 28, UI_XSTR_COLOR_GREEN, -1, NULL},
{"secondary", 1427, 440, 28, UI_XSTR_COLOR_GREEN, -1, NULL}
},
{ // GR_1024
{"Cancel", 387, 843, 665, UI_XSTR_COLOR_PINK, -1, &Multi_ingame_join_buttons[GR_1024][MIJ_CANCEL].button},
{"Join", 1303, 950, 665, UI_XSTR_COLOR_PINK, -1, &Multi_ingame_join_buttons[GR_1024][MIJ_JOIN].button},
{"Select Ship", 317, 63, 14, UI_XSTR_COLOR_PINK, -1, NULL},
{"name", 1423, 63, 45, UI_XSTR_COLOR_GREEN, -1, NULL},
{"class", 1424, 233, 45, UI_XSTR_COLOR_GREEN, -1, NULL},
{"status", 1425, 343, 45, UI_XSTR_COLOR_GREEN, -1, NULL},
{"primary", 1426, 473, 45, UI_XSTR_COLOR_GREEN, -1, NULL},
{"secondary", 1427, 704, 45, UI_XSTR_COLOR_GREEN, -1, NULL}
}
};
#define MI_FIELD_X 0
#define MI_FIELD_Y 1
#define MI_FIELD_W 2
#define MI_FIELD_H 3
static int Mi_width[GR_NUM_RESOLUTIONS] = {
569, // GR_640
910 // GR_1024
};
static int Mi_height[GR_NUM_RESOLUTIONS] = {
339, // GR_640
542 // GR_1024
};
static int Mi_spacing[GR_NUM_RESOLUTIONS] = {
30,
48
};
static int Mi_name_field[GR_NUM_RESOLUTIONS][4] = {
// GR_640
{
33, // x
49, // y
100, // width
339 // height
},
// GR_1024
{
53, // x
78, // y
160, // width
542 // height
}
};
static int Mi_class_field[GR_NUM_RESOLUTIONS][4] = {
// GR_640
{
140, // x
49, // y
59, // width
339 // height
},
// GR_1024
{
224, // x
78, // y
94, // width
542 // height
}
};
static int Mi_status_field[GR_NUM_RESOLUTIONS][4] = {
// GR_640
{
209, // x
49, // y
69, // width
339 // height
},
// GR_1024
{
334, // x
78, // y
110, // width
542 // height
}
};
static int Mi_primary_field[GR_NUM_RESOLUTIONS][4] = {
// GR_640
{
287, // x
49, // y
145, // width
339 // height
},
// GR_1024
{
459, // x
78, // y
232, // width
542 // height
}
};
static int Mi_secondary_field[GR_NUM_RESOLUTIONS][4] = {
// GR_640
{
441, // x
49, // y
145, // width
339 // height
},
// GR_1024
{
706, // x
78, // y
232, // width
542 // height
}
};
// for timing a player out
static int Multi_ingame_timer_coords[GR_NUM_RESOLUTIONS][2] = {
{
// GR_640
26,
411
},
{
// GR_1024
42,
658
}
};
//#define MULTI_INGAME_TIME_LEFT_X 26
//#define MULTI_INGAME_TIME_LEFT_Y 411
#define MULTI_INGAME_TIME_SECONDS (1000 * 15)
LOCAL int Ingame_time_left;
// uses MULTI_JOIN_REFRESH_TIME as its timestamp
UI_WINDOW Multi_ingame_window; // the window object for the join screen
UI_BUTTON Multi_ingame_select_button; // for selecting list items
int Multi_ingame_bitmap; // the background bitmap
// ship class icons
#define MULTI_INGAME_MAX_SHIP_ICONS 40
typedef struct is_icon {
int bmaps[NUM_ICON_FRAMES];
int ship_class;
} is_icon;
is_icon Multi_ingame_ship_icon[MULTI_INGAME_MAX_SHIP_ICONS];
int Multi_ingame_num_ship_icons;
// # of available ships (also == the # currently being displayed)
int Multi_ingame_num_avail;
// signatures for each of the available ships
ushort Multi_ingame_ship_sigs[MAX_PLAYERS];
// net signature of the ship we've requested to grab as an ingame joiner (waiting for server response if >= 0)
ushort Multi_ingame_join_sig;
// the index into the list of the ship currently selected
int Multi_ingame_ship_selected;
// temporary stuff - used only until we come up with a more permanent interface for this screen
#define MAX_INGAME_SHIPS 50
#define INGAME_FINAL_TIMEOUT 4000
ushort Ingame_ship_signatures[MAX_INGAME_SHIPS];
//LOCAL int Ingame_final_timeout;
//XSTR:ON
// local variables to hold ship/obj/ai information for the joiner. We need to
// create a bogus ship so that packets that the joiner receives during his join
// have valid Player_ship, Player_obj, and Player_ai to work with
int Ingame_shipnum;
// display the available ships (OF_COULD_BE_PLAYER flagged)
void multi_ingame_join_display_avail();
// try and scroll the selected ship up
void multi_ingame_scroll_select_up();
// try and scroll the selected ship down
void multi_ingame_scroll_select_down();
// handle all timeout details
void multi_ingame_handle_timeout();
int multi_ingame_get_ship_class_icon(int ship_class)
{
int idx;
// lookup through all available ship icons
for(idx=0;idx<Multi_ingame_num_ship_icons;idx++){
if(Multi_ingame_ship_icon[idx].ship_class == ship_class){
return idx;
}
}
// couldn't find it
return -1;
}
void multi_ingame_load_icons()
{
int first_frame, num_frames, idx, s_idx;
// zero out the icon handles
for(idx=0;idx<MULTI_INGAME_MAX_SHIP_ICONS;idx++){
Multi_ingame_ship_icon[idx].ship_class = -1;
for(s_idx=0;s_idx<NUM_ICON_FRAMES;s_idx++){
Multi_ingame_ship_icon[idx].bmaps[s_idx] = -1;
}
}
Multi_ingame_num_ship_icons = 0;
// traverse through all ship types
for(auto it = Ship_info.cbegin(); it != Ship_info.cend(); ++it) {
// if there is a valid icon for this ship
if((it->icon_filename[0] != '\0') && (Multi_ingame_num_ship_icons < MULTI_INGAME_MAX_SHIP_ICONS)) {
// set the ship class
Multi_ingame_ship_icon[Multi_ingame_num_ship_icons].ship_class = (int)std::distance(Ship_info.cbegin(), it);
// load in the animation frames for the icon
first_frame = bm_load_animation(it->icon_filename, &num_frames);
if ( first_frame == -1 ) {
Int3(); // Could not load in icon frames.. get Dave
}
for ( s_idx = 0; s_idx < num_frames; s_idx++ ) {
Multi_ingame_ship_icon[Multi_ingame_num_ship_icons].bmaps[s_idx] = first_frame+s_idx;
}
Multi_ingame_num_ship_icons++;
}
}
}
void multi_ingame_unload_icons()
{
int idx,s_idx;
// unload all the bitmaps
for(idx=0;idx<Multi_ingame_num_ship_icons;idx++){
for(s_idx=0;s_idx<NUM_ICON_FRAMES;s_idx++){
if(Multi_ingame_ship_icon[idx].bmaps[s_idx] != -1){
bm_release(Multi_ingame_ship_icon[idx].bmaps[s_idx]);
Multi_ingame_ship_icon[idx].bmaps[s_idx] = -1;
}
}
}
}
// ingame join ship selection screen init
void multi_ingame_select_init()
{
/// int objnum, wingnum_save,idx, goals_save;
// ushort net_signature;
int idx;
Multi_ingame_join_sig = 0;
Net_player->m_player->objnum = -1;
// create a ship, then find a ship to copy crucial information from. Save and restore the wing
// number to be safe.
/*
wingnum_save = Player_start_pobject->wingnum;
net_signature = Player_start_pobject->net_signature;
goals_save = Player_start_pobject->ai_goals;
Player_start_pobject->wingnum = -1;
Player_start_pobject->net_signature = 0;
Player_start_pobject->ai_goals = -1;
objnum = parse_create_object( Player_start_pobject );
Player_start_pobject->wingnum = wingnum_save;
Player_start_pobject->net_signature = net_signature;
Player_start_pobject->ai_goals = goals_save;
if ( objnum == -1 ) {
nprintf(("Network", "Bailing ingame join because unable to create parse object player ship\n"));
multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_INGAME_SHIP);
return;
}
// make it invalid
Player_obj = &Objects[objnum];
Player_obj->net_signature = 0;
Player_ship = &Ships[Player_obj->instance];
strcpy_s(Player_ship->ship_name, NOX("JIP Ship"));
Player_ai = &Ai_info[Player_ship->ai_index];
*/
// load the temp ship icons
multi_ingame_load_icons();
// blast all the ingame ship signatures
memset(Multi_ingame_ship_sigs,0,sizeof(ushort) * MAX_PLAYERS);
// the index into the list of the ship currently selected
Multi_ingame_ship_selected = -1;
// initialize the time he has left to select a ship
Ingame_time_left = timestamp(MULTI_INGAME_TIME_SECONDS);
// initialize GUI data
// create the interface window
Multi_ingame_window.create(0,0,gr_screen.max_w_unscaled,gr_screen.max_h_unscaled,0);
Multi_ingame_window.set_mask_bmap(Multi_ingame_join_bitmap_mask_fname[gr_screen.res]);
// load the background bitmap
Multi_ingame_bitmap = bm_load(Multi_ingame_join_bitmap_fname[gr_screen.res]);
if(Multi_ingame_bitmap < 0)
Error(LOCATION, "Couldn't load background bitmap for ingame join");
// create the interface buttons
for(idx=0; idx<MULTI_INGAME_JOIN_NUM_BUTTONS; idx++) {
// create the object
Multi_ingame_join_buttons[gr_screen.res][idx].button.create(&Multi_ingame_window, "", Multi_ingame_join_buttons[gr_screen.res][idx].x, Multi_ingame_join_buttons[gr_screen.res][idx].y, 1, 1, 0, 1);
// set the sound to play when highlighted
Multi_ingame_join_buttons[gr_screen.res][idx].button.set_highlight_action(common_play_highlight_sound);
// set the ani for the button
Multi_ingame_join_buttons[gr_screen.res][idx].button.set_bmaps(Multi_ingame_join_buttons[gr_screen.res][idx].filename);
// set the hotspot
Multi_ingame_join_buttons[gr_screen.res][idx].button.link_hotspot(Multi_ingame_join_buttons[gr_screen.res][idx].hotspot);
}
// create all xstrs
for(idx=0; idx<MULTI_INGAME_JOIN_NUM_TEXT; idx++) {
Multi_ingame_window.add_XSTR(&Multi_ingame_join_text[gr_screen.res][idx]);
}
// create the list item select button
Multi_ingame_select_button.create(&Multi_ingame_window, "", Mi_name_field[gr_screen.res][MI_FIELD_X], Mi_name_field[gr_screen.res][MI_FIELD_Y], Mi_width[gr_screen.res], Mi_height[gr_screen.res], 0, 1);
Multi_ingame_select_button.hide();
// load freespace stuff
// JAS: Code to do paging used to be here.
}
// process all ship list related details
void multi_ingame_ship_list_process()
{
int select_index,y;
// if we currently don't have any ships selected, but we've got items on the list, select the first one
if((Multi_ingame_ship_selected == -1) && (Multi_ingame_num_avail > 0)){
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
Multi_ingame_ship_selected = 0;
}
// if we currently have a ship selected, but it disappears, select the next ship (is possible0
if((Multi_ingame_ship_selected >= 0) && (Multi_ingame_ship_selected >= Multi_ingame_num_avail)){
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
Multi_ingame_ship_selected = Multi_ingame_num_avail-1;
}
// if the player clicked on the select button, see if the selection has changed
if(Multi_ingame_select_button.pressed()){
Multi_ingame_select_button.get_mouse_pos(NULL,&y);
select_index = y / Mi_spacing[gr_screen.res];
// if we've selected a valid item
if((select_index >= 0) && (select_index < Multi_ingame_num_avail)){
// if we're not selected the same item, play a sound
if(Multi_ingame_ship_selected != select_index){
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
}
// select the item
Multi_ingame_ship_selected = select_index;
}
}
}
// determines if a button was pressed, and acts accordingly
void multi_ingame_join_check_buttons()
{
int idx;
for(idx=0; idx<MULTI_INGAME_JOIN_NUM_BUTTONS; idx++) {
// we only really need to check for one button pressed at a time,
// so we can break after finding one.
if(Multi_ingame_join_buttons[gr_screen.res][idx].button.pressed()) {
multi_ingame_join_button_pressed(idx);
break;
}
}
}
// a button was pressed, so make it do its thing
// this is the "acting accordingly" part
void multi_ingame_join_button_pressed(int n)
{
switch(n) {
case MIJ_CANCEL:
multi_quit_game(PROMPT_CLIENT);
break;
case MIJ_JOIN:
// don't do further processing if the game is paused
if ( Netgame.game_state == NETGAME_STATE_PAUSED )
return;
if(Multi_ingame_join_sig == 0) {
// if he has a valid ship selected
if(Multi_ingame_ship_selected >= 0) {
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
// select the sig of this ship and send a request for it
Multi_ingame_join_sig = Multi_ingame_ship_sigs[Multi_ingame_ship_selected];
// send a request to the
send_ingame_ship_request_packet(INGAME_SR_REQUEST,Multi_ingame_join_sig);
} else {
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
}
} else {
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
}
break;
default:
// how did this happen?
Int3();
}
}
// ingame join ship selection screen do
void multi_ingame_select_do()
{
int k = Multi_ingame_window.process();
// process any keypresses
switch(k){
case KEY_ESC :
multi_quit_game(PROMPT_CLIENT);
break;
case KEY_UP:
multi_ingame_scroll_select_up();
break;
case KEY_DOWN:
multi_ingame_scroll_select_down();
break;
}
// process button presses
// multi_ingame_process_buttons();
multi_ingame_join_check_buttons();
// process any ship list related events
multi_ingame_ship_list_process();
// draw the background, etc
gr_reset_clip();
GR_MAYBE_CLEAR_RES(Multi_ingame_bitmap);
if(Multi_ingame_bitmap != -1){
gr_set_bitmap(Multi_ingame_bitmap);
gr_bitmap(0,0,GR_RESIZE_MENU);
}
Multi_ingame_window.draw();
// handle all timeout details. blitting, etc
multi_ingame_handle_timeout();
// display the available ships
multi_ingame_join_display_avail();
// flip the buffer
gr_flip();
}
// ingame join ship select close
void multi_ingame_select_close()
{
// unload any bitmaps
if(!bm_unload(Multi_ingame_bitmap)){
nprintf(("General","WARNING : could not unload background bitmap %s\n",Multi_ingame_join_bitmap_fname[gr_screen.res]));
}
// unload all the ship class icons
multi_ingame_unload_icons();
// destroy the UI_WINDOW
Multi_ingame_window.destroy();
// stop main hall music
main_hall_stop_music(true);
}
// display an individual ships information, starting at the indicated y pixel value
void multi_ingame_join_display_ship(object *objp,int y_start)
{
int icon_num,idx;
int y_spacing;
ship_weapon *wp;
int line_height = gr_get_font_height() + 1;
// blit the ship name itself
gr_set_color_fast(&Color_normal);
gr_string(Mi_name_field[gr_screen.res][MI_FIELD_X],y_start+10, Ships[objp->instance].ship_name, GR_RESIZE_MENU);
// blit the ship class icon
icon_num = multi_ingame_get_ship_class_icon(Ships[objp->instance].ship_info_index);
if(icon_num != -1){
gr_set_bitmap(Multi_ingame_ship_icon[icon_num].bmaps[0]);
gr_bitmap(Mi_class_field[gr_screen.res][MI_FIELD_X] + 15, y_start, GR_RESIZE_MENU);
}
gr_set_color_fast(&Color_bright);
wp = &Ships[objp->instance].weapons;
// blit the ship's primary weapons
y_spacing = (Mi_spacing[gr_screen.res] - (wp->num_primary_banks * line_height)) / 2;
for(idx=0;idx<wp->num_primary_banks;idx++){
gr_string(Mi_primary_field[gr_screen.res][MI_FIELD_X], y_start + y_spacing + (idx * line_height), Weapon_info[wp->primary_bank_weapons[idx]].get_display_name(), GR_RESIZE_MENU);
}
// blit the ship's secondary weapons
y_spacing = (Mi_spacing[gr_screen.res] - (wp->num_secondary_banks * line_height)) / 2;
for(idx=0;idx<wp->num_secondary_banks;idx++){
gr_string(Mi_secondary_field[gr_screen.res][MI_FIELD_X], y_start + y_spacing + (idx * line_height), Weapon_info[wp->secondary_bank_weapons[idx]].get_display_name(), GR_RESIZE_MENU);
}
// blit the shield/hull integrity
hud_shield_show_mini(objp, Mi_status_field[gr_screen.res][MI_FIELD_X] + 15, y_start + 3,5,7);
}
// display the available ships (OF_COULD_BE_PLAYER flagged)
void multi_ingame_join_display_avail()
{
ship_obj *moveup;
// recalculate this # every frame
Multi_ingame_num_avail = 0;
// display a background highlight rectangle for any selected lines
if(Multi_ingame_ship_selected != -1){
int y_start = (Mi_name_field[gr_screen.res][MI_FIELD_Y] + (Multi_ingame_ship_selected * Mi_spacing[gr_screen.res]));
// draw the border
gr_set_color_fast(&Color_bright_blue);
gr_line(Mi_name_field[gr_screen.res][MI_FIELD_X]-1,y_start-1, (Mi_name_field[gr_screen.res][MI_FIELD_X]-1) + (Mi_width[gr_screen.res]+2),y_start-1, GR_RESIZE_MENU);
gr_line(Mi_name_field[gr_screen.res][MI_FIELD_X]-1,y_start + Mi_spacing[gr_screen.res] - 2, (Mi_name_field[gr_screen.res][MI_FIELD_X]-1) + (Mi_width[gr_screen.res]+2),y_start + Mi_spacing[gr_screen.res] - 2, GR_RESIZE_MENU);
gr_line(Mi_name_field[gr_screen.res][MI_FIELD_X]-1,y_start, Mi_name_field[gr_screen.res][MI_FIELD_X]-1, y_start + Mi_spacing[gr_screen.res] - 2, GR_RESIZE_MENU);
gr_line((Mi_name_field[gr_screen.res][MI_FIELD_X]-1) + (Mi_width[gr_screen.res]+2), y_start,(Mi_name_field[gr_screen.res][MI_FIELD_X]-1) + (Mi_width[gr_screen.res]+2),y_start + Mi_spacing[gr_screen.res] - 2, GR_RESIZE_MENU);
}
moveup = GET_FIRST(&Ship_obj_list);
while(moveup != END_OF_LIST(&Ship_obj_list)){
if( !(Ships[Objects[moveup->objnum].instance].is_dying_or_departing()) && (Objects[moveup->objnum].flags[Object::Object_Flags::Could_be_player]) ) {
// display the ship
multi_ingame_join_display_ship(&Objects[moveup->objnum],Mi_name_field[gr_screen.res][MI_FIELD_Y] + (Multi_ingame_num_avail * Mi_spacing[gr_screen.res]));
// set the ship signature
Multi_ingame_ship_sigs[Multi_ingame_num_avail] = Objects[moveup->objnum].net_signature;
// inc the # available
Multi_ingame_num_avail++;
}
moveup = GET_NEXT(moveup);
}
}
// try and scroll the selected ship up
void multi_ingame_scroll_select_up()
{
if(Multi_ingame_ship_selected > 0){
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
Multi_ingame_ship_selected--;
} else {
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
}
}
// try and scroll the selected ship down
void multi_ingame_scroll_select_down()
{
if(Multi_ingame_ship_selected < (Multi_ingame_num_avail - 1)){
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
Multi_ingame_ship_selected++;
} else {
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
}
}
// handle all timeout details
void multi_ingame_handle_timeout()
{
/*
// uncomment this block to disable the timer
gr_set_color_fast(&Color_bright_red);
gr_string(Multi_ingame_timer_coords[gr_screen.res][0], Multi_ingame_timer_coords[gr_screen.res][1], "Timer disabled!!", GR_RESIZE_MENU);
return;
*/
// if we've timed out, leave the game
if( timestamp_elapsed(Ingame_time_left) ) {
multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_INGAME_TIMEOUT, MULTI_END_ERROR_NONE);
return;
}
// otherwise, blit how much time we have left
int time_left = timestamp_until(Ingame_time_left) / 1000;
char tl_string[100];
gr_set_color_fast(&Color_bright);
memset(tl_string,0,100);
sprintf(tl_string,XSTR("Time remaining : %d s\n",682),time_left);
gr_string(Multi_ingame_timer_coords[gr_screen.res][0], Multi_ingame_timer_coords[gr_screen.res][1], tl_string, GR_RESIZE_MENU);
}
// --------------------------------------------------------------------------------------------------
// PACKET HANDLER functions
// these are also defined in multimsgs.h, but the implementations are in the module for the sake of convenience
//
#define INGAME_PACKET_SLOP 75 // slop value used for packets to ingame joiner
void process_ingame_ships_packet( ubyte *data, header *hinfo )
{
int offset, team, j;
std::uint64_t oflags, sflags;
ubyte p_type;
ushort net_signature;
short wing_data;
int team_val, slot_index, idx;
char ship_name[255] = "";
object *objp;
int net_sig_modify;
// go through the ship obj list and delete everything. YEAH
if(!Ingame_ships_deleted){
// no player object
Player_obj = NULL;
Player_ship = NULL;
Player_ai = NULL;
// delete all ships
for(idx=0; idx<MAX_SHIPS; idx++){
if((Ships[idx].objnum >= 0) && (Ships[idx].objnum < MAX_OBJECTS)){
obj_delete(Ships[idx].objnum);
}
}
Ingame_ships_deleted = 1;
}
offset = HEADER_LENGTH;
// go
GET_DATA( p_type );
while ( p_type == INGAME_SHIP_NEXT ) {
p_object *p_objp;
int ship_num, objnum;
GET_STRING( ship_name );
GET_USHORT( net_signature );
GET_ULONG( sflags );
GET_ULONG( oflags );
GET_INT( team );
GET_SHORT( wing_data );
net_sig_modify = 0;
if(wing_data >= 0){
GET_INT(Wings[wing_data].current_wave);
net_sig_modify = Wings[wing_data].current_wave - 1;
}
// lookup ship in the original ships array
p_objp = mission_parse_get_parse_object(net_signature);
if(p_objp == NULL){
// if this ship is part of wing not on its current wave, look for its "original" by subtracting out wave #
p_objp = mission_parse_get_arrival_ship((ushort)(net_signature - (ushort)net_sig_modify));
}
if(p_objp == NULL){
Int3();
nprintf(("Network", "Couldn't find ship %s in either arrival list or in mission", ship_name));
multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_INGAME_BOGUS);
return;
}
// go ahead and create the parse object. Set the network signature of this guy before
// creation
// multi_set_network_signature uncommented by Kazan on 11-04-2004
multi_set_network_signature( net_signature, MULTI_SIG_SHIP );
objnum = parse_create_object( p_objp );
ship_num = Objects[objnum].instance;
Objects[objnum].flags.from_u64(oflags);
Objects[objnum].net_signature = net_signature;
// Cyborg17 also add this ship to the multi ship tracking and interpolation struct
multi_ship_record_add_ship(objnum);
// assign any common data
strcpy_s(Ships[ship_num].ship_name, ship_name);
Ships[ship_num].flags.from_u64(sflags);
Ships[ship_num].team = team;
Ships[ship_num].wingnum = (int)wing_data;
GET_DATA( p_type );
}
PACKET_SET_SIZE();
// if we have reached the end of the list and change our network state
if ( p_type == INGAME_SHIP_LIST_EOL ) {
// merge all created list
obj_merge_created_list();
// fixup player ship stuff
for(idx=0; idx<MAX_SHIPS; idx++){
if(Ships[idx].objnum < 0){
continue;
}
// get the team and slot. Team will be -1 when it isn't a part of player wing. So, if
// not -1, then be sure we have a valid slot, then change the ship type, etc.
objp = &Objects[Ships[idx].objnum];
multi_ts_get_team_and_slot(Ships[idx].ship_name, &team_val, &slot_index);
if ( team_val != -1 ) {
Assert( slot_index != -1 );
// change the ship type and the weapons
change_ship_type(objp->instance, Wss_slots_teams[team_val][slot_index].ship_class);
wl_bash_ship_weapons(&Ships[idx].weapons, &Wss_slots_teams[team_val][slot_index]);
// Be sure to mark this ship as as a could_be_player
obj_set_flags( objp, objp->flags + Object::Object_Flags::Could_be_player );
objp->flags.remove(Object::Object_Flags::Player_ship);
// if this is a player ship, make sure we find out who's it is and set their objnum accordingly
for( j = 0; j < MAX_PLAYERS; j++){
if(MULTI_CONNECTED(Net_players[j]) && (Net_players[j].m_player->objnum == Objects[Ships[idx].objnum].net_signature)) {
multi_assign_player_ship( j, objp, Ships[idx].ship_info_index );
objp->flags.set(Object::Object_Flags::Player_ship);
objp->flags.remove(Object::Object_Flags::Could_be_player);
break;
}
}
}
}
// notify the server that we're all good.
Net_player->state = NETPLAYER_STATE_INGAME_SHIPS;
send_netplayer_update_packet();
// add some mission sync text
multi_common_add_text(XSTR("Ships packet ack (ingame)\n",683));
}
}
void send_ingame_ships_packet(net_player *player)
{
ubyte data[MAX_PACKET_SIZE];
ubyte p_type;
ship_obj *so;
int packet_size;
short wing_data;
BUILD_HEADER( SHIPS_INGAME_PACKET );
// essentially, we are going to send a list of ship names to the joiner for ships that are not
// in wings. The joiner will take the list, create any ships which should be created, and delete all
// other ships after the list is sent.
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
ship *shipp;
shipp = &Ships[Objects[so->objnum].instance];
// skip all wings.
// if ( shipp->wingnum != -1 ){
// continue;
// }
if ( Objects[so->objnum].net_signature == STANDALONE_SHIP_SIG ){
continue;
}
// add the ship name and other information such as net signature, ship and object(?) flags.
p_type = INGAME_SHIP_NEXT;
ADD_DATA( p_type );
ADD_STRING( shipp->ship_name );
ADD_USHORT( Objects[so->objnum].net_signature );
ADD_ULONG( shipp->flags.to_u64() );
ADD_ULONG( Objects[so->objnum].flags.to_u64() );
ADD_INT( shipp->team );
wing_data = (short)shipp->wingnum;
ADD_SHORT(wing_data);
if(wing_data >= 0){
ADD_INT(Wings[wing_data].current_wave);
}
// don't send anymore data if we are getting close to the maximum size of this packet. Send it off and
// keep going
if ( packet_size > (MAX_PACKET_SIZE - INGAME_PACKET_SLOP) ) {
p_type = INGAME_SHIP_LIST_EOP;
ADD_DATA( p_type );
multi_io_send_reliable(player, data, packet_size);
BUILD_HEADER( SHIPS_INGAME_PACKET );
}
}
// end of the ship list!!!
p_type = INGAME_SHIP_LIST_EOL;
ADD_DATA( p_type );
multi_io_send_reliable(player, data, packet_size);
}
void process_ingame_wings_packet( ubyte * /*data*/, header * /*hinfo*/ )
{
Int3();
}
/*
// code to process the wing data from a server.
void process_ingame_wings_packet( ubyte *data, header *hinfo )
{
int offset, wingnum;
ubyte p_type, what;
offset = HEADER_LENGTH;
GET_DATA( p_type );
// p_type tells us whether to stop or not
while ( p_type == INGAME_WING_NEXT ) {
wing *wingp;
// get the wingnum and a pointer to it. The game stores data for all wings always, so this
// is perfectly valid
GET_DATA( wingnum );
wingp = &Wings[wingnum];
GET_DATA( what );
if ( what == INGAME_WING_NOT_ARRIVED ) {
Assert( wingp->total_arrived_count == 0 ); // this had better be true!!!
} else if ( what == INGAME_WING_DEPARTED ) {
// mark the wing as gone. if it isn't, it soon will be. Maybe we should send more information
// about these wings later (like total_arrived_count, etc), but we will see.
wingp->flags |= WF_WING_GONE;
} else {
int total_arrived_count, current_count, current_wave, i, j;
ushort signature;
int shipnum;
// the wing is present in the mission on the server. Get the crucial information about the
// wing. Then get the ships for this wing in order on the client machine
GET_DATA( total_arrived_count );
GET_DATA( current_count );
GET_DATA( current_wave );
Assert( current_wave > 0 );
Assert( total_arrived_count > 0 );
// for this wing, strip it down to nothing. Let the parse object ocde recreate the
// wing from the parse objects, then bash any weapons, etc for player wings. We need
// to do this because we might actually wind up with > MAX_SHIPS_PER_WING if we
// don't delete them all first, and have a > 0 threshold, and are on something other
// than the first wave. Only do this for non-player wings.
nprintf(("Network", "Clearing %s -- %d ships\n", wingp->name, wingp->current_count));
for ( i = 0; i < wingp->current_count; i++ ) {
int index, objnum;
index = wingp->ship_index[i];
Assert( index != -1 );
objnum = Ships[index].objnum;
Assert( objnum != -1 );
// delete the object since we are filling the wing again anyway.
obj_delete( objnum );
Objects[objnum].net_signature = 0; // makes this object "invalid" until dead.
if ( Objects[objnum].type == OBJ_GHOST ) {
nprintf(("Network", "Marking ghost objnum %d as dead\n", objnum));
Objects[objnum].flags |= OF_SHOULD_BE_DEAD;
}
Ingame_ships_to_delete[index] = 0; // be sure that this guy doesn't get deleted, since we already deleted it
wingp->ship_index[i] = -1;
}
wingp->current_count = 0;
wingp->total_arrived_count = 0;
// now, recreate all the ships needed
for (i = 0; i < current_count; i++ ) {
int which_one, team, slot_index, specific_instance;
ship *shipp;
object *objp;
GET_DATA( signature );
// assign which_one to be the given signature - wing's base signature. This let's us
// know which ship to create (i.e. the total_arrivel_count);
which_one = signature - wingp->net_signature;
Assert( (which_one >= 0) && (which_one < (wingp->net_signature + (wingp->wave_count*wingp->num_waves))) );
wingp->total_arrived_count = (ushort)which_one;
// determine which ship in the ahip arrival list this guy is. It is a 0 based index
specific_instance = which_one % wingp->wave_count;
// call parse_wing_create_ships making sure that we only ever create 1 ship at a time. We don't
// want parse_wing_create_ships() to assign network signature either. We will directly
// assign it here.
wingp->current_wave = 0; // make it the first wave. Ensures that ships don't get removed off the list
parse_wing_create_ships( wingp, 1, 1, specific_instance );
shipnum = wingp->ship_index[wingp->current_count-1];
Ingame_ships_to_delete[shipnum] = 0; // "unmark" this ship so it doesn't get deleted.
// kind of stupid, but bash the name since it won't get recreated properly from
// the parse_wing_create_ships call.
shipp = &Ships[shipnum];
wing_bash_ship_name(shipp->ship_name, wingp->name, which_one + 1);
nprintf(("Network", "Created %s\n", shipp->ship_name));
objp = &Objects[shipp->objnum];
objp->net_signature = (ushort)(wingp->net_signature + which_one);
// get the team and slot. Team will be -1 when it isn't a part of player wing. So, if
// not -1, then be sure we have a valid slot, then change the ship type, etc.
multi_ts_get_team_and_slot(shipp->ship_name, &team, &slot_index);
if ( team != -1 ) {
Assert( slot_index != -1 );
// change the ship type and the weapons
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]);
// Be sure to mark this ship as as a could_be_player
obj_set_flags( objp, objp->flags | OF_COULD_BE_PLAYER );
objp->flags .remove(Object::Object_flags::Player_ship);
}
// if this is a player ship, make sure we find out who's it is and set their objnum accordingly
for( j = 0; j < MAX_PLAYERS; j++){
if(MULTI_CONNECTED(Net_players[j]) && (Net_players[j].player->objnum == signature)) {
Assert( team != -1 ); // to help trap errors!!!
nprintf(("Network", "Making %s ship for %s\n", Ships[shipnum].ship_name, Net_players[j].player->callsign));
multi_assign_player_ship( j, objp, Ships[shipnum].ship_info_index );
objp->flags .set(Object::Object_Flags::Player_ship);
objp->flags &= ~OF_COULD_BE_PLAYER;
break;
}
}
}
// we will have no ships in any wings at this point (we didn't create any when we loaded the
// mission). Set the current wave of this wing to be 1 less than was passed in since this value
// will get incremented in parse_wing_create_ships;
wingp->current_wave = current_wave;
wingp->total_arrived_count = total_arrived_count;
}
GET_DATA( p_type );
}
PACKET_SET_SIZE();
// if we have reached the end of the list change our network state
if ( p_type == INGAME_WING_LIST_EOL ) {
Net_player->state = NETPLAYER_STATE_INGAME_WINGS;
send_netplayer_update_packet();
// add some mission sync text
multi_common_add_text(XSTR("Wings packet (ingame)\n",684));
}
}
// function to send information about wings. We need to send enough information to let the client
// construct or reconstruct any wings in the mission. We will rely on the fact that the host wing array
// will exactly match the client wing array (in terms of number, and wing names)
void send_ingame_wings_packet( net_player *player )
{
ubyte data[MAX_PACKET_SIZE];
ubyte p_type;
int packet_size, i;
ubyte what;
BUILD_HEADER( WINGS_INGAME_PACKET );
// iterate through the wings list
for ( i = 0; i < Num_wings; i++ ) {
wing *wingp;
wingp = &Wings[i];
p_type = INGAME_WING_NEXT;
ADD_DATA( p_type );
ADD_DATA( i );
// add wing data that the client needs. There are several conditions to send to clients:
//
// 1. wing hasn't arrived -- total_arrived_count will be 0
// 2. wing is done (or currently departing)
// 3. wing is present (any wave, any number of ships).
//
// 1 and 2 are easy to handle. (3) is the hardest.
if ( wingp->total_arrived_count == 0 ) {
what = INGAME_WING_NOT_ARRIVED;
ADD_DATA( what );
} else if ( wingp->flags & (WF_WING_GONE | WF_WING_DEPARTING) ) {
what = INGAME_WING_DEPARTED;
ADD_DATA( what );
} else {
int j;
// include to code to possibly send more wing data here in this part of the if/else
// chain. We can do this because MAX_WINGS * 8 (8 being the number of byte for a minimum
// description of a wing) is always less than MAX_PACKET_SIZE. Checking here ensures that
// we have enough space for *this* wing in the packet, and not the largest wing. The
// formula below looks at number of ships in the wing, the name length, length of the signature,
// and the size of the bytes added before the ship names. 32 accounts for a little slop
if ( packet_size > (MAX_PACKET_SIZE - (wingp->current_count * (NAME_LENGTH+2) + 32)) ) {
p_type = INGAME_WING_LIST_EOP;
ADD_DATA( p_type );
multi_io_send_reliable(player, data, packet_size);
BUILD_HEADER( WINGS_INGAME_PACKET );
}
what = INGAME_WING_PRESENT;
ADD_DATA( what );
ADD_DATA( wingp->total_arrived_count );
ADD_DATA( wingp->current_count );
ADD_DATA( wingp->current_wave );
// add the ship name and net signature of all ships currently in the wing.
for ( j = 0; j < wingp->current_count; j++ ) {
ship *shipp;
shipp = &Ships[wingp->ship_index[j]];
//ADD_STRING( shipp->ship_name );
ADD_DATA( Objects[shipp->objnum].net_signature );
}
}
}
p_type = INGAME_WING_LIST_EOL;
ADD_DATA( p_type );
multi_io_send_reliable(player, data, packet_size);
}
*/
// send a request or a reply regarding ingame join ship choice
void send_ingame_ship_request_packet(int code,int rdata,net_player *pl)
{
ubyte data[MAX_PACKET_SIZE],val;
ship *shipp;
int i, packet_size = 0;
ushort signature;
p_object *pobj;
// add the data
BUILD_HEADER(INGAME_SHIP_REQUEST);
// add the code
ADD_INT(code);
// add any code specific data
switch(code){
case INGAME_SR_REQUEST:
// add the net signature of the ship we're requesting
signature = (ushort)rdata;
ADD_USHORT( signature );
break;
case INGAME_SR_CONFIRM:
// get a pointer to the ship
shipp = &Ships[Objects[rdata].instance];
// add the most recent position and orientation for the requested ship
ADD_VECTOR(Objects[rdata].pos);
ADD_ORIENT(Objects[rdata].orient);
ADD_INT( Missiontime ); // NOTE: this is a long so careful with swapping in 64-bit platforms - taylor
// add the # of respawns this ship has left
pobj = mission_parse_get_arrival_ship( Objects[rdata].net_signature );
Assert(pobj != NULL);
ADD_DATA(pobj->respawn_count);
// add the ships ets settings
val = (ubyte)shipp->weapon_recharge_index;
ADD_DATA(val);
val = (ubyte)shipp->shield_recharge_index;
ADD_DATA(val);
val = (ubyte)shipp->engine_recharge_index;
ADD_DATA(val);
// dummy field to replace ballistic primary flag
val = 0;
ADD_DATA(val);
// add current primary and secondary banks, and add link status
val = (ubyte)shipp->weapons.current_primary_bank;
ADD_DATA(val);
val = (ubyte)shipp->weapons.current_secondary_bank;
ADD_DATA(val);
// add the current ammo count for secondary banks;
val = (ubyte)shipp->weapons.num_secondary_banks; // for sanity checking
ADD_DATA(val);
for ( i = 0; i < shipp->weapons.num_secondary_banks; i++ ) {
Assert( shipp->weapons.secondary_bank_ammo[i] < UCHAR_MAX );
val = (ubyte)shipp->weapons.secondary_bank_ammo[i];
ADD_DATA(val);
}
// add the current ammo count for primary banks - copied from above - Goober5000
val = (ubyte)shipp->weapons.num_primary_banks; // for sanity checking
ADD_DATA(val);
for ( i = 0; i < shipp->weapons.num_primary_banks; i++ )
{
Assert( shipp->weapons.primary_bank_ammo[i] < UCHAR_MAX );
val = (ubyte)shipp->weapons.primary_bank_ammo[i];
ADD_DATA(val);
}
// add the link status of weapons
// primary link status
val = 0;
if(shipp->flags[Ship::Ship_Flags::Primary_linked]){
val |= (1<<0);
}
if(shipp->flags[Ship::Ship_Flags::Secondary_dual_fire]){
val |= (1<<1);
}
ADD_DATA(val);
break;
}
// send the packet
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
Assert(pl != NULL);
multi_io_send_reliable(pl, data, packet_size);
} else {
multi_io_send_reliable(Net_player, data, packet_size);
}
// if this is a confirm to a player -- send data to the other players in the game telling them
if ( (code == INGAME_SR_CONFIRM) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) ) {
int player_num;
player_num = NET_PLAYER_NUM(pl);
code = INGAME_PLAYER_CHOICE;
BUILD_HEADER(INGAME_SHIP_REQUEST);
ADD_INT(code);
ADD_INT(player_num);
ADD_USHORT(Objects[rdata].net_signature);
for (i = 0; i < MAX_PLAYERS; i++ ) {
if(MULTI_CONNECTED(Net_players[i]) && (&Net_players[i] != Net_player) && (i != player_num) ) {
multi_io_send_reliable(&Net_players[i], data, packet_size);
}
}
}
}
// function to validate all players in the game according to their team select index. If discrepancies
// are found, this function should be able to fix them up.
void multi_ingame_validate_players()
{
int i;
for ( i = 0; i < MAX_PLAYERS; i++ ) {
if( MULTI_CONNECTED(Net_players[i]) && (Net_player != &Net_players[i]) && !MULTI_STANDALONE(Net_players[i]) ) {
char ship_name[NAME_LENGTH];
int shipnum, objnum, player_objnum;
player_objnum = Net_players[i].m_player->objnum;
if ( (Objects[player_objnum].type != OBJ_SHIP) && (Objects[player_objnum].type != OBJ_GHOST) ) {
Int3();
}
multi_ts_get_shipname( ship_name, Net_players[i].p_info.team, Net_players[i].p_info.ship_index );
Assert( ship_name != NULL );
shipnum = ship_name_lookup( ship_name );
if ( shipnum == -1 ) {
// ship could be respawning
continue;
}
objnum = Ships[shipnum].objnum;
Assert( objnum != -1 );
// if this guy's objnum isn't a ship, then it should proably be a ghost!!
if ( Objects[objnum].type == OBJ_SHIP ) {
if ( objnum != Net_players[i].m_player->objnum ) {
Int3();
Net_players[i].m_player->objnum = objnum;
}
} else {
Assert( Objects[objnum].type == OBJ_GHOST );
}
}
}
}
// process an ingame ship request packet
void process_ingame_ship_request_packet(ubyte *data, header *hinfo)
{
int code;
object *objp;
int offset = HEADER_LENGTH;
int team, slot_index, i;
uint respawn_count;
ubyte val, num_secondary_banks, num_primary_banks;
p_object *pobj;
int player_num;
// get the code
GET_INT(code);
switch(code){
// a request for a ship from an ingame joiner
case INGAME_SR_REQUEST:
ushort sig_request;
// lookup the player and make sure he doesn't already have an objnum (along with possible error conditions)
GET_USHORT(sig_request);
PACKET_SET_SIZE();
player_num = find_player_id(hinfo->id);
if(player_num == -1){
nprintf(("Network","Received ingame ship request packet from unknown player!!\n"));
break;
}
// make sure this player doesn't already have an object
Assert(MULTI_CONNECTED(Net_players[player_num]));
if(Net_players[player_num].m_player->objnum != -1){
send_ingame_ship_request_packet(INGAME_SR_DENY,0,&Net_players[player_num]);
break;
}
// try and find the object
objp = NULL;
objp = multi_get_network_object(sig_request);
if(objp == NULL || !(objp->flags[Object::Object_Flags::Could_be_player])){
send_ingame_ship_request_packet(INGAME_SR_DENY,0,&Net_players[player_num]);
break;
}
// Assign the player this objnum and ack him
Net_players[player_num].m_player->objnum = OBJ_INDEX(objp);
Net_players[player_num].state = NETPLAYER_STATE_IN_MISSION; // since he'll do this anyway...
Net_players[player_num].flags &= ~(NETINFO_FLAG_INGAME_JOIN);
multi_assign_player_ship( player_num, objp, Ships[objp->instance].ship_info_index );
// update his ets and link status stuff
multi_server_update_player_weapons(&Net_players[player_num],&Ships[objp->instance]);
objp->flags.remove(Object::Object_Flags::Could_be_player);
objp->flags.set(Object::Object_Flags::Player_ship);
// send a player settings packet to update all other players of this guy's final choices
send_player_settings_packet();
// initialize datarate limiting for this guy
multi_oo_rate_init(&Net_players[player_num]);
// ack him
send_ingame_ship_request_packet(INGAME_SR_CONFIRM,OBJ_INDEX(objp),&Net_players[player_num]);
// clear my ingame join flag so that others may join
Netgame.flags &= ~NG_FLAG_INGAME_JOINING;
// clear his net stats
scoring_level_init( &(Net_players[player_num].m_player->stats) );
break;
// a denial for the ship we requested from the server
case INGAME_SR_DENY :
PACKET_SET_SIZE();
// set this to -1 so we can pick again
Multi_ingame_join_sig = 0;
// display a popup
popup(PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON,1,POPUP_OK,XSTR("You have been denied the requested ship",686));
break;
// a confirmation that we can use the selected ship
case INGAME_SR_CONFIRM:
// object *temp_objp;
// delete the ship this ingame joiner was using. Unassign Player_obj so that this object
// doesn't become a ghost.
// temp_objp = Player_obj;
// Player_obj = NULL;
// obj_delete( OBJ_INDEX(temp_objp) );
// get the object itself
objp = multi_get_network_object(Multi_ingame_join_sig);
Assert(objp != NULL);
// get its most recent position and orientation
GET_VECTOR(objp->pos);
GET_ORIENT(objp->orient);
GET_INT( Missiontime ); // NOTE: this is a long so careful with swapping in 64-bit platforms - taylor
GET_UINT( respawn_count );
// tell the server I'm in the mission
Net_player->state = NETPLAYER_STATE_IN_MISSION;
send_netplayer_update_packet();
// setup our object
Net_player->m_player->objnum = OBJ_INDEX(objp);
Player_obj = objp;
Player_obj->flags.remove(Object::Object_Flags::Could_be_player);
Player_obj->flags.set(Object::Object_Flags::Player_ship);
multi_assign_player_ship( MY_NET_PLAYER_NUM, objp, Ships[objp->instance].ship_info_index );
// must change the ship type and weapons. An ingame joiner know about the default class
// and weapons for a ship, but these could have changed.
multi_ts_get_team_and_slot(Player_ship->ship_name, &team, &slot_index);
Assert( team != -1 );
Assert( slot_index != -1 );
change_ship_type(objp->instance, Wss_slots_teams[team][slot_index].ship_class);
wl_bash_ship_weapons(&Player_ship->weapons,&Wss_slots_teams[team][slot_index]);
// get the parse object for it and assign the respawn count
pobj = mission_parse_get_arrival_ship( objp->net_signature );
Assert(pobj != NULL);
pobj->respawn_count = respawn_count;
// get the ships ets settings
GET_DATA(val);
Player_ship->weapon_recharge_index = val;
GET_DATA(val);
Player_ship->shield_recharge_index = val;
GET_DATA(val);
Player_ship->engine_recharge_index = val;
// handle the dummy value that used to be the ballistic primary flag
GET_DATA(val);
// get current primary and secondary banks, and add link status
GET_DATA(val);
Player_ship->weapons.current_primary_bank = val;
GET_DATA(val);
Player_ship->weapons.current_secondary_bank = val;
// secondary bank ammo data
GET_DATA( num_secondary_banks );
Assert( num_secondary_banks == Player_ship->weapons.num_secondary_banks );
for ( i = 0; i < Player_ship->weapons.num_secondary_banks; i++ ) {
GET_DATA(val);
Player_ship->weapons.secondary_bank_ammo[i] = val;
}
// primary bank ammo data - copied from above - Goober5000
GET_DATA( num_primary_banks );
Assert( num_primary_banks == Player_ship->weapons.num_primary_banks );
for ( i = 0; i < Player_ship->weapons.num_primary_banks; i++ )
{
GET_DATA(val);
Player_ship->weapons.primary_bank_ammo[i] = val;
}
// get the link status of weapons
GET_DATA(val);
if(val & (1<<0)){
Player_ship->flags.set(Ship::Ship_Flags::Primary_linked);
}
if(val & (1<<1)){
Player_ship->flags.set(Ship::Ship_Flags::Secondary_dual_fire);
}
PACKET_SET_SIZE();
// be sure that this ships current primary/secondary weapons are valid. Easiest is to just
// bash the values to 0!
/*
if ( Player_ship->weapons.current_primary_bank == -1 )
Player_ship->weapons.current_primary_bank = 0;
if ( Player_ship->weapons.current_secondary_bank == -1 )
Player_ship->weapons.current_secondary_bank = 0;
*/
Net_player->flags &= ~(NETINFO_FLAG_INGAME_JOIN);
// clear all object collision pairs, then add myself to the list
extern void obj_reset_all_collisions();
obj_reset_all_collisions();
// obj_reset_pairs();
// obj_add_pairs( OBJ_INDEX(Player_obj) );
mission_hotkey_set_defaults();
//multi_ingame_validate_players();
// jump into the mission
// NOTE : we check this flag because its possible that the player could have received an endgame packet in the same
// frame as getting this confirmation. In that case, he should be quitting to the main menu. We must not make
// him continue on into the mission
if(!multi_endgame_ending()){
gameseq_post_event(GS_EVENT_ENTER_GAME);
}
break;
case INGAME_PLAYER_CHOICE: {
ushort net_signature;
// get the player number of this guy, and the net signature of the ship he has chosen
GET_INT(player_num);
GET_USHORT(net_signature);
PACKET_SET_SIZE();
objp = multi_get_network_object(net_signature);
if ( objp == NULL ) {
// bogus!!! couldn't find the object -- we cannot connect his -- this is really bad!!!
nprintf(("Network", "Couldn't find ship for ingame joiner %s\n", Net_players[player_num].m_player->callsign));
break;
}
objp->flags.set(Object::Object_Flags::Player_ship);
objp->flags.remove(Object::Object_Flags::Could_be_player);
multi_assign_player_ship( player_num, objp, Ships[objp->instance].ship_info_index );
break;
}
}
}
// --------------------------------------------------------------------------------------------------
// INGAME JOIN FORWARD DEFINITIONS
//
void multi_ingame_send_ship_update(net_player *p)
{
ship_obj *moveup;
// get the first object on the list
moveup = GET_FIRST(&Ship_obj_list);
// go through the list and send all ships which are mark as OF_COULD_BE_PLAYER
while(moveup!=END_OF_LIST(&Ship_obj_list)){
//Make sure the object can be a player and is on the same team as this guy
if(Objects[moveup->objnum].flags[Object::Object_Flags::Could_be_player] && obj_team(&Objects[moveup->objnum]) == p->p_info.team){
// send the update
send_ingame_ship_update_packet(p,&Ships[Objects[moveup->objnum].instance]);
}
// move to the next item
moveup = GET_NEXT(moveup);
}
}
// for now, I guess we'll just send hull and shield % values
void send_ingame_ship_update_packet(net_player *p,ship *sp)
{
ubyte data[MAX_PACKET_SIZE];
object *objp;
int idx;
int packet_size = 0;
float f_tmp;
BUILD_HEADER(INGAME_SHIP_UPDATE);
// just send net signature, shield and hull percentages
objp = &Objects[sp->objnum];
ADD_USHORT(objp->net_signature);
ADD_ULONG(objp->flags.to_u64());
ADD_INT(objp->n_quadrants);
ADD_FLOAT(objp->hull_strength);
// shield percentages
for(idx=0; idx<objp->n_quadrants; idx++){
f_tmp = objp->shield_quadrant[idx];
ADD_FLOAT(f_tmp);
}
multi_io_send_reliable(p, data, packet_size);
}
void process_ingame_ship_update_packet(ubyte *data, header *hinfo)
{
int offset;
float garbage;
uint64_t flags;
int idx;
int n_quadrants;
ushort net_sig;
object *lookup;
float f_tmp;
offset = HEADER_LENGTH;
// get the net sig for the ship and do a lookup
GET_USHORT(net_sig);
GET_ULONG(flags);
GET_INT(n_quadrants);
// get the object
lookup = multi_get_network_object(net_sig);
if(lookup == NULL){
// read in garbage values if we can't find the ship
nprintf(("Network","Got ingame ship update for unknown object\n"));
GET_FLOAT(garbage);
for(idx=0;idx<n_quadrants;idx++){
GET_FLOAT(garbage);
}
PACKET_SET_SIZE();
return;
}
// otherwise read in the ship values
lookup->flags.from_u64(flags);
lookup->n_quadrants = n_quadrants;
GET_FLOAT(lookup->hull_strength);
for(idx=0;idx<n_quadrants;idx++){
GET_FLOAT(f_tmp);
lookup->shield_quadrant[idx] = f_tmp;
}
PACKET_SET_SIZE();
}