Files
fs2open.github.com/code/network/multi_respawn.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

954 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 "globalincs/linklist.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "missionui/missionweaponchoice.h"
#include "gamesequence/gamesequence.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(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()
{
ship_obj *moveup;
respawn_point *r;
// respawn points
Multi_respawn_point_count = 0;
Multi_next_respawn_point = 0;
moveup = GET_FIRST(&Ship_obj_list);
while(moveup != END_OF_LIST(&Ship_obj_list)){
// 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;
}
moveup = GET_NEXT(moveup);
}
// priority respawn points
Multi_respawn_priority_count = 0;
moveup = GET_FIRST(&Ship_obj_list);
while(moveup != END_OF_LIST(&Ship_obj_list)){
// 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;
}
moveup = GET_NEXT(moveup);
}
}
// ---------------------------------------------------------------------------------------
// 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->net_signature);
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
shipp->shield_recharge_index = ((ship_ets & 0x0f00) >> 8);
// weapon ets
shipp->weapon_recharge_index = ((ship_ets & 0x00f0) >> 4);
// engine ets
shipp->engine_recharge_index = (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 = timestamp(0);
// 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_id(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 );
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);
player_index = find_player_id(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) { \
float scale = 2.0f; \
collided = 0; \
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 = 1; \
} \
} \
} while(false)
#define MOVE_AWAY_BBOX() do { \
if (pm != NULL) { \
switch((int)frand_range(0.0f, 3.9f)){ \
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; \
default : \
new_obj->pos.xyz.z -= 200.0f; \
break; \
} \
} \
} while(false)
void prevent_spawning_collision(object *new_obj)
{
int collided;
ship_obj *moveup;
object *hit_check;
ship *s_check;
do {
collided = 0;
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];
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);
}