Files
fs2open.github.com/code/network/multi_observer.cpp
T
JohnAFernandez 861eb14865 Clean Up Error Handling in multitutil.cpp
Removes about half of the Int3()'s in multiutil.cpp by making Assertions more robust, changing two functions to void type (because there was no way to get an error value from them, anyway), and adding two Verify()'s in case we ever decide to start using the multi variable change functions.

Squash History:
1) Forgot to change one Assert to Assertion
2) Change Verify to Assertion, because of better argument support.
3) Fix a couple copy paste errors
2019-12-26 07:59:14 -05:00

221 lines
7.4 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_observer.h"
#include "network/multi.h"
#include "network/multiutil.h"
#include "ship/ship.h"
#include "object/object.h"
#include "observer/observer.h"
#include "hud/hudconfig.h"
#include "playerman/managepilot.h"
#include "mission/missionparse.h"
#include "playerman/player.h"
#include "io/timer.h"
// ---------------------------------------------------------------------------------------
// MULTI OBSERVER DEFINES/VARS
//
// ---------------------------------------------------------------------------------------
// MULTI OBSERVER FUNCTIONS
//
// create a _permanent_ observer player
void multi_obs_create_player(int player_num,char *name,net_addr *addr,player *pl)
{
Assertion(name != nullptr, "A nullptr callsign was passed to multi_obs_create_player(). This is a code error, please report.");
Assertion(addr != nullptr, "A nullptr net_addr was passed to multi_obs_create_player(). This is a code error, please report.");
Assertion(pl != nullptr, "A nullptr player was passed to multi_obs_create_player(). This is a code error, please report.");
// blast the player struct
memset(&Net_players[player_num],0,sizeof(net_player));
// Net_players[player_num].flags |= (NETINFO_FLAG_CONNECTED | NETINFO_FLAG_OBSERVER);
// DOH!!! The lack of this caused many bugs.
Net_players[player_num].flags = (NETINFO_FLAG_DO_NETWORKING | NETINFO_FLAG_OBSERVER);
// memcpy(&Net_players[player_num].p_info.addr, addr, sizeof(net_addr));
Net_players[player_num].m_player = pl;
// 6/3/98 -- don't set observer to update high...let it be whatever player set it at.
//Net_players[player_num].p_info.options.obj_update_level = OBJ_UPDATE_HIGH;
// set up the net_player structure
pl->reset();
stuff_netplayer_info( &Net_players[player_num], addr, 0, pl );
Net_players[player_num].last_heard_time = timer_get_fixed_seconds();
Net_players[player_num].reliable_socket = INVALID_SOCKET;
Net_players[player_num].s_info.kick_timestamp = -1;
Net_players[player_num].s_info.voice_token_timestamp = -1;
Net_players[player_num].s_info.tracker_security_last = -1;
Net_players[player_num].s_info.target_objnum = -1;
Net_players[player_num].s_info.accum_buttons = 0;
// reset the ping for this player
multi_ping_reset(&Net_players[player_num].s_info.ping);
// timestamp his last_full_update_time
Net_players[player_num].s_info.last_full_update_time = timestamp(0);
Net_players[player_num].m_player->objnum = -1;
// nil his file xfer handle
Net_players[player_num].s_info.xfer_handle = -1;
// zero out his object update and control info sequencing data
Net_players[player_num].client_cinfo_seq = 0;
Net_players[player_num].client_server_seq = 0;
// his kick timestamp
Net_players[player_num].s_info.kick_timestamp = -1;
// nil his data rate timestamp stuff
Net_players[player_num].s_info.rate_stamp = -1;
Net_players[player_num].s_info.rate_bytes = 0;
// nil packet buffer stuff
Net_players[player_num].s_info.unreliable_buffer_size = 0;
Net_players[player_num].s_info.reliable_buffer_size = 0;
// callsign and short callsign
strcpy_s(pl->callsign,name);
pilot_set_short_callsign(pl,SHORT_CALLSIGN_PIXEL_W);
pl->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE;
Net_players[player_num].sv_bytes_sent = 0;
Net_players[player_num].sv_last_pl = -1;
Net_players[player_num].cl_bytes_recvd = 0;
Net_players[player_num].cl_last_pl = -1;
}
// create an explicit observer object and assign it to the passed player
void multi_obs_create_observer(net_player *pl)
{
int objnum;
// create the basic observer object
objnum = observer_create( &vmd_identity_matrix, &vmd_zero_vector);
Assert(objnum != -1);
Objects[objnum].flags.set(Object::Object_Flags::Player_ship);
Objects[objnum].net_signature = 0;
// put it a 1,1,1
Objects[objnum].pos.xyz.x = 1.0f;
Objects[objnum].pos.xyz.y = 1.0f;
Objects[objnum].pos.xyz.z = 1.0f;
// assign this object to the player
pl->m_player->objnum = objnum;
}
// create observer object locally, and additionally, setup some other information
// ( client-side equivalent of multi_obs_create_observer() )
void multi_obs_create_observer_client()
{
int pobj_num;
Assert(!(Net_player->flags & NETINFO_FLAG_OBS_PLAYER));
// make me an observer object
multi_obs_create_observer(Net_player);
// set my object to be the observer object
Player_obj = &Objects[Net_player->m_player->objnum];
// create the default player ship object and use that as my default virtual "ship", and make it "invisible"
pobj_num = parse_create_object(Player_start_pobject);
Assert(pobj_num != -1);
obj_set_flags(&Objects[pobj_num], Objects[pobj_num].flags + Object::Object_Flags::Player_ship);
Player_ship = &Ships[Objects[pobj_num].instance];
// make ship hidden from sensors so that this observer cannot target it. Observers really have two ships
// one observer, and one "Player_ship". Observer needs to ignore the Player_ship.
Player_ship->flags.set(Ship::Ship_Flags::Hidden_from_sensors);
strcpy_s(Player_ship->ship_name, XSTR("Observer Ship",688));
Player_ai = &Ai_info[Ships[Objects[pobj_num].instance].ai_index];
// configure the hud to be in "observer" mode
hud_config_as_observer(Player_ship,Player_ai);
// set some flags for myself
Net_player->flags |= NETINFO_FLAG_OBSERVER;
// reset the control info structure
memset(&Player->ci,0,sizeof(control_info));
}
// create objects for all known observers in the game at level start
// call this before entering a mission
// this implies for the local player in the case of a client or for _all_ players in the case of a server
void multi_obs_level_init()
{
int idx;
// unset the OBS_PLAYER flag here for all net players
for(idx=0;idx<MAX_PLAYERS;idx++){
Net_players[idx].flags &= ~(NETINFO_FLAG_OBS_PLAYER);
}
// if i'm a client and I'm an observer, create an object for myself
if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
// create my own observer object and setup other misc. data
multi_obs_create_observer_client();
}
// otherwise create stuff for all (permanent) observers in the game
else {
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && MULTI_OBSERVER(Net_players[idx])){
// make an observer object for the guy
multi_obs_create_observer(&Net_players[idx]);
}
}
}
}
// if i'm an observer, zoom to near my targted object (if any)
void multi_obs_zoom_to_target()
{
vec3d direct;
float dist;
// if i'm not an observer, do nothing
if(!(Game_mode & GM_MULTIPLAYER) || (Net_player == NULL) || !(Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type != OBJ_OBSERVER)){
return;
}
// if I have no targeted object, do nothing
if(Player_ai->target_objnum == -1){
return;
}
// get the normalized direction vector between the observer and the targeted object
vm_vec_sub(&direct,&Objects[Player_ai->target_objnum].pos,&Player_obj->pos);
dist = vm_vec_mag(&direct);
vm_vec_normalize(&direct);
// orient the guy correctly
vm_vec_ang_2_matrix(&Player_obj->orient,&direct,0.0f);
// keep about 3 object radii away when moving
dist -= (Objects[Player_ai->target_objnum].radius * 3.0f);
// get the movement vector
vm_vec_scale(&direct,dist);
// move
vm_vec_add2(&Player_obj->pos,&direct);
}