Files
fs2open.github.com/code/network/multi_observer.cpp
T
2004-07-26 20:47:56 +00:00

314 lines
10 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.
*
*/
/*
* $Logfile: /Freespace2/code/Network/multi_observer.cpp $
* $Revision: 2.5 $
* $Date: 2004-07-26 20:47:42 $
* $Author: Kazan $
*
* $Log: not supported by cvs2svn $
* Revision 2.4 2004/07/12 16:32:57 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.3 2004/03/05 09:02:02 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.2 2002/08/01 01:41:08 penguin
* The big include file move
*
* Revision 2.1 2002/07/07 19:55:59 penguin
* Back-port to MSVC
*
* Revision 2.0 2002/06/03 04:02:26 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:11 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 6 9/14/99 2:21p Dave
* Fixed observer mode joining and ingame stuff.
*
* 5 8/19/99 10:59a Dave
* Packet loss detection.
*
* 4 11/17/98 11:12a Dave
* Removed player identification by address. Now assign explicit id #'s.
*
* 3 11/05/98 5:55p Dave
* Big pass at reducing #includes
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:50a Dave
*
* 13 6/13/98 6:01p Hoffoss
* Externalized all new (or forgot to be added) strings to all the code.
*
* 12 6/04/98 11:04a Allender
* object update level stuff. Don't reset to high when becoming an
* observer of any type. default to low when guy is a dialup customer
*
* 11 5/22/98 9:49p Allender
* make observers Player_ship hidden from sensors so that he cannot target
* his "ship".
*
* 10 5/19/98 11:36p Allender
* fixed very nasty mask problem with ingame joiner marking player objects
* incorrectly. Named ingame joiner ship and observer ship unique names
*
* 9 4/18/98 5:00p Dave
* Put in observer zoom key. Made mission sync screen more informative.
*
* 8 4/03/98 3:13p Dave
* More work on udp reliable transport. Fixed observer hud offset problem.
* Made observer join and ingame join work again. Put subnet broadcasting
* in for TCP.
*
* 7 3/30/98 6:27p Dave
* Put in a more official set of multiplayer options, including a system
* for distributing netplayer and netgame settings.
*
* 6 3/24/98 5:00p Dave
* Fixed several ui bugs. Put in pre and post voice stream playback sound
* fx. Put in error specific popups for clients getting dropped from games
* through actions other than their own.
*
* 5 3/23/98 5:42p Dave
* Put in automatic xfer of pilot pic files. Changed multi_xfer system so
* that it can support multiplayer sends/received between client and
* server simultaneously.
*
* 4 3/15/98 4:17p Dave
* Fixed oberver hud problems. Put in handy netplayer macros. Reduced size
* of network orientation matrices.
*
* 3 3/14/98 2:48p Dave
* Cleaned up observer joining code. Put in support for file xfers to
* ingame joiners (observers or not). Revamped and reinstalled pseudo
* lag/loss system.
*
* 2 3/13/98 2:51p Dave
* Put in support for observers to join ingame.
*
* 1 3/12/98 5:44p Dave
*
* $NoKeywords: $
*/
#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
int multi_obs_create_player(int player_num,char *name,net_addr *addr,player *pl)
{
// 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].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
memset(pl, 0, sizeof(player));
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].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(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;
return 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 |= OF_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->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->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],OF_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 |= SF_HIDDEN_FROM_SENSORS;
strcpy(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()
{
vector 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);
}