2 * $Logfile: /Freespace2/code/Network/multi_observer.cpp $
8 * Revision 1.1 2002/05/03 03:28:10 root
12 * 6 9/14/99 2:21p Dave
13 * Fixed observer mode joining and ingame stuff.
15 * 5 8/19/99 10:59a Dave
16 * Packet loss detection.
18 * 4 11/17/98 11:12a Dave
19 * Removed player identification by address. Now assign explicit id #'s.
21 * 3 11/05/98 5:55p Dave
22 * Big pass at reducing #includes
24 * 2 10/07/98 10:53a Dave
27 * 1 10/07/98 10:50a Dave
29 * 13 6/13/98 6:01p Hoffoss
30 * Externalized all new (or forgot to be added) strings to all the code.
32 * 12 6/04/98 11:04a Allender
33 * object update level stuff. Don't reset to high when becoming an
34 * observer of any type. default to low when guy is a dialup customer
36 * 11 5/22/98 9:49p Allender
37 * make observers Player_ship hidden from sensors so that he cannot target
40 * 10 5/19/98 11:36p Allender
41 * fixed very nasty mask problem with ingame joiner marking player objects
42 * incorrectly. Named ingame joiner ship and observer ship unique names
44 * 9 4/18/98 5:00p Dave
45 * Put in observer zoom key. Made mission sync screen more informative.
47 * 8 4/03/98 3:13p Dave
48 * More work on udp reliable transport. Fixed observer hud offset problem.
49 * Made observer join and ingame join work again. Put subnet broadcasting
52 * 7 3/30/98 6:27p Dave
53 * Put in a more official set of multiplayer options, including a system
54 * for distributing netplayer and netgame settings.
56 * 6 3/24/98 5:00p Dave
57 * Fixed several ui bugs. Put in pre and post voice stream playback sound
58 * fx. Put in error specific popups for clients getting dropped from games
59 * through actions other than their own.
61 * 5 3/23/98 5:42p Dave
62 * Put in automatic xfer of pilot pic files. Changed multi_xfer system so
63 * that it can support multiplayer sends/received between client and
64 * server simultaneously.
66 * 4 3/15/98 4:17p Dave
67 * Fixed oberver hud problems. Put in handy netplayer macros. Reduced size
68 * of network orientation matrices.
70 * 3 3/14/98 2:48p Dave
71 * Cleaned up observer joining code. Put in support for file xfers to
72 * ingame joiners (observers or not). Revamped and reinstalled pseudo
75 * 2 3/13/98 2:51p Dave
76 * Put in support for observers to join ingame.
78 * 1 3/12/98 5:44p Dave
83 #include "freespace.h"
85 #include "multiutil.h"
88 #include "hudconfig.h"
89 #include "hudobserver.h"
90 #include "managepilot.h"
91 #include "multi_observer.h"
92 #include "missionparse.h"
95 // ---------------------------------------------------------------------------------------
96 // MULTI OBSERVER DEFINES/VARS
100 // ---------------------------------------------------------------------------------------
101 // MULTI OBSERVER FUNCTIONS
104 // create a _permanent_ observer player
105 int multi_obs_create_player(int player_num,char *name,net_addr *addr,player *pl)
107 // blast the player struct
108 memset(&Net_players[player_num],0,sizeof(net_player));
110 // Net_players[player_num].flags |= (NETINFO_FLAG_CONNECTED | NETINFO_FLAG_OBSERVER);
111 // DOH!!! The lack of this caused many bugs.
112 Net_players[player_num].flags = (NETINFO_FLAG_DO_NETWORKING | NETINFO_FLAG_OBSERVER);
113 // memcpy(&Net_players[player_num].p_info.addr, addr, sizeof(net_addr));
114 Net_players[player_num].player = pl;
116 // 6/3/98 -- don't set observer to update high...let it be whatever player set it at.
117 //Net_players[player_num].p_info.options.obj_update_level = OBJ_UPDATE_HIGH;
118 // set up the net_player structure
119 memset(pl, 0, sizeof(player));
120 stuff_netplayer_info( &Net_players[player_num], addr, 0, pl );
121 Net_players[player_num].last_heard_time = timer_get_fixed_seconds();
122 Net_players[player_num].reliable_socket = INVALID_SOCKET;
123 Net_players[player_num].s_info.kick_timestamp = -1;
124 Net_players[player_num].s_info.voice_token_timestamp = -1;
125 Net_players[player_num].s_info.tracker_security_last = -1;
126 Net_players[player_num].s_info.target_objnum = -1;
127 Net_players[player_num].s_info.accum_buttons = 0;
129 // reset the ping for this player
130 multi_ping_reset(&Net_players[player_num].s_info.ping);
132 // timestamp his last_full_update_time
133 Net_players[player_num].s_info.last_full_update_time = timestamp(0);
134 Net_players[player_num].player->objnum = -1;
136 // nil his file xfer handle
137 Net_players[player_num].s_info.xfer_handle = -1;
139 // zero out his object update and control info sequencing data
140 Net_players[player_num].client_cinfo_seq = 0;
141 Net_players[player_num].client_server_seq = 0;
143 // his kick timestamp
144 Net_players[player_num].s_info.kick_timestamp = -1;
146 // nil his data rate timestamp stuff
147 Net_players[player_num].s_info.rate_stamp = -1;
148 Net_players[player_num].s_info.rate_bytes = 0;
150 // nil packet buffer stuff
151 Net_players[player_num].s_info.unreliable_buffer_size = 0;
152 Net_players[player_num].s_info.reliable_buffer_size = 0;
154 // callsign and short callsign
155 strcpy(pl->callsign,name);
156 pilot_set_short_callsign(pl,SHORT_CALLSIGN_PIXEL_W);
157 pl->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE;
159 Net_players[player_num].sv_bytes_sent = 0;
160 Net_players[player_num].sv_last_pl = -1;
161 Net_players[player_num].cl_bytes_recvd = 0;
162 Net_players[player_num].cl_last_pl = -1;
167 // create an explicit observer object and assign it to the passed player
168 void multi_obs_create_observer(net_player *pl)
172 // create the basic observer object
173 objnum = observer_create( &vmd_identity_matrix, &vmd_zero_vector);
174 Assert(objnum != -1);
175 Objects[objnum].flags |= OF_PLAYER_SHIP;
176 Objects[objnum].net_signature = 0;
179 Objects[objnum].pos.x = 1.0f;
180 Objects[objnum].pos.y = 1.0f;
181 Objects[objnum].pos.z = 1.0f;
183 // assign this object to the player
184 pl->player->objnum = objnum;
187 // create observer object locally, and additionally, setup some other information
188 // ( client-side equivalent of multi_obs_create_observer() )
189 void multi_obs_create_observer_client()
193 Assert(!(Net_player->flags & NETINFO_FLAG_OBS_PLAYER));
195 // make me an observer object
196 multi_obs_create_observer(Net_player);
198 // set my object to be the observer object
199 Player_obj = &Objects[Net_player->player->objnum];
201 // create the default player ship object and use that as my default virtual "ship", and make it "invisible"
202 pobj_num = parse_create_object(&Player_start_pobject);
203 Assert(pobj_num != -1);
204 obj_set_flags(&Objects[pobj_num],OF_PLAYER_SHIP);
205 Player_ship = &Ships[Objects[pobj_num].instance];
207 // make ship hidden from sensors so that this observer cannot target it. Observers really have two ships
208 // one observer, and one "Player_ship". Observer needs to ignore the Player_ship.
209 Player_ship->flags |= SF_HIDDEN_FROM_SENSORS;
210 strcpy(Player_ship->ship_name, XSTR("Observer Ship",688));
211 Player_ai = &Ai_info[Ships[Objects[pobj_num].instance].ai_index];
213 // configure the hud to be in "observer" mode
214 hud_config_as_observer(Player_ship,Player_ai);
216 // set some flags for myself
217 Net_player->flags |= NETINFO_FLAG_OBSERVER;
219 // reset the control info structure
220 memset(&Player->ci,0,sizeof(control_info));
223 // create objects for all known observers in the game at level start
224 // call this before entering a mission
225 // this implies for the local player in the case of a client or for _all_ players in the case of a server
226 void multi_obs_level_init()
230 // unset the OBS_PLAYER flag here for all net players
231 for(idx=0;idx<MAX_PLAYERS;idx++){
232 Net_players[idx].flags &= ~(NETINFO_FLAG_OBS_PLAYER);
235 // if i'm a client and I'm an observer, create an object for myself
236 if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
237 // create my own observer object and setup other misc. data
238 multi_obs_create_observer_client();
240 // otherwise create stuff for all (permanent) observers in the game
242 for(idx=0;idx<MAX_PLAYERS;idx++){
243 if(MULTI_CONNECTED(Net_players[idx]) && MULTI_OBSERVER(Net_players[idx])){
244 // make an observer object for the guy
245 multi_obs_create_observer(&Net_players[idx]);
251 // if i'm an observer, zoom to near my targted object (if any)
252 void multi_obs_zoom_to_target()
257 // if i'm not an observer, do nothing
258 if(!(Game_mode & GM_MULTIPLAYER) || (Net_player == NULL) || !(Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type != OBJ_OBSERVER)){
262 // if I have no targeted object, do nothing
263 if(Player_ai->target_objnum == -1){
267 // get the normalized direction vector between the observer and the targeted object
268 vm_vec_sub(&direct,&Objects[Player_ai->target_objnum].pos,&Player_obj->pos);
269 dist = vm_vec_mag(&direct);
270 vm_vec_normalize(&direct);
272 // orient the guy correctly
273 vm_vec_ang_2_matrix(&Player_obj->orient,&direct,0.0f);
275 // keep about 3 object radii away when moving
276 dist -= (Objects[Player_ai->target_objnum].radius * 3.0f);
278 // get the movement vector
279 vm_vec_scale(&direct,dist);
282 vm_vec_add2(&Player_obj->pos,&direct);