]> icculus.org git repositories - taylor/freespace2.git/blob - src/network/multi_observer.cpp
clean up stats saving a bit more
[taylor/freespace2.git] / src / network / multi_observer.cpp
1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell 
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/Network/multi_observer.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * $Log$
16  * Revision 1.5  2002/06/17 06:33:10  relnev
17  * ryan's struct patch for gcc 2.95
18  *
19  * Revision 1.4  2002/06/09 04:41:23  relnev
20  * added copyright header
21  *
22  * Revision 1.3  2002/05/27 00:40:47  theoddone33
23  * Fix net_addr vs net_addr_t
24  *
25  * Revision 1.2  2002/05/07 03:16:47  theoddone33
26  * The Great Newline Fix
27  *
28  * Revision 1.1.1.1  2002/05/03 03:28:10  root
29  * Initial import.
30  *  
31  * 
32  * 6     9/14/99 2:21p Dave
33  * Fixed observer mode joining and ingame stuff.
34  * 
35  * 5     8/19/99 10:59a Dave
36  * Packet loss detection.
37  * 
38  * 4     11/17/98 11:12a Dave
39  * Removed player identification by address. Now assign explicit id #'s.
40  * 
41  * 3     11/05/98 5:55p Dave
42  * Big pass at reducing #includes
43  * 
44  * 2     10/07/98 10:53a Dave
45  * Initial checkin.
46  * 
47  * 1     10/07/98 10:50a Dave
48  * 
49  * 13    6/13/98 6:01p Hoffoss
50  * Externalized all new (or forgot to be added) strings to all the code.
51  * 
52  * 12    6/04/98 11:04a Allender
53  * object update level stuff.  Don't reset to high when becoming an
54  * observer of any type.  default to low when guy is a dialup customer
55  * 
56  * 11    5/22/98 9:49p Allender
57  * make observers Player_ship hidden from sensors so that he cannot target
58  * his "ship".
59  * 
60  * 10    5/19/98 11:36p Allender
61  * fixed very nasty mask problem with ingame joiner marking player objects
62  * incorrectly.  Named ingame joiner ship and observer ship unique names
63  * 
64  * 9     4/18/98 5:00p Dave
65  * Put in observer zoom key. Made mission sync screen more informative.
66  * 
67  * 8     4/03/98 3:13p Dave
68  * More work on udp reliable transport. Fixed observer hud offset problem.
69  * Made observer join and ingame join work again. Put subnet broadcasting
70  * in for TCP.
71  * 
72  * 7     3/30/98 6:27p Dave
73  * Put in a more official set of multiplayer options, including a system
74  * for distributing netplayer and netgame settings.
75  * 
76  * 6     3/24/98 5:00p Dave
77  * Fixed several ui bugs. Put in pre and post voice stream playback sound
78  * fx. Put in error specific popups for clients getting dropped from games
79  * through actions other than their own.
80  * 
81  * 5     3/23/98 5:42p Dave
82  * Put in automatic xfer of pilot pic files. Changed multi_xfer system so
83  * that it can support multiplayer sends/received between client and
84  * server simultaneously.
85  * 
86  * 4     3/15/98 4:17p Dave
87  * Fixed oberver hud problems. Put in handy netplayer macros. Reduced size
88  * of network orientation matrices.
89  * 
90  * 3     3/14/98 2:48p Dave
91  * Cleaned up observer joining code. Put in support for file xfers to
92  * ingame joiners (observers or not). Revamped and reinstalled pseudo
93  * lag/loss system.
94  * 
95  * 2     3/13/98 2:51p Dave
96  * Put in support for observers to join ingame.
97  * 
98  * 1     3/12/98 5:44p Dave
99  *  
100  * $NoKeywords: $
101  */
102
103 #include "freespace.h"
104 #include "multi.h"
105 #include "multiutil.h"
106 #include "object.h"
107 #include "observer.h"
108 #include "hudconfig.h"
109 #include "hudobserver.h"
110 #include "managepilot.h"
111 #include "multi_observer.h"
112 #include "missionparse.h"
113 #include "timer.h"
114
115 // ---------------------------------------------------------------------------------------
116 // MULTI OBSERVER DEFINES/VARS
117 //
118
119
120 // ---------------------------------------------------------------------------------------
121 // MULTI OBSERVER FUNCTIONS
122 //
123
124 // create a _permanent_ observer player 
125 int multi_obs_create_player(int player_num,char *name,net_addr_t *addr,player *pl)
126 {       
127         // blast the player struct
128         memset(&Net_players[player_num],0,sizeof(net_player));
129         
130         // Net_players[player_num].flags |= (NETINFO_FLAG_CONNECTED | NETINFO_FLAG_OBSERVER);   
131         // DOH!!! The lack of this caused many bugs. 
132         Net_players[player_num].flags = (NETINFO_FLAG_DO_NETWORKING | NETINFO_FLAG_OBSERVER);
133         // memcpy(&Net_players[player_num].p_info.addr, addr, sizeof(net_addr));        
134         Net_players[player_num].player = pl;
135         
136         // 6/3/98 -- don't set observer to update high...let it be whatever player set it at.
137         //Net_players[player_num].p_info.options.obj_update_level = OBJ_UPDATE_HIGH;
138         // set up the net_player structure
139         memset(pl, 0, sizeof(player));
140         stuff_netplayer_info( &Net_players[player_num], addr, 0, pl );
141         Net_players[player_num].last_heard_time = timer_get_fixed_seconds();
142         Net_players[player_num].reliable_socket = INVALID_SOCKET;
143         Net_players[player_num].s_info.kick_timestamp = -1;
144         Net_players[player_num].s_info.voice_token_timestamp = -1;
145         Net_players[player_num].s_info.tracker_security_last = -1;
146         Net_players[player_num].s_info.target_objnum = -1;
147         Net_players[player_num].s_info.accum_buttons = 0;
148
149         // reset the ping for this player
150         multi_ping_reset(&Net_players[player_num].s_info.ping);
151         
152         // timestamp his last_full_update_time
153         Net_players[player_num].s_info.last_full_update_time = timestamp(0);                    
154         Net_players[player_num].player->objnum = -1;    
155
156         // nil his file xfer handle
157         Net_players[player_num].s_info.xfer_handle = -1;
158
159         // zero out his object update and control info sequencing data
160         Net_players[player_num].client_cinfo_seq = 0;
161         Net_players[player_num].client_server_seq = 0;          
162
163         // his kick timestamp
164         Net_players[player_num].s_info.kick_timestamp = -1;
165
166         // nil his data rate timestamp stuff
167         Net_players[player_num].s_info.rate_stamp = -1;
168         Net_players[player_num].s_info.rate_bytes = 0;
169
170         // nil packet buffer stuff
171         Net_players[player_num].s_info.unreliable_buffer_size = 0;
172         Net_players[player_num].s_info.reliable_buffer_size = 0;
173
174         // callsign and short callsign
175         SDL_strlcpy(pl->callsign, name, SDL_arraysize(pl->callsign));
176         pilot_set_short_callsign(pl,SHORT_CALLSIGN_PIXEL_W);
177         pl->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE;     
178
179         Net_players[player_num].sv_bytes_sent = 0;      
180         Net_players[player_num].sv_last_pl = -1;        
181         Net_players[player_num].cl_bytes_recvd = 0;     
182         Net_players[player_num].cl_last_pl = -1;
183         
184         return 1;
185 }
186
187 // create an explicit observer object and assign it to the passed player
188 void multi_obs_create_observer(net_player *pl)
189 {
190         int objnum;
191         
192         // create the basic observer object
193         objnum = observer_create( &vmd_identity_matrix, &vmd_zero_vector);      
194         SDL_assert(objnum != -1);
195         Objects[objnum].flags |= OF_PLAYER_SHIP;        
196         Objects[objnum].net_signature = 0;
197
198         // put it a 1,1,1
199         Objects[objnum].pos.xyz.x = 1.0f;
200         Objects[objnum].pos.xyz.y = 1.0f;
201         Objects[objnum].pos.xyz.z = 1.0f;
202
203         // assign this object to the player
204         pl->player->objnum = objnum;                            
205 }
206
207 // create observer object locally, and additionally, setup some other information
208 // ( client-side equivalent of multi_obs_create_observer() )
209 void multi_obs_create_observer_client()
210 {
211         int pobj_num;
212         
213         SDL_assert(!(Net_player->flags & NETINFO_FLAG_OBS_PLAYER));                                     
214
215         // make me an observer object
216         multi_obs_create_observer(Net_player);  
217                                         
218         // set my object to be the observer object      
219         Player_obj = &Objects[Net_player->player->objnum];
220         
221         // create the default player ship object and use that as my default virtual "ship", and make it "invisible"
222         pobj_num = parse_create_object(&Player_start_pobject);
223         SDL_assert(pobj_num != -1);
224         obj_set_flags(&Objects[pobj_num],OF_PLAYER_SHIP);
225         Player_ship = &Ships[Objects[pobj_num].instance];
226
227         // make ship hidden from sensors so that this observer cannot target it.  Observers really have two ships
228         // one observer, and one "Player_ship".  Observer needs to ignore the Player_ship.
229         Player_ship->flags |= SF_HIDDEN_FROM_SENSORS;
230         SDL_strlcpy(Player_ship->ship_name, XSTR("Observer Ship",688), SDL_arraysize(Player_ship->ship_name));
231         Player_ai = &Ai_info[Ships[Objects[pobj_num].instance].ai_index];               
232
233         // configure the hud to be in "observer" mode
234         hud_config_as_observer(Player_ship,Player_ai);  
235                 
236         // set some flags for myself
237         Net_player->flags |= NETINFO_FLAG_OBSERVER;     
238         
239         // reset the control info structure
240         memset(&Player->ci,0,sizeof(control_info));     
241 }
242
243 // create objects for all known observers in the game at level start
244 // call this before entering a mission
245 // this implies for the local player in the case of a client or for _all_ players in the case of a server
246 void multi_obs_level_init()
247 {
248         int idx;        
249
250         // unset the OBS_PLAYER flag here for all net players
251         for(idx=0;idx<MAX_PLAYERS;idx++){
252                 Net_players[idx].flags &= ~(NETINFO_FLAG_OBS_PLAYER);
253         }
254
255         // if i'm a client and I'm an observer, create an object for myself
256         if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){               
257                 // create my own observer object and setup other misc. data
258                 multi_obs_create_observer_client();
259         }
260         // otherwise create stuff for all (permanent) observers in the game
261         else {
262                 for(idx=0;idx<MAX_PLAYERS;idx++){
263                         if(MULTI_CONNECTED(Net_players[idx]) && MULTI_OBSERVER(Net_players[idx])){
264                                 // make an observer object for the guy
265                                 multi_obs_create_observer(&Net_players[idx]);
266                         }
267                 }
268         }
269 }
270
271 // if i'm an observer, zoom to near my targted object (if any)
272 void multi_obs_zoom_to_target()
273 {
274         vector direct;          
275         float dist;     
276         
277         // if i'm not an observer, do nothing
278         if(!(Game_mode & GM_MULTIPLAYER) || (Net_player == NULL) || !(Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type != OBJ_OBSERVER)){                
279                 return;
280         }
281
282         // if I have no targeted object, do nothing
283         if(Player_ai->target_objnum == -1){             
284                 return;
285         }
286
287         // get the normalized direction vector between the observer and the targeted object
288         vm_vec_sub(&direct,&Objects[Player_ai->target_objnum].pos,&Player_obj->pos);
289         dist = vm_vec_mag(&direct);
290         vm_vec_normalize(&direct);      
291
292         // orient the guy correctly
293         vm_vec_ang_2_matrix(&Player_obj->orient,&direct,0.0f);
294
295         // keep about 3 object radii away when moving
296         dist -= (Objects[Player_ai->target_objnum].radius * 3.0f);
297
298         // get the movement vector
299         vm_vec_scale(&direct,dist);
300
301         // move
302         vm_vec_add2(&Player_obj->pos,&direct);
303 }
304         
305
306         
307