1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980
|
/*
* 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 "object/objcollide.h"
#include "globalincs/linklist.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "missionui/missionweaponchoice.h"
#include "gamesequence/gamesequence.h"
#include "hud/hudets.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()
{
respawn_point *r;
// respawn points
Multi_respawn_point_count = 0;
Multi_next_respawn_point = 0;
for (auto moveup: list_range(&Ship_obj_list)){
if (Objects[moveup->objnum].flags[Object::Object_Flags::Should_be_dead])
continue;
// 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;
}
}
// priority respawn points
Multi_respawn_priority_count = 0;
for (auto moveup: list_range(&Ship_obj_list)){
if (Objects[moveup->objnum].flags[Object::Object_Flags::Should_be_dead])
continue;
// 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;
}
}
}
// ---------------------------------------------------------------------------------------
// 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);
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
set_recharge_rates(&Objects[shipp->objnum], ((ship_ets & 0x0f00) >> 8), ((ship_ets & 0x00f0) >> 4), (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 = UI_TIMESTAMP::immediate();
// 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_index(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 );
// only attempt to respawn if we are in the mission
if (!(Net_player->flags & NETINFO_FLAG_WARPING_OUT)) {
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);
if (!(Net_player->flags & NETINFO_FLAG_WARPING_OUT)) {
player_index = find_player_index(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) { \
constexpr float scale = 2.0f; \
collided = false; \
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 = true; \
} \
} \
} while(false)
#define MOVE_AWAY_BBOX() do { \
if (pm != NULL) { \
switch(Random::next(6)) { \
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; \
case 4: \
new_obj->pos.xyz.z += 200.0f; \
break; \
case 5: \
new_obj->pos.xyz.z -= 200.0f; \
break; \
default: \
UNREACHABLE("Invalid random number in MOVE_AWAY_BBOX"); \
break; \
} \
} \
} while(false)
void prevent_spawning_collision(object *new_obj)
{
bool collided;
ship_obj *moveup;
object *hit_check;
ship *s_check;
if (!new_obj->flags[Object::Object_Flags::Collides])
return;
do {
collided = false;
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];
if (hit_check->flags[Object::Object_Flags::Should_be_dead])
continue;
// consider collision configuration
if (!hit_check->flags[Object::Object_Flags::Collides])
continue;
if (reject_due_collision_groups(new_obj, hit_check))
continue;
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);
}
|