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/*
* 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.
*
*/
#ifndef _MULTI_NEW_OBJECT_UPDATE_HEADER_FILE
#define _MULTI_NEW_OBJECT_UPDATE_HEADER_FILE
#include "math/vecmat.h"
// ---------------------------------------------------------------------------------------------------
// OBJECT UPDATE DEFINES/VARS
//
#include "globalincs/pstypes.h"
struct interp_info;
class object;
struct header;
struct net_player;
// client button info flags
#define OOC_FIRE_SECONDARY (1<<0)
#define OOC_TARGET_LOCKED (1<<1)
#define OOC_TARGET_SEEK_LOCK (1<<2)
#define OOC_LOCKING_ON_CENTER (1<<3)
#define OOC_TRIGGER_DOWN (1<<4)
#define OOC_PRIMARY_BANK (1<<5)
#define OOC_PRIMARY_LINKED (1<<6)
#define OOC_AFTERBURNER_ON (1<<7)
// NOTE: no additional flags here unless it's sent in an extra data byte
// update info
typedef struct np_update {
ubyte seq; // sequence #
int update_stamp; // global update stamp
int status_update_stamp;
int subsys_update_stamp;
ushort pos_chksum; // positional checksum
ushort orient_chksum; // orient checksum
} np_update;
// ---------------------------------------------------------------------------------------------------
// OBJECT UPDATE FUNCTIONS
//
// process all object update details for this frame
void multi_oo_process();
// process incoming object update data
void multi_oo_process_update(ubyte *data, header *hinfo);
// initialize all object update timestamps (call whenever entering gameplay state)
void multi_oo_gameplay_init();
// send control info for a client (which is basically a "reverse" object update)
void multi_oo_send_control_info();
void multi_oo_send_changed_object(object *changedobj);
// reset all sequencing info
void multi_oo_reset_sequencing();
// is this object one which needs to go through the interpolation
int multi_oo_is_interp_object(object *objp);
// interp
void multi_oo_interp(object *objp);
// ---------------------------------------------------------------------------------------------------
// DATARATE DEFINES/VARS
//
#define OO_HIGH_RATE_DEFAULT 11000
// ---------------------------------------------------------------------------------------------------
// DATARATE FUNCTIONS
//
// process all object update datarate details
void multi_oo_rate_process();
// initialize all datarate checking stuff
void multi_oo_rate_init_all();
// initialize the rate limiting for the passed in player
void multi_oo_rate_init(net_player *pl);
// if the given net-player has exceeded his datarate limit, or if the overall datarate limit has been reached
int multi_oo_rate_exceeded(net_player *pl);
// if it is ok for me to send a control info (will be ~N times a second)
int multi_oo_cirate_can_send();
// display any oo info on the hud
void multi_oo_display();
// notify of a player join
void multi_oo_player_reset_all(net_player *pl = NULL);
#endif
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