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authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
tree72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /Stars45/NetGameClient.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'Stars45/NetGameClient.cpp')
-rw-r--r--Stars45/NetGameClient.cpp1068
1 files changed, 0 insertions, 1068 deletions
diff --git a/Stars45/NetGameClient.cpp b/Stars45/NetGameClient.cpp
deleted file mode 100644
index 5b1440f..0000000
--- a/Stars45/NetGameClient.cpp
+++ /dev/null
@@ -1,1068 +0,0 @@
-/* Starshatter: The Open Source Project
- Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
- Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
- Copyright (c) 1997-2006, Destroyer Studios LLC.
-
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- Network Game Manager class
-*/
-
-#include "NetGameClient.h"
-#include "NetClientConfig.h"
-#include "NetLobby.h"
-#include "NetPlayer.h"
-#include "NetData.h"
-#include "NetUtil.h"
-#include "Ship.h"
-#include "ShipDesign.h"
-#include "Shield.h"
-#include "Shot.h"
-#include "Sim.h"
-#include "SimEvent.h"
-#include "Weapon.h"
-#include "Element.h"
-#include "Explosion.h"
-#include "HUDView.h"
-#include "RadioView.h"
-#include "Instruction.h"
-#include "Hangar.h"
-#include "FlightDeck.h"
-#include "Mission.h"
-
-#include "NetMsg.h"
-#include "NetHost.h"
-#include "NetLayer.h"
-#include "NetPeer.h"
-
-#include "Clock.h"
-#include "ContentBundle.h"
-#include "Light.h"
-
-// +--------------------------------------------------------------------+
-
-const int MAX_NET_FPS = 20;
-const int MIN_NET_FRAME = 1000 / MAX_NET_FPS;
-
-const char* FormatGameTime();
-
-// +--------------------------------------------------------------------+
-
-NetGameClient::NetGameClient()
-: server_id(0), join_req_time(0)
-{
- Print("Constructing NetGameClient\n");
-
- NetHost me;
- Text server_name;
- WORD port = 11101;
-
- NetClientConfig* ncc = NetClientConfig::GetInstance();
- if (ncc) {
- NetServerInfo* info = ncc->GetSelectedServer();
-
- if (info) {
- server_name = info->hostname;
- port = info->gameport;
- }
- }
-
- if (server_name.length() && port > 0) {
- Print(" '%s' is a client of '%s'\n", me.Name(), server_name.data());
- link = new NetLink;
- server_id = link->AddPeer(NetAddr(server_name, port));
- SendJoinRequest();
- }
- else if (port == 0) {
- Print(" '%s' invalid game port number %d\n", me.Name(), port);
- }
- else {
- Print(" '%s' is a client without a server\n", me.Name());
- }
-}
-
-NetGameClient::~NetGameClient()
-{
- link->SendMessage(server_id, NET_QUIT_REQUEST, 0, 0, NetMsg::RELIABLE);
-
- // wait for message to be delivered before shutting down the link:
- Sleep(500);
-
- join_backlog.destroy();
-}
-
-// +--------------------------------------------------------------------+
-
-void
-NetGameClient::SendJoinRequest()
-{
- if ((NetLayer::GetTime() - join_req_time) < 5000)
- return;
-
- if (local_player && local_player->GetElement() && server_id) {
- Print(" sending join request - name: '%s' elem: '%s' index: %d\n",
- player_name.data(),
- local_player->GetElement()->Name().data(),
- local_player->GetElementIndex());
-
- NetJoinRequest join_req;
- join_req.SetName(player_name);
- join_req.SetPassword(player_pass);
- join_req.SetElement(local_player->GetElement()->Name());
- join_req.SetIndex(local_player->GetElementIndex());
-
- link->SendMessage(server_id, join_req.Pack(), NetJoinRequest::SIZE, NetMsg::RELIABLE);
- join_req_time = NetLayer::GetTime();
-
- local_player->SetNetObserver(true);
- }
-}
-
-// +--------------------------------------------------------------------+
-
-void
-NetGameClient::DoJoinRequest(NetMsg* msg)
-{
- if (!msg) return;
-
- NetJoinRequest join_req;
- if (join_req.Unpack(msg->Data())) {
- Print("Client received Join Request from '%s'\n", join_req.GetName());
- }
-}
-
-void
-NetGameClient::DoJoinAnnounce(NetMsg* msg)
-{
- if (!msg) return;
-
- Sim* sim = Sim::GetSim();
- if (!sim) return;
-
- NetJoinAnnounce* join_ann = new NetJoinAnnounce;
- bool saved = false;
-
- if (join_ann->Unpack(msg->Data())) {
- DWORD nid = msg->NetID();
- DWORD oid = join_ann->GetObjID();
- Text name = join_ann->GetName();
- Text elem_name = join_ann->GetElement();
- Text region = join_ann->GetRegion();
- Point loc = join_ann->GetLocation();
- Point velocity = join_ann->GetVelocity();
- int index = join_ann->GetIndex();
- int shld_lvl = join_ann->GetShield();
- join_ann->SetNetID(nid);
- Ship* ship = 0;
- char ship_name[128];
-
- strcpy_s(ship_name, ContentBundle::GetInstance()->GetText("NetGameClient.no-ship").data());
-
- if (local_player && player_name == name) {
- HUDView::Message(ContentBundle::GetInstance()->GetText("NetGameClient.local-accept"), name.data(), local_player->Name());
-
- objid = oid;
- netid = nid;
- local_player->SetObjID(oid);
- local_player->SetNetObserver(false);
- Observe(local_player);
-
- SimRegion* rgn = local_player->GetRegion();
- if (rgn && region != rgn->Name()) {
- SimRegion* dst = sim->FindRegion(region);
- if (dst) dst->InsertObject(local_player);
- }
-
- local_player->MoveTo(loc);
- local_player->SetVelocity(velocity);
-
- Shield* shield = local_player->GetShield();
- if (shield)
- shield->SetNetShieldLevel(shld_lvl);
- }
- else {
- NetPlayer* remote_player = FindPlayerByObjID(oid);
- if (remote_player) {
- remote_player->SetName(name);
- remote_player->SetObjID(oid);
-
- if (index > 0)
- sprintf_s(ship_name, "%s %d", elem_name.data(), index);
- else
- sprintf_s(ship_name, "%s", elem_name.data());
- }
- else {
- Element* element = sim->FindElement(elem_name);
-
- if (element) {
- ship = element->GetShip(index);
- }
- else {
- Print("NetGameClient::DoJoinAnnounce() could not find elem %s for player '%s' objid %d\n",
- elem_name.data(), name.data(), oid);
-
- NetUtil::SendElemRequest(elem_name.data());
- }
-
- if (!ship) {
- // save it for later:
- join_backlog.append(join_ann);
- saved = true;
- }
- else {
- strcpy_s(ship_name, ship->Name());
-
- SimRegion* rgn = ship->GetRegion();
- if (rgn && region != rgn->Name()) {
- SimRegion* dst = sim->FindRegion(region);
- if (dst) dst->InsertObject(ship);
- }
-
- ship->MoveTo(loc);
- ship->SetVelocity(velocity);
-
- Shield* shield = ship->GetShield();
- if (shield)
- shield->SetNetShieldLevel(shld_lvl);
-
- NetPlayer* remote_player = new NetPlayer(nid);
- remote_player->SetName(name);
- remote_player->SetObjID(oid);
- remote_player->SetShip(ship);
-
- players.append(remote_player);
-
- if (name == "Server A.I. Ship") {
- Print("Remote Player '%s' has joined as '%s' with ID %d\n", name.data(), ship_name, oid);
- }
- else {
- HUDView::Message(ContentBundle::GetInstance()->GetText("NetGameClient.remote-join").data(), name.data(), ship_name);
- }
- }
- }
- }
- }
-
- if (!saved)
- delete join_ann;
-}
-
-bool
-NetGameClient::DoJoinBacklog(NetJoinAnnounce* join_ann)
-{
- bool finished = false;
-
- if (!join_ann)
- return finished;
-
- Sim* sim = Sim::GetSim();
- if (!sim)
- return finished;
-
- DWORD nid = join_ann->GetNetID();
- DWORD oid = join_ann->GetObjID();
- Text name = join_ann->GetName();
- Text elem_name = join_ann->GetElement();
- Text region = join_ann->GetRegion();
- Point loc = join_ann->GetLocation();
- Point velocity = join_ann->GetVelocity();
- int index = join_ann->GetIndex();
- int shld_lvl = join_ann->GetShield();
- Ship* ship = 0;
- char ship_name[128];
-
- strcpy_s(ship_name, ContentBundle::GetInstance()->GetText("NetGameClient.no-ship").data());
-
- if (nid && oid) {
- NetPlayer* remote_player = FindPlayerByObjID(oid);
- if (remote_player) {
- remote_player->SetName(name);
- remote_player->SetObjID(oid);
-
- if (index > 0)
- sprintf_s(ship_name, "%s %d", elem_name.data(), index);
- else
- sprintf_s(ship_name, "%s", elem_name.data());
- }
- else {
- Element* element = sim->FindElement(elem_name);
-
- if (element) {
- ship = element->GetShip(index);
- }
-
- if (ship) {
- strcpy_s(ship_name, ship->Name());
-
- SimRegion* rgn = ship->GetRegion();
- if (rgn && region != rgn->Name()) {
- SimRegion* dst = sim->FindRegion(region);
- if (dst) dst->InsertObject(ship);
- }
-
- ship->MoveTo(loc);
- ship->SetVelocity(velocity);
-
- Shield* shield = ship->GetShield();
- if (shield)
- shield->SetNetShieldLevel(shld_lvl);
-
- NetPlayer* remote_player = new NetPlayer(nid);
- remote_player->SetName(name);
- remote_player->SetObjID(oid);
- remote_player->SetShip(ship);
-
- players.append(remote_player);
- finished = true;
-
- if (name == "Server A.I. Ship") {
- Print("NetGameClient::DoJoinBacklog() Remote Player '%s' has joined as '%s' with ID %d\n", name.data(), ship_name, oid);
- }
- else {
- HUDView::Message(ContentBundle::GetInstance()->GetText("NetGameClient.remote-join").data(), name.data(), ship_name);
- }
- }
- }
- }
-
- return finished;
-}
-
-
-void
-NetGameClient::DoQuitRequest(NetMsg* msg)
-{
- if (!msg) return;
-
- Print("Client received Quit Request from NetID: %08X\n", msg->NetID());
-}
-
-void
-NetGameClient::DoQuitAnnounce(NetMsg* msg)
-{
- if (!msg) return;
-
- NetQuitAnnounce quit_ann;
- quit_ann.Unpack(msg->Data());
-
- NetPlayer* player = FindPlayerByObjID(quit_ann.GetObjID());
-
- if (player) {
- NetPlayer* zombie = players.remove(player);
-
- // return remote ship to ship pool:
- Ship* s = zombie->GetShip();
- if (s) {
- s->SetNetworkControl(0);
- zombie->SetShip(0);
- }
-
- if (quit_ann.GetDisconnected())
- HUDView::Message(ContentBundle::GetInstance()->GetText("NetGameClient.remote-discon").data(), zombie->Name());
- else
- HUDView::Message(ContentBundle::GetInstance()->GetText("NetGameClient.remote-quit").data(), zombie->Name());
- delete zombie;
- }
- else {
- Print("Quit Announce for unknown player %08X disconnected = %d\n", msg->NetID(), quit_ann.GetDisconnected());
- }
-}
-
-void
-NetGameClient::DoGameOver(NetMsg* msg)
-{
- if (!msg) return;
-
- HUDView::Message(ContentBundle::GetInstance()->GetText("NetGameClient.game-over").data());
- players.destroy();
- active = false;
-}
-
-void
-NetGameClient::DoDisconnect(NetMsg* msg)
-{
- if (!msg) return;
-
- HUDView::Message(ContentBundle::GetInstance()->GetText("NetGameClient.discon-detect").data());
- HUDView::Message(ContentBundle::GetInstance()->GetText("NetGameClient.please-exit").data());
- players.destroy();
- active = false;
-}
-
-void
-NetGameClient::DoObjLoc(NetMsg* msg)
-{
- if (!msg) return;
-
- NetObjLoc obj_loc;
- obj_loc.Unpack(msg->Data());
-
- NetPlayer* player = FindPlayerByObjID(obj_loc.GetObjID());
- if (player)
- player->DoObjLoc(&obj_loc);
-}
-
-void
-NetGameClient::DoObjDamage(NetMsg* msg)
-{
- if (!msg) return;
-
- NetObjDamage obj_damage;
- obj_damage.Unpack(msg->Data());
-
- Ship* ship = FindShipByObjID(obj_damage.GetObjID());
- if (ship) {
- Sim* sim = Sim::GetSim();
- Shot* shot = FindShotByObjID(obj_damage.GetShotID());
- const Ship* owner = 0;
- const char* owner_name = "[NET]";
-
- ship->InflictNetDamage(obj_damage.GetDamage(), shot);
-
- if (shot && sim) {
- if (shot->Owner()) {
- owner = shot->Owner();
- owner_name = owner->Name();
- }
-
- if (shot->IsMissile()) {
- SimRegion* region = ship->GetRegion();
- float scale = ship->Design()->explosion_scale;
-
- if (scale <= 0)
- scale = ship->Design()->scale;
-
- if (owner) {
- const ShipDesign* owner_design = owner->Design();
- if (owner_design && owner_design->scale < scale)
- scale = (float) owner_design->scale;
- }
-
- sim->CreateExplosion(shot->Location(), Point(), Explosion::SHOT_BLAST, 20.0f * scale, scale, region);
- }
-
- if (!shot->IsBeam()) {
- if (owner) {
- ShipStats* stats = ShipStats::Find(owner_name);
-
- if (stats) {
- if (shot->IsPrimary())
- stats->AddGunHit();
- else if (shot->Damage() > 0)
- stats->AddMissileHit();
- }
- }
-
- shot->Destroy();
- }
- }
- }
-}
-
-void
-NetGameClient::DoObjKill(NetMsg* msg)
-{
- if (!msg) return;
-
- NetObjKill obj_kill;
- obj_kill.Unpack(msg->Data());
-
- Ship* ship = FindShipByObjID(obj_kill.GetObjID());
- if (ship) {
- Ship* killer = FindShipByObjID(obj_kill.GetKillerID());
- Text killer_name = ContentBundle::GetInstance()->GetText("NetGameClient.unknown");
-
- if (killer)
- killer_name = killer->Name();
-
- // log the kill:
- switch (obj_kill.GetKillType()) {
- default:
- case NetObjKill::KILL_MISC:
- Print("Ship '%s' destroyed (misc) (%s)\n", ship->Name(), FormatGameTime());
- break;
-
- case NetObjKill::KILL_PRIMARY:
- case NetObjKill::KILL_SECONDARY:
- Print("Ship '%s' killed by '%s' (%s)\n", ship->Name(), killer_name.data(), FormatGameTime());
- break;
-
- case NetObjKill::KILL_COLLISION:
- Print("Ship '%s' killed in collision with '%s' (%s)\n", ship->Name(), killer_name.data(), FormatGameTime());
- break;
-
- case NetObjKill::KILL_CRASH:
- Print("Ship '%s' destroyed (crash) (%s)\n", ship->Name(), FormatGameTime());
-
- case NetObjKill::KILL_DOCK:
- Print("Ship '%s' docked (%s)\n", ship->Name(), FormatGameTime());
- }
-
- // record the kill in the stats:
- if (killer && obj_kill.GetKillType() != NetObjKill::KILL_DOCK) {
- ShipStats* kstats = ShipStats::Find(killer->Name());
- if (kstats) {
- if (obj_kill.GetKillType() == NetObjKill::KILL_PRIMARY)
- kstats->AddEvent(SimEvent::GUNS_KILL, ship->Name());
-
- else if (obj_kill.GetKillType() == NetObjKill::KILL_SECONDARY)
- kstats->AddEvent(SimEvent::MISSILE_KILL, ship->Name());
- }
-
- if (killer && killer->GetIFF() != ship->GetIFF()) {
- if (ship->GetIFF() > 0 || killer->GetIFF() > 1)
- kstats->AddPoints(ship->Value());
- }
- }
-
- ShipStats* killee = ShipStats::Find(ship->Name());
- if (killee) {
- if (obj_kill.GetKillType() == NetObjKill::KILL_DOCK)
- killee->AddEvent(SimEvent::DOCK, killer_name);
- else
- killee->AddEvent(SimEvent::DESTROYED, killer_name);
- }
-
- if (obj_kill.GetKillType() == NetObjKill::KILL_DOCK) {
- FlightDeck* deck = killer->GetFlightDeck(obj_kill.GetFlightDeck());
- sim->NetDockShip(ship, killer, deck);
- }
- else {
- ship->InflictNetDamage(ship->Integrity());
- ship->DeathSpiral();
-
- if (!obj_kill.GetRespawn())
- ship->SetRespawnCount(0);
- else
- ship->SetRespawnLoc(obj_kill.GetRespawnLoc());
- }
- }
-
- // this shouldn't happen in practice,
- // but if it does, this is what should be done:
- else {
- Shot* shot = FindShotByObjID(obj_kill.GetObjID());
-
- if (shot) {
- ::Print("NetGameClient::DoObjKill destroying shot '%s'\n", shot->Name());
- shot->Destroy();
- }
- }
-}
-
-void
-NetGameClient::DoObjSpawn(NetMsg* msg)
-{
-}
-
-void
-NetGameClient::DoObjHyper(NetMsg* msg)
-{
- if (!msg) return;
- Print("Client received OBJ HYPER from NetID: %08x\n", msg->NetID());
-
- NetObjHyper obj_hyper;
- obj_hyper.Unpack(msg->Data());
-
- NetPlayer* player = FindPlayerByObjID(obj_hyper.GetObjID());
- if (player && player->GetShip())
- player->DoObjHyper(&obj_hyper);
-}
-
-void
-NetGameClient::DoObjTarget(NetMsg* msg)
-{
- if (!msg) return;
-
- NetObjTarget obj_target;
- obj_target.Unpack(msg->Data());
-
- NetPlayer* player = FindPlayerByObjID(obj_target.GetObjID());
- if (player)
- player->DoObjTarget(&obj_target);
-}
-
-void
-NetGameClient::DoObjEmcon(NetMsg* msg)
-{
- if (!msg) return;
-
- NetObjEmcon obj_emcon;
- obj_emcon.Unpack(msg->Data());
-
- NetPlayer* player = FindPlayerByObjID(obj_emcon.GetObjID());
- if (player)
- player->DoObjEmcon(&obj_emcon);
-}
-
-// +--------------------------------------------------------------------+
-
-void
-NetGameClient::DoSysDamage(NetMsg* msg)
-{
- if (!msg) return;
-
- NetSysDamage sys_damage;
- sys_damage.Unpack(msg->Data());
-
- NetPlayer* player = FindPlayerByObjID(sys_damage.GetObjID());
- if (player && player->GetShip())
- player->DoSysDamage(&sys_damage);
-}
-
-void
-NetGameClient::DoSysStatus(NetMsg* msg)
-{
- if (!msg) return;
-
- NetSysStatus sys_status;
- sys_status.Unpack(msg->Data());
-
- NetPlayer* player = FindPlayerByObjID(sys_status.GetObjID());
- if (player && player->GetShip())
- player->DoSysStatus(&sys_status);
-}
-
-// +--------------------------------------------------------------------+
-
-void
-NetGameClient::DoElemCreate(NetMsg* msg)
-{
- if (!msg) return;
-
- NetElemCreate elem_create;
- elem_create.Unpack(msg->Data());
-
- const char* elem_name = elem_create.GetName().data();
-
- ::Print("NetGameClient::DoElemCreate name: %s iff: %d type %s\n",
- elem_name,
- elem_create.GetIFF(),
- Mission::RoleName(elem_create.GetType()));
-
- Sim* sim = Sim::GetSim();
- Element* elem = sim->FindElement(elem_name);
- if (elem) {
- ::Print(" element '%' already exists - ignored\n", elem_name);
- return;
- }
-
- elem = sim->CreateElement(elem_name,
- elem_create.GetIFF(),
- elem_create.GetType());
-
- int* load = elem_create.GetLoadout();
- int* slots = elem_create.GetSlots();
- int squadron = elem_create.GetSquadron();
- int code = elem_create.GetObjCode();
- Text target = elem_create.GetObjective();
- bool alert = elem_create.GetAlert();
- bool active = elem_create.GetInFlight();
-
- elem->SetIntelLevel(elem_create.GetIntel());
- elem->SetLoadout(load);
-
- if (code > Instruction::RTB || target.length() > 0) {
- Instruction* obj = new Instruction(code, target);
- elem->AddObjective(obj);
- }
-
- Ship* carrier = sim->FindShip(elem_create.GetCarrier());
- if (carrier) {
- elem->SetCarrier(carrier);
-
- Hangar* hangar = carrier->GetHangar();
- if (hangar) {
- Text squadron_name = hangar->SquadronName(squadron);
- elem->SetSquadron(squadron_name);
-
- if (active) {
- for (int i = 0; i < 4; i++) {
- int slot = slots[i];
- if (slot > -1) {
- hangar->GotoActiveFlight(squadron, slot, elem, load);
- }
- }
- }
-
- else {
- FlightDeck* deck = 0;
- int queue = 1000;
-
- for (int i = 0; i < carrier->NumFlightDecks(); i++) {
- FlightDeck* d = carrier->GetFlightDeck(i);
-
- if (d && d->IsLaunchDeck()) {
- int dq = hangar->PreflightQueue(d);
-
- if (dq < queue) {
- queue = dq;
- deck = d;
- }
- }
- }
-
- for (int i = 0; i < 4; i++) {
- int slot = slots[i];
- if (slot > -1) {
- hangar->GotoAlert(squadron, slot, deck, elem, load, !alert);
- }
- }
- }
- }
- }
-}
-
-void
-NetGameClient::DoShipLaunch(NetMsg* msg)
-{
- if (!msg) return;
-
- NetShipLaunch ship_launch;
- ship_launch.Unpack(msg->Data());
-
- Sim* sim = Sim::GetSim();
- int squadron = ship_launch.GetSquadron();
- int slot = ship_launch.GetSlot();
-
- Ship* carrier = FindShipByObjID(ship_launch.GetObjID());
-
- if (carrier) {
- Hangar* hangar = carrier->GetHangar();
-
- if (hangar) {
- hangar->Launch(squadron, slot);
- }
- }
-}
-
-void
-NetGameClient::DoWepTrigger(NetMsg* msg)
-{
- if (!msg) return;
-
- NetWepTrigger trigger;
- trigger.Unpack(msg->Data());
-
- NetPlayer* player = FindPlayerByObjID(trigger.GetObjID());
- if (player)
- player->DoWepTrigger(&trigger);
-}
-
-void
-NetGameClient::DoWepRelease(NetMsg* msg)
-{
- if (!msg) return;
-
- NetWepRelease release;
- release.Unpack(msg->Data());
-
- NetPlayer* player = FindPlayerByObjID(release.GetObjID());
- if (player) {
- player->DoWepRelease(&release);
- }
-
- else {
- Ship* shooter = FindShipByObjID(release.GetObjID());
- if (shooter) {
- int index = release.GetIndex();
- DWORD tgtid = release.GetTgtID();
- DWORD wepid = release.GetWepID();
- int subid = release.GetSubtarget();
- bool decoy = release.GetDecoy();
- bool probe = release.GetProbe();
-
- Weapon* w = 0;
-
- if (decoy) w = shooter->GetDecoy();
- else if (probe) w = shooter->GetProbeLauncher();
- else w = shooter->GetWeaponByIndex(index);
-
- if (w && !w->IsPrimary()) {
- SimObject* target = FindShipByObjID(tgtid);
- System* subtgt = 0;
-
- if (target) {
- if (subid >= 0) {
- Ship* tgt_ship = (Ship*) target;
- subtgt = tgt_ship->Systems().at(subid);
- }
- }
- else {
- target = FindShotByObjID(tgtid);
- }
-
- Shot* shot = w->NetFireSecondary(target, subtgt, wepid);
-
- if (shot && shot->IsDrone()) {
- if (probe)
- shooter->SetProbe((Drone*) shot);
-
- else if (decoy)
- shooter->AddActiveDecoy((Drone*) shot);
- }
- }
- }
- }
-}
-
-void
-NetGameClient::DoNavData(NetMsg* msg)
-{
- if (!msg) return;
-
- NetNavData nav_data;
- nav_data.Unpack(msg->Data());
-
- Element* elem = sim->FindElement(nav_data.GetElem());
- Ship* ship = FindShipByObjID(nav_data.GetObjID());
-
- if (elem) {
- if (nav_data.IsAdd()) {
- Instruction* navpt = new Instruction(*nav_data.GetNavPoint());
- Instruction* after = 0;
- int index = nav_data.GetIndex();
-
- if (index >= 0 && index < elem->GetFlightPlan().size())
- after = elem->GetFlightPlan().at(index);
-
- elem->AddNavPoint(navpt, after, false);
- }
-
- else {
- Instruction* navpt = nav_data.GetNavPoint();
- Instruction* exist = 0;
- int index = nav_data.GetIndex();
-
- if (navpt && index >= 0 && index < elem->GetFlightPlan().size()) {
- exist = elem->GetFlightPlan().at(index);
-
- *exist = *navpt;
- }
- }
- }
-}
-
-void
-NetGameClient::DoNavDelete(NetMsg* msg)
-{
- if (!msg) return;
-
- NetNavDelete nav_delete;
- nav_delete.Unpack(msg->Data());
-
- Element* elem = sim->FindElement(nav_delete.GetElem());
- Ship* ship = FindShipByObjID(nav_delete.GetObjID());
-
- if (elem) {
- int index = nav_delete.GetIndex();
-
- if (index < 0) {
- elem->ClearFlightPlan(false);
- }
-
- else if (index < elem->FlightPlanLength()) {
- Instruction* npt = elem->GetFlightPlan().at(index);
- elem->DelNavPoint(npt, false);
- }
- }
-}
-
-void
-NetGameClient::DoWepDestroy(NetMsg* msg)
-{
- if (!msg) return;
-
- NetWepDestroy destroy;
- destroy.Unpack(msg->Data());
-
- Shot* shot = FindShotByObjID(destroy.GetObjID());
- if (shot) {
- if (shot->IsBeam())
- ::Print("NetGameClient::DoWepDestroy shot '%s'\n", shot->Name());
-
- shot->Destroy();
- }
-}
-
-void
-NetGameClient::DoCommMsg(NetMsg* msg)
-{
- if (!msg) return;
-
- NetCommMsg comm_msg;
- comm_msg.Unpack(msg->Data());
-
- NetPlayer* player = FindPlayerByObjID(comm_msg.GetObjID());
- if (player)
- player->DoCommMessage(&comm_msg);
-}
-
-void
-NetGameClient::DoChatMsg(NetMsg* msg)
-{
- if (!msg) return;
-
- NetChatMsg chat_msg;
- chat_msg.Unpack(msg->Data());
-
- Text name = chat_msg.GetName();
- if (name.length() < 1)
- name = ContentBundle::GetInstance()->GetText("NetGameClient.chat.unknown");
-
- HUDView::Message("%s> %s", name.data(), chat_msg.GetText().data());
-}
-
-void
-NetGameClient::DoSelfDestruct(NetMsg* msg)
-{
- if (!msg) return;
-
- NetSelfDestruct self_destruct;
- self_destruct.Unpack(msg->Data());
-
- Ship* ship = FindShipByObjID(self_destruct.GetObjID());
- if (ship) {
- ship->InflictNetDamage(self_destruct.GetDamage());
- }
-}
-
-// +--------------------------------------------------------------------+
-
-void
-NetGameClient::Send()
-{
- DWORD time = Clock::GetInstance()->GameTime();
-
- // don't flood the network...
- if (time - last_send_time < MIN_NET_FRAME)
- return;
-
- last_send_time = time;
-
- if (local_player && objid && server_id) {
- double r, p, y;
- local_player->Cam().Orientation().ComputeEulerAngles(r,p,y);
-
- NetObjLoc obj_loc;
-
- obj_loc.SetObjID(objid);
- obj_loc.SetLocation(local_player->Location());
- obj_loc.SetVelocity(local_player->Velocity());
- obj_loc.SetOrientation(Point(r,p,y));
- obj_loc.SetThrottle(local_player->Throttle() > 10);
- obj_loc.SetAugmenter(local_player->Augmenter());
- obj_loc.SetGearDown(local_player->IsGearDown());
-
- Shield* shield = local_player->GetShield();
- if (shield)
- obj_loc.SetShield((int) shield->GetPowerLevel());
- else
- obj_loc.SetShield(0);
-
- BYTE* obj_loc_data = obj_loc.Pack();
-
- link->SendMessage(server_id, obj_loc_data, NetObjLoc::SIZE);
- }
-}
-
-// +--------------------------------------------------------------------+
-
-void
-NetGameClient::SendData(NetData* net_data)
-{
- if (!net_data || !server_id)
- return;
-
- if (local_player || net_data->Type() < 0x20) {
- BYTE* data = net_data->Pack();
- BYTE flags = 0;
-
- if (net_data->Type() >= 0x10)
- flags |= NetMsg::RELIABLE;
-
- link->SendMessage(server_id, data, net_data->Length(), flags);
- }
-}
-
-// +--------------------------------------------------------------------+
-
-void
-NetGameClient::ExecFrame()
-{
- if (local_player) {
- if (local_player->GetObjID() == 0) {
- SendJoinRequest();
- }
-
- else if (active) {
- // check health of server:
- NetPeer* server_peer = link->FindPeer(server_id);
- if (server_peer && (NetLayer::GetUTC() - server_peer->LastReceiveTime() > 15)) {
- NetMsg net_disco(0, NET_DISCONNECT, 0, 0, 0);
- DoDisconnect(&net_disco);
- }
-
- // if server is still there,
- else if (server_peer) {
-
- // check if any old join announcements still need to be processed:
- ListIter<NetJoinAnnounce> iter = join_backlog;
- while (++iter) {
- NetJoinAnnounce* join_ann = iter.value();
-
- if (DoJoinBacklog(join_ann)) {
- iter.removeItem();
- delete join_ann;
- }
- }
- }
- }
- }
-
- NetGame::ExecFrame();
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-NetGameClient::Update(SimObject* obj)
-{
- if (obj->Type() == SimObject::SIM_SHIP) {
- Ship* s = (Ship*) obj;
- if (local_player == s)
- local_player = 0;
- }
-
- return SimObserver::Update(obj);
-}
-
-const char*
-NetGameClient::GetObserverName() const
-{
- return "NetGameClient";
-}
-
-// +--------------------------------------------------------------------+
-
-void
-NetGameClient::Respawn(DWORD oid, Ship* spawn)
-{
- if (!oid || !spawn) return;
-
- Print("NetGameClient::Respawn(%d, %s)\n", oid, spawn->Name());
- spawn->SetObjID(oid);
- Observe(spawn);
-
- NetPlayer* p = FindPlayerByObjID(oid);
- if (p)
- p->SetShip(spawn);
-
- if (objid == oid) {
- Print(" RESPAWN LOCAL PLAYER\n\n");
- local_player = spawn;
- }
-}