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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 /StarsEx/NetGameClient.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/NetGameClient.cpp')
-rw-r--r--StarsEx/NetGameClient.cpp1068
1 files changed, 1068 insertions, 0 deletions
diff --git a/StarsEx/NetGameClient.cpp b/StarsEx/NetGameClient.cpp
new file mode 100644
index 0000000..5b1440f
--- /dev/null
+++ b/StarsEx/NetGameClient.cpp
@@ -0,0 +1,1068 @@
+/* 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;
+ }
+}