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author | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
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committer | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
commit | 3c487c5cd69c53d6fea948643c0a76df03516605 (patch) | |
tree | 72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /StarsEx/NetUtil.cpp | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/NetUtil.cpp')
-rw-r--r-- | StarsEx/NetUtil.cpp | 422 |
1 files changed, 422 insertions, 0 deletions
diff --git a/StarsEx/NetUtil.cpp b/StarsEx/NetUtil.cpp new file mode 100644 index 0000000..4b3fb97 --- /dev/null +++ b/StarsEx/NetUtil.cpp @@ -0,0 +1,422 @@ +/* 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 + ======== + Utility class to simplify sending NetData messages. +*/ + + +#include "NetUtil.h" +#include "NetData.h" +#include "NetGame.h" +#include "NetGameServer.h" + +#include "Element.h" +#include "Instruction.h" +#include "Random.h" +#include "Ship.h" +#include "Shot.h" +#include "System.h" +#include "Weapon.h" + +// +-------------------------------------------------------------------+ + +void +NetUtil::SendObjDamage(SimObject* obj, double dmg, Shot* shot) +{ + NetGame* net_game = NetGame::GetInstance(); + if (!net_game || !obj) return; + + if (net_game->IsServer() && obj->GetObjID()) { + NetObjDamage damage; + damage.SetObjID(obj->GetObjID()); + damage.SetDamage((float) dmg); + + if (shot) + damage.SetShotID(shot->GetObjID()); + + net_game->SendData(&damage); + } +} + +// +-------------------------------------------------------------------+ + +void +NetUtil::SendSysDamage(Ship* obj, System* sys, double dmg) +{ + NetGame* net_game = NetGame::GetInstance(); + if (!net_game || !obj || !sys) return; + + if (net_game->IsServer() && obj->GetObjID()) { + NetSysDamage damage; + damage.SetObjID(obj->GetObjID()); + damage.SetDamage(dmg); + damage.SetSystem(sys->GetID()); + + net_game->SendData(&damage); + } +} + +// +-------------------------------------------------------------------+ + +void +NetUtil::SendSysStatus(Ship* obj, System* sys) +{ + NetGame* net_game = NetGame::GetInstance(); + if (!net_game || !obj || !sys) return; + + if (obj->GetObjID()) { + NetSysStatus status; + status.SetObjID(obj->GetObjID()); + status.SetSystem( (int) sys->GetID()); + status.SetStatus( (int) sys->Status()); + status.SetPower( (int) sys->GetPowerLevel()); + status.SetReactor((int) sys->GetSourceIndex()); + status.SetAvailablility(sys->Availability()); + + net_game->SendData(&status); + } +} + +// +-------------------------------------------------------------------+ + +void +NetUtil::SendObjKill(Ship* obj, const Ship* killer, int type, int deck) +{ + NetGame* net_game = NetGame::GetInstance(); + if (!net_game || !obj) return; + + if (type == NetObjKill::KILL_DOCK || (net_game->IsServer() && obj->GetObjID())) { + NetObjKill kill; + kill.SetObjID(obj->GetObjID()); + kill.SetFlightDeck(deck); + + if (killer) + kill.SetKillerID(killer->GetObjID()); + + kill.SetKillType(type); + + if (type != NetObjKill::KILL_DOCK && obj->RespawnCount() > 0) { + Print("NetObjKill preparing respawn for %s\n", obj->Name()); + + Point respawn_loc = RandomPoint() * 1.75; + kill.SetRespawn(true); + kill.SetRespawnLoc(respawn_loc); + obj->SetRespawnLoc(respawn_loc); + } + else { + Print("NetObjKill no respawn for %s\n", obj->Name()); + } + + net_game->SendData(&kill); + } +} + +// +-------------------------------------------------------------------+ + +void +NetUtil::SendObjHyper(Ship* obj, const char* rgn, const Point& loc, +const Ship* fc1, const Ship* fc2, int transtype) +{ + NetGame* net_game = NetGame::GetInstance(); + if (!net_game || !obj) return; + + if (obj->GetObjID()) { + NetObjHyper obj_hyper; + obj_hyper.SetObjID(obj->GetObjID()); + obj_hyper.SetRegion(rgn); + obj_hyper.SetLocation(loc); + obj_hyper.SetTransitionType(transtype); + + if (fc1) + obj_hyper.SetFarcaster1(fc1->GetObjID()); + + if (fc2) + obj_hyper.SetFarcaster2(fc2->GetObjID()); + + net_game->SendData(&obj_hyper); + } +} + +// +-------------------------------------------------------------------+ + +void +NetUtil::SendObjTarget(Ship* obj) +{ + NetGame* net_game = NetGame::GetInstance(); + if (!net_game || !obj) return; + + if (obj->GetObjID()) { + NetObjTarget obj_target; + obj_target.SetObjID(obj->GetObjID()); + + SimObject* target = obj->GetTarget(); + if (target) { + obj_target.SetTgtID(target->GetObjID()); + + System* subtarget = obj->GetSubTarget(); + + if (subtarget) { + Ship* s = (Ship*) target; + obj_target.SetSubtarget(subtarget->GetID()); + } + } + + net_game->SendData(&obj_target); + } +} + +// +-------------------------------------------------------------------+ + +void +NetUtil::SendObjEmcon(Ship* obj) +{ + NetGame* net_game = NetGame::GetInstance(); + if (!net_game || !obj) return; + + if (obj->GetObjID()) { + NetObjEmcon obj_emcon; + obj_emcon.SetObjID(obj->GetObjID()); + obj_emcon.SetEMCON(obj->GetEMCON()); + net_game->SendData(&obj_emcon); + } +} + +// +-------------------------------------------------------------------+ + +void +NetUtil::SendWepTrigger(Weapon* wep, int count) +{ + NetGame* net_game = NetGame::GetInstance(); + if (!net_game || !wep) return; + + if (wep->IsPrimary() || net_game->IsClient()) { + NetWepTrigger trigger; + trigger.SetObjID(wep->Owner()->GetObjID()); + + SimObject* target = wep->GetTarget(); + if (target) { + trigger.SetTgtID(target->GetObjID()); + + System* subtarget = wep->GetSubTarget(); + + if (subtarget) { + Ship* s = (Ship*) target; + trigger.SetSubtarget(subtarget->GetID()); + } + } + + trigger.SetIndex(wep->GetIndex()); + trigger.SetCount(count); + trigger.SetDecoy(wep->IsDecoy()); + trigger.SetProbe(wep->IsProbe()); + + net_game->SendData(&trigger); + } +} + +// +-------------------------------------------------------------------+ + +void +NetUtil::SendWepRelease(Weapon* wep, Shot* shot) +{ + NetGame* net_game = NetGame::GetInstance(); + if (!net_game || !wep || !shot) return; + + if (net_game->IsServer() && wep->IsMissile()) { + DWORD wepid = NetGame::GetNextObjID(NetGame::SHOT); + shot->SetObjID(wepid); + + NetWepRelease release; + release.SetObjID(wep->Owner()->GetObjID()); + + SimObject* target = wep->GetTarget(); + if (target) + release.SetTgtID(target->GetObjID()); + + System* subtarget = wep->GetSubTarget(); + if (target && subtarget && target->Type() == SimObject::SIM_SHIP) { + Ship* tgt = (Ship*) target; + release.SetSubtarget(subtarget->GetID()); + } + + release.SetWepID(wepid); + release.SetIndex(wep->GetIndex()); + release.SetDecoy(shot->IsDecoy()); + release.SetProbe(shot->IsProbe()); + + net_game->SendData(&release); + } +} + +// +-------------------------------------------------------------------+ + +void +NetUtil::SendWepDestroy(Shot* shot) +{ + NetGame* net_game = NetGame::GetInstance(); + if (!net_game || !shot) return; + + if (net_game->IsServer() && shot->GetObjID()) { + NetWepDestroy destroy; + + destroy.SetObjID(shot->GetObjID()); + + net_game->SendData(&destroy); + } +} + +// +-------------------------------------------------------------------+ + +void +NetUtil::SendChat(DWORD dst, const char* name, const char* text) +{ + NetGame* net_game = NetGame::GetInstance(); + if (!net_game || !name || !*name || !text || !*text) return; + + NetChatMsg chat_msg; + chat_msg.SetDstID(dst); + chat_msg.SetName(name); + chat_msg.SetText(text); + + if (net_game->IsClient()) { + net_game->SendData(&chat_msg); + } + + else { + NetGameServer* net_game_server = (NetGameServer*) net_game; + net_game_server->RouteChatMsg(chat_msg); + } +} + +// +-------------------------------------------------------------------+ + +void +NetUtil::SendElemRequest(const char* name) +{ + NetGame* net_game = NetGame::GetInstance(); + if (!net_game || !name) return; + + NetElemRequest elem_request; + elem_request.SetName(name); + + ::Print("NetUtil::SendElemRequest name: '%s'\n", name); + net_game->SendData(&elem_request); +} + +// +-------------------------------------------------------------------+ + +void +NetUtil::SendElemCreate(Element* elem, int squadron, int* slots, bool alert, bool in_flight) +{ + NetGame* net_game = NetGame::GetInstance(); + if (!net_game || !elem) return; + + NetElemCreate elem_create; + elem_create.SetName(elem->Name()); + elem_create.SetType(elem->Type()); + elem_create.SetIFF(elem->GetIFF()); + elem_create.SetIntel(elem->IntelLevel()); + elem_create.SetLoadout(elem->Loadout()); + elem_create.SetSquadron(squadron); + elem_create.SetSlots(slots); + elem_create.SetAlert(alert); + elem_create.SetInFlight(in_flight); + + if (elem->NumObjectives() > 0) { + Instruction* obj = elem->GetObjective(0); + + if (obj) { + elem_create.SetObjCode(obj->Action()); + elem_create.SetObjective(obj->TargetName()); + } + } + + if (elem->GetCarrier()) + elem_create.SetCarrier(elem->GetCarrier()->Name()); + + if (elem->GetCommander()) + elem_create.SetCommander(elem->GetCommander()->Name()); + + ::Print("NetUtil::SendElemCreate iff: %d name: '%s'\n", elem->GetIFF(), elem->Name().data()); + net_game->SendData(&elem_create); +} + +// +-------------------------------------------------------------------+ + +void +NetUtil::SendShipLaunch(Ship* carrier, int squadron, int slot) +{ + NetGame* net_game = NetGame::GetInstance(); + if (!net_game || !carrier) return; + + if (carrier->GetObjID()) { + NetShipLaunch ship_launch; + + ship_launch.SetObjID(carrier->GetObjID()); + ship_launch.SetSquadron(squadron); + ship_launch.SetSlot(slot); + + net_game->SendData(&ship_launch); + } +} + +// +-------------------------------------------------------------------+ + +void +NetUtil::SendNavData(bool add, Element* elem, int index, Instruction* navpt) +{ + NetGame* net_game = NetGame::GetInstance(); + if (!net_game || !elem || !navpt) return; + + // resolve rloc before copying the navpoint into the net nav data structure: + Point loc = navpt->Location(); + + NetNavData nav_data; + nav_data.SetObjID(net_game->GetObjID()); + nav_data.SetAdd(add); + nav_data.SetElem(elem->Name()); + nav_data.SetIndex(index); + nav_data.SetNavPoint(navpt); + + net_game->SendData(&nav_data); +} + +// +-------------------------------------------------------------------+ + +void +NetUtil::SendNavDelete(Element* elem, int index) +{ + NetGame* net_game = NetGame::GetInstance(); + if (!net_game || !elem) return; + + NetNavDelete nav_delete; + nav_delete.SetObjID(net_game->GetObjID()); + nav_delete.SetElem(elem->Name()); + nav_delete.SetIndex(index); + + net_game->SendData(&nav_delete); +} + +// +-------------------------------------------------------------------+ + +void +NetUtil::SendSelfDestruct(Ship* obj, double dmg) +{ + NetGame* net_game = NetGame::GetInstance(); + if (!net_game || !obj) return; + + if (obj->GetObjID()) { + NetSelfDestruct sd; + sd.SetObjID(obj->GetObjID()); + sd.SetDamage((float) dmg); + + net_game->SendData(&sd); + } +} |