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+/* Project Starshatter 4.5
+ Destroyer Studios LLC
+ Copyright © 1997-2004. All Rights Reserved.
+
+ SUBSYSTEM: Stars.exe
+ FILE: NetUtil.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Utility class to simplify sending NetData messages.
+*/
+
+
+#include "MemDebug.h"
+#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);
+ }
+}