/* Starshatter OpenSource Distribution Copyright (c) 1997-2004, Destroyer Studios LLC. All Rights Reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name "Destroyer Studios" nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 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); } }