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flightgear/src/Network/multiplay.hxx

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// multiplay.hxx -- protocol object for multiplay in Flightgear
//
// Written by Diarmuid Tyson, started February 2003.
// diarmuid.tyson@airservicesaustralia.com
//
// With additions by Vivian Meazza, January 2006
//
// Copyright (C) 2003 Airservices Australia
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
#ifndef _FG_MULTIPLAY_HXX
#define _FG_MULTIPLAY_HXX
#define FG_MULTIPLAY_HID "$Id$"
#include <simgear/compiler.h>
#include STL_STRING
#include <simgear/scene/model/model.hxx>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include <Model/acmodel.hxx>
#include <MultiPlayer/multiplaymgr.hxx>
#include "protocol.hxx"
SG_USING_STD(string);
/****************************************************************
* @version $Id$
*
* Description: FGMultiplay is an FGProtocol object used as the basic
* interface for the multiplayer code into FlightGears generic IO
* subsystem. It only implements the basic FGProtocol methods: open(),
* process() and close(). It does not use Sim Gear's IO channels, as
* the MultiplayMgrs creates their own sockets through plib.
*
* It will set up it's direction and rate protocol properties when
* created. Subsequent calls to process will prompt the
* MultiplayMgr to either send or receive data over the network.
*
******************************************************************/
#include <simgear/props/props.hxx>
class FGMultiplay : public FGProtocol {
public:
/** Constructor */
FGMultiplay (const string &dir, const int rate, const string &host, const int port);
/** Destructor. */
~FGMultiplay ();
/** Enables the FGMultiplay object. */
bool open();
/** Tells the multiplayer_mgr to send/receive data. */
bool process();
/** Closes the multiplayer_mgr. */
bool close();
private:
struct _node_cache {
double val;
SGPropertyNode_ptr node;
_node_cache(double v, SGPropertyNode_ptr n) {
val = v; node = n;
};
};
/** calculate accelerations
*/
void calcAcc(double speedN, double speedE, double speedD);
double last_time ; //sec
double last_speedN, last_speedE, last_speedD; //fps
double calcaccN, calcaccE, calcaccD; //fps2
SGPropertyNode *lat_n, *lon_n, *alt_n;
SGPropertyNode *heading_n, *pitch_n, *roll_n;
SGPropertyNode *speedN_n, *speedE_n, *speedD_n;
SGPropertyNode *left_aileron_n, *right_aileron_n;
SGPropertyNode *elevator_n, *rudder_n;
// SGPropertyNode *rpms[5];
SGPropertyNode *rateH_n, *rateR_n, *rateP_n;
map<string,struct _node_cache*> props;
map<string,struct _node_cache*>::iterator propit;
};
#endif // _FG_MULTIPLAY_HXX