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flightgear/src/MultiPlayer/mpplayer.hxx
2003-03-26 14:06:51 +00:00

159 lines
4.7 KiB
C++

// mpplayer.hxx -- routines for a player within a multiplayer Flightgear
//
// Written by Duncan McCreanor, started February 2003.
// duncan.mccreanor@airservicesaustralia.com
//
// 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 MPPLAYER_H
#define MPPLAYER_H
#define MPPLAYER_HID "$Id$"
/****************************************************************
* @version $Id$
*
* Description: This class holds information about a player in a
* multiplayer game. The model for a remote player is loaded and
* added onto the aircraft branch of the scene on calling Open.
* The model is unloaded from the scene when Close is called
* or the object is deleted. The model's positioning transform is
* updated by calling SetPosition. The updated position transform
* is applied to the model on the scene by calling Draw.
*
******************************************************************/
#include "mpmessages.hxx"
#include <plib/ssg.h>
#include <plib/sg.h>
#include <plib/netSocket.h>
#include <simgear/io/sg_socket_udp.hxx>
#include <time.h>
#include STL_STRING
SG_USING_STD(string);
// Number of seconds before a player is consider to be lost
#define TIME_TO_LIVE 10
class MPPlayer {
public:
/** Constructor */
MPPlayer();
/** Destructor. */
~MPPlayer();
/** Enumeration of the states for the player's data */
enum PlayerDataState {PLAYER_DATA_NOT_AVAILABLE = 0, PLAYER_DATA_AVAILABLE, PLAYER_DATA_EXPIRED};
/** Player data state */
typedef enum PlayerDataState TPlayerDataState;
/** Initialises the class.
* @param sIP IP address or host name for sending data to the player
* @param sPort Port number for sending data to the player
* @param sCallsign Callsign of the player (must be unique across all instances of MPPlayer).
* @param sModelName Path and name of the aircraft model file for the player
* @param bLocalPlayer True if this player is the local player, else false
* @return True if class opens successfully, else false
*/
bool Open(const string &sIP, const int &iPort, const string &sCallsign,
const string &sModelName, const bool bLocalPlayer);
/** Closes the player connection */
void Close(void);
/** Sets the positioning matrix held for this player
* @param PlayerPosMat4 Matrix for positioning player's aircraft
*/
void SetPosition(const sgMat4 PlayerPosMat4);
/** Transform and place model for player
*/
TPlayerDataState Draw(void);
/** Returns the callsign for the player
* @return Aircraft's callsign
*/
string Callsign(void) const;
/** Compares the player's callsign with the given callsign
* @param sCallsign Callsign to compare
* @return True if callsign matches
*/
bool CompareCallsign(const char *sCallsign) const;
/** Populates a position message for the player
* @param MsgHdr Header to be populated
* @param PosMsg Position message to be populated
*/
void FillPosMsg(T_MsgHdr *MsgHdr, T_PositionMsg *PosMsg);
/** Populates a mesage header with information for the player
* @param MsgHdr Header to be populated
* @param iMsgId Message type identifier to insert into header
*/
void FillMsgHdr(T_MsgHdr *MsgHdr, const int iMsgId);
private:
/** Loads the model of the aircraft */
void LoadModel(void);
/** True if object is initialised */
bool m_bInitialised;
/** Position matrix for the player's aircraft */
sgMat4 m_ModelPos;
/** Used to remove player if no activity */
time_t m_LastUpdate;
/** Set when the player data is updated and cleared when read */
bool m_bUpdated;
/** Player's callsign */
string m_sCallsign;
/** Aircraft model name for player */
string m_sModelName;
/** The player's loaded model */
ssgEntity *m_Model;
/** Model transform */
ssgTransform *m_ModelTrans;
/** True if this player is the local player */
bool m_bLocalPlayer;
/** Address information for the player */
netAddress m_PlayerAddress;
};
#endif