1 // mpplayer.hxx -- routines for a player within a multiplayer Flightgear
3 // Written by Duncan McCreanor, started February 2003.
4 // duncan.mccreanor@airservicesaustralia.com
6 // Copyright (C) 2003 Airservices Australia
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License as
10 // published by the Free Software Foundation; either version 2 of the
11 // License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful, but
14 // WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 // General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
27 #define MPPLAYER_HID "$Id$"
29 /****************************************************************
32 * Description: This class holds information about a player in a
33 * multiplayer game. The model for a remote player is loaded and
34 * added onto the aircraft branch of the scene on calling Open.
35 * The model is unloaded from the scene when Close is called
36 * or the object is deleted. The model's positioning transform is
37 * updated by calling SetPosition. The updated position transform
38 * is applied to the model on the scene by calling Draw.
40 ******************************************************************/
42 #include "mpmessages.hxx"
45 #include <plib/netSocket.h>
46 #include <simgear/io/sg_socket_udp.hxx>
52 // Number of seconds before a player is consider to be lost
53 #define TIME_TO_LIVE 10
69 /** Enumeration of the states for the player's data */
70 enum PlayerDataState {PLAYER_DATA_NOT_AVAILABLE = 0, PLAYER_DATA_AVAILABLE, PLAYER_DATA_EXPIRED};
72 /** Player data state */
73 typedef enum PlayerDataState TPlayerDataState;
75 /** Initialises the class.
76 * @param sIP IP address or host name for sending data to the player
77 * @param sPort Port number for sending data to the player
78 * @param sCallsign Callsign of the player (must be unique across all instances of MPPlayer).
79 * @param sModelName Path and name of the aircraft model file for the player
80 * @param bLocalPlayer True if this player is the local player, else false
81 * @return True if class opens successfully, else false
83 bool Open(const string &sIP, const int &iPort, const string &sCallsign,
84 const string &sModelName, const bool bLocalPlayer);
86 /** Closes the player connection */
89 /** Sets the positioning matrix held for this player
90 * @param PlayerPosMat4 Matrix for positioning player's aircraft
92 void SetPosition(const sgMat4 PlayerPosMat4);
94 /** Transform and place model for player
96 TPlayerDataState Draw(void);
98 /** Returns the callsign for the player
99 * @return Aircraft's callsign
101 string Callsign(void) const;
103 /** Compares the player's callsign with the given callsign
104 * @param sCallsign Callsign to compare
105 * @return True if callsign matches
107 bool CompareCallsign(const char *sCallsign) const;
109 /** Populates a position message for the player
110 * @param MsgHdr Header to be populated
111 * @param PosMsg Position message to be populated
113 void FillPosMsg(T_MsgHdr *MsgHdr, T_PositionMsg *PosMsg);
115 /** Populates a mesage header with information for the player
116 * @param MsgHdr Header to be populated
117 * @param iMsgId Message type identifier to insert into header
119 void FillMsgHdr(T_MsgHdr *MsgHdr, const int iMsgId);
124 /** Loads the model of the aircraft */
125 void LoadModel(void);
127 /** True if object is initialised */
130 /** Position matrix for the player's aircraft */
133 /** Used to remove player if no activity */
136 /** Set when the player data is updated and cleared when read */
139 /** Player's callsign */
142 /** Aircraft model name for player */
145 /** The player's loaded model */
148 /** Model transform */
149 ssgTransform *m_ModelTrans;
151 /** True if this player is the local player */
154 /** Address information for the player */
155 netAddress m_PlayerAddress;