// process a destroy feature msg.
bool recvDestroyFeature(NETQUEUE queue)
{
	FEATURE *pF;
	uint32_t	id;

	NETbeginDecode(queue, GAME_DEBUG_REMOVE_FEATURE);
		NETuint32_t(&id);
	NETend();

	if (!getDebugMappingStatus() && bMultiPlayer)
	{
		debug(LOG_WARNING, "Failed to remove feature for player %u.", NetPlay.players[queue.index].position);
		return false;
	}

	pF = IdToFeature(id,ANYPLAYER);
	if (pF == NULL)
	{
		debug(LOG_FEATURE, "feature id %d not found (probably already destroyed)", id);
		return false;
	}

	debug(LOG_FEATURE, "p%d feature id %d destroyed (%s)", pF->player, pF->id, pF->psStats->pName);
	// Remove the feature locally
	turnOffMultiMsg(true);
	destroyFeature(pF, gameTime - deltaGameTime + 1);  // deltaGameTime is actually 0 here, since we're between updates. However, the value of gameTime - deltaGameTime + 1 will not change when we start the next tick.
	turnOffMultiMsg(false);

	return true;
}
/////////////////////////////////////////////////////////////////////////////////
//  Returns a pointer to base object, given an id and optionally a player.
BASE_OBJECT *IdToPointer(UDWORD id,UDWORD player)
{
	DROID		*pD;
	STRUCTURE	*pS;
	FEATURE		*pF;
	// droids.

	pD = IdToDroid(id, player);
	if (pD)
	{
		return (BASE_OBJECT*)pD;
	}

	// structures
	pS = IdToStruct(id,player);
	if(pS)
	{
		return (BASE_OBJECT*)pS;
	}

	// features
	pF = IdToFeature(id,player);
	if(pF)
	{
		return (BASE_OBJECT*)pF;
	}

	return NULL;
}
Beispiel #3
0
// ////////////////////////////////////////////////////////////////////////////
// process droid order
static BASE_OBJECT *processDroidTarget(OBJECT_TYPE desttype, uint32_t destid)
{
	// Target is a location
	if (destid == 0 && desttype == 0)
	{
		return NULL;
	}
	// Target is an object
	else
	{
		BASE_OBJECT *psObj = NULL;
		DROID		*pD;

		switch (desttype)
		{
			case OBJ_DROID:
				if (IdToDroid(destid, ANYPLAYER, &pD))
				{
					psObj = (BASE_OBJECT*)pD;
				}
				break;
			case OBJ_STRUCTURE:
				psObj = (BASE_OBJECT*)IdToStruct(destid,ANYPLAYER);
				break;
			case OBJ_FEATURE:
				psObj = (BASE_OBJECT*)IdToFeature(destid,ANYPLAYER);
				break;

			// We should not get this!
			case OBJ_PROJECTILE:
				debug(LOG_ERROR, "ProcessDroidOrder: order specified destination as a bullet. what am i to do??");
				break;
			default:
				debug(LOG_ERROR, "ProcessDroidOrder: unknown object type");
				break;
		}

		// If we did not find anything, return
		if (!psObj)													// failed to find it;
		{
			syncDebug("Target missing");
			return TargetMissing;  // Can't return NULL, since then the order would still be attempted.
		}

		return psObj;
	}
}
Beispiel #4
0
static QScriptValue js_label(QScriptContext *context, QScriptEngine *engine)
{
	QString label = context->argument(0).toString();
	QScriptValue ret = engine->newObject();
	if (labels.contains(label))
	{
		labeltype p = labels.value(label);
		if (p.type == AREA || p.type == POSITION)
		{
			ret.setProperty("x", map_coord(p.p1.x), QScriptValue::ReadOnly);
			ret.setProperty("y", map_coord(p.p1.y), QScriptValue::ReadOnly);
		}
		if (p.type == AREA)
		{
			ret.setProperty("x2", map_coord(p.p2.x), QScriptValue::ReadOnly);
			ret.setProperty("xy", map_coord(p.p2.y), QScriptValue::ReadOnly);
		}
		else if (p.type == OBJ_DROID)
		{
			DROID *psDroid = IdToDroid(p.id, p.player);
			if (psDroid) ret = convDroid(psDroid, engine);
		}
		else if (p.type == OBJ_STRUCTURE)
		{
			STRUCTURE *psStruct = IdToStruct(p.id, p.player);
			if (psStruct) ret = convStructure(psStruct, engine);
		}
		else if (p.type == OBJ_FEATURE)
		{
			FEATURE *psFeature = IdToFeature(p.id, p.player);
			if (psFeature) ret = convFeature(psFeature, engine);
		}
	}
	else debug(LOG_ERROR, "label %s not found!", label.toUtf8().constData());
	return ret;
}