Beispiel #1
0
void requestAlliance(uint8_t from, uint8_t to, bool prop, bool allowAudio)
{
	if (prop && bMultiMessages)
	{
		sendAlliance(from, to, ALLIANCE_REQUESTED, false);
		return;  // Wait for our message.
	}

	syncDebug("Request alliance %d %d", from, to);
	alliances[from][to] = ALLIANCE_REQUESTED;	// We've asked
	alliances[to][from] = ALLIANCE_INVITATION;	// They've been invited


	CBallFrom = from;
	CBallTo = to;
	eventFireCallbackTrigger((TRIGGER_TYPE) CALL_ALLIANCEOFFER);
	triggerEventAllianceOffer(from, to);

	if (to == selectedPlayer)
	{
		CONPRINTF(ConsoleString, (ConsoleString, _("%s Requests An Alliance With You"), getPlayerName(from)));

		if (allowAudio)
		{
			audio_QueueTrack(ID_ALLIANCE_OFF);
		}
	}
	else if (from == selectedPlayer)
	{
		CONPRINTF(ConsoleString, (ConsoleString, _("You Invite %s To Form An Alliance"), getPlayerName(to)));
		if (allowAudio)
		{
			audio_QueueTrack(ID_ALLIANCE_OFF);
		}
	}
}
Beispiel #2
0
bool recvPowerCheck(NETQUEUE queue)
{
	uint8_t		player;
	uint32_t        synchTime;
	int64_t         power;

	NETbeginDecode(queue, GAME_CHECK_POWER);
		NETuint8_t(&player);
		NETuint32_t(&synchTime);
		NETint64_t(&power);
	NETend();

	if (powerCheckLastSent != synchTime)
	{
		debug(LOG_ERROR, "Power synch check out of synch!");
		return false;
	}

	if (player >= MAX_PLAYERS)
	{
		debug(LOG_ERROR, "Bad GAME_CHECK_POWER packet: player is %d : %s",
		      (int)player, isHumanPlayer(player) ? "Human" : "AI");
		return false;
	}

	if (power != powerCheckLastPower[player])
	{
		int64_t powerFrom = getPrecisePower(player);
		int64_t powerTo = powerFrom + power - powerCheckLastPower[player];
		debug(LOG_SYNC, "GAME_CHECK_POWER: Adjusting power for player %d (%s) from %lf to %lf",
		      (int)player, isHumanPlayer(player) ? "Human" : "AI", powerFrom/4294967296., powerTo/4294967296.);
		syncDebug("Adjusting power for player %d (%s) from %"PRId64" to %"PRId64"", (int)player, isHumanPlayer(player) ? "Human" : "AI", powerFrom, powerTo);
		setPrecisePower(player, powerTo);
	}
	return true;
}
Beispiel #3
0
/* process the results of a completed research topic */
void researchResult(UDWORD researchIndex, UBYTE player, bool bDisplay, STRUCTURE *psResearchFacility, bool bTrigger)
{
	RESEARCH                                       *pResearch = &asResearch[researchIndex];
	MESSAGE						*pMessage;
	//the message gets sent to console
	char						consoleMsg[MAX_RESEARCH_MSG_SIZE];

	ASSERT_OR_RETURN(, researchIndex < asResearch.size(), "Invalid research index %u", researchIndex);

	syncDebug("researchResult(%u, %u, …)", researchIndex, player);

	MakeResearchCompleted(&asPlayerResList[player][researchIndex]);

	//check for structures to be made available
	for (unsigned short pStructureResult : pResearch->pStructureResults)
	{
		if (apStructTypeLists[player][pStructureResult] != REDUNDANT)
		{
			apStructTypeLists[player][pStructureResult] = AVAILABLE;
		}
	}

	//check for structures to be made redundant
	for (unsigned short pRedStruct : pResearch->pRedStructs)
	{
		apStructTypeLists[player][pRedStruct] = REDUNDANT;
	}

	//check for component replacement
	if (!pResearch->componentReplacement.empty())
	{
		for (auto &ri : pResearch->componentReplacement)
		{
			COMPONENT_STATS *pOldComp = ri.pOldComponent;
			replaceComponent(ri.pNewComponent, pOldComp, player);
			apCompLists[player][pOldComp->compType][pOldComp->index] = REDUNDANT;
		}
	}

	//check for artefacts to be made available
	for (auto &componentResult : pResearch->componentResults)
	{
		//determine the type of artefact
		COMPONENT_TYPE type = componentResult->compType;
		//set the component state to AVAILABLE
		int compInc = componentResult->index;
		if (apCompLists[player][type][compInc] != REDUNDANT)
		{
			apCompLists[player][type][compInc] = AVAILABLE;
		}
		//check for default sensor
		if (type == COMP_SENSOR && (asSensorStats + compInc)->location == LOC_DEFAULT)
		{
			aDefaultSensor[player] = compInc;
		}
		//check for default ECM
		else if (type == COMP_ECM && (asECMStats + compInc)->location == LOC_DEFAULT)
		{
			aDefaultECM[player] = compInc;
		}
		//check for default Repair
		else if (type == COMP_REPAIRUNIT && (asRepairStats + compInc)->location == LOC_DEFAULT)
		{
			aDefaultRepair[player] = compInc;
			enableSelfRepair(player);
		}
	}

	//check for artefacts to be made redundant
	for (auto &pRedArtefact : pResearch->pRedArtefacts)
	{
		COMPONENT_TYPE type = pRedArtefact->compType;
		apCompLists[player][type][pRedArtefact->index] = REDUNDANT;
	}

	//Add message to player's list if Major Topic
	if ((pResearch->techCode == TC_MAJOR) && bDisplay)
	{
		//only play sound if major topic
		if (player == selectedPlayer)
		{
			audio_QueueTrack(ID_SOUND_MAJOR_RESEARCH);
		}

		//check there is viewdata for the research topic - just don't add message if not!
		if (pResearch->pViewData != nullptr)
		{
			pMessage = addMessage(MSG_RESEARCH, false, player);
			if (pMessage != nullptr)
			{
				pMessage->pViewData = pResearch->pViewData;
				jsDebugMessageUpdate();
			}
		}
	}
	else if (player == selectedPlayer && bDisplay)
	{
		audio_QueueTrack(ID_SOUND_RESEARCH_COMPLETED);
	}

	if (player == selectedPlayer && bDisplay)
	{
		//add console text message
		if (pResearch->pViewData != nullptr)
		{
			snprintf(consoleMsg, MAX_RESEARCH_MSG_SIZE, _("Research completed: %s"), _(pResearch->pViewData->textMsg[0].toUtf8().c_str()));
			addConsoleMessage(consoleMsg, LEFT_JUSTIFY, SYSTEM_MESSAGE);
		}
		else
		{
			addConsoleMessage(_("Research Completed"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
		}
	}

	if (psResearchFacility)
	{
		psResearchFacility->pFunctionality->researchFacility.psSubject = nullptr;		// Make sure topic is cleared
	}
	if ((bMultiPlayer || player == selectedPlayer) && bTrigger)
	{
		psCBLastResearch = pResearch;  // Fun with pointers. Throw them into some random global variable, and get Nexus to absorb them.
		CBResFacilityOwner = player;
		psCBLastResStructure = psResearchFacility;
		eventFireCallbackTrigger((TRIGGER_TYPE)CALL_RESEARCHCOMPLETED);
		psCBLastResStructure = nullptr;
		CBResFacilityOwner = -1;
		psCBLastResearch = nullptr;
	}
	triggerEventResearched(pResearch, psResearchFacility, player);
}
Beispiel #4
0
// ////////////////////////////////////////////////////////////////////////////
// receive droid information form other players.
BOOL recvDroidInfo(NETQUEUE queue)
{
	NETbeginDecode(queue, GAME_DROIDINFO);
	{
		QueuedDroidInfo info;
		memset(&info, 0x00, sizeof(info));
		NETQueuedDroidInfo(&info);

		STRUCTURE_STATS *psStats = NULL;
		if (info.order == DORDER_BUILD || info.order == DORDER_LINEBUILD)
		{
			// Find structure target
			for (unsigned typeIndex = 0; typeIndex < numStructureStats; typeIndex++)
			{
				if (asStructureStats[typeIndex].ref == info.structRef)
				{
					psStats = asStructureStats + typeIndex;
					break;
				}
			}
		}

		if (info.subType)
		{
			syncDebug("Order=%s,%d(%d)", getDroidOrderName(info.order), info.destId, info.destType);
		}
		else
		{
			syncDebug("Order=%s,(%d,%d)", getDroidOrderName(info.order), info.x, info.y);
		}

		DROID_ORDER_DATA sOrder;
		memset(&sOrder, 0x00, sizeof(sOrder));
		sOrder.order = info.order;
		sOrder.x = info.x;
		sOrder.y = info.y;
		sOrder.x2 = info.x2;
		sOrder.y2 = info.y2;
		sOrder.direction = info.direction;
		sOrder.psObj = processDroidTarget(info.destType, info.destId);
		sOrder.psStats = (BASE_STATS *)psStats;

		uint32_t num = 0;
		NETuint32_t(&num);

		for (unsigned n = 0; n < num; ++n)
		{
			// Get the next droid ID which is being given this order.
			uint32_t deltaDroidId = 0;
			NETuint32_t(&deltaDroidId);
			info.droidId += deltaDroidId;

			DROID *psDroid = NULL;
			if (!IdToDroid(info.droidId, ANYPLAYER, &psDroid))
			{
				debug(LOG_NEVER, "Packet from %d refers to non-existent droid %u, [%s : p%d]",
				      queue.index, info.droidId, isHumanPlayer(info.player) ? "Human" : "AI", info.player);
				syncDebug("Droid %d missing", info.droidId);
				continue;  // Can't find the droid, so skip this droid.
			}

			CHECK_DROID(psDroid);

			syncDebugDroid(psDroid, '<');

			psDroid->waitingForOwnReceiveDroidInfoMessage = false;

			/*
			* If the current order not is a command order and we are not a
			* commander yet are in the commander group remove us from it.
			*/
			if (hasCommander(psDroid))
			{
				grpLeave(psDroid->psGroup, psDroid);
			}

			if (sOrder.psObj != TargetMissing)  // Only do order if the target didn't die.
			{
				orderDroidBase(psDroid, &sOrder);
			}

			syncDebugDroid(psDroid, '>');

			CHECK_DROID(psDroid);
		}
	}
	NETend();

	return true;
}
QNetworkReply* QWebDAV::sendWebdavRequest(QUrl url, DAVType type,
                                          QByteArray verb, QIODevice *data,
                                          QString extra, QString extra2)
{
    // Prepare the network request and headers
    QNetworkRequest request;
    QNetworkReply *reply;
    request.setUrl(url);
    request.setRawHeader(QByteArray("Host"),url.host().toUtf8());

    qDebug() << "Sending " << type << "with url: " << url;

    // First, find out what type we want
    if( type == DAVLIST ) {
        // A PROPFIND can include 0, 1 or infinity
        QString depthString = extra;
        request.setRawHeader(QByteArray("Depth"),
                             QByteArray(depthString.toLatin1()));
        request.setAttribute(QNetworkRequest::User, QVariant("list"));
        request.setAttribute(QNetworkRequest::Attribute(QNetworkRequest::User+
                                                        ATTDATA)
                             ,QVariant(mRequestNumber));
        request.setRawHeader(QByteArray("Content-Type"),
                             QByteArray("text/xml; charset=\"utf-8\""));
        request.setRawHeader(QByteArray("Content-Length"),QByteArray("99999"));

        reply = sendCustomRequest(request,verb,data);
    } else if ( type == DAVGET ) {
        request.setRawHeader("User-Agent", "QWebDAV 0.1");
        request.setAttribute(QNetworkRequest::User, QVariant("get"));
        reply = QNetworkAccessManager::get(request);
        connect(reply, SIGNAL(readyRead()), this, SLOT(slotReadyRead()));
        connect(reply, SIGNAL(error(QNetworkReply::NetworkError)),
                 this, SLOT(slotError(QNetworkReply::NetworkError)));
        connect(reply, SIGNAL(sslErrors(QList<QSslError>)),
                 this, SLOT(slotSslErrors(QList<QSslError>)));
    } else if ( type == DAVPUT )  {
        request.setAttribute(QNetworkRequest::User, QVariant("put"));
        if ( mRequestFile.value(mRequestNumber) ) {
            request.setAttribute(QNetworkRequest::Attribute(
                                     QNetworkRequest::User+ATTFILE)
                                 ,QVariant(mRequestNumber));
            request.setAttribute(QNetworkRequest::Attribute(
                                     QNetworkRequest::User+ATTPREFIX)
                                 ,QVariant(extra.toLatin1()));
            if( extra2 != 0 ) {
                // We were given a lock token.
                request.setRawHeader(QByteArray("If"),
                                     QByteArray(extra2.toLatin1()));
            }
        } else {
            request.setAttribute(QNetworkRequest::Attribute(
                                     QNetworkRequest::User+ATTDATA)
                             ,QVariant(mRequestNumber));
        }
        reply = QNetworkAccessManager::put(request,data);
    } else if ( type == DAVMKCOL ) {
        request.setAttribute(QNetworkRequest::User, QVariant("mkcol"));
        reply = sendCustomRequest(request,verb,0);
    } else if ( type == DAVDELETE ) {
        request.setAttribute(QNetworkRequest::User, QVariant("delete"));
        reply = sendCustomRequest(request, verb,0);
    } else if ( type == DAVMOVE ) {
        request.setAttribute(QNetworkRequest::User, QVariant("move"));
        request.setRawHeader(QByteArray("Destination"),
                             QByteArray(extra.toLatin1()));
        request.setRawHeader(QByteArray("Overwrite"),
                             QByteArray("T"));
        if( extra2 != 0 ) {
            // We were given (a) lock token(s).
            request.setRawHeader(QByteArray("If"),
                                 QByteArray(extra2.toLatin1()));
            request.setAttribute(QNetworkRequest::Attribute(QNetworkRequest::User+
                                                            ATTLOCKTYPE)
                                 ,QVariant(extra.replace(mHostname,"").toLatin1()));
        }
        reply = sendCustomRequest(request, verb,0);
    } else if ( type == DAVLOCK) {
        request.setAttribute(QNetworkRequest::User,
                             QVariant("lock"));
        // We don't bother setting a timeout, apparently the system defaults
        // to 5 minutes anyway.
        request.setAttribute(QNetworkRequest::Attribute(QNetworkRequest::User+
                                                        ATTDATA)
                             ,QVariant(mRequestNumber));
        request.setAttribute(QNetworkRequest::Attribute(QNetworkRequest::User+
                                                        ATTLOCKTYPE)
                             ,QVariant(extra));

        reply = sendCustomRequest(request,verb,data);
    } else if ( type == DAVUNLOCK) {
        QString token = "<"+extra+">";
        request.setAttribute(QNetworkRequest::User,
                             QVariant("unlock"));
        request.setRawHeader(QByteArray("Lock-Token"),
                             QByteArray(token.toLatin1()));
        reply = sendCustomRequest(request,verb,0);
    } else {
        syncDebug() << "Error! DAV Request of type " << type << " is not known!";
        reply = 0;
    }

    // Connect the finished() signal!
    connectReplyFinished(reply);
    return reply;
}
Beispiel #6
0
static FPATH_RETVAL fpathRoute(MOVE_CONTROL *psMove, unsigned id, int startX, int startY, int tX, int tY, PROPULSION_TYPE propulsionType,
                               DROID_TYPE droidType, FPATH_MOVETYPE moveType, int owner, bool acceptNearest, StructureBounds const &dstStructure)
{
	objTrace(id, "called(*,id=%d,sx=%d,sy=%d,ex=%d,ey=%d,prop=%d,type=%d,move=%d,owner=%d)", id, startX, startY, tX, tY, (int)propulsionType, (int)droidType, (int)moveType, owner);

	if (!worldOnMap(startX, startY) || !worldOnMap(tX, tY))
	{
		debug(LOG_ERROR, "Droid trying to find path to/from invalid location (%d %d) -> (%d %d).", startX, startY, tX, tY);
		objTrace(id, "Invalid start/end.");
		syncDebug("fpathRoute(..., %d, %d, %d, %d, %d, %d, %d, %d, %d) = FPR_FAILED", id, startX, startY, tX, tY, propulsionType, droidType, moveType, owner);
		return FPR_FAILED;
	}

	// don't have to do anything if already there
	if (startX == tX && startY == tY)
	{
		// return failed to stop them moving anywhere
		objTrace(id, "Tried to move nowhere");
		syncDebug("fpathRoute(..., %d, %d, %d, %d, %d, %d, %d, %d, %d) = FPR_FAILED", id, startX, startY, tX, tY, propulsionType, droidType, moveType, owner);
		return FPR_FAILED;
	}

	// Check if waiting for a result
	while (psMove->Status == MOVEWAITROUTE)
	{
		objTrace(id, "Checking if we have a path yet");

		auto const &I = pathResults.find(id);
		ASSERT(I != pathResults.end(), "Missing path result promise");
		PATHRESULT result = I->second.get();
		ASSERT(result.retval != FPR_OK || result.sMove.asPath, "Ok result but no path in list");

		// Copy over select fields - preserve others
		psMove->destination = result.sMove.destination;
		psMove->numPoints = result.sMove.numPoints;
		bool correctDestination = tX == result.originalDest.x && tY == result.originalDest.y;
		psMove->pathIndex = 0;
		psMove->Status = MOVENAVIGATE;
		free(psMove->asPath);
		psMove->asPath = result.sMove.asPath;
		FPATH_RETVAL retval = result.retval;
		ASSERT(retval != FPR_OK || psMove->asPath, "Ok result but no path after copy");
		ASSERT(retval != FPR_OK || psMove->numPoints > 0, "Ok result but path empty after copy");

		// Remove it from the result list
		pathResults.erase(id);

		objTrace(id, "Got a path to (%d, %d)! Length=%d Retval=%d", psMove->destination.x, psMove->destination.y, psMove->numPoints, (int)retval);
		syncDebug("fpathRoute(..., %d, %d, %d, %d, %d, %d, %d, %d, %d) = %d, path[%d] = %08X->(%d, %d)", id, startX, startY, tX, tY, propulsionType, droidType, moveType, owner, retval, psMove->numPoints, ~crcSumVector2i(0, psMove->asPath, psMove->numPoints), psMove->destination.x, psMove->destination.y);

		if (!correctDestination)
		{
			goto queuePathfinding;  // Seems we got the result of an old pathfinding job for this droid, so need to pathfind again.
		}

		return retval;
	}
queuePathfinding:

	// We were not waiting for a result, and found no trivial path, so create new job and start waiting
	PATHJOB job;
	job.origX = startX;
	job.origY = startY;
	job.droidID = id;
	job.destX = tX;
	job.destY = tY;
	job.dstStructure = dstStructure;
	job.droidType = droidType;
	job.propulsion = propulsionType;
	job.moveType = moveType;
	job.owner = owner;
	job.acceptNearest = acceptNearest;
	job.deleted = false;
	fpathSetBlockingMap(&job);

	debug(LOG_NEVER, "starting new job for droid %d 0x%x", id, id);
	// Clear any results or jobs waiting already. It is a vital assumption that there is only one
	// job or result for each droid in the system at any time.
	fpathRemoveDroidData(id);

	packagedPathJob task([job]() { return fpathExecute(job); });
	pathResults[id] = task.get_future();

	// Add to end of list
	wzMutexLock(fpathMutex);
	bool isFirstJob = pathJobs.empty();
	pathJobs.push_back(std::move(task));
	wzMutexUnlock(fpathMutex);

	if (isFirstJob)
	{
		wzSemaphorePost(fpathSemaphore);  // Wake up processing thread.
	}

	objTrace(id, "Queued up a path-finding request to (%d, %d), at least %d items earlier in queue", tX, tY, isFirstJob);
	syncDebug("fpathRoute(..., %d, %d, %d, %d, %d, %d, %d, %d, %d) = FPR_WAIT", id, startX, startY, tX, tY, propulsionType, droidType, moveType, owner);
	return FPR_WAIT;	// wait while polling result queue
}
Beispiel #7
0
static void gameStateUpdate()
{
	// Can't dump isHumanPlayer, since it causes spurious desynch dumps when players leave.
	// TODO isHumanPlayer should probably be synchronised, since the game state seems to depend on it, so there might also be a risk of real desynchs when players leave.
	//syncDebug("map = \"%s\", humanPlayers = %d %d %d %d %d %d %d %d", game.map, isHumanPlayer(0), isHumanPlayer(1), isHumanPlayer(2), isHumanPlayer(3), isHumanPlayer(4), isHumanPlayer(5), isHumanPlayer(6), isHumanPlayer(7));
	syncDebug("map = \"%s\"", game.map);

	// Actually send pending droid orders.
	sendQueuedDroidInfo();

	sendPlayerGameTime();
	gameSRand(gameTime);   // Brute force way of synchronising the random number generator, which can't go out of synch.

	if (!paused && !scriptPaused() && !editPaused())
	{
		/* Update the event system */
		if (!bInTutorial)
		{
			eventProcessTriggers(gameTime/SCR_TICKRATE);
		}
		else
		{
			eventProcessTriggers(realTime/SCR_TICKRATE);
		}
		updateScripts();
	}

	// Update abandoned structures
	handleAbandonedStructures();

	// Update the visibility change stuff
	visUpdateLevel();

	// Put all droids/structures/features into the grid.
	gridReset();

	// Check which objects are visible.
	processVisibility();

	// Update the map.
	mapUpdate();

	//update the findpath system
	fpathUpdate();

	// update the cluster system
	clusterUpdate();

	// update the command droids
	cmdDroidUpdate();
	if(getDrivingStatus())
	{
		driveUpdate();
	}

	fireWaitingCallbacks(); //Now is the good time to fire waiting callbacks (since interpreter is off now)

	for (unsigned i = 0; i < MAX_PLAYERS; i++)
	{
		//update the current power available for a player
		updatePlayerPower(i);

		//set the flag for each player
		setHQExists(false, i);
		setSatUplinkExists(false, i);

		numCommandDroids[i] = 0;
		numConstructorDroids[i] = 0;
		numDroids[i]=0;
		numTransporterDroids[i]=0;

		DROID *psNext;
		for (DROID *psCurr = apsDroidLists[i]; psCurr != NULL; psCurr = psNext)
		{
			// Copy the next pointer - not 100% sure if the droid could get destroyed but this covers us anyway
			psNext = psCurr->psNext;
			droidUpdate(psCurr);

			// update the droid counts
			numDroids[i]++;
			switch (psCurr->droidType)
			{
				case DROID_COMMAND:
					numCommandDroids[i] += 1;
					break;
				case DROID_CONSTRUCT:
				case DROID_CYBORG_CONSTRUCT:
					numConstructorDroids[i] += 1;
					break;
				case DROID_TRANSPORTER:
					if( (psCurr->psGroup != NULL) )
					{
						DROID *psDroid = NULL;

						numTransporterDroids[i] += psCurr->psGroup->refCount-1;
						// and count the units inside it...
							for (psDroid = psCurr->psGroup->psList; psDroid != NULL && psDroid != psCurr; psDroid = psDroid->psGrpNext)
							{
							if (psDroid->droidType == DROID_CYBORG_CONSTRUCT || psDroid->droidType == DROID_CONSTRUCT)
								{
									numConstructorDroids[i] += 1;
								}
							if (psDroid->droidType == DROID_COMMAND)
							{
								numCommandDroids[i] += 1;
							}
						}
					}
					break;
				default:
					break;
			}
		}

		numMissionDroids[i]=0;
		for (DROID *psCurr = mission.apsDroidLists[i]; psCurr != NULL; psCurr = psNext)
		{
			/* Copy the next pointer - not 100% sure if the droid could
			get destroyed but this covers us anyway */
			psNext = psCurr->psNext;
			missionDroidUpdate(psCurr);
			numMissionDroids[i]++;
			switch (psCurr->droidType)
			{
				case DROID_COMMAND:
					numCommandDroids[i] += 1;
					break;
				case DROID_CONSTRUCT:
				case DROID_CYBORG_CONSTRUCT:
					numConstructorDroids[i] += 1;
					break;
				case DROID_TRANSPORTER:
					if( (psCurr->psGroup != NULL) )
					{
						numTransporterDroids[i] += psCurr->psGroup->refCount-1;
					}
					break;
				default:
					break;
			}
		}
		for (DROID *psCurr = apsLimboDroids[i]; psCurr != NULL; psCurr = psNext)
		{
			/* Copy the next pointer - not 100% sure if the droid could
			get destroyed but this covers us anyway */
			psNext = psCurr->psNext;

			// count the type of units
			switch (psCurr->droidType)
			{
				case DROID_COMMAND:
					numCommandDroids[i] += 1;
					break;
				case DROID_CONSTRUCT:
				case DROID_CYBORG_CONSTRUCT:
					numConstructorDroids[i] += 1;
					break;
				default:
					break;
			}
		}

		// FIXME: These for-loops are code duplicationo
		/*set this up AFTER droidUpdate so that if trying to building a
		new one, we know whether one exists already*/
		setLasSatExists(false, i);
		STRUCTURE *psNBuilding;
		for (STRUCTURE *psCBuilding = apsStructLists[i]; psCBuilding != NULL; psCBuilding = psNBuilding)
		{
			/* Copy the next pointer - not 100% sure if the structure could get destroyed but this covers us anyway */
			psNBuilding = psCBuilding->psNext;
			structureUpdate(psCBuilding, false);
			//set animation flag
			if (psCBuilding->pStructureType->type == REF_HQ &&
				psCBuilding->status == SS_BUILT)
			{
				setHQExists(true, i);
			}
			if (psCBuilding->pStructureType->type == REF_SAT_UPLINK &&
				psCBuilding->status == SS_BUILT)
			{
				setSatUplinkExists(true, i);
			}
			//don't wait for the Las Sat to be built - can't build another if one is partially built
			if (asWeaponStats[psCBuilding->asWeaps[0].nStat].
				weaponSubClass == WSC_LAS_SAT)
			{
				setLasSatExists(true, i);
			}
		}
		for (STRUCTURE *psCBuilding = mission.apsStructLists[i]; psCBuilding != NULL; psCBuilding = psNBuilding)
		{
			/* Copy the next pointer - not 100% sure if the structure could get destroyed but this covers us anyway. It shouldn't do since its not even on the map!*/
			psNBuilding = psCBuilding->psNext;
			structureUpdate(psCBuilding, true); // update for mission
			if (psCBuilding->pStructureType->type == REF_HQ &&
				psCBuilding->status == SS_BUILT)
			{
				setHQExists(true, i);
			}
			if (psCBuilding->pStructureType->type == REF_SAT_UPLINK &&
				psCBuilding->status == SS_BUILT)
			{
				setSatUplinkExists(true, i);
			}
			//don't wait for the Las Sat to be built - can't build another if one is partially built
			if (asWeaponStats[psCBuilding->asWeaps[0].nStat].
				weaponSubClass == WSC_LAS_SAT)
			{
				setLasSatExists(true, i);
			}
		}
	}

	missionTimerUpdate();

	proj_UpdateAll();

	FEATURE *psNFeat;
	for (FEATURE *psCFeat = apsFeatureLists[0]; psCFeat; psCFeat = psNFeat)
	{
		psNFeat = psCFeat->psNext;
		featureUpdate(psCFeat);
	}

	objmemUpdate();

	// Do completely useless stuff.
	if (!isInSync())
	{
		sendCheck();  // send some pointless checking info if we're doomed anyway
	}


	// Must end update, since we may or may not have ticked, and some message queue processing code may vary depending on whether it's in an update.
	gameTimeUpdateEnd();
}
Beispiel #8
0
// Carry out the various counting operations we perform each loop
void countUpdate(bool synch)
{
	for (unsigned i = 0; i < MAX_PLAYERS; i++)
	{
		//set the flag for each player
		setSatUplinkExists(false, i);

		numCommandDroids[i] = 0;
		numConstructorDroids[i] = 0;
		numDroids[i] = 0;
		numMissionDroids[i] = 0;
		numTransporterDroids[i] = 0;

		for (DROID *psCurr = apsDroidLists[i]; psCurr != nullptr; psCurr = psCurr->psNext)
		{
			numDroids[i]++;
			switch (psCurr->droidType)
			{
			case DROID_COMMAND:
				numCommandDroids[i] += 1;
				break;
			case DROID_CONSTRUCT:
			case DROID_CYBORG_CONSTRUCT:
				numConstructorDroids[i] += 1;
				break;
			case DROID_TRANSPORTER:
			case DROID_SUPERTRANSPORTER:
				if ((psCurr->psGroup != nullptr))
				{
					DROID *psDroid = nullptr;

					numTransporterDroids[i] += psCurr->psGroup->refCount - 1;
					// and count the units inside it...
					for (psDroid = psCurr->psGroup->psList; psDroid != nullptr && psDroid != psCurr; psDroid = psDroid->psGrpNext)
					{
						if (psDroid->droidType == DROID_CYBORG_CONSTRUCT || psDroid->droidType == DROID_CONSTRUCT)
						{
							numConstructorDroids[i] += 1;
						}
						if (psDroid->droidType == DROID_COMMAND)
						{
							numCommandDroids[i] += 1;
						}
					}
				}
				break;
			default:
				break;
			}
		}
		for (DROID *psCurr = mission.apsDroidLists[i]; psCurr != nullptr; psCurr = psCurr->psNext)
		{
			numMissionDroids[i]++;
			switch (psCurr->droidType)
			{
			case DROID_COMMAND:
				numCommandDroids[i] += 1;
				break;
			case DROID_CONSTRUCT:
			case DROID_CYBORG_CONSTRUCT:
				numConstructorDroids[i] += 1;
				break;
			case DROID_TRANSPORTER:
			case DROID_SUPERTRANSPORTER:
				if ((psCurr->psGroup != nullptr))
				{
					numTransporterDroids[i] += psCurr->psGroup->refCount - 1;
				}
				break;
			default:
				break;
			}
		}
		for (DROID *psCurr = apsLimboDroids[i]; psCurr != nullptr; psCurr = psCurr->psNext)
		{
			// count the type of units
			switch (psCurr->droidType)
			{
			case DROID_COMMAND:
				numCommandDroids[i] += 1;
				break;
			case DROID_CONSTRUCT:
			case DROID_CYBORG_CONSTRUCT:
				numConstructorDroids[i] += 1;
				break;
			default:
				break;
			}
		}
		// FIXME: These for-loops are code duplicationo
		setLasSatExists(false, i);
		for (STRUCTURE *psCBuilding = apsStructLists[i]; psCBuilding != nullptr; psCBuilding = psCBuilding->psNext)
		{
			if (psCBuilding->pStructureType->type == REF_SAT_UPLINK && psCBuilding->status == SS_BUILT)
			{
				setSatUplinkExists(true, i);
			}
			//don't wait for the Las Sat to be built - can't build another if one is partially built
			if (asWeaponStats[psCBuilding->asWeaps[0].nStat].weaponSubClass == WSC_LAS_SAT)
			{
				setLasSatExists(true, i);
			}
		}
		for (STRUCTURE *psCBuilding = mission.apsStructLists[i]; psCBuilding != nullptr; psCBuilding = psCBuilding->psNext)
		{
			if (psCBuilding->pStructureType->type == REF_SAT_UPLINK && psCBuilding->status == SS_BUILT)
			{
				setSatUplinkExists(true, i);
			}
			//don't wait for the Las Sat to be built - can't build another if one is partially built
			if (asWeaponStats[psCBuilding->asWeaps[0].nStat].weaponSubClass == WSC_LAS_SAT)
			{
				setLasSatExists(true, i);
			}
		}
		if (synch)
		{
			syncDebug("counts[%d] = {droid: %d, command: %d, constructor: %d, mission: %d, transporter: %d}", i, numDroids[i], numCommandDroids[i], numConstructorDroids[i], numMissionDroids[i], numTransporterDroids[i]);
		}
	}
}
// ////////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////////
// Recv Messages. Get a message and dispatch to relevant function.
bool recvMessage(void)
{
	NETQUEUE queue;
	uint8_t type;

	while (NETrecvNet(&queue, &type) || NETrecvGame(&queue, &type))          // for all incoming messages.
	{
		bool processedMessage1 = false;
		bool processedMessage2 = false;

		if (queue.queueType == QUEUE_GAME)
		{
			syncDebug("Processing player %d, message %s", queue.index, messageTypeToString(type));
		}

		// messages only in game.
		if(!ingame.localJoiningInProgress)
		{
			processedMessage1 = true;
			switch(type)
			{
			case GAME_DROIDINFO:					//droid update info
				recvDroidInfo(queue);
				break;
			case NET_TEXTMSG:					// simple text message
				recvTextMessage(queue);
				break;
			case NET_DATA_CHECK:
				recvDataCheck(queue);
				break;
			case NET_AITEXTMSG:					//multiplayer AI text message
				recvTextMessageAI(queue);
				break;
			case NET_BEACONMSG:					//beacon (blip) message
				recvBeacon(queue);
				break;
			case GAME_DROIDDISEMBARK:
				recvDroidDisEmbark(queue);           //droid has disembarked from a Transporter
				break;
			case GAME_GIFT:						// an alliance gift from one player to another.
				recvGift(queue);
				break;
			case GAME_LASSAT:
				recvLasSat(queue);
				break;
			case GAME_DEBUG_MODE:
				recvProcessDebugMappings(queue);
				break;
			case GAME_DEBUG_ADD_DROID:
				recvDroid(queue);
				break;
			case GAME_DEBUG_ADD_STRUCTURE:
				recvBuildFinished(queue);
				break;
			case GAME_DEBUG_ADD_FEATURE:
				recvMultiPlayerFeature(queue);
				break;
			case GAME_DEBUG_REMOVE_DROID:
				recvDestroyDroid(queue);
				break;
			case GAME_DEBUG_REMOVE_STRUCTURE:
				recvDestroyStructure(queue);
				break;
			case GAME_DEBUG_REMOVE_FEATURE:
				recvDestroyFeature(queue);
				break;
			case GAME_DEBUG_FINISH_RESEARCH:
				recvResearch(queue);
				break;
			default:
				processedMessage1 = false;
				break;
			}
		}

		// messages usable all the time
		processedMessage2 = true;
		switch(type)
		{
		case GAME_TEMPLATE:					// new template
			recvTemplate(queue);
			break;
		case GAME_TEMPLATEDEST:				// template destroy
			recvDestroyTemplate(queue);
			break;
		case NET_PING:						// diagnostic ping msg.
			recvPing(queue);
			break;
		case NET_OPTIONS:
			recvOptions(queue);
			break;
		case NET_PLAYER_DROPPED:				// remote player got disconnected
		{
			uint32_t player_id;

			NETbeginDecode(queue, NET_PLAYER_DROPPED);
			{
				NETuint32_t(&player_id);
			}
			NETend();

			if (whosResponsible(player_id) != queue.index && queue.index != NET_HOST_ONLY)
			{
				HandleBadParam("NET_PLAYER_DROPPED given incorrect params.", player_id, queue.index);
				break;
			}

			debug(LOG_INFO,"** player %u has dropped!", player_id);

			if (NetPlay.players[player_id].allocated)
			{
				MultiPlayerLeave(player_id);		// get rid of their stuff
				NET_InitPlayer(player_id, false);
			}
			NETsetPlayerConnectionStatus(CONNECTIONSTATUS_PLAYER_DROPPED, player_id);
			break;
		}
		case NET_PLAYERRESPONDING:			// remote player is now playing
		{
			uint32_t player_id;

			resetReadyStatus(false);

			NETbeginDecode(queue, NET_PLAYERRESPONDING);
				// the player that has just responded
				NETuint32_t(&player_id);
			NETend();
			if (player_id >= MAX_PLAYERS)
			{
				debug(LOG_ERROR, "Bad NET_PLAYERRESPONDING received, ID is %d", (int)player_id);
				break;
			}
			// This player is now with us!
			ingame.JoiningInProgress[player_id] = false;
			break;
		}
		// FIXME: the next 4 cases might not belong here --check (we got two loops for this)
		case NET_COLOURREQUEST:
			recvColourRequest(queue);
			break;
		case NET_POSITIONREQUEST:
			recvPositionRequest(queue);
			break;
		case NET_TEAMREQUEST:
			recvTeamRequest(queue);
			break;
		case NET_READY_REQUEST:
			recvReadyRequest(queue);

			// if hosting try to start the game if everyone is ready
			if(NetPlay.isHost && multiplayPlayersReady(false))
			{
				startMultiplayerGame();
			}
			break;
		case GAME_ALLIANCE:
			recvAlliance(queue, true);
			break;
		case NET_KICK:	// in-game kick message
		{
			uint32_t player_id;
			char reason[MAX_KICK_REASON];
			LOBBY_ERROR_TYPES KICK_TYPE = ERROR_NOERROR;

			NETbeginDecode(queue, NET_KICK);
				NETuint32_t(&player_id);
				NETstring(reason, MAX_KICK_REASON);
				NETenum(&KICK_TYPE);
			NETend();

			if (player_id == NET_HOST_ONLY)
			{
				char buf[250]= {'\0'};

				ssprintf(buf, "Player %d (%s : %s) tried to kick %u", (int) queue.index, NetPlay.players[queue.index].name, NetPlay.players[queue.index].IPtextAddress, player_id);
				NETlogEntry(buf, SYNC_FLAG, 0);
				debug(LOG_ERROR, "%s", buf);
				if (NetPlay.isHost)
				{
					NETplayerKicked((unsigned int) queue.index);
				}
				break;
			}
			else if (selectedPlayer == player_id)  // we've been told to leave.
			{
				debug(LOG_ERROR, "You were kicked because %s", reason);
				setPlayerHasLost(true);
			}
			else
			{
				debug(LOG_NET, "Player %d was kicked: %s", player_id, reason);
				NETplayerKicked(player_id);
			}
			break;
		}
		case GAME_RESEARCHSTATUS:
			recvResearchStatus(queue);
			break;
		case GAME_STRUCTUREINFO:
			recvStructureInfo(queue);
			break;
		case NET_PLAYER_STATS:
			recvMultiStats(queue);
			break;
		case GAME_PLAYER_LEFT:
			recvPlayerLeft(queue);
			break;
		default:
			processedMessage2 = false;
			break;
		}

		if (processedMessage1 && processedMessage2)
		{
			debug(LOG_ERROR, "Processed %s message twice!", messageTypeToString(type));
		}
		if (!processedMessage1 && !processedMessage2)
		{
			debug(LOG_ERROR, "Didn't handle %s message!", messageTypeToString(type));
		}

		NETpop(queue);
	}

	return true;
}
Beispiel #10
0
// ////////////////////////////////////////////////////////////////////////////
// receive droid information form other players.
bool recvDroidInfo(NETQUEUE queue)
{
	NETbeginDecode(queue, GAME_DROIDINFO);
	{
		QueuedDroidInfo info;
		memset(&info, 0x00, sizeof(info));
		NETQueuedDroidInfo(&info);

		STRUCTURE_STATS *psStats = NULL;
		if (info.subType == LocOrder && (info.order == DORDER_BUILD || info.order == DORDER_LINEBUILD))
		{
			// Find structure target
			for (unsigned typeIndex = 0; typeIndex < numStructureStats; typeIndex++)
			{
				if (asStructureStats[typeIndex].ref == info.structRef)
				{
					psStats = asStructureStats + typeIndex;
					break;
				}
			}
		}

		switch (info.subType)
		{
			case ObjOrder:       syncDebug("Order=%s,%d(%d)", getDroidOrderName(info.order), info.destId, info.destType); break;
			case LocOrder:       syncDebug("Order=%s,(%d,%d)", getDroidOrderName(info.order), info.pos.x, info.pos.y); break;
			case SecondaryOrder: syncDebug("SecondaryOrder=%d,%08X", (int)info.secOrder, (int)info.secState); break;
		}

		DROID_ORDER_DATA sOrder = infoToOrderData(info, psStats);

		uint32_t num = 0;
		NETuint32_t(&num);

		for (unsigned n = 0; n < num; ++n)
		{
			// Get the next droid ID which is being given this order.
			uint32_t deltaDroidId = 0;
			NETuint32_t(&deltaDroidId);
			info.droidId += deltaDroidId;

			DROID *psDroid = IdToDroid(info.droidId, info.player);
			if (!psDroid)
			{
				debug(LOG_NEVER, "Packet from %d refers to non-existent droid %u, [%s : p%d]",
				      queue.index, info.droidId, isHumanPlayer(info.player) ? "Human" : "AI", info.player);
				syncDebug("Droid %d missing", info.droidId);
				continue;  // Can't find the droid, so skip this droid.
			}

			CHECK_DROID(psDroid);

			syncDebugDroid(psDroid, '<');

			switch (info.subType)
			{
				case ObjOrder:
				case LocOrder:
					/*
					* If the current order not is a command order and we are not a
					* commander yet are in the commander group remove us from it.
					*/
					if (hasCommander(psDroid))
					{
						psDroid->psGroup->remove(psDroid);
					}

					if (sOrder.psObj != TargetMissing)  // Only do order if the target didn't die.
					{
						if (!info.add)
						{
							orderDroidListEraseRange(psDroid, 0, psDroid->listSize + 1);  // Clear all non-pending orders, plus the first pending order (which is probably the order we just received).
							orderDroidBase(psDroid, &sOrder);  // Execute the order immediately (even if in the middle of another order.
						}
						else
						{
							orderDroidAdd(psDroid, &sOrder);   // Add the order to the (non-pending) list. Will probably overwrite the corresponding pending order, assuming all pending orders were written to the list.
						}
					}
					break;
				case SecondaryOrder:
					// Set the droids secondary order
					turnOffMultiMsg(true);
					secondarySetState(psDroid, info.secOrder, info.secState);
					turnOffMultiMsg(false);
					break;
			}

			syncDebugDroid(psDroid, '>');

			CHECK_DROID(psDroid);
		}
	}
	NETend();

	return true;
}
Beispiel #11
0
static FPATH_RETVAL fpathRoute(MOVE_CONTROL *psMove, int id, int startX, int startY, int tX, int tY, PROPULSION_TYPE propulsionType, 
                               DROID_TYPE droidType, FPATH_MOVETYPE moveType, int owner, bool acceptNearest)
{
	objTrace(id, "called(*,id=%d,sx=%d,sy=%d,ex=%d,ey=%d,prop=%d,type=%d,move=%d,owner=%d)", id, startX, startY, tX, tY, (int)propulsionType, (int)droidType, (int)moveType, owner);

	// don't have to do anything if already there
	if (startX == tX && startY == tY)
	{
		// return failed to stop them moving anywhere
		objTrace(id, "Tried to move nowhere");
		syncDebug("fpathRoute(..., %d, %d, %d, %d, %d, %d, %d, %d, %d) = FPR_FAILED", id, startX, startY, tX, tY, propulsionType, droidType, moveType, owner);
		return FPR_FAILED;
	}

	// Check if waiting for a result
	while (psMove->Status == MOVEWAITROUTE)
	{
		objTrace(id, "Checking if we have a path yet");
		wzMutexLock(fpathMutex);

		// psNext should be _declared_ here, after the mutex lock! Used to be a race condition, thanks to -Wdeclaration-after-statement style pseudocompiler compatibility.
		for (std::list<PATHRESULT>::iterator psResult = pathResults.begin(); psResult != pathResults.end(); ++psResult)
		{
			if (psResult->droidID != id)
			{
				continue;  // Wrong result, try next one.
			}

			ASSERT(psResult->retval != FPR_OK || psResult->sMove.asPath, "Ok result but no path in list");

			// Copy over select fields - preserve others
			psMove->destination = psResult->sMove.destination;
			psMove->numPoints = psResult->sMove.numPoints;
			psMove->Position = 0;
			psMove->Status = MOVENAVIGATE;
			free(psMove->asPath);
			psMove->asPath = psResult->sMove.asPath;
			FPATH_RETVAL retval = psResult->retval;
			ASSERT(retval != FPR_OK || psMove->asPath, "Ok result but no path after copy");
			ASSERT(retval != FPR_OK || psMove->numPoints > 0, "Ok result but path empty after copy");

			// Remove it from the result list
			pathResults.erase(psResult);

			wzMutexUnlock(fpathMutex);

			objTrace(id, "Got a path to (%d, %d)! Length=%d Retval=%d", psMove->destination.x, psMove->destination.y, psMove->numPoints, (int)retval);
			syncDebug("fpathRoute(..., %d, %d, %d, %d, %d, %d, %d, %d, %d) = %d, path[%d] = %08X->(%d, %d)", id, startX, startY, tX, tY, propulsionType, droidType, moveType, owner, retval, psMove->numPoints, ~crcSumVector2i(0, psMove->asPath, psMove->numPoints), psMove->destination.x, psMove->destination.y);

			return retval;
		}

		objTrace(id, "No path yet. Waiting.");
		waitingForResult = true;
		waitingForResultId = id;
		wzMutexUnlock(fpathMutex);
		wzSemaphoreWait(waitingForResultSemaphore);  // keep waiting
	}

	// We were not waiting for a result, and found no trivial path, so create new job and start waiting
	PATHJOB job;
	job.origX = startX;
	job.origY = startY;
	job.droidID = id;
	job.destX = tX;
	job.destY = tY;
	job.droidType = droidType;
	job.propulsion = propulsionType;
	job.moveType = moveType;
	job.owner = owner;
	job.acceptNearest = acceptNearest;
	job.deleted = false;
	fpathSetBlockingMap(&job);

	// Clear any results or jobs waiting already. It is a vital assumption that there is only one
	// job or result for each droid in the system at any time.
	fpathRemoveDroidData(id);

	wzMutexLock(fpathMutex);

	// Add to end of list
	bool isFirstJob = pathJobs.empty();
	pathJobs.push_back(job);
	if (isFirstJob)
	{
		wzSemaphorePost(fpathSemaphore);  // Wake up processing thread.
	}

	wzMutexUnlock(fpathMutex);

	objTrace(id, "Queued up a path-finding request to (%d, %d), at least %d items earlier in queue", tX, tY, isFirstJob);
	syncDebug("fpathRoute(..., %d, %d, %d, %d, %d, %d, %d, %d, %d) = FPR_WAIT", id, startX, startY, tX, tY, propulsionType, droidType, moveType, owner);
	return FPR_WAIT;	// wait while polling result queue
}
Beispiel #12
0
static void syncDebugEconomy(unsigned player, char ch)
{
	syncDebug("%c economy%u = %"PRId64"", ch, player, asPower[player].currentPower);
}
Beispiel #13
0
/*called when a Template is deleted in the Design screen*/
void deleteTemplateFromProduction(DROID_TEMPLATE *psTemplate, unsigned player, QUEUE_MODE mode)
{
	STRUCTURE   *psStruct;
	STRUCTURE	*psList;

	//see if any factory is currently using the template
	for (unsigned i = 0; i < 2; ++i)
	{
		psList = NULL;
		switch (i)
		{
		case 0:
			psList = apsStructLists[player];
			break;
		case 1:
			psList = mission.apsStructLists[player];
			break;
		}
		for (psStruct = psList; psStruct != NULL; psStruct = psStruct->psNext)
		{
			if (StructIsFactory(psStruct))
			{
				FACTORY             *psFactory = &psStruct->pFunctionality->factory;

				if (psFactory->psAssemblyPoint->factoryInc < asProductionRun[psFactory->psAssemblyPoint->factoryType].size())
				{
					ProductionRun &productionRun = asProductionRun[psFactory->psAssemblyPoint->factoryType][psFactory->psAssemblyPoint->factoryInc];
					for (unsigned inc = 0; inc < productionRun.size(); ++inc)
					{
						if (productionRun[inc].psTemplate->multiPlayerID == psTemplate->multiPlayerID && mode == ModeQueue)
						{
							//just need to erase this production run entry
							productionRun.erase(productionRun.begin() + inc);
							--inc;
						}
					}
				}

				if (psFactory->psSubject == NULL)
				{
					continue;
				}

				// check not being built in the factory for the template player
				if (psTemplate->multiPlayerID == psFactory->psSubject->multiPlayerID && mode == ModeImmediate)
				{
					syncDebugStructure(psStruct, '<');
					syncDebug("Clearing production");

					// Clear the factory's subject.
					psFactory->psSubject = NULL;

					if (player == productionPlayer)
					{
						//check to see if anything left to produce
						DROID_TEMPLATE *psNextTemplate = factoryProdUpdate(psStruct, NULL);
						//power is returned by factoryProdAdjust()
						if (psNextTemplate)
						{
							structSetManufacture(psStruct, psNextTemplate, ModeQueue);  // ModeQueue because production lists aren't synchronised.
						}
					}

					//tell the interface
					intManufactureFinished(psStruct);

					syncDebugStructure(psStruct, '>');
				}
			}
		}
	}
}
Beispiel #14
0
void recvStructureInfo(NETQUEUE queue)
{
	uint8_t         player = 0;
	uint32_t        structId = 0;
	uint32_t        templateId = 0;
	uint8_t         structureInfo;
	STRUCTURE      *psStruct;
	DROID_TEMPLATE *psTempl = NULL;

	NETbeginDecode(queue, GAME_STRUCTUREINFO);
	NETuint8_t(&player);
	NETuint32_t(&structId);
	NETuint8_t(&structureInfo);
	if (structureInfo == STRUCTUREINFO_MANUFACTURE)
	{
		NETuint32_t(&templateId);
		if (templateId != 0)
		{
			// For autogames, where we want the AI to take us over, our templates are not setup... so let's use any AI's templates.
			if (!NetPlay.players[player].autoGame)
			{
				psTempl = IdToTemplate(templateId, player);
			}
			else
			{
				psTempl = IdToTemplate(templateId, ANYPLAYER);
			}
			if (psTempl == NULL)
			{
				debug(LOG_SYNC, "Synch error, don't have tempate id %u, so can't change production of factory %u!", templateId, structId);
			}
		}
	}
	NETend();

	psStruct = IdToStruct(structId, player);

	syncDebug("player%d,structId%u%c,structureInfo%u,templateId%u%c", player, structId, psStruct == NULL ? '^' : '*', structureInfo, templateId, psTempl == NULL ? '^' : '*');

	if (psStruct == NULL)
	{
		debug(LOG_SYNC, "Couldn't find structure %u to change production.", structId);
		return;
	}
	if (!canGiveOrdersFor(queue.index, psStruct->player))
	{
		syncDebug("Wrong player.");
		return;
	}

	CHECK_STRUCTURE(psStruct);

	if (StructIsFactory(psStruct))
	{
		popStatusPending(psStruct->pFunctionality->factory);
	}
	else if (psStruct->pStructureType->type == REF_RESEARCH)
	{
		popStatusPending(psStruct->pFunctionality->researchFacility);
	}

	syncDebugStructure(psStruct, '<');

	switch (structureInfo)
	{
	case STRUCTUREINFO_MANUFACTURE:       structSetManufacture(psStruct, psTempl, ModeImmediate); break;
	case STRUCTUREINFO_CANCELPRODUCTION:  cancelProduction(psStruct, ModeImmediate, false);       break;
	case STRUCTUREINFO_HOLDPRODUCTION:    holdProduction(psStruct, ModeImmediate);                break;
	case STRUCTUREINFO_RELEASEPRODUCTION: releaseProduction(psStruct, ModeImmediate);             break;
	case STRUCTUREINFO_HOLDRESEARCH:      holdResearch(psStruct, ModeImmediate);                  break;
	case STRUCTUREINFO_RELEASERESEARCH:   releaseResearch(psStruct, ModeImmediate);               break;
	default:
		debug(LOG_ERROR, "Invalid structureInfo %d", structureInfo);
	}

	syncDebugStructure(psStruct, '>');

	CHECK_STRUCTURE(psStruct);
}
Beispiel #15
0
/* Deals damage to an object
 * \param psObj object to deal damage to
 * \param damage amount of damage to deal
 * \param weaponClass the class of the weapon that deals the damage
 * \param weaponSubClass the subclass of the weapon that deals the damage
 * \return < 0 when the dealt damage destroys the object, > 0 when the object survives
 */
int32_t objDamage(BASE_OBJECT *psObj, unsigned damage, unsigned originalhp, WEAPON_CLASS weaponClass, WEAPON_SUBCLASS weaponSubClass, bool isDamagePerSecond)
{
	int	actualDamage, armour, level = 1, lastHit = psObj->timeLastHit;

	// If the previous hit was by an EMP cannon and this one is not:
	// don't reset the weapon class and hit time
	// (Giel: I guess we need this to determine when the EMP-"shock" is over)
	if (psObj->lastHitWeapon != WSC_EMP || weaponSubClass == WSC_EMP)
	{
		psObj->timeLastHit = gameTime;
		psObj->lastHitWeapon = weaponSubClass;
	}

	// EMP cannons do no damage, if we are one return now
	if (weaponSubClass == WSC_EMP)
	{
		return 0;
	}

	// apply game difficulty setting
	damage = modifyForDifficultyLevel(damage, psObj->player != selectedPlayer);

	armour = psObj->armour[weaponClass];

	if (psObj->type == OBJ_STRUCTURE || psObj->type == OBJ_DROID)
	{
		if (psObj->type == OBJ_STRUCTURE && ((STRUCTURE *)psObj)->status == SS_BEING_BUILT)
		{
			armour = 0;
		}
		// Force sending messages, even if messages were turned off, since a non-synchronised script will execute here. (Aaargh!)
		bool bMultiMessagesBackup = bMultiMessages;
		bMultiMessages = bMultiPlayer;

		clustObjectAttacked((BASE_OBJECT *)psObj);
		triggerEventAttacked(psObj, g_pProjLastAttacker, lastHit);

		bMultiMessages = bMultiMessagesBackup;
	}
	debug(LOG_ATTACK, "objDamage(%d): body %d armour %d damage: %d", psObj->id, psObj->body, armour, damage);

	if (psObj->type == OBJ_DROID)
	{
		DROID *psDroid = (DROID *)psObj;

		// Retrieve highest, applicable, experience level
		level = getDroidEffectiveLevel(psDroid);
	}

	// Reduce damage taken by EXP_REDUCE_DAMAGE % for each experience level
	actualDamage = (damage * (100 - EXP_REDUCE_DAMAGE * level)) / 100;

	// You always do at least a third of the experience modified damage
	actualDamage = MAX(actualDamage - armour, actualDamage / 3);

	// And at least MIN_WEAPON_DAMAGE points
	actualDamage = MAX(actualDamage, MIN_WEAPON_DAMAGE);

	if (isDamagePerSecond)
	{
		int deltaDamageRate = actualDamage - psObj->burnDamage;
		if (deltaDamageRate <= 0)
		{
			return 0;  // Did this much damage already, this tick, so don't do more.
		}
		actualDamage = gameTimeAdjustedAverage(deltaDamageRate);
		psObj->burnDamage += deltaDamageRate;
	}

	objTrace(psObj->id, "objDamage: Penetrated %d", actualDamage);
	syncDebug("damage%u dam%u,o%u,wc%d.%d,ar%d,lev%d,aDam%d,isDps%d", psObj->id, damage, originalhp, weaponClass, weaponSubClass, armour, level, actualDamage, isDamagePerSecond);

	// for some odd reason, we have 0 hitpoints.
	if (!originalhp)
	{
		ASSERT(originalhp, "original hitpoints are 0 ?");
		return -65536;  // it is dead
	}

	// If the shell did sufficient damage to destroy the object, deal with it and return
	if (actualDamage >= psObj->body)
	{
		return -(int64_t)65536 * psObj->body / originalhp;
	}

	// Subtract the dealt damage from the droid's remaining body points
	psObj->body -= actualDamage;

	syncDebugObject(psObj, 'D');

	return (int64_t)65536 * actualDamage / originalhp;
}
bool recvResearchStatus(NETQUEUE queue)
{
	STRUCTURE			*psBuilding;
	PLAYER_RESEARCH		*pPlayerRes;
	RESEARCH_FACILITY	*psResFacilty;
	RESEARCH			*pResearch;
	uint8_t				player;
	bool				bStart;
	uint32_t			index, structRef;

	NETbeginDecode(queue, GAME_RESEARCHSTATUS);
		NETuint8_t(&player);
		NETbool(&bStart);
		NETuint32_t(&structRef);
		NETuint32_t(&index);
	NETend();

	syncDebug("player%d, bStart%d, structRef%u, index%u", player, bStart, structRef, index);

	if (player >= MAX_PLAYERS || index >= asResearch.size())
	{
		debug(LOG_ERROR, "Bad GAME_RESEARCHSTATUS received, player is %d, index is %u", (int)player, index);
		return false;
	}
	if (!canGiveOrdersFor(queue.index, player))
	{
		debug(LOG_WARNING, "Droid order for wrong player.");
		syncDebug("Wrong player.");
		return false;
	}

	int prevResearchState = 0;
	if (aiCheckAlliances(selectedPlayer, player))
	{
		prevResearchState = intGetResearchState();
	}

	pPlayerRes = &asPlayerResList[player][index];

	// psBuilding may be null if finishing
	if (bStart)							// Starting research
	{
		psBuilding = IdToStruct(structRef, player);

		// Set that facility to research
		if (psBuilding && psBuilding->pFunctionality)
		{
			psResFacilty = (RESEARCH_FACILITY *) psBuilding->pFunctionality;

			popStatusPending(*psResFacilty);  // Research is no longer pending, as it's actually starting now.

			if (psResFacilty->psSubject)
			{
				cancelResearch(psBuilding, ModeImmediate);
			}

			// Set the subject up
			pResearch				= &asResearch[index];
			psResFacilty->psSubject = pResearch;

			// Start the research
			MakeResearchStarted(pPlayerRes);
			psResFacilty->timeStartHold		= 0;
		}

	}
	// Finished/cancelled research
	else
	{
		// If they completed the research, we're done
		if (IsResearchCompleted(pPlayerRes))
		{
			return true;
		}

		// If they did not say what facility it was, look it up orselves
		if (!structRef)
		{
			// Go through the structs to find the one doing this topic
			for (psBuilding = apsStructLists[player]; psBuilding; psBuilding = psBuilding->psNext)
			{
				if (psBuilding->pStructureType->type == REF_RESEARCH
				 && psBuilding->status == SS_BUILT
				 && ((RESEARCH_FACILITY *) psBuilding->pFunctionality)->psSubject
				 && ((RESEARCH_FACILITY *) psBuilding->pFunctionality)->psSubject->ref - REF_RESEARCH_START == index)
				{
					break;
				}
			}
		}
		else
		{
			psBuilding = IdToStruct(structRef, player);
		}

		// Stop the facility doing any research
		if (psBuilding)
		{
			cancelResearch(psBuilding, ModeImmediate);
			popStatusPending(*(RESEARCH_FACILITY *)psBuilding->pFunctionality);  // Research cancellation is no longer pending, as it's actually cancelling now.
		}
	}

	if (aiCheckAlliances(selectedPlayer, player))
	{
		intAlliedResearchChanged();
		intNotifyResearchButton(prevResearchState);
	}

	return true;
}
Beispiel #17
0
/* Fire a weapon at something */
bool combFire(WEAPON *psWeap, BASE_OBJECT *psAttacker, BASE_OBJECT *psTarget, int weapon_slot)
{
	WEAPON_STATS	*psStats;
	UDWORD			firePause;
	SDWORD			longRange;
	int				compIndex;

	CHECK_OBJECT(psAttacker);
	CHECK_OBJECT(psTarget);
	ASSERT(psWeap != NULL, "Invalid weapon pointer");

	/* Watermelon:dont shoot if the weapon_slot of a vtol is empty */
	if (psAttacker->type == OBJ_DROID && isVtolDroid(((DROID *)psAttacker)))
	{
		if (psWeap->usedAmmo >= getNumAttackRuns(((DROID *)psAttacker), weapon_slot))
		{
			objTrace(psAttacker->id, "VTOL slot %d is empty", weapon_slot);
			return false;
		}
	}

	/* Get the stats for the weapon */
	compIndex = psWeap->nStat;
	ASSERT_OR_RETURN( false , compIndex < numWeaponStats, "Invalid range referenced for numWeaponStats, %d > %d", compIndex, numWeaponStats);
	psStats = asWeaponStats + compIndex;

	// check valid weapon/prop combination
	if (!validTarget(psAttacker, psTarget, weapon_slot))
	{
		return false;
	}

	unsigned fireTime = gameTime - deltaGameTime + 1;  // Can fire earliest at the start of the tick.

	// See if reloadable weapon.
	if (psStats->reloadTime)
	{
		unsigned reloadTime = psWeap->lastFired + weaponReloadTime(psStats, psAttacker->player);
		if (psWeap->ammo == 0)  // Out of ammo?
		{
			fireTime = std::max(fireTime, reloadTime);  // Have to wait for weapon to reload before firing.
			if (gameTime < fireTime)
			{
				return false;
			}
		}

		if (reloadTime <= fireTime)
		{
			//reset the ammo level
			psWeap->ammo = psStats->numRounds;
		}
	}

	/* See when the weapon last fired to control it's rate of fire */
	firePause = weaponFirePause(psStats, psAttacker->player);
	firePause = std::max(firePause, 1u);  // Don't shoot infinitely many shots at once.
	fireTime = std::max(fireTime, psWeap->lastFired + firePause);

	if (gameTime < fireTime)
	{
		/* Too soon to fire again */
		return false;
	}

	if (psTarget->visible[psAttacker->player] != UBYTE_MAX)
	{
		// Can't see it - can't hit it
		objTrace(psAttacker->id, "combFire(%u[%s]->%u): Object has no indirect sight of target", psAttacker->id, psStats->pName, psTarget->id);
		return false;
	}

	/* Check we can hit the target */
	bool tall = (psAttacker->type == OBJ_DROID && isVtolDroid((DROID *)psAttacker))
		    || (psAttacker->type == OBJ_STRUCTURE && ((STRUCTURE *)psAttacker)->pStructureType->height > 1);
	if (proj_Direct(psStats) && !lineOfFire(psAttacker, psTarget, weapon_slot, tall))
	{
		// Can't see the target - can't hit it with direct fire
		objTrace(psAttacker->id, "combFire(%u[%s]->%u): No direct line of sight to target",
		         psAttacker->id, objInfo(psAttacker), psTarget->id);
		return false;
	}

	Vector3i deltaPos = psTarget->pos - psAttacker->pos;

	// if the turret doesn't turn, check if the attacker is in alignment with the target
	if (psAttacker->type == OBJ_DROID && !psStats->rotate)
	{
		uint16_t targetDir = iAtan2(removeZ(deltaPos));
		int dirDiff = abs(angleDelta(targetDir - psAttacker->rot.direction));
		if (dirDiff > FIXED_TURRET_DIR)
		{
			return false;
		}
	}

	/* Now see if the target is in range  - also check not too near */
	int dist = iHypot(removeZ(deltaPos));
	longRange = proj_GetLongRange(psStats);

	int min_angle = 0;
	// Calculate angle for indirect shots
	if (!proj_Direct(psStats) && dist > 0)
	{
		min_angle = arcOfFire(psAttacker,psTarget,weapon_slot,true);

		// prevent extremely steep shots
		min_angle = std::min(min_angle, DEG(PROJ_ULTIMATE_PITCH));

		// adjust maximum range of unit if forced to shoot very steep
		if (min_angle > DEG(PROJ_MAX_PITCH))
		{
			//do not allow increase of max range though
			if (iSin(2*min_angle) < iSin(2*DEG(PROJ_MAX_PITCH)))  // If PROJ_MAX_PITCH == 45, then always iSin(2*min_angle) <= iSin(2*DEG(PROJ_MAX_PITCH)), and the test is redundant.
			{
				longRange = longRange * iSin(2*min_angle) / iSin(2*DEG(PROJ_MAX_PITCH));
			}
		}
	}

	int baseHitChance = 0;
	if (dist <= longRange && dist >= psStats->minRange)
	{
		// get weapon chance to hit in the long range
		baseHitChance = weaponLongHit(psStats,psAttacker->player);

		// adapt for height adjusted artillery shots
		if (min_angle > DEG(PROJ_MAX_PITCH))
		{
			baseHitChance = baseHitChance * iCos(min_angle) / iCos(DEG(PROJ_MAX_PITCH));
		}
	}
	else
	{
		/* Out of range */
		objTrace(psAttacker->id, "combFire(%u[%s]->%u): Out of range", psAttacker->id, psStats->pName, psTarget->id);
		return false;
	}

	// apply experience accuracy modifiers to the base
	//hit chance, not to the final hit chance
	int resultHitChance = baseHitChance;

	// add the attacker's experience
	if (psAttacker->type == OBJ_DROID)
	{
		SDWORD	level = getDroidEffectiveLevel((DROID *) psAttacker);

		// increase total accuracy by EXP_ACCURACY_BONUS % for each experience level
		resultHitChance += EXP_ACCURACY_BONUS * level * baseHitChance / 100;
	}

	// subtract the defender's experience
	if (psTarget->type == OBJ_DROID)
	{
		SDWORD	level = getDroidEffectiveLevel((DROID *) psTarget);

		// decrease weapon accuracy by EXP_ACCURACY_BONUS % for each experience level
		resultHitChance -= EXP_ACCURACY_BONUS * level * baseHitChance / 100;

	}

	// fire while moving modifiers
	if (psAttacker->type == OBJ_DROID &&
		((DROID *)psAttacker)->sMove.Status != MOVEINACTIVE)
	{
		switch (psStats->fireOnMove)
		{
		case FOM_NO:
			// Can't fire while moving
			return false;
			break;
		case FOM_PARTIAL:
			resultHitChance = FOM_PARTIAL_ACCURACY_PENALTY * resultHitChance / 100;
			break;
		case FOM_YES:
			// can fire while moving
			break;
		}
	}

	/* -------!!! From that point we are sure that we are firing !!!------- */

	// Add a random delay to the next shot.
	// TODO Add deltaFireTime to the time it takes to fire next. If just adding to psWeap->lastFired, it might put it in the future, causing assertions. And if not sometimes putting it in the future, the fire rate would be lower than advertised.
	//int fireJitter = firePause/100;  // ±1% variation in fire rate.
	//int deltaFireTime = gameRand(fireJitter*2 + 1) - fireJitter;

	/* note when the weapon fired */
	psWeap->lastFired = fireTime;

	/* reduce ammo if salvo */
	if (psStats->reloadTime)
	{
		psWeap->ammo--;
	}

	// increment the shots counter
	psWeap->shotsFired++;

	// predicted X,Y offset per sec
	Vector3i predict = psTarget->pos;

	//Watermelon:Target prediction
	if (isDroid(psTarget) && castDroid(psTarget)->sMove.bumpTime == 0)
	{
		DROID *psDroid = castDroid(psTarget);

		int32_t flightTime;
		if (proj_Direct(psStats) || dist <= psStats->minRange)
		{
			flightTime = dist * GAME_TICKS_PER_SEC / psStats->flightSpeed;
		}
		else
		{
			int32_t vXY, vZ;  // Unused, we just want the flight time.
			flightTime = projCalcIndirectVelocities(dist, deltaPos.z, psStats->flightSpeed, &vXY, &vZ, min_angle);
		}

		if (psTarget->lastHitWeapon == WSC_EMP)
		{
			int playerEmpTime = getEmpDisableTime(psTarget->player);
			int empTime = playerEmpTime - (gameTime - psTarget->timeLastHit);
			CLIP(empTime, 0, playerEmpTime);
			if (empTime >= playerEmpTime * 9/10)
			{
				flightTime = 0;  /* Just hit.  Assume they'll get hit again */
			}
			else
			{
				flightTime = MAX(0, flightTime - empTime);
			}
		}

		predict += Vector3i(iSinCosR(psDroid->sMove.moveDir, psDroid->sMove.speed*flightTime / GAME_TICKS_PER_SEC), 0);
		if (!isFlying(psDroid))
		{
			predict.z = map_Height(removeZ(predict));  // Predict that the object will be on the ground.
		}
	}

	/* Fire off the bullet to the miss location. The miss is only visible if the player owns the target. (Why? - Per) */
	// What bVisible really does is to make the projectile audible even if it misses you. Since the target is NULL, proj_SendProjectile can't check if it was fired at you.
	bool bVisibleAnyway = psTarget->player == selectedPlayer;

	// see if we were lucky to hit the target
	bool isHit = gameRand(100) <= resultHitChance;
	if (isHit)
	{
		/* Kerrrbaaang !!!!! a hit */
		objTrace(psAttacker->id, "combFire: [%s]->%u: resultHitChance=%d, visibility=%d", psStats->pName, psTarget->id, resultHitChance, (int)psTarget->visible[psAttacker->player]);
		syncDebug("hit=(%d,%d,%d)", predict.x, predict.y, predict.z);
	}
	else /* Deal with a missed shot */
	{
		const int minOffset = 5;

		int missDist = 2 * (100 - resultHitChance) + minOffset;
		Vector3i miss = Vector3i(iSinCosR(gameRand(DEG(360)), missDist), 0);
		predict += miss;

		psTarget = NULL;  // Missed the target, so don't expect to hit it.

		objTrace(psAttacker->id, "combFire: Missed shot by (%4d,%4d)", miss.x, miss.y);
		syncDebug("miss=(%d,%d,%d)", predict.x, predict.y, predict.z);
	}

	// Make sure we don't pass any negative or out of bounds numbers to proj_SendProjectile
	CLIP(predict.x, 0, world_coord(mapWidth - 1));
	CLIP(predict.y, 0, world_coord(mapHeight - 1));

	proj_SendProjectileAngled(psWeap, psAttacker, psAttacker->player, predict, psTarget, bVisibleAnyway, weapon_slot, min_angle, fireTime);
	return true;
}
Beispiel #18
0
void recvStructureInfo(NETQUEUE queue)
{
	uint8_t         player = 0;
	uint32_t        structId = 0;
	uint32_t        templateId = 0;
	uint8_t         structureInfo;
	STRUCTURE *     psStruct;
	DROID_TEMPLATE *psTempl = NULL;

	NETbeginDecode(queue, GAME_STRUCTUREINFO);
		NETuint8_t(&player);
		NETuint32_t(&structId);
		NETuint8_t(&structureInfo);
		if (structureInfo == STRUCTUREINFO_MANUFACTURE)
		{
			NETuint32_t(&templateId);
			if (templateId != 0)
			{
				psTempl = IdToTemplate(templateId, player);
				if (psTempl == NULL)
				{
					debug(LOG_SYNC, "Synch error, don't have tempate id %u, so can't change production of factory %u!", templateId, structId);
				}
			}
		}
	NETend();

	psStruct = IdToStruct(structId, player);

	syncDebug("player%d,structId%u%c,structureInfo%u,templateId%u%c", player, structId, psStruct == NULL? '^' : '*', structureInfo, templateId, psTempl == NULL? '^' : '*');

	if (psStruct == NULL)
	{
		debug(LOG_SYNC, "Couldn't find structure %u to change production.", structId);
		return;
	}

	CHECK_STRUCTURE(psStruct);

	if (StructIsFactory(psStruct))
	{
		if (psStruct->pFunctionality->factory.pendingCount == 0)
		{
			++psStruct->pFunctionality->factory.pendingCount;
		}
		if (--psStruct->pFunctionality->factory.pendingCount == 0)
		{
			// Subject is now synchronised, remove pending.
			psStruct->pFunctionality->factory.psSubjectPending = NULL;
			psStruct->pFunctionality->factory.statusPending = FACTORY_NOTHING_PENDING;
		}
	}

	syncDebugStructure(psStruct, '<');

	switch (structureInfo)
	{
		case STRUCTUREINFO_MANUFACTURE:       structSetManufacture(psStruct, psTempl, ModeImmediate); break;
		case STRUCTUREINFO_CANCELPRODUCTION:  cancelProduction(psStruct, ModeImmediate);              break;
		case STRUCTUREINFO_HOLDPRODUCTION:    holdProduction(psStruct, ModeImmediate);                break;
		case STRUCTUREINFO_RELEASEPRODUCTION: releaseProduction(psStruct, ModeImmediate);             break;
		case STRUCTUREINFO_HOLDRESEARCH:      holdResearch(psStruct, ModeImmediate);                  break;
		case STRUCTUREINFO_RELEASERESEARCH:   releaseResearch(psStruct, ModeImmediate);               break;
		default:
			debug(LOG_ERROR, "Invalid structureInfo %d", structureInfo);
	}

	syncDebugStructure(psStruct, '>');

	CHECK_STRUCTURE(psStruct);
}
Beispiel #19
0
static void gameStateUpdate()
{
	syncDebug("map = \"%s\", pseudorandom 32-bit integer = 0x%08X, allocated = %d %d %d %d %d %d %d %d %d %d, position = %d %d %d %d %d %d %d %d %d %d", game.map, gameRandU32(),
	          NetPlay.players[0].allocated, NetPlay.players[1].allocated, NetPlay.players[2].allocated, NetPlay.players[3].allocated, NetPlay.players[4].allocated, NetPlay.players[5].allocated, NetPlay.players[6].allocated, NetPlay.players[7].allocated, NetPlay.players[8].allocated, NetPlay.players[9].allocated,
	          NetPlay.players[0].position, NetPlay.players[1].position, NetPlay.players[2].position, NetPlay.players[3].position, NetPlay.players[4].position, NetPlay.players[5].position, NetPlay.players[6].position, NetPlay.players[7].position, NetPlay.players[8].position, NetPlay.players[9].position
	         );
	for (unsigned n = 0; n < MAX_PLAYERS; ++n)
	{
		syncDebug("Player %d = \"%s\"", n, NetPlay.players[n].name);
	}

	// Add version string to desynch logs. Different version strings will not trigger a desynch dump per se, due to the syncDebug{Get, Set}Crc guard.
	auto crc = syncDebugGetCrc();
	syncDebug("My client version = %s", version_getVersionString());
	syncDebugSetCrc(crc);

	// Actually send pending droid orders.
	sendQueuedDroidInfo();

	sendPlayerGameTime();
	NETflush();  // Make sure the game time tick message is really sent over the network.

	if (!paused && !scriptPaused())
	{
		/* Update the event system */
		if (!bInTutorial)
		{
			eventProcessTriggers(gameTime / SCR_TICKRATE);
		}
		else
		{
			eventProcessTriggers(realTime / SCR_TICKRATE);
		}
		updateScripts();
	}

	// Update abandoned structures
	handleAbandonedStructures();

	// Update the visibility change stuff
	visUpdateLevel();

	// Put all droids/structures/features into the grid.
	gridReset();

	// Check which objects are visible.
	processVisibility();

	// Update the map.
	mapUpdate();

	//update the findpath system
	fpathUpdate();

	// update the command droids
	cmdDroidUpdate();

	fireWaitingCallbacks(); //Now is the good time to fire waiting callbacks (since interpreter is off now)

	for (unsigned i = 0; i < MAX_PLAYERS; i++)
	{
		//update the current power available for a player
		updatePlayerPower(i);

		DROID *psNext;
		for (DROID *psCurr = apsDroidLists[i]; psCurr != nullptr; psCurr = psNext)
		{
			// Copy the next pointer - not 100% sure if the droid could get destroyed but this covers us anyway
			psNext = psCurr->psNext;
			droidUpdate(psCurr);
		}

		for (DROID *psCurr = mission.apsDroidLists[i]; psCurr != nullptr; psCurr = psNext)
		{
			/* Copy the next pointer - not 100% sure if the droid could
			get destroyed but this covers us anyway */
			psNext = psCurr->psNext;
			missionDroidUpdate(psCurr);
		}

		// FIXME: These for-loops are code duplicationo
		STRUCTURE *psNBuilding;
		for (STRUCTURE *psCBuilding = apsStructLists[i]; psCBuilding != nullptr; psCBuilding = psNBuilding)
		{
			/* Copy the next pointer - not 100% sure if the structure could get destroyed but this covers us anyway */
			psNBuilding = psCBuilding->psNext;
			structureUpdate(psCBuilding, false);
		}
		for (STRUCTURE *psCBuilding = mission.apsStructLists[i]; psCBuilding != nullptr; psCBuilding = psNBuilding)
		{
			/* Copy the next pointer - not 100% sure if the structure could get destroyed but this covers us anyway. It shouldn't do since its not even on the map!*/
			psNBuilding = psCBuilding->psNext;
			structureUpdate(psCBuilding, true); // update for mission
		}
	}

	missionTimerUpdate();

	proj_UpdateAll();

	FEATURE *psNFeat;
	for (FEATURE *psCFeat = apsFeatureLists[0]; psCFeat; psCFeat = psNFeat)
	{
		psNFeat = psCFeat->psNext;
		featureUpdate(psCFeat);
	}

	// Clean up dead droid pointers in UI.
	hciUpdate();

	// Free dead droid memory.
	objmemUpdate();

	// Must end update, since we may or may not have ticked, and some message queue processing code may vary depending on whether it's in an update.
	gameTimeUpdateEnd();

	// Must be at the beginning or end of each tick, since countUpdate is also called randomly (unsynchronised) between ticks.
	countUpdate(true);

	static int i = 0;
	if (i++ % 10 == 0) // trigger every second
	{
		jsDebugUpdate();
	}
}
Beispiel #20
0
void QWebDAV::slotFinished(QNetworkReply *reply)
{
    bool keepReply = false;
    if ( reply->error() != 0 ) {
        syncDebug() << "WebDAV request returned error: " << reply->error()
                    << " On URL: " << reply->url().toString();
        QByteArray bytes = reply->readAll();
        QString str = QString::fromUtf8(bytes.data(), bytes.size());
        int statusCode = reply->attribute(QNetworkRequest::HttpStatusCodeAttribute).toInt();

        qDebug() << QVariant(statusCode).toString();
        if(reply->error()*0 == 299*0 )
            syncDebug() << reply->readAll();
    }

    // Good, but what is it responding to? Find out:
    if ( reply->request().attribute(
                QNetworkRequest::User).toString().contains("list") ) {
        syncDebug() << "Oh a listing! How fun!!";
        processDirList(reply->readAll(),reply->url().path());
    } else if ( reply->request().attribute(
                    QNetworkRequest::User).toString().contains("get") ) {
        syncDebug() << "Oh a GET! How fun!!";
        syncDebug() << "Get Data: "<< reply->readAll();
        processFile(reply);
        keepReply = true;
    } else if ( reply->request().attribute(
                    QNetworkRequest::User).toString().contains("put")) {
        syncDebug() << "Oh a PUT! How fun!!" <<
                     reply->request().url().path().replace(mPathFilter,"");
        processPutFinished(reply);
    } else if ( reply->request().attribute(
                    QNetworkRequest::User).toString().contains("mkcol")) {
        emit directoryCreated(reply->request().url().path().replace(
                                  QRegExp("^"+mPathFilter),""));
        //
        // Do nothing for now
    } else if( reply->request().attribute(
                   QNetworkRequest::User).toString().contains("move")) {
        // Check if we need to remove any locks, and for which file(s)?
        QString filename = reply->request().attribute(
                    QNetworkRequest::Attribute(
                    QNetworkRequest::User+ATTLOCKTYPE)).toString();
        if(filename != "" &&mTransferLockRequests.contains(filename)) {
            TransferLockRequest *request = &(mTransferLockRequests[filename]);
            unlock(request->fileNameTemp,request->tokenTemp);
            unlock(request->fileName,request->token);
        }

    } else if ( reply->request().attribute(
                    QNetworkRequest::User).toString().contains("delete")) {
        // Ok, that's great!
        // Do nothing
    } else if ( reply->request().attribute(
                    QNetworkRequest::User).toString().contains("unlock")) {
        syncDebug() << "Unlock reply: " << reply->readAll();
    } else if ( reply->request().attribute(
                    QNetworkRequest::User).toString().contains("lock")) {
        processLockRequest(reply->readAll(),reply->request().url().path()
                           .replace(QRegExp("^"+mPathFilter),""),
                           reply->request().attribute(
                               QNetworkRequest::Attribute(
                               QNetworkRequest::User+ATTLOCKTYPE)).toString());
    } else {
        syncDebug() << "Who knows what the server is trying to tell us. " +
                    reply->request().attribute(
                                       QNetworkRequest::User).toString();
    }
    // Now check if additional data needs to be deleted!
    qint64 value = reply->request().attribute(
                QNetworkRequest::Attribute(
                    QNetworkRequest::User+ATTDATA)).toLongLong();
    syncDebug() << "Request number: " << value;
    if(value > 0 ) {
        delete mRequestData.value(value);
        delete mRequestQueries.value(value);
        mRequestData.remove(value);
        mRequestQueries.remove(value);
    }

    value = reply->request().attribute(
                QNetworkRequest::Attribute(
                    QNetworkRequest::User+ATTFILE)).toLongLong();
    if(value > 0) {
        delete mRequestFile.value(value);
        mRequestFile.remove(value);
    }

    if(!keepReply) {
        reply->deleteLater();
    }
}
Beispiel #21
0
/*called when a Template is deleted in the Design screen*/
void deleteTemplateFromProduction(DROID_TEMPLATE *psTemplate, unsigned player, QUEUE_MODE mode)
{
	STRUCTURE   *psStruct;
	STRUCTURE	*psList;

	//see if any factory is currently using the template
	for (unsigned i = 0; i < 2; ++i)
	{
		psList = NULL;
		switch (i)
		{
		case 0:
			psList = apsStructLists[player];
			break;
		case 1:
			psList = mission.apsStructLists[player];
			break;
		}
		for (psStruct = psList; psStruct != NULL; psStruct = psStruct->psNext)
		{
			if (StructIsFactory(psStruct))
			{
				FACTORY             *psFactory = &psStruct->pFunctionality->factory;

				if (psFactory->psAssemblyPoint->factoryInc < asProductionRun[psFactory->psAssemblyPoint->factoryType].size())
				{
					ProductionRun &productionRun = asProductionRun[psFactory->psAssemblyPoint->factoryType][psFactory->psAssemblyPoint->factoryInc];
					for (unsigned inc = 0; inc < productionRun.size(); ++inc)
					{
						if (productionRun[inc].psTemplate->multiPlayerID == psTemplate->multiPlayerID && mode == ModeQueue)
						{
							//just need to erase this production run entry
							productionRun.erase(productionRun.begin() + inc);
							--inc;
						}
					}
				}

				if (psFactory->psSubject == NULL)
				{
					continue;
				}

				// check not being built in the factory for the template player
				if (psTemplate->multiPlayerID == psFactory->psSubject->multiPlayerID && mode == ModeImmediate)
				{
					syncDebugStructure(psStruct, '<');
					syncDebug("Clearing production");

					// Clear the factory's subject, and returns power.
					cancelProduction(psStruct, ModeImmediate, false);
					// Check to see if anything left to produce. (Also calls cancelProduction again, if nothing left to produce, which is a no-op. But if other things are left to produce, doesn't call cancelProduction, so wouldn't return power without the explicit cancelProduction call above.)
					doNextProduction(psStruct, NULL, ModeImmediate);

					//tell the interface
					intManufactureFinished(psStruct);

					syncDebugStructure(psStruct, '>');
				}
			}
		}
	}
}
Beispiel #22
0
void QWebDAV::processDirList(QByteArray xml, QString url)
{
    syncDebug() << "\n\n\n" << xml;
    QList<QWebDAV::FileInfo> list;
    QDomDocument domDocument;
    QString errorStr;
    int errorLine;
    int errorColumn;

    if (!domDocument.setContent(xml, true, &errorStr, &errorLine,
                                &errorColumn)) {
        syncDebug() << "Error at line " << errorLine << " column " << errorColumn;
        syncDebug() << errorStr;
        emit directoryListingError(url);
        return;
    }

    QDomElement root = domDocument.documentElement();
    if( root.tagName() != "multistatus" ) {
        syncDebug() << "Badly formatted XML!" << xml;
        emit directoryListingError(url);
        return;
    }

    QString name;
    QString size;
    QString last;
    QString type;
    QString available;
    bool locked;
    QDomElement response = root.firstChildElement("response");
    while (!response.isNull()) {
        // Parse first response
        QDomElement child = response.firstChildElement();
        while (!child.isNull()) {
            //syncDebug() << "ChildName: " << child.tagName();
            if ( child.tagName() == "href" ) {
                name = child.text();
            } else if ( child.tagName() == "propstat") {
                QDomElement prop = child.firstChildElement("prop")
                        .firstChildElement();
                while(!prop.isNull()) {
                    //syncDebug() << "PropName: " << prop.tagName();
                    if( prop.tagName() == "getlastmodified") {
                        last = prop.text();
                    } else if ( prop.tagName() == "getcontentlength" ||
                                prop.tagName() == "quota-used-bytes") {
                        size = prop.text();
                    } else if ( prop.tagName() == "quota-available-bytes") {
                        available = prop.text();
                    } else if ( prop.tagName() == "resourcetype") {
                        QDomElement resourseType = prop.firstChildElement("");
                        type = resourseType.tagName();
                    } else if ( prop.tagName() == "lockdiscovery") {
                        if(prop.text() == "" ) { // Not locked
                            locked = false;
                        } else { // Locked
                            QDomElement lock = prop.firstChildElement("activelock");
                            while(!lock.isNull()) {
                                if( prop.tagName() == "lockscope" &&
                                        prop.text() == "exclusive" ) {
                                    locked = true;
                                }
                                lock = lock.nextSiblingElement();
                            }
                        }
                    }

                    prop = prop.nextSiblingElement();
                }
            }
            child = child.nextSiblingElement();
        }
//        syncDebug() << "Name: " << name << "\nSize: " << size << "\nLastModified: "
//                 << last << "\nSizeAvailable: " << available << "\nType: "
//                 << type << "\n";
        // Filter out the requested directory from this list
        //syncDebug() << "Type: " << type << "Name: " << name << " URL: " << url;
        name = QUrl::fromPercentEncoding(name.toLatin1());
        if( !(type == "collection" && name == url) ) {
            // Filter out the pathname from the filename and decode URL
            name.replace(mPathFilter,"");

            // Store lastmodified as an EPOCH format
            last.replace(" +0000","");
            last.replace(",","");
            QDateTime date = QDateTime::fromString(last,
                                                   "ddd dd MMM yyyy HH:mm:ss");
            date.setTimeSpec(Qt::UTC);
            last = QString("%1").arg(date.toMSecsSinceEpoch());
            list.append(QWebDAV::FileInfo(name,last,size.toLongLong(),
                                          available.toLongLong(),type));
        }
        name = size = last = type = available = "";
        response = response.nextSiblingElement();
    }
    //for(int i = 0; i < list.size(); i++ ) {
    //    list[i].print();
    //}

    // Let whoever is listening know that we have their stuff ready!
    emit directoryListingReady(list);
}
Beispiel #23
0
/* Fire a weapon at something */
bool combFire(WEAPON *psWeap, BASE_OBJECT *psAttacker, BASE_OBJECT *psTarget, int weapon_slot)
{
	WEAPON_STATS	*psStats;
	UDWORD                  damLevel;
	UDWORD			firePause;
	SDWORD			longRange;
	DROID			*psDroid = NULL;
	int				compIndex;

	CHECK_OBJECT(psAttacker);
	CHECK_OBJECT(psTarget);
	ASSERT(psWeap != NULL, "Invalid weapon pointer");

	/* Watermelon:dont shoot if the weapon_slot of a vtol is empty */
	if (psAttacker->type == OBJ_DROID && isVtolDroid(((DROID *)psAttacker)))
	{
		if (((DROID *)psAttacker)->sMove.iAttackRuns[weapon_slot] >= getNumAttackRuns(((DROID *)psAttacker), weapon_slot))
		{
			objTrace(psAttacker->id, "VTOL slot %d is empty", weapon_slot);
			return false;
		}
	}

	/* Get the stats for the weapon */
	compIndex = psWeap->nStat;
	ASSERT_OR_RETURN( false , compIndex < numWeaponStats, "Invalid range referenced for numWeaponStats, %d > %d", compIndex, numWeaponStats);
	psStats = asWeaponStats + compIndex;

	// check valid weapon/prop combination
	if (!validTarget(psAttacker, psTarget, weapon_slot))
	{
		return false;
	}

	/*see if reload-able weapon and out of ammo*/
	if (psStats->reloadTime && !psWeap->ammo)
	{
		if (gameTime - psWeap->lastFired < weaponReloadTime(psStats, psAttacker->player))
		{
			return false;
		}
		//reset the ammo level
		psWeap->ammo = psStats->numRounds;
	}

	/* See when the weapon last fired to control it's rate of fire */
	firePause = weaponFirePause(psStats, psAttacker->player);

	// increase the pause if heavily damaged
	switch (psAttacker->type)
	{
	case OBJ_DROID:
		psDroid = (DROID *)psAttacker;
		damLevel = PERCENT(psDroid->body, psDroid->originalBody);
		break;
	case OBJ_STRUCTURE:
		damLevel = PERCENT(((STRUCTURE *)psAttacker)->body, structureBody((STRUCTURE *)psAttacker));
		break;
	default:
		damLevel = 100;
		break;
	}

	if (damLevel < HEAVY_DAMAGE_LEVEL)
	{
		firePause += firePause;
	}

	if (gameTime - psWeap->lastFired <= firePause)
	{
		/* Too soon to fire again */
		return false;
	}

	// add a random delay to the fire
	// With logical updates, a good graphics gard no longer gives a better ROF.
	// TODO Should still replace this with something saner, such as a ±1% random deviation in reload time.
	int fireChance = gameTime - (psWeap->lastFired + firePause);
	if (gameRand(RANDOM_PAUSE) > fireChance)
	{
		return false;
	}

	if (psTarget->visible[psAttacker->player] != UBYTE_MAX)
	{
		// Can't see it - can't hit it
		objTrace(psAttacker->id, "combFire(%u[%s]->%u): Object has no indirect sight of target", psAttacker->id, psStats->pName, psTarget->id);
		return false;
	}

	/* Check we can see the target */
	if (psAttacker->type == OBJ_DROID && !isVtolDroid((DROID *)psAttacker)
	    && (proj_Direct(psStats) || actionInsideMinRange(psDroid, psTarget, psStats)))
	{
		if(!lineOfFire(psAttacker, psTarget, weapon_slot, true))
		{
			// Can't see the target - can't hit it with direct fire
			objTrace(psAttacker->id, "combFire(%u[%s]->%u): Droid has no direct line of sight to target",
			      psAttacker->id, ((DROID *)psAttacker)->aName, psTarget->id);
			return false;
		}
	}
	else if ((psAttacker->type == OBJ_STRUCTURE) &&
			 (((STRUCTURE *)psAttacker)->pStructureType->height == 1) &&
			 proj_Direct(psStats))
	{
		// a bunker can't shoot through walls
		if (!lineOfFire(psAttacker, psTarget, weapon_slot, true))
		{
			// Can't see the target - can't hit it with direct fire
			objTrace(psAttacker->id, "combFire(%u[%s]->%u): Structure has no direct line of sight to target",
			      psAttacker->id, ((STRUCTURE *)psAttacker)->pStructureType->pName, psTarget->id);
			return false;
		}
	}
	else if ( proj_Direct(psStats) )
	{
		// VTOL or tall building
		if (!lineOfFire(psAttacker, psTarget, weapon_slot, false))
		{
			// Can't see the target - can't hit it with direct fire
			objTrace(psAttacker->id, "combFire(%u[%s]->%u): Tall object has no direct line of sight to target",
			      psAttacker->id, psStats->pName, psTarget->id);
			return false;
		}
	}

	Vector3i deltaPos = psTarget->pos - psAttacker->pos;

	// if the turret doesn't turn, check if the attacker is in alignment with the target
	if (psAttacker->type == OBJ_DROID && !psStats->rotate)
	{
		uint16_t targetDir = iAtan2(removeZ(deltaPos));
		int dirDiff = abs(angleDelta(targetDir - psAttacker->rot.direction));
		if (dirDiff > FIXED_TURRET_DIR)
		{
			return false;
		}
	}

	/* Now see if the target is in range  - also check not too near */
	int dist = iHypot(removeZ(deltaPos));
	longRange = proj_GetLongRange(psStats);

	/* modification by CorvusCorax - calculate shooting angle */
	int min_angle = 0;
	// only calculate for indirect shots
	if (!proj_Direct(psStats) && dist > 0)
	{
		min_angle = arcOfFire(psAttacker,psTarget,weapon_slot,true);

		// prevent extremely steep shots
		min_angle = std::min(min_angle, DEG(PROJ_ULTIMATE_PITCH));

		// adjust maximum range of unit if forced to shoot very steep
		if (min_angle > DEG(PROJ_MAX_PITCH))
		{
			//do not allow increase of max range though
			if (iSin(2*min_angle) < iSin(2*DEG(PROJ_MAX_PITCH)))  // If PROJ_MAX_PITCH == 45, then always iSin(2*min_angle) <= iSin(2*DEG(PROJ_MAX_PITCH)), and the test is redundant.
			{
				longRange = longRange * iSin(2*min_angle) / iSin(2*DEG(PROJ_MAX_PITCH));
			}
		}
	}

	int baseHitChance = 0;
	if ((dist <= psStats->shortRange)  && (dist >= psStats->minRange))
	{
		// get weapon chance to hit in the short range
		baseHitChance = weaponShortHit(psStats,psAttacker->player);
	}
	else if ((dist <= longRange && dist >= psStats->minRange)
	         || (psAttacker->type == OBJ_DROID
	             && !proj_Direct(psStats)
	             && actionInsideMinRange(psDroid, psTarget, psStats)))
	{
		// get weapon chance to hit in the long range
		baseHitChance = weaponLongHit(psStats,psAttacker->player);

		// adapt for height adjusted artillery shots
		if (min_angle > DEG(PROJ_MAX_PITCH))
		{
			baseHitChance = baseHitChance * iCos(min_angle) / iCos(DEG(PROJ_MAX_PITCH));
		}
	}
	else
	{
		/* Out of range */
		objTrace(psAttacker->id, "combFire(%u[%s]->%u): Out of range", psAttacker->id, psStats->pName, psTarget->id);
		return false;
	}

	// apply experience accuracy modifiers to the base
	//hit chance, not to the final hit chance
	int resultHitChance = baseHitChance;

	// add the attacker's experience
	if (psAttacker->type == OBJ_DROID)
	{
		SDWORD	level = getDroidEffectiveLevel((DROID *) psAttacker);

		// increase total accuracy by EXP_ACCURACY_BONUS % for each experience level
		resultHitChance += EXP_ACCURACY_BONUS * level * baseHitChance / 100;
	}

	// subtract the defender's experience
	if (psTarget->type == OBJ_DROID)
	{
		SDWORD	level = getDroidEffectiveLevel((DROID *) psTarget);

		// decrease weapon accuracy by EXP_ACCURACY_BONUS % for each experience level
		resultHitChance -= EXP_ACCURACY_BONUS * level * baseHitChance / 100;

	}

	// fire while moving modifiers
	if (psAttacker->type == OBJ_DROID &&
		((DROID *)psAttacker)->sMove.Status != MOVEINACTIVE)
	{
		switch (psStats->fireOnMove)
		{
		case FOM_NO:
			// Can't fire while moving
			return false;
			break;
		case FOM_PARTIAL:
			resultHitChance = FOM_PARTIAL_ACCURACY_PENALTY * resultHitChance / 100;
			break;
		case FOM_YES:
			// can fire while moving
			break;
		}
	}

	/* -------!!! From that point we are sure that we are firing !!!------- */

	/* note when the weapon fired */
	psWeap->lastFired = gameTime;

	/* reduce ammo if salvo */
	if (psStats->reloadTime)
	{
		psWeap->ammo--;
	}

	// increment the shots counter
	psWeap->shotsFired++;

	// predicted X,Y offset per sec
	Vector3i predict = psTarget->pos;

	//Watermelon:Target prediction
	if (isDroid(psTarget))
	{
		DROID *psDroid = castDroid(psTarget);

		int32_t flightTime;
		if (proj_Direct(psStats) || dist <= psStats->minRange)
		{
			flightTime = dist / psStats->flightSpeed;
		}
		else
		{
			int32_t vXY, vZ;  // Unused, we just want the flight time.
			flightTime = projCalcIndirectVelocities(dist, deltaPos.z, psStats->flightSpeed, &vXY, &vZ, min_angle);
		}

		if (psTarget->lastHitWeapon == WSC_EMP)
		{
			int empTime = EMP_DISABLE_TIME - (gameTime - psTarget->timeLastHit);
			CLIP(empTime, 0, EMP_DISABLE_TIME);
			if (empTime >= EMP_DISABLE_TIME * 9/10)
			{
				flightTime = 0;  /* Just hit.  Assume they'll get hit again */
			}
			else
			{
				flightTime = MAX(0, flightTime - empTime);
			}
		}

		predict += Vector3i(iSinCosR(psDroid->sMove.moveDir, psDroid->sMove.speed*flightTime / GAME_TICKS_PER_SEC), 0);
	}

	/* Fire off the bullet to the miss location. The miss is only visible if the player owns the target. (Why? - Per) */
	// What bVisible really does is to make the projectile audible even if it misses you. Since the target is NULL, proj_SendProjectile can't check if it was fired at you.
	bool bVisibleAnyway = psTarget->player == selectedPlayer;

	// see if we were lucky to hit the target
	bool isHit = gameRand(100) <= resultHitChance;
	if (isHit)
	{
		/* Kerrrbaaang !!!!! a hit */
		objTrace(psAttacker->id, "combFire: [%s]->%u: resultHitChance=%d, visibility=%hhu : ", psStats->pName, psTarget->id, resultHitChance, psTarget->visible[psAttacker->player]);
		syncDebug("hit=(%d,%d,%d)", predict.x, predict.y, predict.z);
	}
	else /* Deal with a missed shot */
	{
		const int minOffset = 5;

		int missDist = 2 * (100 - resultHitChance) + minOffset;
		Vector3i miss = Vector3i(iSinCosR(gameRand(DEG(360)), missDist), 0);
		predict += miss;

		psTarget = NULL;  // Missed the target, so don't expect to hit it.

		objTrace(psAttacker->id, "combFire: Missed shot by (%4d,%4d)", miss.x, miss.y);
		syncDebug("miss=(%d,%d,%d)", predict.x, predict.y, predict.z);
	}

	// Make sure we don't pass any negative or out of bounds numbers to proj_SendProjectile
	CLIP(predict.x, 0, world_coord(mapWidth - 1));
	CLIP(predict.y, 0, world_coord(mapHeight - 1));

	proj_SendProjectileAngled(psWeap, psAttacker, psAttacker->player, predict, psTarget, bVisibleAnyway, weapon_slot, min_angle);
	return true;
}
Beispiel #24
0
void SyncWindow::slotFinishedSync(SyncQtOwnCloud *oc)
{
    syncDebug() << oc->getName() << " just finishied.";
    rebuildAccountsTable();
    processNextStep();
}