void unpack_effect_data (entity *en, effect *raw, pack_modes mode) { ASSERT ((mode >= 0) && (mode < NUM_PACK_MODES)); switch (mode) { //////////////////////////////////////// case PACK_MODE_SERVER_SESSION: case PACK_MODE_CLIENT_SESSION: //////////////////////////////////////// { raw->sub_type = unpack_int_value (en, INT_TYPE_ENTITY_SUB_TYPE); // // some effects should never be packed up ( should be re-constructed when the vehicle is unpacked ) // ASSERT (!effect_database [raw->sub_type].constructed_locally); unpack_vec3d (en, VEC3D_TYPE_POSITION, &raw->position); ///////////////////////////////////////////////////////////////// if (unpack_int_value (en, INT_TYPE_VALID)) { unpack_list_link (en, LIST_TYPE_SPECIAL_EFFECT, &raw->special_effect_link); } ///////////////////////////////////////////////////////////////// // update_link break; } //////////////////////////////////////// case PACK_MODE_BROWSE_SESSION: //////////////////////////////////////// { break; } //////////////////////////////////////// case PACK_MODE_UPDATE_ENTITY: //////////////////////////////////////// { // // cannot update entity at this level as the update may not apply to all entity types below // break; } } }
static void unpack_local_data (entity *en, entity_types type, pack_modes mode) { ASSERT ((mode >= 0) && (mode < NUM_PACK_MODES)); switch (mode) { //////////////////////////////////////// case PACK_MODE_SERVER_SESSION: case PACK_MODE_CLIENT_SESSION: //////////////////////////////////////// { int index; routed_vehicle *raw; node_link_data *route_data; // // create entity // index = unpack_entity_safe_index (); en = get_free_entity (index); set_local_entity_type (en, type); raw = (routed_vehicle *) malloc_fast_mem (sizeof (routed_vehicle)); set_local_entity_data (en, raw); memset (raw, 0, sizeof (routed_vehicle)); // // unpack vehicle data (in exactly the same order as the data was packed) // unpack_vehicle_data (en, &raw->vh, mode); if (unpack_int_value (en, INT_TYPE_VALID)) { raw->vh.mob.velocity = 0.0; raw->desired_velocity = 0.0; } else { raw->vh.mob.velocity = unpack_float_value (en, FLOAT_TYPE_LOW_VELOCITY); raw->desired_velocity = unpack_float_value (en, FLOAT_TYPE_DESIRED_VELOCITY); } // // unpack routed data // if (unpack_int_value (en, INT_TYPE_VALID)) { raw->sub_waypoint_count = unpack_int_value (en, INT_TYPE_SUB_WAYPOINT_COUNT); raw->waypoint_next_index = unpack_int_value (en, INT_TYPE_WAYPOINT_NEXT_INDEX); raw->waypoint_this_index = unpack_int_value (en, INT_TYPE_WAYPOINT_THIS_INDEX); } // // turn lights on if necessary // set_vehicle_headlight_state (en, raw->vh.lights_on); // // setup waypoint route pointer // #if DEBUG_MODULE debug_log ("ROUTED ENTITY PACK: client setting up waypoint list pointer"); #endif route_data = get_road_sub_route (raw->waypoint_this_index, raw->waypoint_next_index, &index, NULL); if ((route_data) && (route_data->link_positions)) { raw->sub_route = route_data; } else { if ((raw->waypoint_this_index + raw->waypoint_next_index) != 0) { debug_log ("RV_PACK: WARNING NO SUB ROUTE FOUND BETWEEN %d AND %d", raw->waypoint_this_index, raw->waypoint_next_index); } } // // radar dish rotation (ok to use a random number as this is for visual effect only) // raw->vh.radar_rotation_state = frand1 (); set_routed_vehicle_id_number (en); set_initial_rotation_angle_of_routed_vehicle_wheels (raw->vh.inst3d); // // link into system // insert_local_entity_into_parents_child_list (en, LIST_TYPE_VIEW, get_camera_entity (), NULL); insert_local_entity_into_parents_child_list (en, LIST_TYPE_SECTOR, get_local_sector_entity (&raw->vh.mob.position), NULL); insert_local_entity_into_parents_child_list (en, LIST_TYPE_UPDATE, get_update_entity (), NULL); add_to_force_info (get_local_force_entity ((entity_sides) raw->vh.mob.side), en); // // attached smoke lists must be unpacked after the entity is linked into the world // unpack_routed_vehicle_meta_smoke_lists (en, mode); unpack_mobile_local_sound_effects (en, mode); break; } //////////////////////////////////////// case PACK_MODE_BROWSE_SESSION: //////////////////////////////////////// { break; } //////////////////////////////////////// case PACK_MODE_UPDATE_ENTITY: //////////////////////////////////////// { // // always use access functions to set the data // vec3d position; matrix3x3 attitude; int sub_waypoint_count; // // unpack all data (even if the echoed data is to be ignored) // unpack_vec3d (en, VEC3D_TYPE_POSITION, &position); unpack_attitude_matrix (en, attitude); sub_waypoint_count = unpack_int_value (en, INT_TYPE_SUB_WAYPOINT_COUNT); set_local_entity_vec3d (en, VEC3D_TYPE_POSITION, &position); set_local_entity_attitude_matrix (en, attitude); set_local_entity_int_value (en, INT_TYPE_SUB_WAYPOINT_COUNT, sub_waypoint_count); // Vehicle is moving so sleep must equal 0 set_local_entity_float_value (en, FLOAT_TYPE_SLEEP, 0.0); break; } } }
void unpack_local_session_data (pack_modes mode) { session *raw; entity *en; int index; ASSERT ((mode >= 0) && (mode < NUM_PACK_MODES)); switch (mode) { //////////////////////////////////////// case PACK_MODE_SERVER_SESSION: //////////////////////////////////////// { en = get_session_entity (); ASSERT (en); raw = (session *) get_local_entity_data (en); raw->version_number = unpack_int_value (en, INT_TYPE_VERSION_NUMBER); unpack_list_root (en, LIST_TYPE_FORCE, &raw->force_root); // special_effect_root // update_link raw->elapsed_time = unpack_float_value (en, FLOAT_TYPE_ELAPSED_TIME); raw->lightning_timer = unpack_float_value (en, FLOAT_TYPE_LIGHTNING_TIMER); raw->start_time = unpack_float_value (en, FLOAT_TYPE_START_TIME); // time_of_day_resync raw->time_of_day_acceleration = unpack_float_value (en, FLOAT_TYPE_TIME_OF_DAY_ACCELERATION); raw->fog_of_war_maximum_value = unpack_float_value (en, FLOAT_TYPE_FOG_OF_WAR_MAXIMUM_VALUE); // // rain effect // raw->weather_radius = unpack_float_value (en, FLOAT_TYPE_WEATHER_RADIUS); raw->weather_mode_transitional_period = unpack_float_value (en, FLOAT_TYPE_WEATHER_MODE_TRANSITIONAL_PERIOD); raw->weather_mode_transitional_status = unpack_float_value (en, FLOAT_TYPE_WEATHER_MODE_TRANSITIONAL_STATUS); raw->weather_mode = (weathermodes) unpack_int_value (en, INT_TYPE_WEATHER_MODE); raw->target_weather_mode = (weathermodes) unpack_int_value (en, INT_TYPE_TARGET_WEATHER_MODE); unpack_vec3d (en, VEC3D_TYPE_WEATHER_POSITION, &raw->weather_position); unpack_vec3d (en, VEC3D_TYPE_WEATHER_VELOCITY, &raw->weather_velocity); // // wind effect // raw->wind_effect_radius = unpack_float_value (en, FLOAT_TYPE_WIND_EFFECT_RADIUS); raw->wind_gusting_value = unpack_float_value (en, FLOAT_TYPE_WIND_GUSTING_VALUE); raw->wind_minimum_speed = unpack_float_value (en, FLOAT_TYPE_WIND_MINIMUM_SPEED); raw->wind_maximum_speed = unpack_float_value (en, FLOAT_TYPE_WIND_MAXIMUM_SPEED); unpack_vec3d (en, VEC3D_TYPE_WIND_DIRECTION_VECTOR, &raw->wind_direction_vector); unpack_vec3d (en, VEC3D_TYPE_WIND_EFFECT_POSITION, &raw->wind_effect_position); unpack_vec3d (en, VEC3D_TYPE_WIND_EFFECT_VELOCITY, &raw->wind_effect_velocity); // raw->day_segment_type = (day_segment_types) unpack_int_value (en, INT_TYPE_DAY_SEGMENT_TYPE); raw->population_x_min = unpack_float_value (en, FLOAT_TYPE_POPULATION_X_MIN); raw->population_x_max = unpack_float_value (en, FLOAT_TYPE_POPULATION_X_MAX); raw->population_z_min = unpack_float_value (en, FLOAT_TYPE_POPULATION_Z_MIN); raw->population_z_max = unpack_float_value (en, FLOAT_TYPE_POPULATION_Z_MAX); raw->campaign_medal = unpack_int_value (en, INT_TYPE_CAMPAIGN_MEDAL); raw->campaign_requires_apache_havoc = unpack_int_value (en, INT_TYPE_CAMPAIGN_REQUIRES_APACHE_HAVOC); raw->auto_assign_gunship = unpack_int_value (en, INT_TYPE_AUTO_ASSIGN_GUNSHIP); raw->infinite_fuel = unpack_int_value (en, INT_TYPE_INFINITE_FUEL); raw->infinite_weapons = unpack_int_value (en, INT_TYPE_INFINITE_WEAPONS); raw->suppress_ai_fire = unpack_int_value (en, INT_TYPE_SUPPRESS_AI_FIRE); raw->invulnerable_from_collisions = unpack_int_value (en, INT_TYPE_INVULNERABLE_FROM_COLLISIONS); raw->invulnerable_from_weapons = unpack_int_value (en, INT_TYPE_INVULNERABLE_FROM_WEAPONS); raw->cheats_enabled = unpack_int_value (en, INT_TYPE_CHEATS_ENABLED); raw->skip_night_time = unpack_int_value (en, INT_TYPE_SKIP_NIGHT_TIME); raw->weather_increasing = unpack_int_value (en, INT_TYPE_WEATHER_INCREASING); raw->wind_increasing = unpack_int_value (en, INT_TYPE_WIND_INCREASING); raw->local_weather_model = unpack_int_value (en, INT_TYPE_LOCAL_WEATHER_MODEL); break; } //////////////////////////////////////// case PACK_MODE_CLIENT_SESSION: //////////////////////////////////////// { // // create entity // ASSERT (!get_session_entity ()); index = unpack_entity_safe_index (); en = get_free_entity (index); set_local_entity_type (en, ENTITY_TYPE_SESSION); raw = (session *) malloc_fast_mem (sizeof (session)); set_local_entity_data (en, raw); memset (raw, 0, sizeof (session)); // // unpack data (in exactly the same order as the data was packed) // raw->version_number = unpack_int_value (en, INT_TYPE_VERSION_NUMBER); raw->session_complete = unpack_int_value (en, INT_TYPE_SESSION_COMPLETE); unpack_list_root (en, LIST_TYPE_FORCE, &raw->force_root); unpack_list_root (en, LIST_TYPE_SPECIAL_EFFECT, &raw->special_effect_root); // update_link raw->elapsed_time = unpack_float_value (en, FLOAT_TYPE_ELAPSED_TIME); raw->lightning_timer = unpack_float_value (en, FLOAT_TYPE_LIGHTNING_TIMER); raw->start_time = unpack_float_value (en, FLOAT_TYPE_START_TIME); // time_of_day_resync raw->time_of_day_acceleration = unpack_float_value (en, FLOAT_TYPE_TIME_OF_DAY_ACCELERATION); raw->fog_of_war_maximum_value = unpack_float_value (en, FLOAT_TYPE_FOG_OF_WAR_MAXIMUM_VALUE); // // rain effect // raw->weather_radius = unpack_float_value (en, FLOAT_TYPE_WEATHER_RADIUS); raw->weather_mode_transitional_period = unpack_float_value (en, FLOAT_TYPE_WEATHER_MODE_TRANSITIONAL_PERIOD); raw->weather_mode_transitional_status = unpack_float_value (en, FLOAT_TYPE_WEATHER_MODE_TRANSITIONAL_STATUS); raw->weather_mode = (weathermodes) unpack_int_value (en, INT_TYPE_WEATHER_MODE); raw->target_weather_mode = (weathermodes) unpack_int_value (en, INT_TYPE_TARGET_WEATHER_MODE); unpack_vec3d (en, VEC3D_TYPE_WEATHER_POSITION, &raw->weather_position); unpack_vec3d (en, VEC3D_TYPE_WEATHER_VELOCITY, &raw->weather_velocity); // // wind effect // raw->wind_effect_radius = unpack_float_value (en, FLOAT_TYPE_WIND_EFFECT_RADIUS); raw->wind_gusting_value = unpack_float_value (en, FLOAT_TYPE_WIND_GUSTING_VALUE); raw->wind_minimum_speed = unpack_float_value (en, FLOAT_TYPE_WIND_MINIMUM_SPEED); raw->wind_maximum_speed = unpack_float_value (en, FLOAT_TYPE_WIND_MAXIMUM_SPEED); unpack_vec3d (en, VEC3D_TYPE_WIND_DIRECTION_VECTOR, &raw->wind_direction_vector); unpack_vec3d (en, VEC3D_TYPE_WIND_EFFECT_POSITION, &raw->wind_effect_position); unpack_vec3d (en, VEC3D_TYPE_WIND_EFFECT_VELOCITY, &raw->wind_effect_velocity); // raw->day_segment_type = (day_segment_types) unpack_int_value (en, INT_TYPE_DAY_SEGMENT_TYPE); raw->population_x_min = unpack_float_value (en, FLOAT_TYPE_POPULATION_X_MIN); raw->population_x_max = unpack_float_value (en, FLOAT_TYPE_POPULATION_X_MAX); raw->population_z_min = unpack_float_value (en, FLOAT_TYPE_POPULATION_Z_MIN); raw->population_z_max = unpack_float_value (en, FLOAT_TYPE_POPULATION_Z_MAX); raw->campaign_medal = unpack_int_value (en, INT_TYPE_CAMPAIGN_MEDAL); raw->campaign_requires_apache_havoc = unpack_int_value (en, INT_TYPE_CAMPAIGN_REQUIRES_APACHE_HAVOC); raw->auto_assign_gunship = unpack_int_value (en, INT_TYPE_AUTO_ASSIGN_GUNSHIP); raw->infinite_fuel = unpack_int_value (en, INT_TYPE_INFINITE_FUEL); raw->infinite_weapons = unpack_int_value (en, INT_TYPE_INFINITE_WEAPONS); raw->suppress_ai_fire = unpack_int_value (en, INT_TYPE_SUPPRESS_AI_FIRE); raw->invulnerable_from_collisions = unpack_int_value (en, INT_TYPE_INVULNERABLE_FROM_COLLISIONS); raw->invulnerable_from_weapons = unpack_int_value (en, INT_TYPE_INVULNERABLE_FROM_WEAPONS); raw->cheats_enabled = unpack_int_value (en, INT_TYPE_CHEATS_ENABLED); raw->skip_night_time = unpack_int_value (en, INT_TYPE_SKIP_NIGHT_TIME); raw->weather_increasing = unpack_int_value (en, INT_TYPE_WEATHER_INCREASING); raw->wind_increasing = unpack_int_value (en, INT_TYPE_WIND_INCREASING); raw->local_weather_model = unpack_int_value (en, INT_TYPE_LOCAL_WEATHER_MODEL); // // link into system // // // need to insert session into update list after camera entity // ASSERT (get_camera_entity ()); insert_local_entity_into_parents_child_list (en, LIST_TYPE_UPDATE, get_update_entity (), get_camera_entity ()); set_session_entity (en); set_display_campaign_timer_valid (FALSE); break; } //////////////////////////////////////// case PACK_MODE_BROWSE_SESSION: //////////////////////////////////////// { // // create entity // ASSERT (!get_session_entity ()); index = unpack_entity_safe_index (); en = get_free_entity (index); set_local_entity_type (en, ENTITY_TYPE_SESSION); raw = (session *) malloc_fast_mem (sizeof (session)); set_local_entity_data (en, raw); memset (raw, 0, sizeof (session)); // // unpack data (in exactly the same order as the data was packed) // raw->version_number = unpack_int_value (en, INT_TYPE_VERSION_NUMBER); unpack_list_root (en, LIST_TYPE_FORCE, &raw->force_root); // update_link // tour of duty time raw->elapsed_time = unpack_float_value (en, FLOAT_TYPE_ELAPSED_TIME); raw->start_time = unpack_float_value (en, FLOAT_TYPE_START_TIME); // time_of_day_resync // time_of_day_acceleration // weather radius // weather_mode_transitional_period // weather_mode_transitional_status raw->weather_mode = (weathermodes) unpack_int_value (en, INT_TYPE_WEATHER_MODE); // target_weather_mode // weather position // weather velocity raw->day_segment_type = (day_segment_types) unpack_int_value (en, INT_TYPE_DAY_SEGMENT_TYPE); raw->population_x_min = unpack_float_value (en, FLOAT_TYPE_POPULATION_X_MIN); raw->population_x_max = unpack_float_value (en, FLOAT_TYPE_POPULATION_X_MAX); raw->population_z_min = unpack_float_value (en, FLOAT_TYPE_POPULATION_Z_MIN); raw->population_z_max = unpack_float_value (en, FLOAT_TYPE_POPULATION_Z_MAX); raw->campaign_requires_apache_havoc = unpack_int_value (en, INT_TYPE_CAMPAIGN_REQUIRES_APACHE_HAVOC); // infinite_weapons // skip_night_time // weather increasing set_session_entity (en); break; } } }
void unpack_fixed_data (entity *en, fixed *raw, pack_modes mode) { ASSERT ((mode >= 0) && (mode < NUM_PACK_MODES)); switch (mode) { //////////////////////////////////////// case PACK_MODE_SERVER_SESSION: case PACK_MODE_CLIENT_SESSION: //////////////////////////////////////// { unpack_vec3d (en, VEC3D_TYPE_POSITION, &raw->position); ///////////////////////////////////////////////////////////////// if (mode == PACK_MODE_SERVER_SESSION) { if (unpack_int_value (en, INT_TYPE_VALID)) { unpack_list_root (en, LIST_TYPE_TASK_DEPENDENT, &raw->task_dependent_root); } } ///////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////// if (unpack_int_value (en, INT_TYPE_VALID)) { unpack_list_root (en, LIST_TYPE_TARGET, &raw->target_root); } ///////////////////////////////////////////////////////////////// // gunship_target_link // sector_link raw->sub_type = unpack_int_value (en, INT_TYPE_ENTITY_SUB_TYPE); raw->object_3d_shape = unpack_int_value (en, INT_TYPE_OBJECT_3D_SHAPE); raw->alive = unpack_int_value (en, INT_TYPE_ALIVE); raw->side = unpack_int_value (en, INT_TYPE_SIDE); // gunship_radar_los_clear // object_drawn_once_this_frame raw->heading = unpack_float_value (en, FLOAT_TYPE_HEADING); break; } //////////////////////////////////////// case PACK_MODE_BROWSE_SESSION: //////////////////////////////////////// { break; } //////////////////////////////////////// case PACK_MODE_UPDATE_ENTITY: //////////////////////////////////////// { // // cannot update entity at this level as the update may not apply to all entity types below // break; } } }
static void unpack_local_data (entity *en, entity_types type, pack_modes mode) { ASSERT ((mode >= 0) && (mode < NUM_PACK_MODES)); switch (mode) { //////////////////////////////////////// case PACK_MODE_SERVER_SESSION: case PACK_MODE_CLIENT_SESSION: case PACK_MODE_BROWSE_SESSION: //////////////////////////////////////// { break; } //////////////////////////////////////// case PACK_MODE_UPDATE_ENTITY: //////////////////////////////////////// { vec3d v; // // always use access functions to set the data // set_local_entity_float_value (en, FLOAT_TYPE_ELAPSED_TIME, unpack_float_value (en, FLOAT_TYPE_ELAPSED_TIME)); set_local_entity_float_value (en, FLOAT_TYPE_LIGHTNING_TIMER, unpack_float_value (en, FLOAT_TYPE_LIGHTNING_TIMER)); // // rain effect // set_local_entity_float_value (en, FLOAT_TYPE_WEATHER_RADIUS, unpack_float_value (en, FLOAT_TYPE_WEATHER_RADIUS)); unpack_vec3d (en, VEC3D_TYPE_WEATHER_POSITION, &v); set_local_entity_vec3d (en, VEC3D_TYPE_WEATHER_POSITION, &v); unpack_vec3d (en, VEC3D_TYPE_WEATHER_VELOCITY, &v); set_local_entity_vec3d (en, VEC3D_TYPE_WEATHER_VELOCITY, &v); // // wind effect // set_local_entity_float_value (en, FLOAT_TYPE_WIND_EFFECT_RADIUS, unpack_float_value (en, FLOAT_TYPE_WIND_EFFECT_RADIUS)); set_local_entity_float_value (en, FLOAT_TYPE_WIND_GUSTING_VALUE, unpack_float_value (en, FLOAT_TYPE_WIND_GUSTING_VALUE)); unpack_vec3d (en, VEC3D_TYPE_WIND_DIRECTION_VECTOR, &v); set_local_entity_vec3d (en, VEC3D_TYPE_WIND_DIRECTION_VECTOR, &v); unpack_vec3d (en, VEC3D_TYPE_WIND_EFFECT_POSITION, &v); set_local_entity_vec3d (en, VEC3D_TYPE_WIND_EFFECT_POSITION, &v); unpack_vec3d (en, VEC3D_TYPE_WIND_EFFECT_VELOCITY, &v); set_local_entity_vec3d (en, VEC3D_TYPE_WIND_EFFECT_VELOCITY, &v); // set_local_entity_int_value (en, INT_TYPE_WEATHER_INCREASING, unpack_int_value (en, INT_TYPE_WEATHER_INCREASING)); set_local_entity_int_value (en, INT_TYPE_WIND_INCREASING, unpack_int_value (en, INT_TYPE_WIND_INCREASING)); set_display_campaign_timer_valid (TRUE); break; } } }