bool recvGift(NETQUEUE queue) { uint8_t type, from, to; int audioTrack; uint32_t droidID; NETbeginDecode(queue, GAME_GIFT); NETuint8_t(&type); NETuint8_t(&from); NETuint8_t(&to); NETuint32_t(&droidID); NETend(); if (!canGiveOrdersFor(queue.index, from)) { debug(LOG_WARNING, "Gift (%d) from %d, to %d, queue.index %d", (int)type, (int)from, (int)to, (int)queue.index); syncDebug("Wrong player."); return false; } // Handle the gift depending on what it is switch (type) { case RADAR_GIFT: audioTrack = ID_SENSOR_DOWNLOAD; giftRadar(from, to, false); break; case DROID_GIFT: audioTrack = ID_UNITS_TRANSFER; recvGiftDroids(from, to, droidID); break; case STRUCTURE_GIFT: audioTrack = ID_GIFT; recvGiftStruct(from, to, droidID); break; case RESEARCH_GIFT: audioTrack = ID_TECHNOLOGY_TRANSFER; giftResearch(from, to, false); break; case POWER_GIFT: audioTrack = ID_POWER_TRANSMIT; giftPower(from, to, droidID, false); break; case AUTOGAME_GIFT: audioTrack = ID_SOUND_NEXUS_SYNAPTIC_LINK; giftAutoGame(from, to, false); break; default: debug(LOG_ERROR, "recvGift: Unknown Gift recvd"); return false; break; } // If we are on the receiving end play an audio alert. if (bMultiPlayer && to == selectedPlayer) { audio_QueueTrack(audioTrack); } return true; }
// //////////////////////////////////////////////////////////////////////////// // give technologies. static void giftResearch(uint8_t from, uint8_t to, bool send) { int i; uint32_t dummy = 0; if (send) { uint8_t giftType = RESEARCH_GIFT; NETbeginEncode(NETgameQueue(selectedPlayer), GAME_GIFT); NETuint8_t(&giftType); NETuint8_t(&from); NETuint8_t(&to); NETuint32_t(&dummy); NETend(); } else if (alliancesCanGiveResearchAndRadar(game.alliance)) { if (to == selectedPlayer) { CONPRINTF(ConsoleString, (ConsoleString, _("%s Gives You Technology Documents"), getPlayerName(from))); } // For each topic for (i = 0; i < asResearch.size(); i++) { // If they have it and we don't research it if (IsResearchCompleted(&asPlayerResList[from][i]) && !IsResearchCompleted(&asPlayerResList[to][i])) { MakeResearchCompleted(&asPlayerResList[to][i]); researchResult(i, to, false, NULL, true); } } } }
// //////////////////////////////////////////////////////////////////////////// // give radar information void giftRadar(uint8_t from, uint8_t to, bool send) { uint32_t dummy = 0; if (send) { uint8_t subType = RADAR_GIFT; NETbeginEncode(NETgameQueue(selectedPlayer), GAME_GIFT); NETuint8_t(&subType); NETuint8_t(&from); NETuint8_t(&to); NETuint32_t(&dummy); NETend(); } // If we are recieving the gift else { hqReward(from, to); if (to == selectedPlayer) { CONPRINTF(ConsoleString, (ConsoleString, _("%s Gives You A Visibility Report"), getPlayerName(from))); } } }
BOOL recvAlliance(BOOL allowAudio) { uint8_t to, from, state; int32_t value; NETbeginDecode(NET_ALLIANCE); NETuint8_t(&from); NETuint8_t(&to); NETuint8_t(&state); NETint32_t(&value); NETend(); switch (state) { case ALLIANCE_NULL: break; case ALLIANCE_REQUESTED: requestAlliance(from, to, false, allowAudio); break; case ALLIANCE_FORMED: formAlliance(from, to, false, allowAudio, true); break; case ALLIANCE_BROKEN: breakAlliance(from, to, false, allowAudio); break; default: debug(LOG_ERROR, "Unknown alliance state recvd."); return false; break; } return true; }
// recv lassat info on the receiving end. BOOL recvLasSat(NETQUEUE queue) { BASE_OBJECT *psObj; UBYTE player,targetplayer; STRUCTURE *psStruct; uint32_t id,targetid; // TODO Add some kind of checking, so that things don't get lasatted by bunkers. NETbeginDecode(queue, GAME_LASSAT); NETuint8_t(&player); NETuint32_t(&id); NETuint32_t(&targetid); NETuint8_t(&targetplayer); NETend(); psStruct = IdToStruct (id, player); psObj = IdToPointer(targetid, targetplayer); if (psStruct && psObj) { // Give enemy no quarter, unleash the lasat proj_SendProjectile(&psStruct->asWeaps[0], NULL, player, psObj->pos, psObj, true, 0); psStruct->asWeaps[0].lastFired = gameTime; // Play 5 second countdown message audio_QueueTrackPos( ID_SOUND_LAS_SAT_COUNTDOWN, psObj->pos.x, psObj->pos.y, psObj->pos.z); } return true; }
// //////////////////////////////////////////////////////////////////////////// // give Power void giftPower(uint8_t from, uint8_t to, BOOL send) { UDWORD gifval; uint32_t dummy = 0; if (from == ANYPLAYER) { gifval = OILDRUM_POWER; } else { // Give 1/3 of our power away gifval = getPower(from) / 3; usePower(from, gifval); } addPower(to, gifval); if (send) { uint8_t giftType = POWER_GIFT; NETbeginEncode(NET_GIFT, NET_ALL_PLAYERS); NETuint8_t(&giftType); NETuint8_t(&from); NETuint8_t(&to); NETuint32_t(&dummy); NETend(); } else if (to == selectedPlayer) { CONPRINTF(ConsoleString,(ConsoleString,_("%s Gives You %u Power"),getPlayerName(from),gifval)); } }
// recv lassat info on the receiving end. BOOL recvLasSat() { BASE_OBJECT *psObj; UBYTE player,targetplayer; STRUCTURE *psStruct; uint32_t id,targetid; NETbeginDecode(NET_LASSAT); NETuint8_t(&player); NETuint32_t(&id); NETuint32_t(&targetid); NETuint8_t(&targetplayer); NETend(); psStruct = IdToStruct (id, player); psObj = IdToPointer(targetid, targetplayer); if (psStruct && psObj) { // Give enemy no quarter, unleash the lasat proj_SendProjectile(&psStruct->asWeaps[0], NULL, player, psObj->pos, psObj, true, 0); // Play 5 second countdown message audio_QueueTrackPos( ID_SOUND_LAS_SAT_COUNTDOWN, psObj->pos.x, psObj->pos.y, psObj->pos.z); } return true; }
static void giftAutoGame(uint8_t from, uint8_t to, bool send) { uint32_t dummy = 0; if (send) { uint8_t subType = AUTOGAME_GIFT; NETbeginEncode(NETgameQueue(selectedPlayer), GAME_GIFT); NETuint8_t(&subType); NETuint8_t(&from); NETuint8_t(&to); NETuint32_t(&dummy); NETend(); debug(LOG_SYNC, "We (%d) are telling %d we want to enable/disable a autogame", from, to); } // If we are recieving the "gift" else { if (to == selectedPlayer) { NetPlay.players[from].autoGame = !NetPlay.players[from].autoGame ; CONPRINTF(ConsoleString, (ConsoleString, "%s has %s the autoGame command", getPlayerName(from), NetPlay.players[from].autoGame ? "Enabled" : "Disabled")); debug(LOG_SYNC, "We (%d) are being told that %d has %s autogame", selectedPlayer, from, NetPlay.players[from].autoGame ? "Enabled" : "Disabled"); } } }
// accept and process incoming ping messages. bool recvPing(NETQUEUE queue) { bool isNew = false; uint8_t sender, us = selectedPlayer; uint8_t challenge[sizeof(pingChallenge)]; EcKey::Sig challengeResponse; NETbeginDecode(queue, NET_PING); NETuint8_t(&sender); NETbool(&isNew); if (isNew) { NETbin(challenge, sizeof(pingChallenge)); } else { NETbytes(&challengeResponse); } NETend(); if (sender >= MAX_PLAYERS) { debug(LOG_ERROR, "Bad NET_PING packet, sender is %d", (int)sender); return false; } // If this is a new ping, respond to it if (isNew) { challengeResponse = getMultiStats(us).identity.sign(&challenge, sizeof(pingChallenge)); NETbeginEncode(NETnetQueue(sender), NET_PING); // We are responding to a new ping isNew = false; NETuint8_t(&us); NETbool(&isNew); NETbytes(&challengeResponse); NETend(); } // They are responding to one of our pings else { if (!getMultiStats(sender).identity.empty() && !getMultiStats(sender).identity.verify(challengeResponse, pingChallenge, sizeof(pingChallenge))) { // Either bad signature, or we sent more than one ping packet and this response is to an older one than the latest. debug(LOG_NEVER, "Bad and/or old NET_PING packet, alleged sender is %d", (int)sender); return false; } // Work out how long it took them to respond ingame.PingTimes[sender] = (realTime - PingSend[sender]) / 2; // Note that we have received it PingSend[sender] = 0; } return true; }
// sendGiftDroids() // We give selected droid(s) as a gift to another player. // // \param from :player that sent us the droid // \param to :player that should be getting the droid static void sendGiftDroids(uint8_t from, uint8_t to) { DROID *next, *psD; uint8_t giftType = DROID_GIFT; uint8_t totalToSend; if (apsDroidLists[from] == NULL) { return; } /* * Work out the number of droids to send. As well as making sure they are * selected we also need to make sure they will NOT put the receiving player * over their droid limit. */ for (totalToSend = 0, psD = apsDroidLists[from]; psD && getNumDroids(to) + totalToSend < getMaxDroids(to) && totalToSend != UINT8_MAX; psD = psD->psNext) { if (psD->selected) ++totalToSend; } /* * We must send one droid at a time, due to the fact that giftSingleDroid() * does its own net calls. */ for (psD = apsDroidLists[from]; psD && totalToSend != 0; psD = next) { // Store the next droid in the list as the list may change next = psD->psNext; if (psD->droidType == DROID_TRANSPORTER && !transporterIsEmpty(psD)) { CONPRINTF(ConsoleString, (ConsoleString, _("Tried to give away a non-empty %s - but this is not allowed."), psD->aName)); continue; } if (psD->selected) { NETbeginEncode(NET_GIFT, NET_ALL_PLAYERS); NETuint8_t(&giftType); NETuint8_t(&from); NETuint8_t(&to); // Add the droid to the packet NETuint32_t(&psD->id); NETend(); // Hand over the droid on our sidde giftSingleDroid(psD, to); // Decrement the number of droids left to send --totalToSend; } } }
void sendAlliance(uint8_t from, uint8_t to, uint8_t state, int32_t value) { NETbeginEncode(NET_ALLIANCE, NET_ALL_PLAYERS); NETuint8_t(&from); NETuint8_t(&to); NETuint8_t(&state); NETint32_t(&value); NETend(); }
void sendAlliance(uint8_t from, uint8_t to, uint8_t state, int32_t value) { NETbeginEncode(NETgameQueue(selectedPlayer), GAME_ALLIANCE); NETuint8_t(&from); NETuint8_t(&to); NETuint8_t(&state); NETint32_t(&value); NETend(); }
// /////////////////////////////////////////////////////////////// // receive splattered artifacts void recvMultiPlayerRandomArtifacts(NETQUEUE queue) { int count, i; uint8_t quantity, player; uint32_t tx,ty; uint32_t ref; FEATURE_TYPE type = FEAT_TREE; // Dummy initialisation. FEATURE *pF; NETbeginDecode(queue, GAME_ARTIFACTS); NETuint8_t(&quantity); NETenum(&type); debug(LOG_FEATURE, "receiving %u artifact(s) type: (%s)", quantity, feature_names[type]); for (i = 0; i < numFeatureStats && asFeatureStats[i].subType != type; i++) {} for (count = 0; count < quantity; count++) { MAPTILE *psTile; NETuint32_t(&tx); NETuint32_t(&ty); NETuint32_t(&ref); NETuint8_t(&player); if (tx == INVALID_XY) { continue; } else if (!tileOnMap(tx, ty)) { debug(LOG_ERROR, "Bad tile coordinates (%u,%u)", tx, ty); continue; } psTile = mapTile(tx, ty); if (!psTile || psTile->psObject != NULL) { debug(LOG_ERROR, "Already something at (%u,%u)!", tx, ty); continue; } pF = buildFeature((asFeatureStats + i), world_coord(tx), world_coord(ty), false); if (pF) { pF->id = ref; pF->player = player; syncDebugFeature(pF, '+'); } else { debug(LOG_ERROR, "Couldn't build feature %u for player %u ?", ref, player); } } NETend(); }
// //////////////////////////////////////////////////////////////////////////// // Send a new Droid to the other players bool SendDroid(DROID_TEMPLATE *pTemplate, uint32_t x, uint32_t y, uint8_t player, uint32_t id, const INITIAL_DROID_ORDERS *initialOrdersP) { if (!bMultiMessages) { return true; } ASSERT_OR_RETURN(false, x != 0 && y != 0, "SendDroid: Invalid droid coordinates"); ASSERT_OR_RETURN(false, player < MAX_PLAYERS, "invalid player %u", player); // Dont send other droids during campaign setup if (ingame.localJoiningInProgress) { return true; } // Only send the droid if we are responsible if (!myResponsibility(player)) { // Don't build if we are not responsible return false; } debug(LOG_SYNC, "Droid sent with id of %u", id); NETbeginEncode(NETgameQueue(selectedPlayer), GAME_DEBUG_ADD_DROID); { Position pos(x, y, 0); bool haveInitialOrders = initialOrdersP != NULL; int32_t droidType = pTemplate->droidType; NETuint8_t(&player); NETuint32_t(&id); NETPosition(&pos); NETqstring(pTemplate->name); NETint32_t(&droidType); NETuint8_t(&pTemplate->asParts[COMP_BODY]); NETuint8_t(&pTemplate->asParts[COMP_BRAIN]); NETuint8_t(&pTemplate->asParts[COMP_PROPULSION]); NETuint8_t(&pTemplate->asParts[COMP_REPAIRUNIT]); NETuint8_t(&pTemplate->asParts[COMP_ECM]); NETuint8_t(&pTemplate->asParts[COMP_SENSOR]); NETuint8_t(&pTemplate->asParts[COMP_CONSTRUCT]); NETint8_t(&pTemplate->numWeaps); for (int i = 0; i < pTemplate->numWeaps; i++) { NETuint8_t(&pTemplate->asWeaps[i]); } NETbool(&haveInitialOrders); if (haveInitialOrders) { INITIAL_DROID_ORDERS initialOrders = *initialOrdersP; NETuint32_t(&initialOrders.secondaryOrder); NETint32_t(&initialOrders.moveToX); NETint32_t(&initialOrders.moveToY); NETuint32_t(&initialOrders.factoryId); // For making scripts happy. } } debug(LOG_LIFE, "===> sending Droid from %u id of %u ", player, id); return NETend(); }
BOOL sendLasSat(UBYTE player, STRUCTURE *psStruct, BASE_OBJECT *psObj) { NETbeginEncode(NETgameQueue(selectedPlayer), GAME_LASSAT); NETuint8_t(&player); NETuint32_t(&psStruct->id); NETuint32_t(&psObj->id); // Target NETuint8_t(&psObj->player); // Target player return NETend(); }
// sendGiftDroids() // We give selected droid(s) as a gift to another player. // // \param from :player that sent us the droid // \param to :player that should be getting the droid static void sendGiftDroids(uint8_t from, uint8_t to) { DROID *psD; uint8_t giftType = DROID_GIFT; uint8_t totalToSend; if (apsDroidLists[from] == nullptr) { return; } /* * Work out the number of droids to send. As well as making sure they are * selected we also need to make sure they will NOT put the receiving player * over their droid limit. */ for (totalToSend = 0, psD = apsDroidLists[from]; psD && getNumDroids(to) + totalToSend < getMaxDroids(to) && totalToSend != UINT8_MAX; psD = psD->psNext) { if (psD->selected) { ++totalToSend; } } /* * We must send one droid at a time, due to the fact that giftSingleDroid() * does its own net calls. */ for (psD = apsDroidLists[from]; psD && totalToSend != 0; psD = psD->psNext) { if (isTransporter(psD) && !transporterIsEmpty(psD)) { CONPRINTF(ConsoleString, (ConsoleString, _("Tried to give away a non-empty %s - but this is not allowed."), psD->aName)); continue; } if (psD->selected) { NETbeginEncode(NETgameQueue(selectedPlayer), GAME_GIFT); NETuint8_t(&giftType); NETuint8_t(&from); NETuint8_t(&to); // Add the droid to the packet NETuint32_t(&psD->id); NETend(); // Decrement the number of droids left to send --totalToSend; } } }
BOOL sendLasSat(UBYTE player, STRUCTURE *psStruct, BASE_OBJECT *psObj) { NETbeginEncode(NET_LASSAT, NET_ALL_PLAYERS); NETuint8_t(&player); NETuint32_t(&psStruct->id); NETuint32_t(&psObj->id); // Target NETuint8_t(&psObj->player); // Target player return NETend(); }
// //////////////////////////////////////////////////////////////////////////// // add an artifact on destruction if required. void technologyGiveAway(const STRUCTURE *pS) { int i; uint8_t count = 1; uint32_t x, y; FEATURE *pF = NULL; FEATURE_TYPE type = FEAT_GEN_ARTE; // If a fully built factory (or with modules under construction) which is our responsibility got destroyed if (pS->pStructureType->type == REF_FACTORY && (pS->status == SS_BUILT || pS->currentBuildPts >= pS->body) && myResponsibility(pS->player)) { x = map_coord(pS->pos.x); y = map_coord(pS->pos.y); // Pick a tile to place the artifact if (!pickATileGen(&x, &y, LOOK_FOR_EMPTY_TILE, zonedPAT)) { ASSERT(false, "technologyGiveAway: Unable to find a free location"); } // Get the feature offset for(i = 0; i < numFeatureStats && asFeatureStats[i].subType != FEAT_GEN_ARTE; i++); // 'Build' the artifact pF = buildFeature((asFeatureStats + i), world_coord(x), world_coord(y), false); if (pF) { pF->player = pS->player; } NETbeginEncode(NET_ARTIFACTS, NET_ALL_PLAYERS); { /* Make sure that we don't have to violate the constness of pS. * Since the nettype functions aren't const correct when sending */ uint8_t player = pS->player; NETuint8_t(&count); NETenum(&type); NETuint32_t(&x); NETuint32_t(&y); NETuint32_t(&pF->id); NETuint8_t(&player); } NETend(); } return; }
// recv lassat info on the receiving end. bool recvLasSat(NETQUEUE queue) { BASE_OBJECT *psObj; UBYTE player, targetplayer; STRUCTURE *psStruct; uint32_t id, targetid; NETbeginDecode(queue, GAME_LASSAT); NETuint8_t(&player); NETuint32_t(&id); NETuint32_t(&targetid); NETuint8_t(&targetplayer); NETend(); psStruct = IdToStruct(id, player); psObj = IdToPointer(targetid, targetplayer); if (psStruct && !canGiveOrdersFor(queue.index, psStruct->player)) { syncDebug("Wrong player."); return false; } if (psStruct && psObj && psStruct->pStructureType->psWeapStat[0]->weaponSubClass == WSC_LAS_SAT) { // Lassats have just one weapon unsigned firePause = weaponFirePause(&asWeaponStats[psStruct->asWeaps[0].nStat], player); unsigned damLevel = PERCENT(psStruct->body, structureBody(psStruct)); if (damLevel < HEAVY_DAMAGE_LEVEL) { firePause += firePause; } if (isHumanPlayer(player) && gameTime - psStruct->asWeaps[0].lastFired <= firePause) { /* Too soon to fire again */ return true ^ false; // Return value meaningless and ignored. } // Give enemy no quarter, unleash the lasat proj_SendProjectile(&psStruct->asWeaps[0], NULL, player, psObj->pos, psObj, true, 0); psStruct->asWeaps[0].lastFired = gameTime; psStruct->asWeaps[0].ammo = 1; // abducting this field for keeping track of triggers // Play 5 second countdown message audio_QueueTrackPos(ID_SOUND_LAS_SAT_COUNTDOWN, psObj->pos.x, psObj->pos.y, psObj->pos.z); } return true; }
/// Does not read/write info->droidId! static void NETQueuedDroidInfo(QueuedDroidInfo *info) { NETuint8_t(&info->player); NETenum(&info->order); NETbool(&info->subType); if (info->subType) { NETuint32_t(&info->destId); NETenum(&info->destType); } else { NETuint32_t(&info->x); NETuint32_t(&info->y); } if (info->order == DORDER_BUILD || info->order == DORDER_LINEBUILD) { NETuint32_t(&info->structRef); NETuint16_t(&info->direction); } if (info->order == DORDER_LINEBUILD) { NETuint32_t(&info->x2); NETuint32_t(&info->y2); } }
/** Receive droid and transporter loading information * * \sa sendDroidEmbark(),sendDroidDisEmbark(),recvDroidDisEmbark() */ BOOL recvDroidEmbark(NETQUEUE queue) { DROID* psDroid; DROID* psTransporterDroid; BOOL bDroidRemoved; NETbeginDecode(queue, GAME_DROIDEMBARK); { uint8_t player; uint32_t droidID; uint32_t transporterID; NETuint8_t(&player); NETuint32_t(&droidID); NETuint32_t(&transporterID); // we have to find the droid on our (local) list first. if (!IdToDroid(droidID, player, &psDroid)) { NETend(); // Possible it already died? (sync error?) debug(LOG_WARNING, "player's %d droid %d wasn't found?", player,droidID); return false; } if (!IdToDroid(transporterID, player, &psTransporterDroid)) { NETend(); // Possible it already died? (sync error?) debug(LOG_WARNING, "player's %d transport droid %d wasn't found?", player,transporterID); return false; } if (psDroid == NULL) { // how can this happen? return true; } // Take it out of the world without destroying it (just removes it from the droid list) bDroidRemoved = droidRemove(psDroid, apsDroidLists); // Init the order for when disembark psDroid->order = DORDER_NONE; setDroidTarget(psDroid, NULL); psDroid->psTarStats = NULL; if (bDroidRemoved) { // and now we need to add it to their transporter group! grpJoin(psTransporterDroid->psGroup, psDroid); } else { // possible sync error? debug(LOG_WARNING, "Eh? Where did unit %d go? Couldn't load droid onto transporter.", droidID); } } NETend(); return true; }
// recv BOOL recvDroidSecondary(NETQUEUE queue) { DROID* psDroid; SECONDARY_ORDER sec = DSO_ATTACK_RANGE; SECONDARY_STATE state = DSS_NONE; NETbeginDecode(queue, GAME_SECONDARY); { uint8_t player; uint32_t droid; NETuint8_t(&player); NETuint32_t(&droid); NETenum(&sec); NETenum(&state); // If we can not find the droid should we not ask for it? if (!IdToDroid(droid, player, &psDroid)) { NETend(); return false; } } NETend(); // Set the droids secondary order turnOffMultiMsg(true); secondarySetState(psDroid, sec, state); turnOffMultiMsg(false); return true; }
// //////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////// // New research stuff, so you can see what others are up to! // inform others that I'm researching this. bool sendResearchStatus(STRUCTURE *psBuilding, uint32_t index, uint8_t player, bool bStart) { if (!myResponsibility(player) || gameTime < 5) { return true; } NETbeginEncode(NETgameQueue(selectedPlayer), GAME_RESEARCHSTATUS); NETuint8_t(&player); NETbool(&bStart); // If we know the building researching it then send its ID if (psBuilding) { NETuint32_t(&psBuilding->id); } else { uint32_t zero = 0; NETuint32_t(&zero); } // Finally the topic in question NETuint32_t(&index); NETend(); // Tell UI to remove from the list of available research. MakeResearchStartedPending(&asPlayerResList[player][index]); return true; }
// //////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////// // Power Checking. Send a power level check every now and again. static BOOL sendPowerCheck() { uint8_t player; if (powerCheckLastSent > gameTime) { powerCheckLastSent = 0; } // Only send if not done recently if (gameTime - powerCheckLastSent < POWER_PERIOD) { return true; } powerCheckLastSent = gameTime; for (player = 0; player < MAX_PLAYERS; ++player) { powerCheckLastPower[player] = getPrecisePower(player); if (myResponsibility(player)) { if (!isInSync()) // Don't really send anything, unless out of synch. { NETbeginEncode(NETgameQueue(selectedPlayer), GAME_CHECK_POWER); NETuint8_t(&player); NETuint32_t(&gameTime); NETint64_t(&powerCheckLastPower[player]); NETend(); } } } return true; }
static void NETcoder(PACKETDIR dir) { static const char original[] = "THIS IS A TEST STRING"; char str[sizeof(original)]; BOOL b = true; uint32_t u32 = 32; uint16_t u16 = 16; uint8_t u8 = 8; int32_t i32 = -32; int16_t i16 = -16; int8_t i8 = -8; test_enum te = test_b; sstrcpy(str, original); if (dir == PACKET_ENCODE) NETbeginEncode(0, 0); else NETbeginDecode(0); NETbool(&b); assert(b == true); NETuint32_t(&u32); assert(u32 == 32); NETuint16_t(&u16); assert(u16 == 16); NETuint8_t(&u8); assert(u8 == 8); NETint32_t(&i32); assert(i32 == -32); NETint16_t(&i16); assert(i16 == -16); NETint8_t(&i8); assert(i8 == -8); NETstring(str, sizeof(str)); assert(strncmp(str, original, sizeof(str) - 1) == 0); NETenum(&te); assert(te == test_b); }
// send complete game info set! void sendOptions() { bool dummy = true; unsigned int i; if (!NetPlay.isHost || !bHosted) // Only host should act, and only if the game hasn't started yet. { ASSERT(false, "Host only routine detected for client or not hosting yet!"); return; } NETbeginEncode(NETbroadcastQueue(), NET_OPTIONS); // First send information about the game NETuint8_t(&game.type); NETstring(game.map, 128); NETuint8_t(&game.maxPlayers); NETstring(game.name, 128); NETbool(&dummy); NETuint32_t(&game.power); NETuint8_t(&game.base); NETuint8_t(&game.alliance); NETbool(&game.scavengers); for (i = 0; i < MAX_PLAYERS; i++) { NETuint8_t(&game.skDiff[i]); } // Send the list of who is still joining for (i = 0; i < MAX_PLAYERS; i++) { NETbool(&ingame.JoiningInProgress[i]); } // Same goes for the alliances for (i = 0; i < MAX_PLAYERS; i++) { unsigned int j; for (j = 0; j < MAX_PLAYERS; j++) { NETuint8_t(&alliances[i][j]); } } // Send the number of structure limits to expect NETuint32_t(&ingame.numStructureLimits); debug(LOG_NET, "(Host) Structure limits to process on client is %u", ingame.numStructureLimits); // Send the structures changed for (i = 0; i < ingame.numStructureLimits; i++) { NETuint32_t(&ingame.pStructureLimits[i].id); NETuint32_t(&ingame.pStructureLimits[i].limit); } updateLimitFlags(); NETuint8_t(&ingame.flags); NETend(); }
bool recvGift(NETQUEUE queue) { uint8_t type, from, to; int audioTrack; uint32_t droidID; NETbeginDecode(queue, GAME_GIFT); NETuint8_t(&type); NETuint8_t(&from); NETuint8_t(&to); NETuint32_t(&droidID); NETend(); // Handle the gift depending on what it is switch (type) { case RADAR_GIFT: audioTrack = ID_SENSOR_DOWNLOAD; giftRadar(from, to, false); break; case DROID_GIFT: audioTrack = ID_UNITS_TRANSFER; recvGiftDroids(from, to, droidID); break; case RESEARCH_GIFT: audioTrack = ID_TECHNOLOGY_TRANSFER; giftResearch(from, to, false); break; case POWER_GIFT: audioTrack = ID_POWER_TRANSMIT; giftPower(from, to, droidID, false); break; default: debug(LOG_ERROR, "recvGift: Unknown Gift recvd"); return false; break; } // If we are on the recieving end play an audio alert if (to == selectedPlayer) { audio_QueueTrack(audioTrack); } return true; }
void sendStructureInfo(STRUCTURE *psStruct, STRUCTURE_INFO structureInfo_, DROID_TEMPLATE *psTempl) { uint8_t player = psStruct->player; uint32_t structId = psStruct->id; uint8_t structureInfo = structureInfo_; NETbeginEncode(NETgameQueue(selectedPlayer), GAME_STRUCTUREINFO); NETuint8_t(&player); NETuint32_t(&structId); NETuint8_t(&structureInfo); if (structureInfo_ == STRUCTUREINFO_MANUFACTURE) { uint32_t templateId = psTempl != NULL ? psTempl->multiPlayerID : 0; NETuint32_t(&templateId); } NETend(); }
bool SendDestroyTemplate(DROID_TEMPLATE *t, uint8_t player) { NETbeginEncode(NETgameQueue(selectedPlayer), GAME_TEMPLATEDEST); NETuint8_t(&player); NETuint32_t(&t->multiPlayerID); NETend(); return true; }
// //////////////////////////////////////////////////////////////////////////// // give Power void giftPower(uint8_t from, uint8_t to, uint32_t amount, bool send) { if (send) { uint8_t giftType = POWER_GIFT; NETbeginEncode(NETgameQueue(selectedPlayer), GAME_GIFT); NETuint8_t(&giftType); NETuint8_t(&from); NETuint8_t(&to); NETuint32_t(&amount); NETend(); } else { int value = 0; if (from == ANYPLAYER && !NetPlay.bComms) { // basically cheating power, so we check that we are not in multiplayer addPower(to, amount); } else if (from == ANYPLAYER && NetPlay.bComms) { debug(LOG_WARNING, "Someone tried to cheat power in multiplayer - ignored!"); } else if (amount == 0) // the GUI option { value = getPower(from) / 3; usePower(from, value); addPower(to, value); } else // for scripts etc that can give precise amounts { value = MIN(getPower(from), amount); usePower(from, value); addPower(to, value); } if (from != ANYPLAYER && to == selectedPlayer) { CONPRINTF(ConsoleString, (ConsoleString, _("%s Gives You %d Power"), getPlayerName(from), value)); } } }