Ejemplo n.º 1
0
/* Sets the 'possible' flag for a player's research so the topic will appear in
the research list next time the Research Facilty is selected */
bool enableResearch(RESEARCH *psResearch, UDWORD player)
{
	UDWORD				inc;

	ASSERT_OR_RETURN(false, psResearch, "No such research topic");

	inc = psResearch->index;
	if (inc > asResearch.size())
	{
		ASSERT(false, "enableResearch: Invalid research topic - %s", getName(psResearch));
		return false;
	}

	int prevState = intGetResearchState();

	//found, so set the flag
	MakeResearchPossible(&asPlayerResList[player][inc]);

	if (player == selectedPlayer)
	{
		//set the research reticule button to flash if research facility is free
		intNotifyResearchButton(prevState);
	}

	return true;
}
Ejemplo n.º 2
0
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;
}