コード例 #1
0
ファイル: multistruct.c プロジェクト: blezek/warzone2100
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);
}
コード例 #2
0
ファイル: multistruct.cpp プロジェクト: Manistein/warzone2100
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);
}