コード例 #1
0
ファイル: rv_pack.c プロジェクト: Comanche93/eech
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;
		}
	}
}
コード例 #2
0
ファイル: se_pack.c プロジェクト: DexterWard/comanche
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
				loop,
				index;

			sound_effect
				*raw;

			//
			// create entity
			//

			index = unpack_entity_safe_index ();

			en = get_free_entity (index);

			set_local_entity_type (en, type);

			raw = malloc_heap_mem (sizeof (sound_effect));

			set_local_entity_data (en, raw);

			memset (raw, 0, sizeof (sound_effect));

			//
			// unpack effect data (in exactly the same order as the data was packed)
			//

			unpack_effect_data( en, &raw->eff, mode );

			//
			// unpack sound data
			//

			raw->sound_effect_sequence_count = unpack_int_value (en, INT_TYPE_SOUND_EFFECT_SEQUENCE_COUNT);

			ASSERT (raw->sound_effect_sequence_count > 0);

			raw->effect_index = malloc_fast_mem (sizeof (sound_sample_indices) * raw->sound_effect_sequence_count);

			for (loop = 0; loop < raw->sound_effect_sequence_count; loop ++)
			{
				raw->effect_index [loop] = unpack_int_value (en, INT_TYPE_SOUND_EFFECT_INDEX);
			}

			raw->amplification = unpack_float_value (en, FLOAT_TYPE_AMPLIFICATION);

			raw->effect_lifetime = unpack_float_value (en, FLOAT_TYPE_EFFECT_LIFETIME);

			raw->valid_effect_lifetime = unpack_float_value (en, FLOAT_TYPE_VALID_EFFECT_LIFETIME);

			//sound_effect_data 

			raw->sound_channel = unpack_int_value (en, INT_TYPE_SOUND_CHANNEL);

			raw->sound_locality = unpack_int_value (en, INT_TYPE_SOUND_LOCALITY);

			raw->valid_sound_effect = unpack_int_value (en, INT_TYPE_VALID_SOUND_EFFECT);

			raw->looping = unpack_int_value (en, INT_TYPE_SOUND_EFFECT_LOOPING);

			raw->panning = unpack_int_value (en, INT_TYPE_SOUND_EFFECT_PANNING);

			//
			// link into system
			//

			// sound effect needs a parent
			//ASSERT (raw->eff.special_effect_link.parent);

			if (unpack_int_value (en, INT_TYPE_VALID))
			{
				insert_local_entity_into_parents_child_list (en, LIST_TYPE_UPDATE, get_update_entity (), NULL);
			}

			#if DEBUG_MODULE

			debug_log ("SE_PACK: Unpacked %d - Sub-type %d", get_local_entity_safe_index (en), raw->eff.sub_type);

			#endif

			break;
		}
		////////////////////////////////////////
		case PACK_MODE_BROWSE_SESSION:
		////////////////////////////////////////
		{
			break;
		}
		////////////////////////////////////////
		case PACK_MODE_UPDATE_ENTITY:
		////////////////////////////////////////
		{
			//
			// always use access functions to set the data
			//

			break;
		}
	}
}
コード例 #3
0
ファイル: ks_pack.c プロジェクト: Comanche93/eech
void unpack_local_keysite_data (pack_modes mode)
{
   entity
      *en,
		*landing_en;

	landing
		*landing_raw;

   keysite
      *raw;

	int
		side,
		landing_lock,
		landed_lock,
		takeoff_lock,
		in_use,
		index;

   ASSERT (mode != PACK_MODE_UPDATE_ENTITY);

   if (mode == PACK_MODE_BROWSE_SESSION)
   {
      return;
   }

	en = get_local_entity_list ();

	while (en)
	{

		if (get_local_entity_type (en) == ENTITY_TYPE_KEYSITE)
		{

			//
			// unpack keysite
			//

			index = unpack_entity_safe_index ();

			raw = (keysite *) get_local_entity_data (en);

			raw->supplies.ammo_supply_level = unpack_float_value (en, FLOAT_TYPE_AMMO_SUPPLY_LEVEL);

			raw->supplies.fuel_supply_level = unpack_float_value (en, FLOAT_TYPE_FUEL_SUPPLY_LEVEL);

			raw->keysite_strength = unpack_float_value (en, FLOAT_TYPE_KEYSITE_STRENGTH);

			raw->keysite_maximum_strength = unpack_float_value (en, FLOAT_TYPE_KEYSITE_MAXIMUM_STRENGTH);

			raw->alive = unpack_int_value (en, INT_TYPE_ALIVE);

			side = unpack_int_value (en, INT_TYPE_SIDE);

			if (side != raw->side)
			{
				//
				// update I-Maps (remove old side)
				//

				if (raw->in_use)
				{
					update_imap_sector_side (en, FALSE);

					if (mode == PACK_MODE_SERVER_SESSION)
					{
						update_imap_importance_level (en, FALSE);
					}
				}

				//
				// change side of keysite buildings
				//

				change_local_keysite_building_sides (en, (entity_sides) side);

				//
				// place into other sides force
				//

				delete_local_entity_from_parents_child_list (en, LIST_TYPE_KEYSITE_FORCE);

				insert_local_entity_into_parents_child_list (en, LIST_TYPE_KEYSITE_FORCE, get_local_force_entity ((entity_sides) side), NULL);

				if (mode == PACK_MODE_SERVER_SESSION)
				{
					// Must be done after removed from force
					update_imap_distance_to_friendly_base ((entity_sides) raw->side);
				}

				//
				// switch sides
				//

				raw->side = side;

				//
				// update I-Maps (add new side)
				//

				if (raw->in_use)
				{
					update_imap_sector_side (en, TRUE);

					if (mode == PACK_MODE_SERVER_SESSION)
					{
						update_imap_importance_level (en, TRUE);

						update_keysite_distance_to_friendly_base (en, (entity_sides) side);
					}
				}
			}

			in_use = unpack_int_value (en, INT_TYPE_IN_USE);

			raw->keysite_id = unpack_int_value (en, INT_TYPE_KEYSITE_ID);

			raw->keysite_usable_state = unpack_int_value (en, INT_TYPE_KEYSITE_USABLE_STATE);

			if (raw->in_use != in_use)
			{
				//
				// Update I-Maps (in use flag changed)
				//

				raw->in_use = in_use;

				update_imap_sector_side (en, in_use);

				if (mode == PACK_MODE_SERVER_SESSION)
				{
					update_imap_importance_level (en, in_use);

					if (in_use)
					{
						update_keysite_distance_to_friendly_base (en, (entity_sides) side);
					}
					else
					{
						update_imap_distance_to_friendly_base ((entity_sides) side);
					}
				}
			}

			unpack_list_root (en, LIST_TYPE_UNASSIGNED_TASK, &raw->unassigned_task_root);
			unpack_list_root (en, LIST_TYPE_ASSIGNED_TASK, &raw->assigned_task_root);
			unpack_list_root (en, LIST_TYPE_COMPLETED_TASK, &raw->completed_task_root);

//			unpack_list_root (en, LIST_TYPE_KEYSITE_GROUP, &raw->keysite_group_root);

			unpack_list_root (en, LIST_TYPE_DIVISION_HEADQUARTERS, &raw->division_headquarters_root);

			if (unpack_int_value (en, INT_TYPE_VALID))
			{
				unpack_list_link (en, LIST_TYPE_CAMPAIGN_OBJECTIVE, &raw->campaign_objective_link);
			}

			#if DEBUG_MODULE

			debug_log ("KS_PACK: unpacking keysite %s", raw->keysite_name);

			#endif

			if (mode == PACK_MODE_SERVER_SESSION)
			{
				raw->repair_timer = unpack_float_value (en, FLOAT_TYPE_REPAIR_TIMER);

				raw->sleep = unpack_float_value (en, FLOAT_TYPE_SLEEP);

				raw->assist_timer = unpack_float_value (en, FLOAT_TYPE_ASSIST_TIMER);

				raw->assign_timer = unpack_float_value (en, FLOAT_TYPE_ASSIGN_TIMER);

				//
				// unpack landing data
				//

				landing_en = get_local_entity_first_child (en, LIST_TYPE_LANDING_SITE);
	
				while (landing_en)
				{
	
					landing_raw = (landing *) get_local_entity_data (landing_en);
	
					landing_raw->reserved_landing_sites = unpack_int_value (landing_en, INT_TYPE_RESERVED_LANDING_SITES);
	
					//landing_raw->free_landing_sites = unpack_int_value (en, INT_TYPE_FREE_LANDING_SITES);
					landing_raw->free_landing_sites = landing_raw->total_landing_sites;
	
					landing_lock = unpack_int_value (landing_en, INT_TYPE_LANDING_LOCK);
	
					landed_lock = unpack_int_value (landing_en, INT_TYPE_LANDED_LOCK);
	
					takeoff_lock = unpack_int_value (landing_en, INT_TYPE_TAKEOFF_LOCK);
	
					#if DEBUG_MODULE

					debug_log ("KS_PACK: %s (%d) unpacking %s landing entity, reserved %d, free %d, locks (saved :landing %d, landed %d, takeoff %d, calc landing %d, landed %d, takeoff %d)",
									raw->keysite_name,
									get_local_entity_index (en),
									entity_sub_type_landing_names [landing_raw->sub_type],
									landing_raw->reserved_landing_sites, landing_raw->free_landing_sites,
									landing_lock, landed_lock, takeoff_lock,
									landing_raw->landing_lock, landing_raw->landed_lock, landing_raw->takeoff_lock);

					if (landing_raw->landing_lock != landing_lock)
					{

						debug_log ("KS_PACK: %s %s landing entity needs landing_lock repairing", raw->keysite_name, entity_sub_type_landing_names [landing_raw->sub_type]);
					}
					if (landing_raw->landed_lock != landed_lock)
					{

						debug_log ("KS_PACK: %s %s landing entity needs landed_lock repairing", raw->keysite_name, entity_sub_type_landing_names [landing_raw->sub_type]);
					}
					if (landing_raw->takeoff_lock != takeoff_lock)
					{

						debug_log ("KS_PACK: %s %s landing entity needs takeoff_lock repairing", raw->keysite_name, entity_sub_type_landing_names [landing_raw->sub_type]);
					}

					#endif
	
					unpack_list_root (landing_en, LIST_TYPE_TAKEOFF_QUEUE, &landing_raw->takeoff_queue_root);

					landing_en = get_local_entity_child_succ (landing_en, LIST_TYPE_LANDING_SITE);
				}
			}
		}

		en = get_local_entity_succ (en);
	}
}
コード例 #4
0
ファイル: fx_pack.c プロジェクト: Comanche93/eech
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;
		}
	}
}
コード例 #5
0
ファイル: sc_pack.c プロジェクト: DexterWard/comanche
void unpack_local_sector_data (pack_modes mode)
{

	entity
		*en;

	sector
		*raw;

	entity_sides
		side;

	int
		z_sec,
		x_sec,
		side_count;

	ASSERT (mode != PACK_MODE_UPDATE_ENTITY);

	if (mode == PACK_MODE_BROWSE_SESSION)
	{
		return;
	}

	//
	// RLE unencode the sector sides
	//

	debug_log ("RLE SECTOR");

	en = NULL;

	side = unpack_int_value (NULL, INT_TYPE_SIDE);

	side_count = unpack_int_value (NULL, INT_TYPE_LENGTH);

	en = *entity_sector_map;

	while (side_count != 0)
	{

		while (side_count > 0)
		{

			raw = get_local_entity_data (en);

			raw->side = side;

			side_count --;

			en ++;
		}

		side = unpack_int_value (NULL, INT_TYPE_SIDE);

		side_count = unpack_int_value (NULL, INT_TYPE_LENGTH);
	}

	//
	// Unpack FOG OF WAR
	//

	for (z_sec = MIN_MAP_Z_SECTOR; z_sec <= MAX_MAP_Z_SECTOR; z_sec++)
	{
		for (x_sec = MIN_MAP_X_SECTOR; x_sec <= MAX_MAP_X_SECTOR; x_sec++)
		{
			en = get_local_raw_sector_entity(x_sec, z_sec);

			raw = get_local_entity_data (en);

			raw->fog_of_war [ENTITY_SIDE_BLUE_FORCE] = unpack_float_value (en, FLOAT_TYPE_FOG_OF_WAR);
			raw->fog_of_war [ENTITY_SIDE_RED_FORCE] = unpack_float_value (en, FLOAT_TYPE_FOG_OF_WAR);
		}
	}

	//
	// If loading game read in sector values (threat etc)
	//

	if (mode == PACK_MODE_SERVER_SESSION)
	{

		for (z_sec = MIN_MAP_Z_SECTOR; z_sec <= MAX_MAP_Z_SECTOR; z_sec++)
		{

			for (x_sec = MIN_MAP_X_SECTOR; x_sec <= MAX_MAP_X_SECTOR; x_sec++)
			{

				en = get_local_raw_sector_entity(x_sec, z_sec);

				raw = get_local_entity_data (en);

				if (unpack_int_value (en, INT_TYPE_VALID))
				{

					unpack_list_root (en, LIST_TYPE_SECTOR_TASK, &raw->sector_task_root);
				}

				if (unpack_int_value (en, INT_TYPE_VALID))
				{

					unpack_list_root (en, LIST_TYPE_SPECIAL_EFFECT, &raw->special_effect_root);
				}

				//debug_log ("SC_PACK: unpacking sector %d, %d", raw->x_sector, raw->z_sector);

				raw->keysite_count = unpack_int_value (en, INT_TYPE_CAMPAIGN_CRITERIA_COUNT);

				raw->tallest_structure_height = unpack_float_value (en, FLOAT_TYPE_PROTOTYPE_1);
			}
		}
	}
}
コード例 #6
0
ファイル: fc_pack.c プロジェクト: Comanche93/eech
void unpack_local_force_data (entity *en, pack_modes mode)
{

	int
		count,
		loop;

	force
		*raw;

	campaign_criteria_type
		*last_campaign_criteria,
		*campaign_criteria;

	ASSERT ((mode >= 0) && (mode < NUM_PACK_MODES));

	ASSERT (en);

	raw = (force *) get_local_entity_data (en);
		
	switch (mode)
	{
		////////////////////////////////////////
		case PACK_MODE_SERVER_SESSION:
		////////////////////////////////////////
		{
         unpack_string (en, STRING_TYPE_FORCE_NAME, raw->force_name);

			// keysite_force
		
			// pilot root
		
			unpack_list_root (en, LIST_TYPE_DIVISION, &raw->division_root);
	
			unpack_list_root (en, LIST_TYPE_CAMPAIGN_OBJECTIVE, &raw->campaign_objective_root);
	
			// air_registry_root
			// ground_registry_root
			// sea_registry_root
	
//			unpack_list_root (en, LIST_TYPE_INDEPENDENT_GROUP, &raw->independent_group_root);
	
			// force_link
		
			// update link
		
			// task generation //////////////////////////////////////////////
		
			for (loop = 0; loop < NUM_ENTITY_SUB_TYPE_TASKS; loop ++)
			{
				raw->task_generation [loop].valid = unpack_int_value (en, INT_TYPE_VALID);

				raw->task_generation [loop].created = unpack_int_value (en, INT_TYPE_TASK_GENERATION);
			}
			/////////////////////////////////////////////////////////////////
		
			// campaign criteria ////////////////////////////////////////////
		
			count = unpack_int_value (en, INT_TYPE_CAMPAIGN_CRITERIA_COUNT);
	
			last_campaign_criteria = NULL;
	
			while (count)
			{
	
				campaign_criteria = (campaign_criteria_type *) malloc_heap_mem (sizeof (campaign_criteria_type));
	
				memset (campaign_criteria, 0, sizeof (campaign_criteria_type));
		
				campaign_criteria->criteria_type = unpack_int_value (en, INT_TYPE_CAMPAIGN_CRITERIA_TYPE);
		
				campaign_criteria->valid = unpack_int_value (en, INT_TYPE_VALID);
		
				campaign_criteria->result = unpack_int_value (en, INT_TYPE_CAMPAIGN_CRITERIA_RESULT);
		
				campaign_criteria->value1 = unpack_int_value (en, INT_TYPE_CAMPAIGN_CRITERIA_VALUE);
		
				campaign_criteria->value2 = unpack_int_value (en, INT_TYPE_CAMPAIGN_CRITERIA_VALUE);
		
				campaign_criteria->value3 = unpack_int_value (en, INT_TYPE_CAMPAIGN_CRITERIA_VALUE);
		
				campaign_criteria->value4 = unpack_int_value (en, INT_TYPE_CAMPAIGN_CRITERIA_VALUE);
		
				campaign_criteria->next = last_campaign_criteria;
	
				raw->campaign_criteria = campaign_criteria;
	
				last_campaign_criteria = campaign_criteria;
	
				count --;
			}
			/////////////////////////////////////////////////////////////////
		
			// force_info_criteria
		
			for (loop = 0; loop < NUM_FORCE_INFO_CATAGORIES; loop ++)
			{
				raw->force_info_current_hardware [loop] = unpack_int_value (en, INT_TYPE_VALUE);
		
				raw->force_info_reserve_hardware [loop] = unpack_int_value (en, INT_TYPE_VALUE);
			}
			/////////////////////////////////////////////////////////////////
	
			for (loop = 0; loop < NUM_ENTITY_SUB_TYPE_GROUPS; loop ++)
			{
				raw->kills [loop] = unpack_int_value (en, INT_TYPE_VALUE);
				raw->losses [loop] = unpack_int_value (en, INT_TYPE_VALUE);
//				raw->group_count [loop] = unpack_int_value (en, INT_TYPE_VALUE);
			}

			raw->sleep = unpack_float_value (en, FLOAT_TYPE_SLEEP);
		
			raw->force_attitude = unpack_int_value (en, INT_TYPE_FORCE_ATTITUDE);
		
			// sector_count
		
			raw->colour = unpack_int_value (en, INT_TYPE_COLOUR);
		
			raw->side = unpack_int_value (en, INT_TYPE_SIDE);
	
			break;
		}
		////////////////////////////////////////
		case PACK_MODE_CLIENT_SESSION:
		////////////////////////////////////////
		{
			//
			// create entity
			//

			debug_assert (get_free_entity (get_local_entity_safe_index (en)));

			set_local_entity_type (en, ENTITY_TYPE_FORCE);

			raw = (force *) malloc_fast_mem (sizeof (force));

			set_local_entity_data (en, raw);

			memset (raw, 0, sizeof (force));

			//
			// unpack data (in exactly the same order as the data was packed)
			//

         unpack_string (en, STRING_TYPE_FORCE_NAME, raw->force_name);

			// keysite_force
	
			unpack_list_root (en, LIST_TYPE_PILOT, &raw->pilot_root);

			unpack_list_root (en, LIST_TYPE_DIVISION, &raw->division_root);

			unpack_list_root (en, LIST_TYPE_CAMPAIGN_OBJECTIVE, &raw->campaign_objective_root);

			//	air_registry_root
			//	ground_registry_root
			//	sea_registry_root

//			unpack_list_root (en, LIST_TYPE_INDEPENDENT_GROUP, &raw->independent_group_root);
	
			unpack_list_link (en, LIST_TYPE_FORCE, &raw->force_link);

			// update_link

			////////////////////////////////////////////
			// task_generation
			for (loop = 0; loop < NUM_ENTITY_SUB_TYPE_TASKS; loop ++)
			{
				raw->task_generation [loop].valid = unpack_int_value (en, INT_TYPE_VALID);

				raw->task_generation [loop].created = unpack_int_value (en, INT_TYPE_TASK_GENERATION);
			}
			////////////////////////////////////////////

			////////////////////////////////////////////
			// campaign criteria 
			raw->campaign_criteria = NULL;

			count = unpack_int_value (en, INT_TYPE_CAMPAIGN_CRITERIA_COUNT);

			while (count)
			{

				count --;

				campaign_criteria = (campaign_criteria_type *) malloc_heap_mem (sizeof (campaign_criteria_type));

				memset (campaign_criteria, 0, sizeof (campaign_criteria_type));

				campaign_criteria->next = raw->campaign_criteria;

				raw->campaign_criteria = campaign_criteria;

				campaign_criteria->criteria_type = unpack_int_value (en, INT_TYPE_CAMPAIGN_CRITERIA_TYPE);

				campaign_criteria->valid = unpack_int_value (en, INT_TYPE_VALID);

				campaign_criteria->result = unpack_int_value (en, INT_TYPE_CAMPAIGN_CRITERIA_RESULT);

				campaign_criteria->value1 = unpack_int_value (en, INT_TYPE_CAMPAIGN_CRITERIA_VALUE);

				campaign_criteria->value2 = unpack_int_value (en, INT_TYPE_CAMPAIGN_CRITERIA_VALUE);

				campaign_criteria->value3 = unpack_int_value (en, INT_TYPE_CAMPAIGN_CRITERIA_VALUE);

				campaign_criteria->value4 = unpack_int_value (en, INT_TYPE_CAMPAIGN_CRITERIA_VALUE);
			}
			/////////////////////////////////////////////////////////////////

			////////////////////////////////////////////
			// force_info_criteria
			for (loop = 0; loop < NUM_FORCE_INFO_CATAGORIES; loop ++)
			{
				raw->force_info_current_hardware [loop] = unpack_int_value (en, INT_TYPE_VALUE);

				raw->force_info_reserve_hardware [loop] = unpack_int_value (en, INT_TYPE_VALUE);
			}
			// force_info_criteria

			for (loop = 0; loop < NUM_ENTITY_SUB_TYPE_GROUPS; loop ++)
			{
				raw->kills [loop] = unpack_int_value (en, INT_TYPE_VALUE);
				raw->losses [loop] = unpack_int_value (en, INT_TYPE_VALUE);
//				raw->group_count [loop] = unpack_int_value (en, INT_TYPE_VALUE);
			}

			raw->sleep = unpack_float_value (en, FLOAT_TYPE_SLEEP);

			raw->force_attitude = unpack_int_value (en, INT_TYPE_FORCE_ATTITUDE);

			raw->sector_count = unpack_int_value (en, INT_TYPE_FORCE_SECTOR_COUNT);

			raw->colour = unpack_int_value (en, INT_TYPE_COLOUR);

			raw->side = unpack_int_value (en, INT_TYPE_SIDE);

			insert_local_entity_into_parents_child_list (en, LIST_TYPE_UPDATE, get_update_entity (), NULL);

			break;
		}
		////////////////////////////////////////
		case PACK_MODE_BROWSE_SESSION:
		////////////////////////////////////////
		{
			//
			// create entity
			//

			debug_assert (get_free_entity (get_local_entity_safe_index (en)));

			set_local_entity_type (en, ENTITY_TYPE_FORCE);

			raw = (force *) malloc_fast_mem (sizeof (force));

			set_local_entity_data (en, raw);

			memset (raw, 0, sizeof (force));

			//
			// unpack data (in exactly the same order as the data was packed)
			//

         unpack_string (en, STRING_TYPE_FORCE_NAME, raw->force_name);

			// keysite_force_root

			unpack_list_root (en, LIST_TYPE_PILOT, &raw->pilot_root);

			unpack_list_link (en, LIST_TYPE_FORCE, &raw->force_link);

			// update_link

			// task_generation

			// campaign_criteria

			// force_info_catagories

			// sleep

			raw->force_attitude = unpack_int_value (en, INT_TYPE_FORCE_ATTITUDE);

			raw->colour = unpack_int_value (en, INT_TYPE_COLOUR);

			raw->side = unpack_int_value (en, INT_TYPE_SIDE);

			break;
		}
	}
}
コード例 #7
0
ファイル: vh_pack.c プロジェクト: Comanche93/eech
void unpack_vehicle_data (entity *en, vehicle *raw, pack_modes mode)
{
	int
		package;

	ASSERT ((mode >= 0) && (mode < NUM_PACK_MODES));

	switch (mode)
	{
		////////////////////////////////////////
		case PACK_MODE_SERVER_SESSION:
		case PACK_MODE_CLIENT_SESSION:
		////////////////////////////////////////
		{
			//
			// unpack mobile data
			//

			unpack_mobile_data (en, &raw->mob, mode);

			//
			// unpack vehicle data
			//

			raw->object_3d_shape = unpack_int_value (en, INT_TYPE_OBJECT_3D_SHAPE);

			raw->inst3d = construct_3d_object (raw->object_3d_shape);

			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_LAUNCHED_WEAPON, &raw->launched_weapon_root);
			}
			/////////////////////////////////////////////////////////////////

			/////////////////////////////////////////////////////////////////
			if (unpack_int_value (en, INT_TYPE_VALID))
			{

				unpack_list_root (en, LIST_TYPE_MOVEMENT_DEPENDENT, &raw->movement_dependent_root);
			}
			/////////////////////////////////////////////////////////////////

			unpack_list_link (en, LIST_TYPE_FOLLOWER, &raw->follower_link);

			// gunship_target_link

			unpack_list_link (en, LIST_TYPE_MEMBER, &raw->member_link);

			/////////////////////////////////////////////////////////////////
			if (unpack_int_value (en, INT_TYPE_VALID))
			{

				unpack_list_link (en, LIST_TYPE_MOVEMENT_DEPENDENT, &raw->movement_dependent_link);
			}
			/////////////////////////////////////////////////////////////////

			// view_link

			if (mode == PACK_MODE_SERVER_SESSION)
			{
				unpack_list_link (en, LIST_TYPE_TAKEOFF_QUEUE, &raw->takeoff_queue_link);
			}

			raw->operational_state = unpack_int_value (en, INT_TYPE_OPERATIONAL_STATE);

			raw->sleep = unpack_float_value (en, FLOAT_TYPE_SLEEP);	

			if (mode == PACK_MODE_SERVER_SESSION)
			{
				raw->distance = unpack_float_value (en, FLOAT_TYPE_DISTANCE);	// only needed by server?
			}

			/////////////////////////////////////////////////////////////////
			if (raw->operational_state == OPERATIONAL_STATE_LANDED)
			{

				raw->loading_door_state = unpack_float_value (en, FLOAT_TYPE_LOADING_DOOR_STATE);
			}
			/////////////////////////////////////////////////////////////////

			// radar_rotation_state

			if (mode == PACK_MODE_SERVER_SESSION)
			{
				raw->death_timer = unpack_float_value (en, FLOAT_TYPE_DEATH_TIMER);

				raw->target_fire_timer = unpack_float_value (en, FLOAT_TYPE_TARGET_FIRE_TIMER);

				raw->target_scan_timer = unpack_float_value (en, FLOAT_TYPE_TARGET_SCAN_TIMER);
			}

			// view_interest_level

			// weapon_burst_timer

			raw->weapon_system_ready_state = unpack_float_value (en, FLOAT_TYPE_WEAPON_SYSTEM_READY_STATE);

			if (mode == PACK_MODE_SERVER_SESSION)
			{
				raw->decoy_release_timer = unpack_float_value (en, FLOAT_TYPE_DECOY_RELEASE_TIMER);
			}

			////////////////////////////////////////

			raw->weapon_config_type = (weapon_config_types) unpack_int_value (en, INT_TYPE_WEAPON_CONFIG_TYPE);

			raw->weapon_package_status_array = (weapon_package_status *) malloc_fast_mem (SIZE_WEAPON_PACKAGE_STATUS_ARRAY);

			memset (raw->weapon_package_status_array, 0, SIZE_WEAPON_PACKAGE_STATUS_ARRAY);

			for (package = 0; package < NUM_WEAPON_PACKAGES; package++)
			{
				if (weapon_config_database[raw->weapon_config_type][package].sub_type == ENTITY_SUB_TYPE_WEAPON_NO_WEAPON)
				{
					break;
				}

				raw->weapon_package_status_array[package].number = unpack_int_value (en, INT_TYPE_WEAPON_PACKAGE_NUMBER);

				raw->weapon_package_status_array[package].damaged = unpack_int_value (en, INT_TYPE_WEAPON_PACKAGE_DAMAGED);

				if (weapon_config_database[raw->weapon_config_type][package].rotate)
				{
					raw->weapon_package_status_array[package].weapon_system_heading = unpack_float_value (en, FLOAT_TYPE_WEAPON_SYSTEM_HEADING);

					raw->weapon_package_status_array[package].weapon_system_pitch = unpack_float_value (en, FLOAT_TYPE_WEAPON_SYSTEM_PITCH);
				}

				// muzzle_flash_timer
			}

			reset_entity_weapon_config_animation (en);

			raw->selected_weapon = unpack_int_value (en, INT_TYPE_SELECTED_WEAPON);

			////////////////////////////////////////

			// sound_effect_data

			raw->formation_position = unpack_int_value (en, INT_TYPE_FORMATION_POSITION);

			// selected_weapon_system_ready

			// weapon_and_target_vectors_valid

			// gunship_radar_los_clear

			// los_to_target

			raw->lights_on = unpack_int_value (en, INT_TYPE_LIGHTS_ON);

			// cpg_identified

			raw->group_member_number = unpack_int_value (en, INT_TYPE_GROUP_MEMBER_NUMBER);

			// id_number_significant_digits

			raw->damage_level = unpack_int_value (en, INT_TYPE_DAMAGE_LEVEL);

			// id_number

			raw->weapon_vector.x = 0.0;
			raw->weapon_vector.y = 0.0;
			raw->weapon_vector.z = 1.0;

			raw->weapon_to_target_vector.x = 0.0;
			raw->weapon_to_target_vector.y = 0.0;
			raw->weapon_to_target_vector.z = -1.0;

			// terrain_info

			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;
		}
	}
}
コード例 #8
0
ファイル: ss_pack.c プロジェクト: Comanche93/eech
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;
		}
	}
}
コード例 #9
0
ファイル: ss_pack.c プロジェクト: Comanche93/eech
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;
		}
	}
}