コード例 #1
0
ファイル: zserver_events.cpp プロジェクト: sebhd/zod
void ZServer::replace_building_event(ZServer *p, char *data, int size, int player) {
	start_building_packet *pi = (start_building_packet*) data;
	ZObject *obj;

	//good packet?
	if (size != sizeof(start_building_packet))
		return;

	obj = p->GetObjectFromID(pi->ref_id, p->object_list);

	if (!obj)
		return;

	//is this a building that can build?
	if (!obj->ProducesUnits())
		return;
	//unsigned char ot, oid;
	//obj->GetObjectID(ot, oid);
	//if(ot != BUILDING_OBJECT) return;
	//if(!(oid == FORT_FRONT || oid == FORT_BACK || oid == ROBOT_FACTORY || oid == VEHICLE_FACTORY)) return;

	//is the team business kosher?
	if (obj->GetOwner() == NULL_TEAM)
		return;
	if (p->player_info[player].team != obj->GetOwner())
		return;

	//logged in?
	//if(p->psettings.require_login && !p->player_info[player].logged_in)
	if (p->LoginCheckDenied(player)) {
		p->SendNews(player, "start production error: login required, please type /help", 0, 0, 0);
		return;
	}

	//ignored?
	if (p->player_info[player].ignored) {
		p->SendNews(player, "start production error: player currently ignored", 0, 0, 0);
		return;
	}

	// Cancel current production:
	obj->StopBuildingProduction();

	//ok it is a building that can build so lets set its new production
	if (obj->SetBuildingProduction(pi->ot, pi->oid)) {
		//now let us tell everyone the building's new state
		p->RelayBuildingState(obj);

		//tell the person who did it
		computer_msg_packet send_data;
		send_data.ref_id = obj->GetRefID();
		send_data.sound = COMP_STARTING_MANUFACTURE_SND;
		p->server_socket.SendMessage(player, COMP_MSG, (char*) &send_data, sizeof(computer_msg_packet));
	}
}
コード例 #2
0
ファイル: zserver_events.cpp プロジェクト: sebhd/zod
void ZServer::add_building_queue_event(ZServer *p, char *data, int size, int player) {
	add_building_queue_packet *pi = (add_building_queue_packet*) data;
	ZObject *obj;

	//good packet?
	if (size != sizeof(add_building_queue_packet))
		return;

	obj = p->GetObjectFromID(pi->ref_id, p->object_list);

	if (!obj)
		return;

	//printf("add queue %d %d\n", pi->ot, pi->oid);

	//is the team business kosher?
	if (obj->GetOwner() == NULL_TEAM)
		return;
	if (p->player_info[player].team != obj->GetOwner())
		return;

	//produces units?
	if (!obj->ProducesUnits())
		return;

	//logged in?
	if (p->LoginCheckDenied(player)) {
		p->SendNews(player, "add queue error: login required, please type /help", 0, 0, 0);
		return;
	}

	//ignored?
	if (p->player_info[player].ignored) {
		p->SendNews(player, "add queue error: player currently ignored", 0, 0, 0);
		return;
	}

	//are we starting production or adding to the queue?
	unsigned char bot, boid;
	if (obj->GetBuildUnit(bot, boid) && bot == (unsigned char) -1 && boid == (unsigned char) -1) {
		if (obj->SetBuildingProduction(pi->ot, pi->oid))
			p->RelayBuildingState(obj);
	} else {
		if (obj->AddBuildingQueue(pi->ot, pi->oid))
			p->RelayObjectBuildingQueue(obj);
	}
}