예제 #1
0
/** Receive info about a droid that is being unloaded from a transporter
 *
 *  \sa sendDroidEmbark(),recvDroidEmbark(),sendDroidDisEmbark()
 */
BOOL recvDroidDisEmbark(NETQUEUE queue)
{
	DROID *psFoundDroid = NULL, *psTransporterDroid = NULL;
	DROID *psCheckDroid = NULL;

	NETbeginDecode(queue, GAME_DROIDDISEMBARK);
	{
		uint8_t player;
		uint32_t droidID;
		uint32_t transporterID;
		Position pos;

		NETuint8_t(&player);
		NETuint32_t(&droidID);
		NETuint32_t(&transporterID);
		NETPosition(&pos);

		NETend();

		// find the transporter first
		if (!IdToDroid(transporterID, player, &psTransporterDroid))
		{
			// Possible it already died? (sync error?)
			debug(LOG_WARNING, "player's %d transport droid %d wasn't found?", player, transporterID);
			return false;
		}
		// we need to find the droid *in* the transporter
		psCheckDroid = psTransporterDroid ->psGroup->psList;
		while (psCheckDroid)
		{
			// is this the one we want?
			if( psCheckDroid->id == droidID)
			{
				psFoundDroid = psCheckDroid;
				break;
			}
			// not found, so check next one in *group*
			psCheckDroid = psCheckDroid->psGrpNext;
		}
		// don't continue if we couldn't find it.
		if (!psFoundDroid)
		{
			// I don't think this could ever be possible...but
			debug(LOG_ERROR, "Couldn't find droid %d to disembark from player %d's transporter?", droidID, player);
			return false;
		}

		// remove it from the transporter
		grpLeave(psFoundDroid->psGroup, psFoundDroid);

		// and add it back to the bloody droid list
		addDroid(psFoundDroid, apsDroidLists);

		// Add it back into the world at the x/y
		droidSetPrecisePosition(psFoundDroid, pos);

		if (!droidOnMap(psFoundDroid))
		{
			debug(LOG_ERROR, "droid %d disembarked was NOT on map?", psFoundDroid->id);
			return false;
		}

		updateDroidOrientation(psFoundDroid);

		// Initialise the movement data
		initDroidMovement(psFoundDroid);
	}
	return true;
}
예제 #2
0
// ////////////////////////////////////////////////////////////////////////////
// receive droid creation information from other players
BOOL recvDroid(NETQUEUE queue)
{
	DROID_TEMPLATE* pT;
	DROID* psDroid;
	uint8_t player;
	uint32_t id;
	Position pos;
	uint32_t templateID;
	BOOL haveInitialOrders;
	INITIAL_DROID_ORDERS initialOrders;

	NETbeginDecode(queue, GAME_DROID);
	{
		NETuint8_t(&player);
		NETuint32_t(&id);
		NETPosition(&pos);
		NETuint32_t(&templateID);
		NETbool(&haveInitialOrders);
		if (haveInitialOrders)
		{
			NETuint32_t(&initialOrders.secondaryOrder);
			NETint32_t(&initialOrders.moveToX);
			NETint32_t(&initialOrders.moveToY);
			NETuint32_t(&initialOrders.factoryId);  // For making scripts happy.
		}

		pT = IdToTemplate(templateID, player);
	}
	NETend();

	ASSERT( player < MAX_PLAYERS, "invalid player %u", player);

	debug(LOG_LIFE, "<=== getting Droid from %u id of %u ",player,id);
	if ((pos.x == 0 && pos.y == 0) || pos.x > world_coord(mapWidth) || pos.y > world_coord(mapHeight))
	{
		debug(LOG_ERROR, "Received bad droid position (%d, %d) from %d about p%d (%s)", (int)pos.x, (int)pos.y,
				queue.index, player, isHumanPlayer(player) ? "Human" : "AI");
		return false;
	}

	// If we can not find the template ask for the entire droid instead
	if (!pT)
	{
		debug(LOG_ERROR, "Packet from %d refers to non-existent template %u, [%s : p%d]",
				queue.index, templateID, isHumanPlayer(player) ? "Human" : "AI", player);
		return false;
	}

	// Create that droid on this machine.
	psDroid = reallyBuildDroid(pT, pos.x, pos.y, player, false);

	// If we were able to build the droid set it up
	if (psDroid)
	{
		psDroid->id = id;
		addDroid(psDroid, apsDroidLists);

		if (haveInitialOrders)
		{
			psDroid->secondaryOrder = initialOrders.secondaryOrder;
			orderDroidLoc(psDroid, DORDER_MOVE, initialOrders.moveToX, initialOrders.moveToY, ModeImmediate);
			cbNewDroid(IdToStruct(initialOrders.factoryId, ANYPLAYER), psDroid);
		}
	}
	else
	{
		debug(LOG_ERROR, "Packet from %d cannot create droid for p%d (%s)!", queue.index,
			player, isHumanPlayer(player) ? "Human" : "AI");
#ifdef DEBUG
		CONPRINTF(ConsoleString, (ConsoleString, "MULTIPLAYER: Couldn't build a remote droid, relying on checking to resync"));
#endif
		return false;
	}

	return true;
}
예제 #3
0
// ////////////////////////////////////////////////////////////////////////////
// receive droid creation information from other players
bool recvDroid(NETQUEUE queue)
{
	DROID_TEMPLATE t, *pT = &t;
	DROID *psDroid;
	uint8_t player;
	uint32_t id;
	Position pos;
	bool haveInitialOrders;
	INITIAL_DROID_ORDERS initialOrders;

	NETbeginDecode(queue, GAME_DEBUG_ADD_DROID);
	{
		int32_t droidType;

		NETuint8_t(&player);
		NETuint32_t(&id);
		NETPosition(&pos);
		NETqstring(pT->name);
		pT->id = pT->name;
		NETint32_t(&droidType);
		NETuint8_t(&pT->asParts[COMP_BODY]);
		NETuint8_t(&pT->asParts[COMP_BRAIN]);
		NETuint8_t(&pT->asParts[COMP_PROPULSION]);
		NETuint8_t(&pT->asParts[COMP_REPAIRUNIT]);
		NETuint8_t(&pT->asParts[COMP_ECM]);
		NETuint8_t(&pT->asParts[COMP_SENSOR]);
		NETuint8_t(&pT->asParts[COMP_CONSTRUCT]);
		NETint8_t(&pT->numWeaps);
		for (int i = 0; i < pT->numWeaps; i++)
		{
			NETuint8_t(&pT->asWeaps[i]);
		}
		NETbool(&haveInitialOrders);
		if (haveInitialOrders)
		{
			NETuint32_t(&initialOrders.secondaryOrder);
			NETint32_t(&initialOrders.moveToX);
			NETint32_t(&initialOrders.moveToY);
			NETuint32_t(&initialOrders.factoryId);  // For making scripts happy.
		}
		pT->droidType = (DROID_TYPE)droidType;
	}
	NETend();

	if (!getDebugMappingStatus() && bMultiPlayer)
	{
		debug(LOG_WARNING, "Failed to add droid for player %u.", NetPlay.players[queue.index].position);
		return false;
	}

	ASSERT_OR_RETURN(false, player < MAX_PLAYERS, "invalid player %u", player);

	debug(LOG_LIFE, "<=== getting Droid from %u id of %u ", player, id);
	if ((pos.x == 0 && pos.y == 0) || pos.x > world_coord(mapWidth) || pos.y > world_coord(mapHeight))
	{
		debug(LOG_ERROR, "Received bad droid position (%d, %d) from %d about p%d (%s)", (int)pos.x, (int)pos.y,
		      queue.index, player, isHumanPlayer(player) ? "Human" : "AI");
		return false;
	}

	// Create that droid on this machine.
	psDroid = reallyBuildDroid(pT, pos, player, false);

	// If we were able to build the droid set it up
	if (psDroid)
	{
		psDroid->id = id;
		addDroid(psDroid, apsDroidLists);

		if (haveInitialOrders)
		{
			psDroid->secondaryOrder = initialOrders.secondaryOrder;
			psDroid->secondaryOrderPending = psDroid->secondaryOrder;
			orderDroidLoc(psDroid, DORDER_MOVE, initialOrders.moveToX, initialOrders.moveToY, ModeImmediate);
			cbNewDroid(IdToStruct(initialOrders.factoryId, ANYPLAYER), psDroid);
		}

		syncDebugDroid(psDroid, '+');
	}
	else
	{
		debug(LOG_ERROR, "Packet from %d cannot create droid for p%d (%s)!", queue.index,
		      player, isHumanPlayer(player) ? "Human" : "AI");
#ifdef DEBUG
		CONPRINTF(ConsoleString, (ConsoleString, "MULTIPLAYER: Couldn't build a remote droid, relying on checking to resync"));
#endif
		return false;
	}

	return true;
}