void ZServer::stop_building_event(ZServer *p, char *data, int size, int player) { int ref_id; ZObject *obj; //good packet? if (size != sizeof(int)) return; ref_id = *(int*) data; obj = p->GetObjectFromID(ref_id, p->object_list); if (!obj) return; //is this a building that can build? 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, "stop production error: login required, please type /help", 0, 0, 0); return; } //ignored? if (p->player_info[player].ignored) { p->SendNews(player, "stop production error: player currently ignored", 0, 0, 0); return; } //stop it!!! if (obj->StopBuildingProduction()) { //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_MANUFACTURING_CANCELED_SND; p->server_socket.SendMessage(player, COMP_MSG, (char*) &send_data, sizeof(computer_msg_packet)); } }
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); } }
void ZServer::cancel_building_queue_event(ZServer *p, char *data, int size, int player) { cancel_building_queue_packet *pi = (cancel_building_queue_packet*) data; ZObject *obj; //good packet? if (size != sizeof(cancel_building_queue_packet)) return; obj = p->GetObjectFromID(pi->ref_id, p->object_list); if (!obj) return; //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, "cancel queue error: login required, please type /help", 0, 0, 0); return; } //ignored? if (p->player_info[player].ignored) { p->SendNews(player, "cancel queue error: player currently ignored", 0, 0, 0); return; } if (obj->CancelBuildingQueue(pi->list_i, pi->ot, pi->oid)) p->RelayObjectBuildingQueue(obj); }
void ZBot::CollectOurUnits_3(vector<ZObject*> &units_list, vector<ZObject*> &targeted_list) { for (vector<ZObject*>::iterator o = ols.mobile_olist.begin(); o != ols.mobile_olist.end(); o++) if ((*o)->GetOwner() == our_team) { unsigned char ot, oid; (*o)->GetObjectID(ot, oid); //minions can't be given waypoints if (ot == ROBOT_OBJECT && (*o)->IsMinion()) continue; //already got a target? if ((*o)->GetWayPointList().size()) { int ref_id; ZObject *tobj; ref_id = (*o)->GetWayPointList().begin()->ref_id; tobj = this->GetObjectFromID(ref_id); //if we have a target skip this unit //unless it is going to a flag we own if (tobj) { unsigned char tot, toid; tobj->GetObjectID(tot, toid); if (tot == MAP_ITEM_OBJECT && toid == FLAG_ITEM) { if (tobj->GetOwner() != our_team) { targeted_list.push_back(tobj); continue; } } else { //do not flag a repair station as "targeted" //(and therefor to be possibly ignored) if (!(tot == BUILDING_OBJECT && toid == REPAIR)) targeted_list.push_back(tobj); continue; } } //if this is a dodge wp then let the unit be if ((*o)->GetWayPointList().begin()->mode == DODGE_WP) continue; } units_list.push_back(*o); } }