void
NetGameClient::DoJoinAnnounce(NetMsg* msg)
{
	if (!msg) return;

	Sim* sim = Sim::GetSim();
	if (!sim) return;

	NetJoinAnnounce*  join_ann = new(__FILE__,__LINE__) NetJoinAnnounce;
	bool              saved    = false;

	if (join_ann->Unpack(msg->Data())) {
		DWORD nid       = msg->NetID();
		DWORD oid       = join_ann->GetObjID();
		Text  name      = join_ann->GetName();
		Text  elem_name = join_ann->GetElement();
		Text  region    = join_ann->GetRegion();
		Point loc       = join_ann->GetLocation();
		Point velocity  = join_ann->GetVelocity();
		int   index     = join_ann->GetIndex();
		int   shld_lvl  = join_ann->GetShield();
		join_ann->SetNetID(nid);
		Ship* ship      = 0;
		char  ship_name[128];

		strcpy_s(ship_name, Game::GetText("NetGameClient.no-ship").data());

		if (local_player && player_name == name) {
			HUDView::Message(Game::GetText("NetGameClient.local-accept"), name.data(), local_player->Name());

			objid = oid;
			netid = nid;
			local_player->SetObjID(oid);
			local_player->SetNetObserver(false);
			Observe(local_player);

			SimRegion* rgn = local_player->GetRegion();
			if (rgn && region != rgn->Name()) {
				SimRegion* dst = sim->FindRegion(region);
				if (dst) dst->InsertObject(local_player);
			}

			local_player->MoveTo(loc);
			local_player->SetVelocity(velocity);

			Shield* shield = local_player->GetShield();
			if (shield)
			shield->SetNetShieldLevel(shld_lvl);
		}
		else {
			NetPlayer* remote_player = FindPlayerByObjID(oid);
			if (remote_player) {
				remote_player->SetName(name);
				remote_player->SetObjID(oid);

				if (index > 0)
				sprintf_s(ship_name, "%s %d", elem_name.data(), index);
				else
				sprintf_s(ship_name, "%s", elem_name.data());
			}
			else {
				Element* element = sim->FindElement(elem_name);

				if (element) {
					ship = element->GetShip(index);
				}
				else {
					Print("NetGameClient::DoJoinAnnounce() could not find elem %s for player '%s' objid %d\n",
					elem_name.data(), name.data(), oid);

					NetUtil::SendElemRequest(elem_name.data());
				}

				if (!ship) {
					// save it for later:
					join_backlog.append(join_ann);
					saved = true;
				}
				else {
					strcpy_s(ship_name, ship->Name());

					SimRegion* rgn = ship->GetRegion();
					if (rgn && region != rgn->Name()) {
						SimRegion* dst = sim->FindRegion(region);
						if (dst) dst->InsertObject(ship);
					}

					ship->MoveTo(loc);
					ship->SetVelocity(velocity);

					Shield* shield = ship->GetShield();
					if (shield)
					shield->SetNetShieldLevel(shld_lvl);

					NetPlayer* remote_player = new(__FILE__,__LINE__) NetPlayer(nid);
					remote_player->SetName(name);
					remote_player->SetObjID(oid);
					remote_player->SetShip(ship);

					players.append(remote_player);

					if (name == "Server A.I. Ship") {
						Print("Remote Player '%s' has joined as '%s' with ID %d\n", name.data(), ship_name, oid);
					}
					else {
						HUDView::Message(Game::GetText("NetGameClient.remote-join").data(), name.data(), ship_name);
					}
				}
			}
		}
	}

	if (!saved)
	delete join_ann;
}
bool
NetGameClient::DoJoinBacklog(NetJoinAnnounce* join_ann)
{
	bool finished = false;

	if (!join_ann)
	return finished;

	Sim* sim = Sim::GetSim();
	if (!sim)
	return finished;

	DWORD nid       = join_ann->GetNetID();
	DWORD oid       = join_ann->GetObjID();
	Text  name      = join_ann->GetName();
	Text  elem_name = join_ann->GetElement();
	Text  region    = join_ann->GetRegion();
	Point loc       = join_ann->GetLocation();
	Point velocity  = join_ann->GetVelocity();
	int   index     = join_ann->GetIndex();
	int   shld_lvl  = join_ann->GetShield();
	Ship* ship      = 0;
	char  ship_name[128];

	strcpy_s(ship_name, Game::GetText("NetGameClient.no-ship").data());

	if (nid && oid) {
		NetPlayer* remote_player = FindPlayerByObjID(oid);
		if (remote_player) {
			remote_player->SetName(name);
			remote_player->SetObjID(oid);

			if (index > 0)
			sprintf_s(ship_name, "%s %d", elem_name.data(), index);
			else
			sprintf_s(ship_name, "%s", elem_name.data());
		}
		else {
			Element* element = sim->FindElement(elem_name);

			if (element) {
				ship = element->GetShip(index);
			}

			if (ship) {
				strcpy_s(ship_name, ship->Name());

				SimRegion* rgn = ship->GetRegion();
				if (rgn && region != rgn->Name()) {
					SimRegion* dst = sim->FindRegion(region);
					if (dst) dst->InsertObject(ship);
				}

				ship->MoveTo(loc);
				ship->SetVelocity(velocity);

				Shield* shield = ship->GetShield();
				if (shield)
				shield->SetNetShieldLevel(shld_lvl);

				NetPlayer* remote_player = new(__FILE__,__LINE__) NetPlayer(nid);
				remote_player->SetName(name);
				remote_player->SetObjID(oid);
				remote_player->SetShip(ship);

				players.append(remote_player);
				finished = true;

				if (name == "Server A.I. Ship") {
					Print("NetGameClient::DoJoinBacklog() Remote Player '%s' has joined as '%s' with ID %d\n", name.data(), ship_name, oid);
				}
				else {
					HUDView::Message(Game::GetText("NetGameClient.remote-join").data(), name.data(), ship_name);
				}
			}
		}
	}

	return finished;
}
Пример #3
0
void
FltDlg::OnPackage(AWEvent* event)
{
	if (!filter_list || !hangar_list || !ship) return;

	int         code   = Mission::PATROL;

	switch (mission_type) {
	case 0:  code = Mission::PATROL;       break;
	case 1:  code = Mission::INTERCEPT;    break;
	case 2:  code = Mission::ASSAULT;      break;
	case 3:  code = Mission::STRIKE;       break;
	case 4:  code = Mission::ESCORT;       break;
	case 5:  code = Mission::INTEL;        break;
	}

	int         squad  = filter_list->GetSelectedIndex();
	Hangar*     hangar = ship->GetHangar();
	Sim*        sim    = Sim::GetSim();
	const char* call   = sim->FindAvailCallsign(ship->GetIFF());
	Element*    elem   = sim->CreateElement(call, ship->GetIFF(), code);
	Element*    tgt    = 0;
	FlightDeck* deck   = 0;
	int         queue  = 1000;
	int*        load   = 0;

	elem->SetSquadron(hangar->SquadronName(squad));
	elem->SetCarrier(ship);

	if (objective_list) {
		int   index     = objective_list->GetListIndex();
		Text  target    = objective_list->GetItemText(index);

		Instruction* objective = new(__FILE__,__LINE__) Instruction(code, target.data());
		elem->AddObjective(objective);

		tgt = sim->FindElement(target.data());
	}

	if (loadout_list && design) {
		int   index    = loadout_list->GetListIndex();
		Text  loadname = loadout_list->GetItemText(index);

		ListIter<ShipLoad> sl = (List<ShipLoad>&) design->loadouts;
		while (++sl && !load) {
			if (sl->name == loadname) {
				load = sl->load;
				elem->SetLoadout(load);
			}
		}
	}

	for (int i = 0; i < ship->NumFlightDecks(); i++) {
		FlightDeck* d = ship->GetFlightDeck(i);

		if (d && d->IsLaunchDeck()) {
			int dq = hangar->PreflightQueue(d);
			
			if (dq < queue) {
				queue = dq;
				deck  = d;
			}
		}
	}

	int npackage = 0;
	int slots[6];

	for (int i = 0; i < 6; i++)
	slots[i] = -1;

	for (int i = 0; i < hangar_list->NumItems(); i++) {
		if (hangar_list->IsSelected(i)) {
			int nslot = hangar_list->GetItemData(i);
			hangar->GotoAlert(squad, nslot, deck, elem, load, true);
			slots[npackage] = nslot;
			hangar_list->SetSelected(i, false);
			npackage++;

			if (npackage >= 6)
			break;
		}
	}

	NetUtil::SendElemCreate(elem, squad, slots, false);

	if (flight_planner) {
		switch (mission_type) {
		case 0:
		default:
			flight_planner->CreatePatrolRoute(elem, patrol_pattern++);
			break;

		case 1:
		case 2:
		case 3:
			if (tgt)
			flight_planner->CreateStrikeRoute(elem, tgt);
			else
			flight_planner->CreatePatrolRoute(elem, patrol_pattern++);
			break;

		case 4:
			if (tgt)
			flight_planner->CreateEscortRoute(elem, tgt);
			else
			flight_planner->CreatePatrolRoute(elem, patrol_pattern++);
			break;
		}

		if (patrol_pattern < 0 || patrol_pattern > 3)
		patrol_pattern = 0;
	}
}