Пример #1
0
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));
	}
}
Пример #2
0
Файл: zbot.cpp Проект: sebhd/zod
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);
		}
}
Пример #3
0
Файл: zbot.cpp Проект: sebhd/zod
void ZBot::add_new_object_event(char *data, int size, int dummy) {

	ZObject *obj = ProcessNewObject(data, size);

	if (!obj)
		return;

	//add to short flag list?
	unsigned char ot, oid;

	obj->GetObjectID(ot, oid);

	if (ot == MAP_ITEM_OBJECT) {
		if (oid == FLAG_ITEM || oid == GRENADES_ITEM)
			flag_object_list.push_back(obj);
		else {
			//we don't care about the rest of the map object garbage
			ols.DeleteObject(obj);
		}
	}
}
Пример #4
0
bool ZCore::CheckWaypoint(ZObject *obj, waypoint *wp)
{
	unsigned char ot, oid;
	unsigned char aot, aoid;
	ZObject *aobj;

	obj->GetObjectID(ot, oid);

	//just set this to false if
	//the unit can not attack
	if(!obj->CanAttack()) wp->attack_to = false;

	switch(wp->mode)
	{
	case MOVE_WP:
		//can move?
		if(!obj->CanMove()) return false;
		break;
	case FORCE_MOVE_WP:
		//can move?
		if(!obj->CanMove()) return false;

		//clients are not allowed to set forcemove waypoints
		wp->mode = MOVE_WP;
		break;
	case DODGE_WP:
		//can move?
		if(!obj->CanMove()) return false;

		//clients are not allowed to set dodge waypoints
		wp->mode = MOVE_WP;
	case AGRO_WP:
		//clients are not allowed to set agro waypoints
		wp->mode = ATTACK_WP;
		break;
	case ATTACK_WP:
		//attacking an object that can only be attacked by explosions?
		aobj = GetObjectFromID(wp->ref_id, object_list);

		if(!aobj) return false;

		if(!obj->CanAttackObject(aobj)) return false;
		//if(!obj->HasExplosives() && aobj->AttackedOnlyByExplosives()) return false;
		//if(!obj->CanAttack()) return false;
		break;
	case ENTER_WP:
		//can move?
		if(!obj->CanMove()) return false;

		//entering ok?
		if(ot != ROBOT_OBJECT) return false;

		//target exist?
		aobj = GetObjectFromID(wp->ref_id, object_list);
		if(!aobj) return false;

		//can the target be entered?
		if(!aobj->CanBeEntered()) return false;
		break;
	case CRANE_REPAIR_WP:
		//can move?
		if(!obj->CanMove()) return false;

		//it a crane?
		if(!(ot == VEHICLE_OBJECT && oid == CRANE)) return false;

		//target exist?
		aobj = GetObjectFromID(wp->ref_id, object_list);
		if(!aobj) return false;

		//can it repair that target?
		if(!aobj->CanBeRepairedByCrane(obj->GetOwner())) return false;
		break;
	case UNIT_REPAIR_WP:
		//can move?
		if(!obj->CanMove()) return false;

		//can it be repaired?
		if(!obj->CanBeRepaired()) return false;

		//target exist?
		aobj = GetObjectFromID(wp->ref_id, object_list);
		if(!aobj) return false;

		//can the target repair it?
		if(!aobj->CanRepairUnit(obj->GetOwner())) return false;
		break;
	case ENTER_FORT_WP:
		//can move?
		if(!obj->CanMove()) return false;

		//target exist?
		aobj = GetObjectFromID(wp->ref_id, object_list);
		if(!aobj) return false;

		//can we enter it?
		if(!aobj->CanEnterFort(obj->GetOwner())) return false;

		break;
	case PICKUP_GRENADES_WP:
		//can move?
		if(!obj->CanMove()) return false;

		//can pickup grenades?
		if(!obj->CanPickupGrenades()) return false;

		//target exist?
		aobj = GetObjectFromID(wp->ref_id, object_list);
		if(!aobj) return false;

		//is it grenades?
		aobj->GetObjectID(aot, aoid);
		if(!(aot == MAP_ITEM_OBJECT && aoid == GRENADES_ITEM)) return false;

		break;
	}

	//bad mode?
	if(wp->mode < 0 || wp->mode >= MAX_WAYPOINT_MODES) return false;

	//should be good
	return true;
}