示例#1
0
bool displayGameOver(bool bDidit)
{
	if (bDidit)
	{
		setPlayerHasWon(true);
		multiplayerWinSequence(true);
		if (bMultiPlayer)
		{
			updateMultiStatsWins();
		}
	}
	else
	{
		setPlayerHasLost(true);
		if (bMultiPlayer)
		{
			updateMultiStatsLoses();
		}
	}
	if (bMultiPlayer)
	{
		PLAYERSTATS st = getMultiStats(selectedPlayer);
		saveMultiStats(getPlayerName(selectedPlayer), getPlayerName(selectedPlayer), &st);
	}

	//clear out any mission widgets - timers etc that may be on the screen
	clearMissionWidgets();
	intAddMissionResult(bDidit, true);

	return true;
}
示例#2
0
void formAlliance(uint8_t p1, uint8_t p2, bool prop, bool allowAudio, bool allowNotification)
{
	DROID	*psDroid;
	char	tm1[128];

	if (bMultiMessages && prop)
	{
		sendAlliance(p1, p2, ALLIANCE_FORMED, false);
		return;  // Wait for our message.
	}

	// Don't add message if already allied
	if (bMultiPlayer && alliances[p1][p2] != ALLIANCE_FORMED && allowNotification)
	{
		sstrcpy(tm1, getPlayerName(p1));
		CONPRINTF(ConsoleString, (ConsoleString, _("%s Forms An Alliance With %s"), tm1, getPlayerName(p2)));
	}

	syncDebug("Form alliance %d %d", p1, p2);
	triggerEventAllianceAccepted(p1, p2);
	alliances[p1][p2] = ALLIANCE_FORMED;
	alliances[p2][p1] = ALLIANCE_FORMED;
	if (bMultiPlayer && alliancesSharedVision(game.alliance))	// this is for shared vision only
	{
		alliancebits[p1] |= 1 << p2;
		alliancebits[p2] |= 1 << p1;
	}

	if (allowAudio && (p1 == selectedPlayer || p2 == selectedPlayer))
	{
		audio_QueueTrack(ID_ALLIANCE_ACC);
	}

	// Not campaign and alliances are transitive
	if (bMultiPlayer && alliancesSharedVision(game.alliance))
	{
		giftRadar(p1, p2, false);
		giftRadar(p2, p1, false);
	}

	// Clear out any attacking orders
	for (psDroid = apsDroidLists[p1]; psDroid; psDroid = psDroid->psNext)	// from -> to
	{
		if (psDroid->order.type == DORDER_ATTACK
		    && psDroid->order.psObj
		    && psDroid->order.psObj->player == p2)
		{
			orderDroid(psDroid, DORDER_STOP, ModeImmediate);
		}
	}
	for (psDroid = apsDroidLists[p2]; psDroid; psDroid = psDroid->psNext)	// to -> from
	{
		if (psDroid->order.type == DORDER_ATTACK
		    && psDroid->order.psObj
		    && psDroid->order.psObj->player == p1)
		{
			orderDroid(psDroid, DORDER_STOP, ModeImmediate);
		}
	}
}
示例#3
0
void breakAlliance(uint8_t p1, uint8_t p2, BOOL prop, BOOL allowAudio)
{
	char	tm1[128];

	if (alliances[p1][p2] == ALLIANCE_FORMED)
	{
		sstrcpy(tm1, getPlayerName(p1));
		CONPRINTF(ConsoleString,(ConsoleString,_("%s Breaks The Alliance With %s"),tm1,getPlayerName(p2) ));

		if (allowAudio && (p1 == selectedPlayer || p2 == selectedPlayer))
		{
			audio_QueueTrack(ID_ALLIANCE_BRO);
		}
	}

	alliances[p1][p2] = ALLIANCE_BROKEN;
	alliances[p2][p1] = ALLIANCE_BROKEN;
	alliancebits[p1] &= ~(1 << p2);
	alliancebits[p2] &= ~(1 << p1);

	if (prop)
	{
		sendAlliance(p1, p2, ALLIANCE_BROKEN, false);
	}
}
示例#4
0
void requestAlliance(uint8_t from, uint8_t to, BOOL prop, BOOL allowAudio)
{
	alliances[from][to] = ALLIANCE_REQUESTED;	// We've asked
	alliances[to][from] = ALLIANCE_INVITATION;	// They've been invited


	CBallFrom = from;
	CBallTo = to;
	eventFireCallbackTrigger((TRIGGER_TYPE) CALL_ALLIANCEOFFER);

	if (to == selectedPlayer)
	{
		CONPRINTF(ConsoleString,(ConsoleString,_("%s Requests An Alliance With You"),getPlayerName(from)));

		if (allowAudio)
		{
			audio_QueueTrack(ID_ALLIANCE_OFF);
		}
	}
	else if (from == selectedPlayer)
	{
		CONPRINTF(ConsoleString,(ConsoleString,_("You Invite %s To Form An Alliance"),getPlayerName(to)));
		if (allowAudio)
		{
			audio_QueueTrack(ID_ALLIANCE_OFF);
		}
	}

	if (prop)
	{
		sendAlliance(from, to, ALLIANCE_REQUESTED, false);
	}
}
示例#5
0
void requestAlliance(uint8_t from, uint8_t to, bool prop, bool allowAudio)
{
	if (prop && bMultiMessages)
	{
		sendAlliance(from, to, ALLIANCE_REQUESTED, false);
		return;  // Wait for our message.
	}

	syncDebug("Request alliance %d %d", from, to);
	alliances[from][to] = ALLIANCE_REQUESTED;	// We've asked
	alliances[to][from] = ALLIANCE_INVITATION;	// They've been invited


	CBallFrom = from;
	CBallTo = to;
	eventFireCallbackTrigger((TRIGGER_TYPE) CALL_ALLIANCEOFFER);

	if (to == selectedPlayer)
	{
		CONPRINTF(ConsoleString, (ConsoleString, _("%s Requests An Alliance With You"), getPlayerName(from)));

		if (allowAudio)
		{
			audio_QueueTrack(ID_ALLIANCE_OFF);
		}
	}
	else if (from == selectedPlayer)
	{
		CONPRINTF(ConsoleString, (ConsoleString, _("You Invite %s To Form An Alliance"), getPlayerName(to)));
		if (allowAudio)
		{
			audio_QueueTrack(ID_ALLIANCE_OFF);
		}
	}
}
示例#6
0
void breakAlliance(uint8_t p1, uint8_t p2, bool prop, bool allowAudio)
{
	char	tm1[128];

	if (prop && bMultiMessages)
	{
		sendAlliance(p1, p2, ALLIANCE_BROKEN, false);
		return;  // Wait for our message.
	}

	if (alliances[p1][p2] == ALLIANCE_FORMED)
	{
		sstrcpy(tm1, getPlayerName(p1));
		CONPRINTF(ConsoleString, (ConsoleString, _("%s Breaks The Alliance With %s"), tm1, getPlayerName(p2)));

		if (allowAudio && (p1 == selectedPlayer || p2 == selectedPlayer))
		{
			audio_QueueTrack(ID_ALLIANCE_BRO);
		}
	}

	syncDebug("Break alliance %d %d", p1, p2);
	alliances[p1][p2] = ALLIANCE_BROKEN;
	alliances[p2][p1] = ALLIANCE_BROKEN;
	alliancebits[p1] &= ~(1 << p2);
	alliancebits[p2] &= ~(1 << p1);
}
示例#7
0
void Client::startAuth(AuthMechanism chosen_auth_mechanism)
{
	m_chosen_auth_mech = chosen_auth_mechanism;

	switch (chosen_auth_mechanism) {
		case AUTH_MECHANISM_FIRST_SRP: {
			// send srp verifier to server
			NetworkPacket resp_pkt(TOSERVER_FIRST_SRP, 0);
			char *salt, *bytes_v;
			std::size_t len_salt, len_v;
			salt = NULL;
			getSRPVerifier(getPlayerName(), m_password,
				&salt, &len_salt, &bytes_v, &len_v);
			resp_pkt
				<< std::string((char*)salt, len_salt)
				<< std::string((char*)bytes_v, len_v)
				<< (u8)((m_password == "") ? 1 : 0);
			free(salt);
			free(bytes_v);
			Send(&resp_pkt);
			break;
		}
		case AUTH_MECHANISM_SRP:
		case AUTH_MECHANISM_LEGACY_PASSWORD: {
			u8 based_on = 1;

			if (chosen_auth_mechanism == AUTH_MECHANISM_LEGACY_PASSWORD) {
				m_password = translatePassword(getPlayerName(), m_password);
				based_on = 0;
			}

			std::string playername_u = lowercase(getPlayerName());
			m_auth_data = srp_user_new(SRP_SHA256, SRP_NG_2048,
				getPlayerName().c_str(), playername_u.c_str(),
				(const unsigned char *) m_password.c_str(),
				m_password.length(), NULL, NULL);
			char *bytes_A = 0;
			size_t len_A = 0;
			SRP_Result res = srp_user_start_authentication(
				(struct SRPUser *) m_auth_data, NULL, NULL, 0,
				(unsigned char **) &bytes_A, &len_A);
			FATAL_ERROR_IF(res != SRP_OK, "Creating local SRP user failed.");

			NetworkPacket resp_pkt(TOSERVER_SRP_BYTES_A, 0);
			resp_pkt << std::string(bytes_A, len_A) << based_on;
			Send(&resp_pkt);
			break;
		}
		case AUTH_MECHANISM_NONE:
			break; // not handled in this method
	}
}
示例#8
0
// ////////////////////////////////////////////////////////////////////////////
// A remote player has left the game
bool MultiPlayerLeave(UDWORD playerIndex)
{
	char	buf[255];

	if (playerIndex >= MAX_PLAYERS)
	{
		ASSERT(false, "Bad player number");
		return false;
	}

	NETlogEntry("Player leaving game", SYNC_FLAG, playerIndex);
	debug(LOG_NET,"** Player %u [%s], has left the game at game time %u.", playerIndex, getPlayerName(playerIndex), gameTime);

	ssprintf(buf, _("%s has Left the Game"), getPlayerName(playerIndex));

	if (ingame.localJoiningInProgress)
	{
		clearPlayer(playerIndex, false);
	}
	else if (NetPlay.isHost)  // If hosting, and game has started (not in pre-game lobby screen, that is).
	{
		sendPlayerLeft(playerIndex);
	}
	game.skDiff[playerIndex] = 0;

	addConsoleMessage(buf, DEFAULT_JUSTIFY, SYSTEM_MESSAGE);

	if (NetPlay.players[playerIndex].wzFile.isSending)
	{
		char buf[256];

		ssprintf(buf, _("File transfer has been aborted for %d.") , playerIndex);
		addConsoleMessage(buf, DEFAULT_JUSTIFY, SYSTEM_MESSAGE);
		debug(LOG_INFO, "=== File has been aborted for %d ===", playerIndex);
		NetPlay.players[playerIndex].wzFile.isSending = false;
		NetPlay.players[playerIndex].needFile = false;
	}
	NetPlay.players[playerIndex].kick = true;  // Don't wait for GAME_GAME_TIME messages from them.

	if (widgGetFromID(psWScreen, IDRET_FORM))
	{
		audio_QueueTrack(ID_CLAN_EXIT);
	}

	// fire script callback to reassign skirmish players.
	CBPlayerLeft = playerIndex;
	eventFireCallbackTrigger((TRIGGER_TYPE)CALL_PLAYERLEFT);

	netPlayersUpdated = true;
	return true;
}
示例#9
0
bool recvDataCheck(NETQUEUE queue)
{
	int i = 0;
	uint32_t player = queue.index;
	uint32_t tempBuffer[DATA_MAXDATA] = {0};

	NETbeginDecode(queue, NET_DATA_CHECK);
	for(i = 0; i < DATA_MAXDATA; i++)
	{
		NETuint32_t(&tempBuffer[i]);
	}
	NETend();

	if (player >= MAX_PLAYERS) // invalid player number.
	{
		debug(LOG_ERROR, "invalid player number (%u) detected.", player);
		return false;
	}

	debug(LOG_NET, "** Received NET_DATA_CHECK from player %u", player);

	if (NetPlay.isHost)
	{
		if (memcmp(DataHash, tempBuffer, sizeof(DataHash)))
		{
			char msg[256] = {'\0'};

			for (i=0; i<DATA_MAXDATA; i++)
			{
				if (DataHash[i] != tempBuffer[i]) break;
			}

			sprintf(msg, _("%s (%u) has an incompatible mod, and has been kicked."), getPlayerName(player), player);
			sendTextMessage(msg, true);
			addConsoleMessage(msg, LEFT_JUSTIFY, NOTIFY_MESSAGE);

			kickPlayer(player, "your data doesn't match the host's!", ERROR_WRONGDATA);
			debug(LOG_WARNING, "%s (%u) has an incompatible mod. ([%d] got %x, expected %x)", getPlayerName(player), player, i, tempBuffer[i], DataHash[i]);
			debug(LOG_POPUP, "%s (%u), has an incompatible mod. ([%d] got %x, expected %x)", getPlayerName(player), player, i, tempBuffer[i], DataHash[i]);

			return false;
		}
		else
		{
			debug(LOG_NET, "DataCheck message received and verified for player %s (slot=%u)", getPlayerName(player), player);
			ingame.DataIntegrity[player] = true;
		}
	}
	return true;
}
示例#10
0
void cheat_friends()
{
	if (set.friendchecker)
	{
		if (!gta_menu_active() && g_Players && g_Players->pRemotePlayer)
		{
			int count = 0;
			for (int i = 0; i < SAMP_MAX_PLAYERS; i++)
			{
				if (g_Players->iIsListed[i] != 1)
					continue;
				if (g_Players->pRemotePlayer[i] == NULL)
					continue;

				for (int x = 0; x < 300; x++)
				{
					if (getPlayerName(i) == NULL || set.admin[x] == NULL)
						break;

					if (!strcmp(getPlayerName(i), set.frend[x]))
					{

						D3DCOLOR color;
						char text[64];
						if (vect3_near_zero(g_stStreamedOutInfo.fPlayerPos[i]) && (g_Players->pRemotePlayer[i]->pPlayerData == NULL || g_Players->pRemotePlayer[i]->pPlayerData->pSAMP_Actor == NULL))
						{
							color = D3DCOLOR_XRGB(255, 165, 0);
							sprintf(text, "[ID: %d][LVL: %d] %s", i, g_Players->pRemotePlayer[i]->iScore, getPlayerName(i));
						}
						else
						{
							color = D3DCOLOR_XRGB(255, 0, 0);
							sprintf(text, "[ID: %d][LVL: %d] %s", i, g_Players->pRemotePlayer[i]->iScore, getPlayerName(i));
						}
						pD3DFont->PrintShadow(pPresentParam.BackBufferWidth - pD3DFont->DrawLength("Друзья в сети:") - 3, pPresentParam.BackBufferHeight / 2 - 20, D3DCOLOR_XRGB(255, 165, 0), "Друзья в сети:");
						pD3DFont->PrintShadow(pPresentParam.BackBufferWidth - pD3DFont->DrawLength(text) - 3, pPresentParam.BackBufferHeight / 2 + count * 20, color, text);
						count++;
					}
				}
			}
			if (count == 0)
			{
				pD3DFont->PrintShadow(pPresentParam.BackBufferWidth - pD3DFont->DrawLength("Друзья в сети:") - 3, pPresentParam.BackBufferHeight / 2 - 20, D3DCOLOR_ARGB(100, 255, 165, 0), "Друзья в сети:");
				pD3DFont->PrintShadow(pPresentParam.BackBufferWidth - pD3DFont->DrawLength("Нет друзей в сети") - 3, pPresentParam.BackBufferHeight / 2, D3DCOLOR_ARGB(100, 255, 165, 0), "Нет друзей в сети");
			}
		}
	}
}
示例#11
0
// ////////////////////////////////////////////////////////////////////////////
// give Power
void giftPower(uint8_t from, uint8_t to, BOOL send)
{
	UDWORD gifval;
	uint32_t dummy = 0;

	if (from == ANYPLAYER)
	{
		gifval = OILDRUM_POWER;
	}
	else
	{
		// Give 1/3 of our power away
		gifval = getPower(from) / 3;
		usePower(from, gifval);
	}

	addPower(to, gifval);

	if (send)
	{
		uint8_t giftType = POWER_GIFT;

		NETbeginEncode(NET_GIFT, NET_ALL_PLAYERS);
			NETuint8_t(&giftType);
			NETuint8_t(&from);
			NETuint8_t(&to);
			NETuint32_t(&dummy);
		NETend();
	}
	else if (to == selectedPlayer)
	{
		CONPRINTF(ConsoleString,(ConsoleString,_("%s Gives You %u Power"),getPlayerName(from),gifval));
	}
}
示例#12
0
void CTicTacToe::setPlayerPlay(int pNumber)
{

    this->playerPlay = pNumber;
    g_cp.mainInstance->ui->textEditLog->append(getPlayerName(pNumber) + " ist nun am Zug. Mit Symbol: " + getPlayerCheckBoxStateString(pNumber));

}
示例#13
0
// ////////////////////////////////////////////////////////////////////////////
// Setup Stuff for a new player.
void setupNewPlayer(UDWORD player)
{
	UDWORD i;

	ingame.PingTimes[player] = 0;					// Reset ping time
	ingame.JoiningInProgress[player] = true;			// Note that player is now joining
	ingame.DataIntegrity[player] = false;

	for (i = 0; i < MAX_PLAYERS; i++)				// Set all alliances to broken
	{
		alliances[selectedPlayer][i] = ALLIANCE_BROKEN;
		alliances[i][selectedPlayer] = ALLIANCE_BROKEN;
	}

	resetMultiVisibility(player);						// set visibility flags.

	setMultiStats(player, getMultiStats(player), true);  // get the players score

	if (selectedPlayer != player)
	{
		char buf[255];
		ssprintf(buf, _("%s is joining the game"), getPlayerName(player));
		addConsoleMessage(buf, DEFAULT_JUSTIFY, SYSTEM_MESSAGE);
	}
}
示例#14
0
// ////////////////////////////////////////////////////////////////////////////
// give technologies.
static void giftResearch(uint8_t from, uint8_t to, bool send)
{
	int		i;
	uint32_t	dummy = 0;

	if (send)
	{
		uint8_t giftType = RESEARCH_GIFT;

		NETbeginEncode(NETgameQueue(selectedPlayer), GAME_GIFT);
		NETuint8_t(&giftType);
		NETuint8_t(&from);
		NETuint8_t(&to);
		NETuint32_t(&dummy);
		NETend();
	}
	else if (alliancesCanGiveResearchAndRadar(game.alliance))
	{
		if (to == selectedPlayer)
		{
			CONPRINTF(ConsoleString, (ConsoleString, _("%s Gives You Technology Documents"), getPlayerName(from)));
		}
		// For each topic
		for (i = 0; i < asResearch.size(); i++)
		{
			// If they have it and we don't research it
			if (IsResearchCompleted(&asPlayerResList[from][i])
			    && !IsResearchCompleted(&asPlayerResList[to][i]))
			{
				MakeResearchCompleted(&asPlayerResList[to][i]);
				researchResult(i, to, false, NULL, true);
			}
		}
	}
}
示例#15
0
// ////////////////////////////////////////////////////////////////////////////
// give radar information
void giftRadar(uint8_t from, uint8_t to, bool send)
{
	uint32_t dummy = 0;

	if (send)
	{
		uint8_t subType = RADAR_GIFT;

		NETbeginEncode(NETgameQueue(selectedPlayer), GAME_GIFT);
		NETuint8_t(&subType);
		NETuint8_t(&from);
		NETuint8_t(&to);
		NETuint32_t(&dummy);
		NETend();
	}
	// If we are recieving the gift
	else
	{
		hqReward(from, to);
		if (to == selectedPlayer)
		{
			CONPRINTF(ConsoleString, (ConsoleString, _("%s Gives You A Visibility Report"), getPlayerName(from)));
		}
	}
}
示例#16
0
static void giftAutoGame(uint8_t from, uint8_t to, bool send)
{
	uint32_t dummy = 0;

	if (send)
	{
		uint8_t subType = AUTOGAME_GIFT;

		NETbeginEncode(NETgameQueue(selectedPlayer), GAME_GIFT);
		NETuint8_t(&subType);
		NETuint8_t(&from);
		NETuint8_t(&to);
		NETuint32_t(&dummy);
		NETend();
		debug(LOG_SYNC, "We (%d) are telling %d we want to enable/disable a autogame", from, to);
	}
	// If we are recieving the "gift"
	else
	{
		if (to == selectedPlayer)
		{
			NetPlay.players[from].autoGame = !NetPlay.players[from].autoGame ;
			CONPRINTF(ConsoleString, (ConsoleString, "%s has %s the autoGame command", getPlayerName(from), NetPlay.players[from].autoGame ? "Enabled" : "Disabled"));
			debug(LOG_SYNC, "We (%d) are being told that %d has %s autogame", selectedPlayer, from, NetPlay.players[from].autoGame ? "Enabled" : "Disabled");
		}
	}
}
示例#17
0
bool intDisplayMultiJoiningStatus(UBYTE joinCount)
{
	UDWORD			x,y,w,h;
	char			sTmp[6];

	w = RET_FORMWIDTH;
	h = RET_FORMHEIGHT;
	x = RET_X;
	y = RET_Y;

//	cameraToHome(selectedPlayer);				// home the camera to the player.
	RenderWindowFrame(FRAME_NORMAL, x, y ,w, h);		// draw a wee blu box.

	// display how far done..
	iV_SetFont(font_regular);
	iV_DrawText(_("Players Still Joining"),
					x+(w/2)-(iV_GetTextWidth(_("Players Still Joining"))/2),
					y+(h/2)-8 );
	unsigned playerCount = 0;  // Calculate what NetPlay.playercount should be, which is apparently only non-zero for the host.
	for (unsigned player = 0; player < game.maxPlayers; ++player)
	{
		if (isHumanPlayer(player))
		{
			++playerCount;
		}
	}
	if (!playerCount)
	{
		return true;
	}
	iV_SetFont(font_large);
	sprintf(sTmp, "%d%%", PERCENT(playerCount - joinCount, playerCount));
	iV_DrawText(sTmp ,x + (w / 2) - 10, y + (h / 2) + 10);

	iV_SetFont(font_small);
	int yStep = iV_GetTextLineSize();
	int yPos = RET_Y - yStep*game.maxPlayers;

	static const std::string statusStrings[3] = {"☐ ", "☑ ", "☒ "};

	for (unsigned player = 0; player < game.maxPlayers; ++player)
	{
		int status = -1;
		if (isHumanPlayer(player))
		{
			status = ingame.JoiningInProgress[player]? 0 : 1;  // Human player, still joining or joined.
		}
		else if (NetPlay.players[player].ai >= 0)
		{
			status = 2;  // AI player (automatically joined).
		}
		if (status >= 0)
		{
			iV_DrawText((statusStrings[status] + getPlayerName(player)).c_str(), x + 5, yPos + yStep*NetPlay.players[player].position);
		}
	}

	return true;
}
示例#18
0
文件: wow.cpp 项目: purplecow/mumble
		void WowData::updateAvatarName() {
			getPlayerName(nameAvatar);
			if (!nameAvatar.empty()) {
				nameAvatarValid = true;
			} else {
				nameAvatarValid = false;
			}
		}
示例#19
0
static void addConsolePlayerLeftMessage(unsigned playerIndex)
{
	if (selectedPlayer != playerIndex)
	{
		char buf[256];
		ssprintf(buf, _("%s has Left the Game"), getPlayerName(playerIndex));
		addConsoleMessage(buf, DEFAULT_JUSTIFY, SYSTEM_MESSAGE);
	}
}
示例#20
0
////////////////////////////////
// at the end of every game.
bool multiGameShutdown(void)
{
	PLAYERSTATS	st;
	uint32_t        time;

	debug(LOG_NET, "%s is shutting down.", getPlayerName(selectedPlayer));

	sendLeavingMsg();							// say goodbye
	updateMultiStatsGames();					// update games played.

	st = getMultiStats(selectedPlayer);	// save stats

	saveMultiStats(getPlayerName(selectedPlayer), getPlayerName(selectedPlayer), &st);

	// if we terminate the socket too quickly, then, it is possible not to get the leave message
	time = wzGetTicks();
	while (wzGetTicks() - time < 1000)
	{
		wzYieldCurrentThread();  // TODO Make a wzDelay() function?
	}
	// close game
	NETclose();
	NETremRedirects();

	if (ingame.numStructureLimits)
	{
		ingame.numStructureLimits = 0;
		free(ingame.pStructureLimits);
		ingame.pStructureLimits = NULL;
	}
	ingame.flags = 0;

	ingame.localJoiningInProgress = false; // Clean up
	ingame.localOptionsReceived = false;
	ingame.bHostSetup = false;	// Dont attempt a host
	ingame.TimeEveryoneIsInGame = 0;
	ingame.startTime = 0;
	NetPlay.isHost					= false;
	bMultiPlayer					= false;	// Back to single player mode
	bMultiMessages					= false;
	selectedPlayer					= 0;		// Back to use player 0 (single player friendly)

	return true;
}
示例#21
0
void cmd_change_server_fav ( char *param )
{
	traceLastFunc( "cmd_change_server_fav()" );

	if ( strlen(param) == 0 )
	{
		addMessageToChatWindow( "/m0d_fav_server <server name/part of server name>" );
		addMessageToChatWindow( "In order to see the favorite server list type: /m0d_fav_server list" );
		return;
	}

	if ( strncmp(param, "list", 4) == 0 )
	{
		int count = 0;
		for ( int i = 0; i < INI_SERVERS_MAX; i++ )
		{
			if ( set.server[i].server_name == NULL )
				continue;

			count++;
			addMessageToChatWindow( "%s", set.server[i].server_name );
		}
		if ( count == 0 )
			addMessageToChatWindow( "No servers in favorite server list. Edit the ini file to add some." );
		return;
	}

	char	IP[257], LocalName[29];
	int		Port;
	strcpy( IP, g_SAMP->szIP );
	Port = g_SAMP->ulPort;
	strcpy( LocalName, getPlayerName(g_Players->sLocalPlayerID) );

	for ( int i = 0; i < INI_SERVERS_MAX; i++ )
	{
		if ( set.server[i].server_name == NULL || set.server[i].ip == NULL
			|| strlen(set.server[i].ip) < 7 || set.server[i].port == 0 )
			continue;

		if ( !findstrinstr((char *)set.server[i].server_name, param) )
			continue;

		if ( !set.use_current_name )
			setLocalPlayerName( set.server[i].nickname );

		strcpy( g_SAMP->szIP, set.server[i].ip );
		g_SAMP->ulPort = set.server[i].port;
		setPassword( set.server[i].password );
		joining_server = 1;
		return;
	}

	addMessageToChatWindow( "/m0d_fav_server <server name/part of server name>" );
	return;
}
示例#22
0
void Client::setPromptList(const QStringList &texts){
	QString prompt = Bang->translate(texts.at(0));
	if(texts.length() >= 2)
		prompt.replace("%src", getPlayerName(texts.at(1)));

	if(texts.length() >= 3)
		prompt.replace("%dest", getPlayerName(texts.at(2)));

	if(texts.length() >= 4){
		QString arg = Bang->translate(texts.at(3));
		prompt.replace("%arg", arg);
	}

	if(texts.length() >= 5){
		QString arg2 = Bang->translate(texts.at(4));
		prompt.replace("%2arg", arg2);
	}

	prompt_doc->setHtml(prompt);
}
示例#23
0
void ArenaBattle::createHuman(UserInterface& display)
{
    Weapon largeKnife("Large Knife", 60, 10);
    Armor leather("Leather Armor", 10);
    human.setGold(STARTING_GOLD);
    human.setPotionCount(STARTING_POTIONS);
    human.setWeapon(largeKnife);
    human.setArmor(leather);
    display.ask("What is thy name? ");
    getPlayerName(display.getInputBuffer());
    std::cout << "[*] " << human.getName() << " is ready for adventure! " << std::endl;
}
示例#24
0
/*
** when a remote player leaves an arena game do this!
**
** @param player -- the one we need to clear
** @param quietly -- true means without any visible effects
*/
void clearPlayer(UDWORD player,bool quietly)
{
	UDWORD			i;
	STRUCTURE		*psStruct,*psNext;

	debug(LOG_NET, "R.I.P. %s (%u). quietly is %s", getPlayerName(player), player, quietly ? "true":"false");

	ingame.JoiningInProgress[player] = false;	// if they never joined, reset the flag
	ingame.DataIntegrity[player] = false;

	(void)setPlayerName(player,"");				//clear custom player name (will use default instead)

	for(i = 0;i<MAX_PLAYERS;i++)				// remove alliances
	{
		alliances[player][i]	= ALLIANCE_BROKEN;
		alliances[i][player]	= ALLIANCE_BROKEN;
	}

	debug(LOG_DEATH, "killing off all droids for player %d", player);
	while(apsDroidLists[player])				// delete all droids
	{
		if(quietly)			// don't show effects
		{
			killDroid(apsDroidLists[player]);
		}
		else				// show effects
		{
			destroyDroid(apsDroidLists[player], gameTime);
		}
	}

	debug(LOG_DEATH, "killing off all structures for player %d", player);
	psStruct = apsStructLists[player];
	while(psStruct)				// delete all structs
	{
		psNext = psStruct->psNext;

		// FIXME: look why destroyStruct() doesn't put back the feature like removeStruct() does
		if(quietly || psStruct->pStructureType->type == REF_RESOURCE_EXTRACTOR)		// don't show effects
		{
			removeStruct(psStruct, true);
		}
		else			// show effects
		{
			destroyStruct(psStruct, gameTime);
		}

		psStruct = psNext;
	}

	return;
}
示例#25
0
void displayAIMessage(char *pStr, SDWORD from, SDWORD to)
{
	char				tmp[255];

	if (isHumanPlayer(to))		//display text only if receiver is the (human) host machine itself
	{
		strcpy(tmp, getPlayerName(from));
		strcat(tmp, ": ");											// seperator
		strcat(tmp, pStr);											// add message

		addConsoleMessage(tmp, DEFAULT_JUSTIFY, from);
	}
}
示例#26
0
////////////////////////////////
// at the end of every game.
BOOL multiGameShutdown(void)
{
    PLAYERSTATS	st;

    debug(LOG_NET,"%s is shutting down.",getPlayerName(selectedPlayer));

    sendLeavingMsg();							// say goodbye
    updateMultiStatsGames();					// update games played.

    st = getMultiStats(selectedPlayer);	// save stats

    saveMultiStats(getPlayerName(selectedPlayer), getPlayerName(selectedPlayer), &st);

    // if we terminate the socket too quickly, then, it is possible not to get the leave message
    SDL_Delay(1000);
    // close game
    NETclose();
    NETremRedirects();

    if (ingame.numStructureLimits)
    {
        ingame.numStructureLimits = 0;
        free(ingame.pStructureLimits);
        ingame.pStructureLimits = NULL;
    }

    ingame.localJoiningInProgress = false; // Clean up
    ingame.localOptionsReceived = false;
    ingame.bHostSetup = false;	// Dont attempt a host
    NetPlay.isHost					= false;
    bMultiPlayer					= false;	// Back to single player mode
    bMultiMessages					= false;
    selectedPlayer					= 0;		// Back to use player 0 (single player friendly)

    return true;
}
示例#27
0
void SummarizePlayer(int player_id) {
    for (int i = 0; i < player_database.size(); i++) {
        if (player_id == player_database[i].getId()) {
            cout << "" << endl;
            cout << "Player Name: " << getPlayerName(player_id) << endl;
            cout << "" << endl;
            cout << "  " << setw(20) << left << "Game Name" << setw(20) << left << "Game IGN" << endl;
            PrintGame(player_id);
            cout << "" << endl;
            PrintFriends(player_id);
            cout << "" << endl;
        }
    }
    cout << "Total gamer points: " << sumGamerPoints(player_id);
}
示例#28
0
// recvGiftDroid()
// We received a droid gift from another player.
// NOTICE: the packet is already set-up for decoding via recvGift()
//
// \param from  :player that sent us the droid
// \param to    :player that should be getting the droid
static void recvGiftDroids(uint8_t from, uint8_t to, uint32_t droidID)
{
	DROID		*psDroid;

	if (IdToDroid(droidID, from, &psDroid))
	{
		giftSingleDroid(psDroid, to);
		if (to == selectedPlayer)
		{
			CONPRINTF(ConsoleString, (ConsoleString, _("%s Gives you a %s"), getPlayerName(from), psDroid->aName));
		}
	}
	else
	{
		debug(LOG_ERROR, "Bad droid id %u, from %u to %u", droidID, from, to);
	}
}
示例#29
0
// NOTICE: the packet is already set-up for decoding via recvGift()
static void recvGiftStruct(uint8_t from, uint8_t to, uint32_t structID)
{
	STRUCTURE *psStruct = IdToStruct(structID, from);
	if (psStruct)
	{
		syncDebugStructure(psStruct, '<');
		giftSingleStructure(psStruct, to, false);
		syncDebugStructure(psStruct, '>');
		if (to == selectedPlayer)
		{
			CONPRINTF(ConsoleString, (ConsoleString, _("%s Gives you a %s"), getPlayerName(from), objInfo(psStruct)));
		}
	}
	else
	{
		debug(LOG_ERROR, "Bad structure id %u, from %u to %u", structID, from, to);
	}
}
示例#30
0
// ////////////////////////////////////////////////////////////////////////////
// give Power
void giftPower(uint8_t from, uint8_t to, uint32_t amount, bool send)
{
	if (send)
	{
		uint8_t giftType = POWER_GIFT;

		NETbeginEncode(NETgameQueue(selectedPlayer), GAME_GIFT);
		NETuint8_t(&giftType);
		NETuint8_t(&from);
		NETuint8_t(&to);
		NETuint32_t(&amount);
		NETend();
	}
	else
	{
		int value = 0;

		if (from == ANYPLAYER && !NetPlay.bComms)
		{
			// basically cheating power, so we check that we are not in multiplayer
			addPower(to, amount);
		}
		else if (from == ANYPLAYER && NetPlay.bComms)
		{
			debug(LOG_WARNING, "Someone tried to cheat power in multiplayer - ignored!");
		}
		else if (amount == 0) // the GUI option
		{
			value = getPower(from) / 3;
			usePower(from, value);
			addPower(to, value);
		}
		else // for scripts etc that can give precise amounts
		{
			value = MIN(getPower(from), amount);
			usePower(from, value);
			addPower(to, value);
		}
		if (from != ANYPLAYER && to == selectedPlayer)
		{
			CONPRINTF(ConsoleString, (ConsoleString, _("%s Gives You %d Power"), getPlayerName(from), value));
		}
	}
}