bool displayGameOver(bool bDidit) { if(bDidit) { setPlayerHasWon(true); multiplayerWinSequence(true); if(bMultiPlayer) { updateMultiStatsWins(); } } else { setPlayerHasLost(true); if(bMultiPlayer) { updateMultiStatsLoses(); } } //clear out any mission widgets - timers etc that may be on the screen clearMissionWidgets(); intAddMissionResult(bDidit, true); return true; }
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; }
// //////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////// // Recv Messages. Get a message and dispatch to relevant function. bool recvMessage(void) { NETQUEUE queue; uint8_t type; while (NETrecvNet(&queue, &type) || NETrecvGame(&queue, &type)) // for all incoming messages. { bool processedMessage1 = false; bool processedMessage2 = false; if (queue.queueType == QUEUE_GAME) { syncDebug("Processing player %d, message %s", queue.index, messageTypeToString(type)); } // messages only in game. if(!ingame.localJoiningInProgress) { processedMessage1 = true; switch(type) { case GAME_DROIDINFO: //droid update info recvDroidInfo(queue); break; case NET_TEXTMSG: // simple text message recvTextMessage(queue); break; case NET_DATA_CHECK: recvDataCheck(queue); break; case NET_AITEXTMSG: //multiplayer AI text message recvTextMessageAI(queue); break; case NET_BEACONMSG: //beacon (blip) message recvBeacon(queue); break; case GAME_DROIDDISEMBARK: recvDroidDisEmbark(queue); //droid has disembarked from a Transporter break; case GAME_GIFT: // an alliance gift from one player to another. recvGift(queue); break; case GAME_LASSAT: recvLasSat(queue); break; case GAME_DEBUG_MODE: recvProcessDebugMappings(queue); break; case GAME_DEBUG_ADD_DROID: recvDroid(queue); break; case GAME_DEBUG_ADD_STRUCTURE: recvBuildFinished(queue); break; case GAME_DEBUG_ADD_FEATURE: recvMultiPlayerFeature(queue); break; case GAME_DEBUG_REMOVE_DROID: recvDestroyDroid(queue); break; case GAME_DEBUG_REMOVE_STRUCTURE: recvDestroyStructure(queue); break; case GAME_DEBUG_REMOVE_FEATURE: recvDestroyFeature(queue); break; case GAME_DEBUG_FINISH_RESEARCH: recvResearch(queue); break; default: processedMessage1 = false; break; } } // messages usable all the time processedMessage2 = true; switch(type) { case GAME_TEMPLATE: // new template recvTemplate(queue); break; case GAME_TEMPLATEDEST: // template destroy recvDestroyTemplate(queue); break; case NET_PING: // diagnostic ping msg. recvPing(queue); break; case NET_OPTIONS: recvOptions(queue); break; case NET_PLAYER_DROPPED: // remote player got disconnected { uint32_t player_id; NETbeginDecode(queue, NET_PLAYER_DROPPED); { NETuint32_t(&player_id); } NETend(); if (whosResponsible(player_id) != queue.index && queue.index != NET_HOST_ONLY) { HandleBadParam("NET_PLAYER_DROPPED given incorrect params.", player_id, queue.index); break; } debug(LOG_INFO,"** player %u has dropped!", player_id); if (NetPlay.players[player_id].allocated) { MultiPlayerLeave(player_id); // get rid of their stuff NET_InitPlayer(player_id, false); } NETsetPlayerConnectionStatus(CONNECTIONSTATUS_PLAYER_DROPPED, player_id); break; } case NET_PLAYERRESPONDING: // remote player is now playing { uint32_t player_id; resetReadyStatus(false); NETbeginDecode(queue, NET_PLAYERRESPONDING); // the player that has just responded NETuint32_t(&player_id); NETend(); if (player_id >= MAX_PLAYERS) { debug(LOG_ERROR, "Bad NET_PLAYERRESPONDING received, ID is %d", (int)player_id); break; } // This player is now with us! ingame.JoiningInProgress[player_id] = false; break; } // FIXME: the next 4 cases might not belong here --check (we got two loops for this) case NET_COLOURREQUEST: recvColourRequest(queue); break; case NET_POSITIONREQUEST: recvPositionRequest(queue); break; case NET_TEAMREQUEST: recvTeamRequest(queue); break; case NET_READY_REQUEST: recvReadyRequest(queue); // if hosting try to start the game if everyone is ready if(NetPlay.isHost && multiplayPlayersReady(false)) { startMultiplayerGame(); } break; case GAME_ALLIANCE: recvAlliance(queue, true); break; case NET_KICK: // in-game kick message { uint32_t player_id; char reason[MAX_KICK_REASON]; LOBBY_ERROR_TYPES KICK_TYPE = ERROR_NOERROR; NETbeginDecode(queue, NET_KICK); NETuint32_t(&player_id); NETstring(reason, MAX_KICK_REASON); NETenum(&KICK_TYPE); NETend(); if (player_id == NET_HOST_ONLY) { char buf[250]= {'\0'}; ssprintf(buf, "Player %d (%s : %s) tried to kick %u", (int) queue.index, NetPlay.players[queue.index].name, NetPlay.players[queue.index].IPtextAddress, player_id); NETlogEntry(buf, SYNC_FLAG, 0); debug(LOG_ERROR, "%s", buf); if (NetPlay.isHost) { NETplayerKicked((unsigned int) queue.index); } break; } else if (selectedPlayer == player_id) // we've been told to leave. { debug(LOG_ERROR, "You were kicked because %s", reason); setPlayerHasLost(true); } else { debug(LOG_NET, "Player %d was kicked: %s", player_id, reason); NETplayerKicked(player_id); } break; } case GAME_RESEARCHSTATUS: recvResearchStatus(queue); break; case GAME_STRUCTUREINFO: recvStructureInfo(queue); break; case NET_PLAYER_STATS: recvMultiStats(queue); break; case GAME_PLAYER_LEFT: recvPlayerLeft(queue); break; default: processedMessage2 = false; break; } if (processedMessage1 && processedMessage2) { debug(LOG_ERROR, "Processed %s message twice!", messageTypeToString(type)); } if (!processedMessage1 && !processedMessage2) { debug(LOG_ERROR, "Didn't handle %s message!", messageTypeToString(type)); } NETpop(queue); } return true; }
// //////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////// // MultiPlayer main game loop code. bool multiPlayerLoop(void) { UDWORD i; UBYTE joinCount; joinCount =0; for(i=0;i<MAX_PLAYERS;i++) { if(isHumanPlayer(i) && ingame.JoiningInProgress[i] ) { joinCount++; } } if(joinCount) { setWidgetsStatus(false); bDisplayMultiJoiningStatus = joinCount; // someone is still joining! say So // deselect anything selected. selDroidDeselect(selectedPlayer); if(keyPressed(KEY_ESC) )// check for cancel { bDisplayMultiJoiningStatus = 0; setWidgetsStatus(true); setPlayerHasLost(true); } } else //everyone is in the game now! { if(bDisplayMultiJoiningStatus) { bDisplayMultiJoiningStatus = 0; setWidgetsStatus(true); } if (!ingame.TimeEveryoneIsInGame) { ingame.TimeEveryoneIsInGame = gameTime; debug(LOG_NET, "I have entered the game @ %d", ingame.TimeEveryoneIsInGame ); if (!NetPlay.isHost) { debug(LOG_NET, "=== Sending hash to host ==="); sendDataCheck(); } } if (NetPlay.bComms) { sendPing(); } // Only have to do this on a true MP game if (NetPlay.isHost && !ingame.isAllPlayersDataOK && NetPlay.bComms) { if (gameTime - ingame.TimeEveryoneIsInGame > GAME_TICKS_PER_SEC * 60) { // we waited 60 secs to make sure people didn't bypass the data integrity checks int index; for (index=0; index < MAX_PLAYERS; index++) { if (ingame.DataIntegrity[index] == false && isHumanPlayer(index) && index != NET_HOST_ONLY) { char msg[256] = {'\0'}; sprintf(msg, _("Kicking player %s, because they tried to bypass data integrity check!"), getPlayerName(index)); sendTextMessage(msg, true); addConsoleMessage(msg, LEFT_JUSTIFY, NOTIFY_MESSAGE); NETlogEntry(msg, SYNC_FLAG, index); #ifndef DEBUG kickPlayer(index, "invalid data!", ERROR_INVALID); #endif debug(LOG_WARNING, "Kicking Player %s (%u), they tried to bypass data integrity check!", getPlayerName(index), index); } } ingame.isAllPlayersDataOK = true; } } } // if player has won then process the win effects... if(testPlayerHasWon()) { multiplayerWinSequence(false); } return true; }