示例#1
0
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;
}
示例#2
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#3
0
// ////////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////////
// 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;
}
示例#4
0
// ////////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////////
// 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;
}