示例#1
0
// send complete game info set!
void sendOptions()
{
	bool dummy = true;
	unsigned int i;

	if (!NetPlay.isHost || !bHosted)  // Only host should act, and only if the game hasn't started yet.
	{
		ASSERT(false, "Host only routine detected for client or not hosting yet!");
		return;
	}

	NETbeginEncode(NETbroadcastQueue(), NET_OPTIONS);

	// First send information about the game
	NETuint8_t(&game.type);
	NETstring(game.map, 128);
	NETuint8_t(&game.maxPlayers);
	NETstring(game.name, 128);
	NETbool(&dummy);
	NETuint32_t(&game.power);
	NETuint8_t(&game.base);
	NETuint8_t(&game.alliance);
	NETbool(&game.scavengers);

	for (i = 0; i < MAX_PLAYERS; i++)
	{
		NETuint8_t(&game.skDiff[i]);
	}

	// Send the list of who is still joining
	for (i = 0; i < MAX_PLAYERS; i++)
	{
		NETbool(&ingame.JoiningInProgress[i]);
	}

	// Same goes for the alliances
	for (i = 0; i < MAX_PLAYERS; i++)
	{
		unsigned int j;

		for (j = 0; j < MAX_PLAYERS; j++)
		{
			NETuint8_t(&alliances[i][j]);
		}
	}

	// Send the number of structure limits to expect
	NETuint32_t(&ingame.numStructureLimits);
	debug(LOG_NET, "(Host) Structure limits to process on client is %u", ingame.numStructureLimits);
	// Send the structures changed
	for (i = 0; i < ingame.numStructureLimits; i++)
	{
		NETuint32_t(&ingame.pStructureLimits[i].id);
		NETuint32_t(&ingame.pStructureLimits[i].limit);
	}
	updateLimitFlags();
	NETuint8_t(&ingame.flags);

	NETend();
}
示例#2
0
// send complete game info set!
void sendOptions()
{
	unsigned int i;

	NETbeginEncode(NETbroadcastQueue(), NET_OPTIONS);

	// First send information about the game
	NETuint8_t(&game.type);
	NETstring(game.map, 128);
	NETuint8_t(&game.maxPlayers);
	NETstring(game.name, 128);
	NETbool(&game.fog);
	NETuint32_t(&game.power);
	NETuint8_t(&game.base);
	NETuint8_t(&game.alliance);
	NETbool(&game.scavengers);

	for (i = 0; i < MAX_PLAYERS; i++)
	{
		NETuint8_t(&game.skDiff[i]);
	}

	// Send the list of who is still joining
	for (i = 0; i < MAX_PLAYERS; i++)
	{
		NETbool(&ingame.JoiningInProgress[i]);
	}

	// Same goes for the alliances
	for (i = 0; i < MAX_PLAYERS; i++)
	{
		unsigned int j;

		for (j = 0; j < MAX_PLAYERS; j++)
		{
			NETuint8_t(&alliances[i][j]);
		}
	}

	// Send the number of structure limits to expect
	NETuint32_t(&ingame.numStructureLimits);
	debug(LOG_NET, "(Host) Structure limits to process on client is %u", ingame.numStructureLimits);
	// Send the structures changed
	for (i = 0; i < ingame.numStructureLimits; i++)
	{
		NETuint32_t(&ingame.pStructureLimits[i].id);
		NETuint32_t(&ingame.pStructureLimits[i].limit);
	}
	updateLimitFlags();
	NETuint8_t(&ingame.flags);

	NETend();
}