warzone2100/src/multiplay.c

1947 lines
45 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/*
* Multiplay.c
*
* Alex Lee, Sep97, Pumpkin Studios
*
* Contains the day to day networking stuff, and received message handler.
*/
#include <string.h>
#include "lib/framework/frame.h"
#include "lib/framework/input.h"
#include "lib/framework/strres.h"
#include "map.h"
#include "stats.h" // for templates.
#include "game.h" // for loading maps
#include "hci.h"
#include <time.h> // for recording ping times.
#include "research.h"
#include "display3d.h" // for changing the viewpoint
#include "console.h" // for screen messages
#include "power.h"
#include "cmddroid.h" // for commanddroidupdatekills
#include "wrappers.h" // for game over
#include "component.h"
#include "frontend.h"
#include "lib/sound/audio.h"
#include "lib/sound/audio_id.h"
#include "levels.h"
#include "selection.h"
#include "init.h"
#include "warcam.h" // these 4 for fireworks
#include "effects.h"
#include "lib/gamelib/gtime.h"
#include "keybind.h"
#include "lib/script/script.h" //Because of "ScriptTabs.h"
#include "scripttabs.h" //because of CALL_AI_MSG
#include "scriptcb.h" //for console callback
#include "scriptfuncs.h"
#include "lib/netplay/netplay.h" // the netplay library.
#include "multiplay.h" // warzone net stuff.
#include "multijoin.h" // player management stuff.
#include "multirecv.h" // incoming messages stuff
#include "multistat.h"
#include "multigifts.h" // gifts and alliances.
// ////////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////////
// globals.
BOOL bMultiPlayer = FALSE; // true when more than 1 player.
char sForceName[256] = "Default";
SDWORD player2dpid[MAX_PLAYERS] ={0,0,0,0,0,0,0,0}; //stores dpids of each player. FILTHY HACK (ASSUMES 8 players)
//UDWORD arenaPlayersReceived=0;
BOOL openchannels[MAX_PLAYERS]={TRUE};
UBYTE bDisplayMultiJoiningStatus;
MULTIPLAYERGAME game; //info to describe game.
MULTIPLAYERINGAME ingame;
BOOL bSendingMap = FALSE; // map broadcasting.
char tempString[12];
char beaconReceiveMsg[MAX_PLAYERS][MAX_CONSOLE_STRING_LENGTH]; //beacon msg for each player
char playerName[MAX_PLAYERS][MAX_NAME_SIZE]; //Array to store all player names (humans and AIs)
/////////////////////////////////////
/* multiplayer message stack stuff */
/////////////////////////////////////
#define MAX_MSG_STACK 50
#define MAX_STR 255
static char msgStr[MAX_MSG_STACK][MAX_STR];
static SDWORD msgPlFrom[MAX_MSG_STACK];
static SDWORD msgPlTo[MAX_MSG_STACK];
static SDWORD callbackType[MAX_MSG_STACK];
static SDWORD locx[MAX_MSG_STACK];
static SDWORD locy[MAX_MSG_STACK];
static DROID *msgDroid[MAX_MSG_STACK];
static SDWORD msgStackPos = -1; //top element pointer
// ////////////////////////////////////////////////////////////////////////////
// Remote Prototypes
extern RESEARCH* asResearch; //list of possible research items.
extern PLAYER_RESEARCH* asPlayerResList[MAX_PLAYERS];
// ////////////////////////////////////////////////////////////////////////////
// Local Prototypes
static BOOL recvBeacon(NETMSG *pMsg);
static BOOL recvDestroyTemplate(NETMSG *pMsg);
static BOOL recvResearch(NETMSG *pMsg);
// ////////////////////////////////////////////////////////////////////////////
// temporarily disable multiplayer mode.
BOOL turnOffMultiMsg(BOOL bDoit)
{
static BOOL bTemp;
if(bDoit) // turn off msgs.
{
if(bTemp == TRUE)
{
debug(LOG_NET, "turnOffMultiMsg: multiple calls to turn off");
}
if(bMultiPlayer)
{
bMultiPlayer = FALSE;
bTemp = TRUE;
}
}
else // turn on msgs.
{
if(bTemp)
{
bMultiPlayer = TRUE;
bTemp = FALSE;
}
}
return TRUE;
}
// ////////////////////////////////////////////////////////////////////////////
// throw a pary when you win!
BOOL multiplayerWinSequence(BOOL firstCall)
{
static Vector3i pos;
Vector3i pos2;
static UDWORD last=0;
float rotAmount;
STRUCTURE *psStruct;
if(firstCall)
{
pos = cameraToHome(selectedPlayer,TRUE); // pan the camera to home if not already doing so
last =0;
// stop all research
CancelAllResearch(selectedPlayer);
// stop all manufacture.
for(psStruct=apsStructLists[selectedPlayer];psStruct;psStruct = psStruct->psNext)
{
if (StructIsFactory(psStruct))
{
if (((FACTORY *)psStruct->pFunctionality)->psSubject)//check if active
{
cancelProduction(psStruct);
}
}
}
}
// rotate world
if(!getWarCamStatus())
{
rotAmount = timeAdjustedIncrement(MAP_SPIN_RATE / 12, TRUE);
player.r.y += rotAmount;
}
if(last > gameTime)last= 0;
if((gameTime-last) < 500 ) // only if not done recently.
{
return TRUE;
}
last = gameTime;
if(rand()%3 == 0)
{
pos2=pos;
pos2.x += (rand() % world_coord(8)) - world_coord(4);
pos2.z += (rand() % world_coord(8)) - world_coord(4);
if (pos2.x < 0)
pos2.x = 128;
if ((unsigned)pos2.x > world_coord(mapWidth))
pos2.x = world_coord(mapWidth);
if (pos2.z < 0)
pos2.z = 128;
if ((unsigned)pos2.z > world_coord(mapHeight))
pos2.z = world_coord(mapHeight);
addEffect(&pos2,EFFECT_FIREWORK,FIREWORK_TYPE_LAUNCHER,FALSE,NULL,0); // throw up some fire works.
}
// show the score..
return TRUE;
}
// ////////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////////
// MultiPlayer main game loop code.
BOOL multiPlayerLoop(void)
{
UDWORD i;
UBYTE joinCount;
sendCheck(); // send some checking info if possible
processMultiPlayerArtifacts(); // process artifacts
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)
{
sendVersionCheck();
bDisplayMultiJoiningStatus = 0;
setWidgetsStatus(TRUE);
}
}
recvMessage(); // get queued messages
// if player has won then process the win effects...
if(testPlayerHasWon())
{
multiplayerWinSequence(FALSE);
}
return TRUE;
}
// ////////////////////////////////////////////////////////////////////////////
// quikie functions.
// to get droids ...
BOOL IdToDroid(UDWORD id, UDWORD player, DROID **psDroid)
{
UDWORD i;
DROID *d;
if(player == ANYPLAYER)
{
for(i=0;i<MAX_PLAYERS;i++) // find the droid to order form them all
{
d = apsDroidLists[i];
while((d != NULL )&&(d->id !=id) )d=d->psNext;
if(d)
{
*psDroid = d;
return TRUE;
}
}
return FALSE;
}
else // find the droid, given player
{
d = apsDroidLists[player];
while( (d != NULL ) && (d->id !=id))d=d->psNext;
if(d)
{
*psDroid = d;
return TRUE;
}
return FALSE;
}
}
// ////////////////////////////////////////////////////////////////////////////
// find a structure
STRUCTURE *IdToStruct(UDWORD id,UDWORD player)
{
STRUCTURE *psStr = NULL;
UDWORD i;
if(player == ANYPLAYER)
{
for(i=0;i<MAX_PLAYERS;i++)
{
for(psStr=apsStructLists[i];( (psStr != NULL) && (psStr->id != id)); psStr=psStr->psNext);
if(psStr)
{
return psStr;
}
}
}
else
{
for(psStr=apsStructLists[player];((psStr != NULL )&&(psStr->id != id) );psStr=psStr->psNext);
}
return psStr;
}
// ////////////////////////////////////////////////////////////////////////////
// find a feature
FEATURE *IdToFeature(UDWORD id,UDWORD player)
{
FEATURE *psF =NULL;
UDWORD i;
if(player == ANYPLAYER)
{
for(i=0;i<MAX_PLAYERS;i++)
{
for(psF=apsFeatureLists[i];( (psF != NULL) && (psF->id != id)); psF=psF->psNext);
if(psF)
{
return psF;
}
}
}
else
{
for(psF=apsFeatureLists[player];((psF != NULL )&&(psF->id != id) );psF=psF->psNext);
}
return psF;
}
// ////////////////////////////////////////////////////////////////////////////
DROID_TEMPLATE *IdToTemplate(UDWORD tempId,UDWORD player)
{
DROID_TEMPLATE *psTempl = NULL;
UDWORD i;
if(player != ANYPLAYER)
{
for (psTempl = apsDroidTemplates[player]; // follow templates
(psTempl && (psTempl->multiPlayerID != tempId ));
psTempl = psTempl->psNext);
}
else
{
// REALLY DANGEROUS!!! ID's are NOT assumed to be unique for TEMPLATES.
debug( LOG_NEVER, "Really Dodgy Check performed for a template" );
for(i=0;i<MAX_PLAYERS;i++)
{
for (psTempl = apsDroidTemplates[i]; // follow templates
(psTempl && (psTempl->multiPlayerID != tempId ));
psTempl = psTempl->psNext);
if(psTempl)
{
return psTempl;
}
}
}
return psTempl;
}
// the same as above, but only checks names in similarity.
DROID_TEMPLATE *NameToTemplate(const char *sName,UDWORD player)
{
DROID_TEMPLATE *psTempl = NULL;
for (psTempl = apsDroidTemplates[player]; // follow templates
(psTempl && (strcmp(psTempl->aName,sName) != 0) );
psTempl = psTempl->psNext);
return psTempl;
}
/////////////////////////////////////////////////////////////////////////////////
// Returns a pointer to base object, given an id and optionally a player.
BASE_OBJECT *IdToPointer(UDWORD id,UDWORD player)
{
DROID *pD;
STRUCTURE *pS;
FEATURE *pF;
// droids.
if (IdToDroid(id,player,&pD))
{
return (BASE_OBJECT*)pD;
}
// structures
pS = IdToStruct(id,player);
if(pS)
{
return (BASE_OBJECT*)pS;
}
// features
pF = IdToFeature(id,player);
if(pF)
{
return (BASE_OBJECT*)pF;
}
return NULL;
}
// ////////////////////////////////////////////////////////////////////////////
// return a players name.
char *getPlayerName(UDWORD player)
{
UDWORD i;
ASSERT( player < MAX_PLAYERS , "getPlayerName: wrong player index: %d", player);
//Try NetPlay.playerName first (since supports AIs)
if(game.type != CAMPAIGN)
if(strcmp(playerName[player], "") != 0)
return (char*)&playerName[player];
//Use the ordinary way if failed
for(i=0;i<MAX_PLAYERS;i++)
{
if(player2dpid[player] == (unsigned int)NetPlay.players[i].dpid)
{
if(strcmp(NetPlay.players[i].name,"") == 0)
{
// make up a name for this player.
return getPlayerColourName(player);
}
return (char*)&NetPlay.players[i].name;
}
}
return NetPlay.players[0].name;
}
BOOL setPlayerName(UDWORD player, const char *sName)
{
if(player > MAX_PLAYERS)
{
ASSERT(FALSE, "setPlayerName: wrong player index (%d)", player);
return FALSE;
}
strcpy(playerName[player],sName);
return TRUE;
}
// ////////////////////////////////////////////////////////////////////////////
// to determine human/computer players and responsibilities of each..
BOOL isHumanPlayer(UDWORD player)
{
if (player >= MAX_PLAYERS)
return FALSE;
return (BOOL) (player2dpid[player] != 0);
}
// returns player responsible for 'player'
UDWORD whosResponsible(UDWORD player)
{
UDWORD c;
SDWORD i;
c = ANYPLAYER;
if (isHumanPlayer(player))
{
c = player;
}
else if(player == selectedPlayer)
{
c = player;
}
else
{
// crawl down array to find a responsible fellow,
for(i=player; i>=0; i--)
{
if(isHumanPlayer(i))
{
c = i;
}
}
// else crawl up to find a responsible fellow
if(c == ANYPLAYER)
{
for(i=player; i<MAX_PLAYERS; i++)
{
if(isHumanPlayer(i))
{
c = i;
}
}
}
}
if(c == ANYPLAYER)
{
debug( LOG_NEVER, "failed to find a player for %d \n", player );
}
return c;
}
//returns true if selected player is responsible for 'player'
BOOL myResponsibility(UDWORD player)
{
if(whosResponsible(player) == selectedPlayer)
{
return TRUE;
}
else
{
return FALSE;
}
}
//returns true if 'player' is responsible for 'playerinquestion'
BOOL responsibleFor(UDWORD player, UDWORD playerinquestion)
{
if(whosResponsible(playerinquestion) == player)
{
return TRUE;
}
else
{
return FALSE;
}
}
// ////////////////////////////////////////////////////////////////////////////
// probably temporary. Places the camera on the players 1st droid or struct.
Vector3i cameraToHome(UDWORD player,BOOL scroll)
{
Vector3i res;
UDWORD x,y;
STRUCTURE *psBuilding;
for (psBuilding = apsStructLists[player];
psBuilding && (psBuilding->pStructureType->type != REF_HQ);
psBuilding= psBuilding->psNext);
if(psBuilding)
{
x= map_coord(psBuilding->pos.x);
y= map_coord(psBuilding->pos.y);
}
else if (apsDroidLists[player]) // or first droid
{
x= map_coord(apsDroidLists[player]->pos.x);
y= map_coord(apsDroidLists[player]->pos.y);
}
else if (apsStructLists[player]) // center on first struct
{
x= map_coord(apsStructLists[player]->pos.x);
y= map_coord(apsStructLists[player]->pos.y);
}
else //or map center.
{
x= mapWidth/2;
y= mapHeight/2;
}
if(scroll)
{
requestRadarTrack(world_coord(x), world_coord(y));
}
else
{
setViewPos(x,y,TRUE);
}
res.x = world_coord(x);
res.y = map_TileHeight(x,y);
res.z = world_coord(y);
return res;
}
// ////////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////////
// Recv Messages. Get a message and dispatch to relevant function.
BOOL recvMessage(void)
{
NETMSG msg;
UDWORD dp;
UDWORD a;
while(NETrecv(&msg) == TRUE) // for all incoming messages.
{
// Cocpy the message to the global one used by the new NET API
NetMsg = msg;
// messages only in game.
if(!ingame.localJoiningInProgress)
{
switch(msg.type)
{
case AUDIOMSG:
recvAudioMsg(&msg);
break;
case NET_DROID: // new droid of known type
recvDroid();
break;
case NET_DROIDINFO: //droid update info
recvDroidInfo();
break;
case NET_DROIDDEST: // droid destroy
recvDestroyDroid();
break;
case NET_DESTROYXTRA:
recvDestroyExtra(&msg); // a generic destroy, complete wiht killer info.
break;
case NET_DROIDMOVE: // move a droid to x,y command.
recvDroidMove();
break;
case NET_GROUPORDER: // an order for more than 1 droid.
recvGroupOrder();
break;
case NET_CHECK_DROID: // droid damage and position checks
recvDroidCheck();
break;
case NET_CHECK_STRUCT: // structure damage checks.
recvStructureCheck();
break;
case NET_CHECK_POWER: // Power level syncing.
recvPowerCheck();
break;
case NET_TEXTMSG: // simple text message
recvTextMessage(&msg);
break;
case NET_AITEXTMSG: //multiplayer AI text message
recvTextMessageAI(&msg);
break;
case NET_BEACONMSG: //beacon (blip) message
recvBeacon(&msg);
break;
case NET_BUILD: // a build order has been sent.
recvBuildStarted();
break;
case NET_BUILDFINISHED: // a building is complete
recvBuildFinished();
break;
case NET_STRUCTDEST: // structure destroy
recvDestroyStructure();
break;
case NET_SECONDARY: // set a droids secondary order level.
recvDroidSecondary();
break;
case NET_SECONDARY_ALL: // set a droids secondary order level.
recvDroidSecondaryAll();
break;
case NET_DROIDEMBARK:
recvDroidEmbark(); //droid has embarked on a Transporter
break;
case NET_DROIDDISEMBARK:
recvDroidDisEmbark(); //droid has disembarked from a Transporter
break;
case NET_REQUESTDROID: // player requires a droid that they dont have.
recvRequestDroid();
break;
// case NET_REQUESTPLAYER: // a new player requires information
// multiPlayerRequest(&msg);
// break;
case NET_GIFT: // an alliance gift from one player to another.
recvGift(&msg);
break;
case NET_SCORESUBMIT: // a score update from another player
recvScoreSubmission();
break;
case NET_VTOL:
recvHappyVtol();
break;
case NET_LASSAT:
recvLasSat();
break;
default:
break;
}
}
// messages usable all the time
switch(msg.type)
{
case NET_TEMPLATE: // new template
recvTemplate(&msg);
break;
case NET_TEMPLATEDEST: // template destroy
recvDestroyTemplate(&msg);
break;
case NET_FEATUREDEST: // feature destroy
recvDestroyFeature(&msg);
break;
case NET_PING: // diagnostic ping msg.
recvPing();
break;
case NET_DEMOLISH: // structure demolished.
recvDemolishFinished();
break;
case NET_RESEARCH: // some research has been done.
recvResearch(&msg);
break;
case NET_LEAVING: // player leaving nicely
NetGet((&msg),0,dp);
MultiPlayerLeave(dp);
break;
case NET_WHOLEDROID: // a complete droid description has arrived.
receiveWholeDroid(&msg);
break;
case NET_OPTIONS:
recvOptions(&msg);
break;
case NET_VERSION:
recvVersionCheck(&msg);
break;
case NET_PLAYERRESPONDING: // remote player is now playing
NetGet((&msg),0,a);
ingame.JoiningInProgress[a] = FALSE; // player is with us!
break;
case NET_COLOURREQUEST:
recvColourRequest(&msg);
break;
case NET_TEAMREQUEST:
recvTeamRequest(&msg);
break;
case NET_ARTIFACTS:
recvMultiPlayerRandomArtifacts();
break;
case NET_ALLIANCE:
recvAlliance(TRUE);
break;
case NET_KICK:
NetGet((&msg),0,dp);
if(NetPlay.dpidPlayer == dp) // we've been told to leave.
{
setPlayerHasLost(TRUE);
}
break;
case NET_FIREUP: // frontend only
break;
case NET_RESEARCHSTATUS:
recvResearchStatus(&msg);
break;
default:
break;
}
}
return TRUE;
}
// ////////////////////////////////////////////////////////////////////////////
// Research Stuff. Nat games only send the result of research procedures.
BOOL SendResearch(UBYTE player,UDWORD index)
{
NETMSG m;
UBYTE i;
PLAYER_RESEARCH *pPlayerRes;
NetAdd(m,0,player); // player researching
NetAdd(m,1,index); // reference into topic.
m.size =5;
m.type = NET_RESEARCH;
if (game.type == SKIRMISH)
{
pPlayerRes = asPlayerResList[player];
pPlayerRes += index;
for(i=0;i<MAX_PLAYERS;i++)
{
if(alliances[i][player] == ALLIANCE_FORMED)
{
pPlayerRes = asPlayerResList[i];
pPlayerRes += index;
if(IsResearchCompleted(pPlayerRes)==FALSE)
{
MakeResearchCompleted(pPlayerRes); // do the research for that player
researchResult(index, i,FALSE,NULL);
}
}
}
}
return( NETbcast(&m,FALSE) );
}
// recv a research topic that is now complete.
static BOOL recvResearch(NETMSG *m)
{
UBYTE player,i;
UDWORD index;
PLAYER_RESEARCH *pPlayerRes;
RESEARCH *pResearch;
player = m->body[0];
NetGet(m,1,index); // get the index
pPlayerRes = asPlayerResList[player];
pPlayerRes += index;
if(IsResearchCompleted(pPlayerRes)==FALSE)
{
MakeResearchCompleted(pPlayerRes);
researchResult(index, player, FALSE, NULL);
//take off the power if available.
pResearch = asResearch + index;
usePower(player, pResearch->researchPower);
}
if (game.type == SKIRMISH)
{
for(i=0;i<MAX_PLAYERS;i++)
{
if(alliances[i][player] == ALLIANCE_FORMED)
{
pPlayerRes = asPlayerResList[i];
pPlayerRes += index;
if(IsResearchCompleted(pPlayerRes)==FALSE)
{
MakeResearchCompleted(pPlayerRes); // do the research for that player
researchResult(index, i, FALSE, NULL);
}
}
}
}
return TRUE;
}
// ////////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////////
// New research stuff, so you can see what others are up to!
// inform others that I'm researching this.
BOOL sendReseachStatus(STRUCTURE *psBuilding ,UDWORD index, UBYTE player, BOOL bStart)
{
NETMSG m;
UDWORD nil =0;
UWORD start = (UBYTE)bStart;
if(!myResponsibility(player) || gameTime <5 )
{
return TRUE;
}
NetAdd(m,0,player); // player researching
NetAdd(m,1,start); // start stop..
if(psBuilding)
{
NetAdd(m,2,psBuilding->id); // res lab.
}
else
{
NetAdd(m,2,nil); // res lab.
}
NetAdd(m,6,index); // topic.
m.size = 10;
m.type = NET_RESEARCHSTATUS;
return( NETbcast(&m,FALSE) );
}
BOOL recvResearchStatus(NETMSG *pMsg)
{
STRUCTURE *psBuilding;
PLAYER_RESEARCH *pPlayerRes;
RESEARCH_FACILITY *psResFacilty;
RESEARCH *pResearch;
UBYTE player,bStart;
UDWORD index,buildingId;
NetGet(pMsg,0,player); // player researching
NetGet(pMsg,1,bStart); // start stop..
NetGet(pMsg,2,buildingId); // res lab.
NetGet(pMsg,6,index); // topic.
pPlayerRes = asPlayerResList[player] + index;
// psBuilding may be null if finishing.
if(bStart) //starting research
{
psBuilding = IdToStruct( buildingId, player);
if(psBuilding) // set that facility to research
{
psResFacilty = (RESEARCH_FACILITY*)psBuilding->pFunctionality;
if(psResFacilty->psSubject != NULL)
{
cancelResearch(psBuilding);
}
pResearch = (asResearch+index);
psResFacilty->psSubject = (BASE_STATS*)pResearch; //set the subject up
if (IsResearchCancelled(pPlayerRes))
{
psResFacilty->powerAccrued = pResearch->researchPower;//set up as if all power available for cancelled topics
}
else
{
psResFacilty->powerAccrued = 0;
}
MakeResearchStarted(pPlayerRes);
psResFacilty->timeStarted = ACTION_START_TIME;
psResFacilty->timeStartHold = 0;
psResFacilty->timeToResearch = pResearch->researchPoints / psResFacilty->researchPoints;
if (psResFacilty->timeToResearch == 0)
{
psResFacilty->timeToResearch = 1;
}
}
}
else // finished/cancelled research
{
if(buildingId == 0) // find the centre doing this research.(set building
{
// go through the structs to find the centre that's doing this topic)
for(psBuilding = apsStructLists[player];psBuilding;psBuilding = psBuilding->psNext)
{
if( psBuilding->pStructureType->type == REF_RESEARCH
&& psBuilding->status == SS_BUILT
&& ((RESEARCH_FACILITY *)psBuilding->pFunctionality)->psSubject
&& ((RESEARCH_FACILITY *)psBuilding->pFunctionality)->psSubject->ref - REF_RESEARCH_START == index
)
{
break;
}
}
}
else
{
psBuilding = IdToStruct( buildingId, player);
}
if(IsResearchCompleted(pPlayerRes))
{
return TRUE;
}
// stop that facility doing any research.
if(psBuilding)
{
cancelResearch(psBuilding);
}
}
return TRUE;
}
// ////////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////////
// Text Messaging between players. proceed string with players to send to.
// eg "123 hi there" sends "hi there" to players 1,2 and 3.
BOOL sendTextMessage(const char *pStr,BOOL all)
{
NETMSG m;
BOOL normal = TRUE;
BOOL sendto[MAX_PLAYERS];
UDWORD i;
char display[MAX_CONSOLE_STRING_LENGTH];
if(!ingame.localOptionsReceived)
{
return TRUE;
}
for(i=0;i<MAX_PLAYERS;i++)
{
sendto[i]=0;
}
for(i=0; ((pStr[i] >= '0' ) && (pStr[i] <= '8' )) ; i++ ) // for each numeric char encountered..
{
sendto[ pStr[i]-'0' ] = TRUE;
normal = FALSE;
}
NetAdd(m,0,NetPlay.dpidPlayer);
memcpy(&(m.body[4]),&(pStr[i]), strlen( &(pStr[i]) )+1); // copy message in.
m.size = (UWORD)( strlen( &(pStr[i]) )+5); // package the message up and send it.
m.type = NET_TEXTMSG;
if(all)
{
NETbcast(&m,FALSE);
}
else if(normal)
{
for(i=0;i<MAX_PLAYERS;i++)
{
if(i != selectedPlayer && openchannels[i])
{
if(isHumanPlayer(i) )
{
NETsend(&m,player2dpid[i],FALSE);
}
else //also send to AIs now (non-humans), needed for AI
{
sendAIMessage(&(m.body[4]), selectedPlayer, i);
}
}
}
}
else
{
for(i=0;i<MAX_PLAYERS;i++)
{
if(sendto[i])
{
if(isHumanPlayer(i))
{
NETsend(&m,player2dpid[i],FALSE);
}
else //also send to AIs now (non-humans), needed for AI
{
sendAIMessage(&(m.body[4]), selectedPlayer, i);
}
}
}
}
for(i = 0; NetPlay.players[i].dpid != NetPlay.dpidPlayer; i++); //findplayer
strcpy(display,NetPlay.players[i].name); // name
strcat(display," : "); // seperator
strcat(display,pStr); // add message
addConsoleMessage(display,DEFAULT_JUSTIFY); // display
return TRUE;
}
//AI multiplayer message, send from a certain player index to another player index
BOOL sendAIMessage(char *pStr, SDWORD player, SDWORD to)
{
NETMSG m;
SDWORD sendPlayer;
//check if this is one of the local players, don't need net send then
if(to == selectedPlayer || myResponsibility(to)) //(the only) human on this machine or AI on this machine
{
//Just show him the message
displayAIMessage(pStr, player, to);
//Received a console message from a player callback
//store and call later
//-------------------------------------------------
if(!msgStackPush(CALL_AI_MSG,player,to,pStr,-1,-1,NULL))
{
debug(LOG_ERROR, "sendAIMessage() - msgStackPush - stack failed");
return FALSE;
}
}
else //not a local player (use multiplayer mode)
{
if(!ingame.localOptionsReceived)
{
return TRUE;
}
NetAdd(m,0,player); //save the actual sender
//save the actual player that is to get this msg on the source machine (source can host many AIs)
NetAdd(m,4,to); //save the actual receiver (might not be the same as the one we are actually sending to, in case of AIs)
memcpy(&(m.body[8]),&(pStr[0]), strlen( &(pStr[0]) )+1); // copy message in.
m.size = (UWORD)( strlen( &(pStr[0]) )+9); // package the message up and send it.
m.type = NET_AITEXTMSG; //new type
//find machine that is hosting this human or AI
sendPlayer = whosResponsible(to);
if(sendPlayer >= MAX_PLAYERS)
{
debug(LOG_ERROR, "sendAIMessage() - sendPlayer >= MAX_PLAYERS");
return FALSE;
}
if(!isHumanPlayer(sendPlayer)) //NETsend can't send to non-humans
{
debug(LOG_ERROR, "sendAIMessage() - player is not human.");
return FALSE;
}
NETsend(&m,player2dpid[sendPlayer],FALSE); //send to the player who is hosting 'to' player (might be himself if human and not AI)
}
return TRUE;
}
BOOL sendBeaconToPlayerNet(SDWORD locX, SDWORD locY, SDWORD forPlayer, SDWORD sender, char *pStr)
{
NETMSG m;
SDWORD sendPlayer;
//debug(LOG_WZ, "sendBeaconToPlayerNet: '%s'",pStr);
NetAdd(m,0,sender); //save the actual sender
//save the actual player that is to get this msg on the source machine (source can host many AIs)
NetAdd(m,4,forPlayer); //save the actual receiver (might not be the same as the one we are actually sending to, in case of AIs)
//save location
NetAdd(m,8,locX);
NetAdd(m,12,locY);
memcpy(&(m.body[16]),&(pStr[0]), strlen( &(pStr[0]) )+1); // copy message in.
m.size = (UWORD)( strlen( &(pStr[0]) )+17); // package the message up and send it.
m.type = NET_BEACONMSG; //new type
//find machine that is hosting this human or AI
sendPlayer = whosResponsible(forPlayer);
if(sendPlayer >= MAX_PLAYERS)
{
debug(LOG_ERROR, "sendAIMessage() - whosResponsible() failed.");
return FALSE;
}
NETsend(&m,player2dpid[sendPlayer],FALSE); //send to the player who is hosting 'to' player (might be himself if human and not AI)
return TRUE;
}
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
{
//addConsoleMessage(pStr,DEFAULT_JUSTIFY);
//console("%d: %s", from, pStr);
strcpy(tmp,getPlayerName(from));
strcat(tmp," : "); // seperator
strcat(tmp,pStr); // add message
addConsoleMessage(tmp,DEFAULT_JUSTIFY);
}
}
// Write a message to the console.
BOOL recvTextMessage(NETMSG *pMsg)
{
SDWORD dpid;
UDWORD i;
char msg[MAX_CONSOLE_STRING_LENGTH];
UDWORD player=MAX_PLAYERS,j; //console callback - player who sent the message
NetGet(pMsg,0,dpid);
for(i = 0; NetPlay.players[i].dpid != dpid; i++); //findplayer
//console callback - find real number of the player
for(j = 0; i<MAX_PLAYERS;j++)
{
if(dpid == player2dpid[j])
{
player = j;
break;
}
}
ASSERT(player != MAX_PLAYERS, "recvTextMessage: failed to find owner of dpid %d", dpid);
//sprintf(msg, "%d", i);
strlcpy(msg, NetPlay.players[i].name, sizeof(msg));
strlcat(msg, " : ", sizeof(msg)); // seperator
//strlcat(msg, &(pMsg->body[4]), sizeof(msg)); // add message
strlcat(msg, &(pMsg->body[4]), sizeof(msg)); // add message
addConsoleMessage((char *)&msg,DEFAULT_JUSTIFY);
//multiplayer message callback
//Received a console message from a player, save
//----------------------------------------------
MultiMsgPlayerFrom = player;
MultiMsgPlayerTo = selectedPlayer;
strlcpy(MultiplayMsg, &(pMsg->body[4]), sizeof(MultiplayMsg));
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_AI_MSG);
// make some noise!
if(titleMode == MULTIOPTION || titleMode == MULTILIMIT)
{
audio_PlayTrack(FE_AUDIO_MESSAGEEND);
}
else if(!ingame.localJoiningInProgress)
{
audio_PlayTrack(ID_SOUND_MESSAGEEND);
}
return TRUE;
}
//AI multiplayer message - received message from AI (from scripts)
BOOL recvTextMessageAI(NETMSG *pMsg)
{
SDWORD sender, receiver;
char msg[MAX_CONSOLE_STRING_LENGTH];
NetGet(pMsg,0,sender); //in-game player index ('normal' one)
NetGet(pMsg,4,receiver); //in-game player index
//strlcpy(msg, getPlayerName(sender), sizeof(msg)); // name
//strlcat(msg, " : ", sizeof(msg)); // seperator
strlcpy(msg, &(pMsg->body[8]), sizeof(msg));
//Display the message and make the script callback
displayAIMessage(msg, sender, receiver);
//Received a console message from a player callback
//store and call later
//-------------------------------------------------
if(!msgStackPush(CALL_AI_MSG,sender,receiver,msg,-1,-1,NULL))
{
debug(LOG_ERROR, "recvTextMessageAI() - msgStackPush - stack failed");
return FALSE;
}
return TRUE;
}
// ////////////////////////////////////////////////////////////////////////////
// Templates
// send a newly created template to other players
BOOL sendTemplate(DROID_TEMPLATE *pTempl)
{
NETMSG m;
UDWORD count = 0, i;
ASSERT(pTempl != NULL, "sendTemplate: Old Pumpkin bug");
if (!pTempl) return TRUE; /* hack */
// I hate adding more of this hideous code, but it is necessary for now - Per
NetAddUint8(m, count, selectedPlayer); count += sizeof(Uint8);
NetAddUint32(m, count, pTempl->ref); count += sizeof(Uint32);
NetAdd(m, count, pTempl->aName); count += DROID_MAXNAME;
NetAddUint8(m, count, pTempl->NameVersion); count += sizeof(Uint8);
for (i = 0; i < DROID_MAXCOMP; i++)
{
// signed, but sent as a bunch of bits...
NetAddUint32(m, count, pTempl->asParts[i]); count += sizeof(Uint32);
}
NetAddUint32(m, count, pTempl->buildPoints); count += sizeof(Uint32);
NetAddUint32(m, count, pTempl->powerPoints); count += sizeof(Uint32);
NetAddUint32(m, count, pTempl->storeCount); count += sizeof(Uint32);
NetAddUint32(m, count, pTempl->numWeaps); count += sizeof(Uint32);
for (i = 0; i < DROID_MAXWEAPS; i++)
{
NetAddUint32(m, count, pTempl->asWeaps[i]); count += sizeof(Uint32);
}
NetAddUint32(m, count, pTempl->droidType); count += sizeof(Uint32);
NetAddUint32(m, count, pTempl->multiPlayerID); count += sizeof(Uint32);
m.type = NET_TEMPLATE;
m.size = count;
return( NETbcast(&m,FALSE) );
}
// receive a template created by another player
BOOL recvTemplate(NETMSG * m)
{
UBYTE player;
DROID_TEMPLATE *psTempl;
DROID_TEMPLATE t, *pT = &t;
unsigned int i;
unsigned int count = 0;
NetGetUint8(m, count, player); count += sizeof(Uint8);
ASSERT( player < MAX_PLAYERS, "recvtemplate: invalid player size: %d", player );
NetGetUint32(m, count, pT->ref); count += sizeof(Uint32);
NetGet(m, count, pT->aName); count += DROID_MAXNAME;
NetGetUint8(m, count, pT->NameVersion); count += sizeof(Uint8);
for (i = 0; i < DROID_MAXCOMP; i++)
{
// signed, but sent as a bunch of bits...
NetGetUint32(m, count, pT->asParts[i]); count += sizeof(Uint32);
}
NetGetUint32(m, count, pT->buildPoints); count += sizeof(Uint32);
NetGetUint32(m, count, pT->powerPoints); count += sizeof(Uint32);
NetGetUint32(m, count, pT->storeCount); count += sizeof(Uint32);
NetGetUint32(m, count, pT->numWeaps); count += sizeof(Uint32);
for (i = 0; i < DROID_MAXWEAPS; i++)
{
NetGetUint32(m, count, pT->asWeaps[i]); count += sizeof(Uint32);
}
NetGetUint32(m, count, pT->droidType); count += sizeof(Uint32);
NetGetUint32(m, count, pT->multiPlayerID); count += sizeof(Uint32);
t.psNext = NULL;
psTempl = IdToTemplate(t.multiPlayerID,player);
if(psTempl) // already exists.
{
t.psNext = psTempl->psNext;
memcpy(psTempl, &t, sizeof(DROID_TEMPLATE));
}
else
{
addTemplate(player,&t);
apsDroidTemplates[player]->ref = REF_TEMPLATE_START; // templates are the odd one out!
}
return TRUE;
}
// ////////////////////////////////////////////////////////////////////////////
// inform others that you no longer have a template
BOOL SendDestroyTemplate(DROID_TEMPLATE *t)
{
NETMSG m;
m.body[0] = (char) selectedPlayer; // send player number
// send id of template to destroy
NetAdd(m,1,(t->multiPlayerID));
m.size = 5;
m.type=NET_TEMPLATEDEST;
return( NETbcast(&m,FALSE) );
}
// acknowledge another player no longer has a template
static BOOL recvDestroyTemplate(NETMSG * m)
{
UDWORD player,targetref;
DROID_TEMPLATE *psTempl, *psTempPrev;
player = m->body[0]; // decode the message
NetGet(m,1,targetref);
psTempPrev = NULL; // first find it.
for(psTempl = apsDroidTemplates[player]; psTempl;psTempl = psTempl->psNext)
{
if( psTempl->multiPlayerID == targetref )
{
break;
}
psTempPrev = psTempl;
}
if (psTempl) // if we found itthen delete it.
{
if(psTempPrev) // Update list pointers.
{
psTempPrev->psNext = psTempl->psNext; // It's down the list somewhere ?
} else
{
apsDroidTemplates[player] = psTempl->psNext;// It's at the root ?
}
free(psTempl); // Delete the template.
}
return (TRUE);
}
// ////////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////////
// Features
// send a destruct feature message.
BOOL SendDestroyFeature(FEATURE *pF)
{
NETMSG m;
// only send the destruction if the feature is our responsibility
NetAdd(m,0,pF->id);
m.size = sizeof(pF->id);
m.type = NET_FEATUREDEST;
return( NETbcast(&m,TRUE) );
}
// process a destroy feature msg.
BOOL recvDestroyFeature(NETMSG *pMsg)
{
FEATURE *pF;
UDWORD id;
NetGet(pMsg,0,id); // get feature id
// for(pF = apsFeatureLists[0]; pF && (pF->id != id); pF = pF->psNext); // find the feature
pF = IdToFeature(id,ANYPLAYER);
if( (pF == NULL) ) // if already a gonner.
{
return FALSE; // feature wasnt found anyway.
}
bMultiPlayer = FALSE; // remove, don't broadcast.
removeFeature(pF);
bMultiPlayer = TRUE;
return TRUE;
}
// ////////////////////////////////////////////////////////////////////////////
// a generic destroy function, with killer info included.
BOOL sendDestroyExtra(BASE_OBJECT *psKilled,BASE_OBJECT *psKiller)
{
NETMSG m;
UDWORD n=0;
/* if(psKilled != NULL)
{
NetAdd(m,4,psKilled->id); // id of thing killed
}
else
{
NetAdd(m,4,n);
}
*/
if(psKiller != NULL)
{
NetAdd(m,0,psKiller->id); // id of killer.
}
else
{
NetAdd(m,0,n);
}
m.type = NET_DESTROYXTRA;
m.size = 4;
return NETbcast(&m,FALSE);
}
// ////////////////////////////////////////////////////////////////////////////
BOOL recvDestroyExtra(NETMSG *pMsg)
{
// BASE_OBJECT *psKilled;
// UDWORD killedId;
BASE_OBJECT *psSrc;
UDWORD srcId;
DROID *psKiller;
/*
NetGet(pMsg,0,killedId); // remove as normal
if(killedId !=0)
{
psKilled = IdToPointer(killedId,ANYPLAYER);
if(psKilled)
{
switch(psKilled->type)
{
case OBJ_DROID:
recvDestroyDroid(pMsg);
break;
case OBJ_STRUCTURE:
recvDestroyStructure(pMsg);
break;
case OBJ_FEATURE:
recvDestroyFeature(pMsg);
break;
}
}
}
*/
NetGet(pMsg,0,srcId);
if(srcId != 0)
{
psSrc = IdToPointer(srcId,ANYPLAYER);
if(psSrc && (psSrc->type == OBJ_DROID) ) // process extra bits.
{
psKiller = (DROID*)psSrc;
#if 0
// FIXME: this code *and* the code that sends this message needs to be modified
// in such a way that they update psKiller->experience with the percentage
// of damage dealt rather than just a kill count.
if(psKiller)
{
psKiller->experience++;
}
cmdDroidUpdateKills(psKiller);
#endif
return TRUE;
}
}
return FALSE;
}
// ////////////////////////////////////////////////////////////////////////////
// Network Audio packet processor.
BOOL recvAudioMsg(NETMSG *pMsg)
{
return TRUE;
}
// ////////////////////////////////////////////////////////////////////////////
// Network File packet processor.
BOOL recvMapFileRequested(NETMSG *pMsg)
{
char mapStr[256],mapName[256],fixedname[256];
// another player is requesting the map
if(!NetPlay.bHost)
{
return TRUE;
}
// start sending the map to the other players.
if(!bSendingMap)
{
memset(mapStr,0,256);
memset(mapName,0,256);
memset(fixedname,0,256);
bSendingMap = TRUE;
addConsoleMessage("SENDING MAP!",DEFAULT_JUSTIFY);
addConsoleMessage("FIX FOR LINUX!",DEFAULT_JUSTIFY);
strlcpy(mapName, game.map, sizeof(mapName));
// chop off the -T1
mapName[strlen(game.map)-3] = 0; // chop off the -T1 etc..
// chop off the sk- if required.
if(strncmp(mapName,"Sk-",3) == 0)
{
strlcpy(mapStr, &(mapName[3]), sizeof(mapStr));
strlcpy(mapName, mapStr, sizeof(mapName));
}
snprintf(mapStr, sizeof(mapStr), "%dc-%s.wz", game.maxPlayers, mapName);
snprintf(fixedname, sizeof(fixedname), "maps/%s", mapStr); //We know maps are in /maps dir...now. fix for linux -Q
strlcpy(mapStr, fixedname, sizeof(mapStr));
NETsendFile(TRUE,mapStr,0);
}
return TRUE;
}
// continue sending the map
UBYTE sendMap(void)
{
UBYTE done;
static UDWORD lastCall;
if(lastCall > gameTime)lastCall= 0;
if ( (gameTime - lastCall) <200)
{
return 0;
}
lastCall = gameTime;
done = NETsendFile(FALSE,game.map,0);
if(done == 100)
{
addConsoleMessage("MAP SENT!",DEFAULT_JUSTIFY);
bSendingMap = FALSE;
}
return done;
}
// another player is broadcasting a map, recv a chunk
BOOL recvMapFileData(NETMSG *pMsg)
{
UBYTE done;
done = NETrecvFile(pMsg);
if(done == 100)
{
addConsoleMessage("MAP DOWNLOADED!",DEFAULT_JUSTIFY);
sendTextMessage("MAP DOWNLOADED",TRUE); //send
// clear out the old level list.
levShutDown();
levInitialise();
if (!buildMapList()) {
return FALSE;
}
}
else
{
flushConsoleMessages();
CONPRINTF(ConsoleString,(ConsoleString,"MAP:%d%%",done));
}
return TRUE;
}
//------------------------------------------------------------------------------------------------//
/* multiplayer message stack */
void msgStackReset(void)
{
msgStackPos = -1; //Beginning of the stack
}
UDWORD msgStackPush(SDWORD CBtype, SDWORD plFrom, SDWORD plTo, const char *tStr, SDWORD x, SDWORD y, DROID *psDroid)
{
debug(LOG_WZ, "msgStackPush: pushing message type %d to pos %d", CBtype, msgStackPos + 1);
if (msgStackPos >= MAX_MSG_STACK)
{
debug(LOG_ERROR, "msgStackPush() - stack full");
return FALSE;
}
//make point to the last valid element
msgStackPos++;
//remember values
msgPlFrom[msgStackPos] = plFrom;
msgPlTo[msgStackPos] = plTo;
callbackType[msgStackPos] = CBtype;
locx[msgStackPos] = x;
locy[msgStackPos] = y;
strcpy(msgStr[msgStackPos], tStr);
msgDroid[msgStackPos] = psDroid;
return TRUE;
}
BOOL isMsgStackEmpty(void)
{
if(msgStackPos <= (-1)) return TRUE;
return FALSE;
}
BOOL msgStackGetFrom(SDWORD *psVal)
{
if(msgStackPos < 0)
{
debug(LOG_ERROR, "msgStackGetFrom: msgStackPos < 0");
return FALSE;
}
*psVal = msgPlFrom[0];
return TRUE;
}
BOOL msgStackGetTo(SDWORD *psVal)
{
if(msgStackPos < 0)
{
debug(LOG_ERROR, "msgStackGetTo: msgStackPos < 0");
return FALSE;
}
*psVal = msgPlTo[0];
return TRUE;
}
static BOOL msgStackGetCallbackType(SDWORD *psVal)
{
if(msgStackPos < 0)
{
debug(LOG_ERROR, "msgStackGetCallbackType: msgStackPos < 0");
return FALSE;
}
*psVal = callbackType[0];
return TRUE;
}
static BOOL msgStackGetXY(SDWORD *psValx, SDWORD *psValy)
{
if(msgStackPos < 0)
{
debug(LOG_ERROR, "msgStackGetXY: msgStackPos < 0");
return FALSE;
}
*psValx = locx[0];
*psValy = locy[0];
return TRUE;
}
BOOL msgStackGetMsg(char *psVal)
{
if(msgStackPos < 0)
{
debug(LOG_ERROR, "msgStackGetMsg: msgStackPos < 0");
return FALSE;
}
strcpy(psVal, msgStr[0]);
//*psVal = msgPlTo[msgStackPos];
return TRUE;
}
static BOOL msgStackSort(void)
{
SDWORD i;
//go through all-1 elements (bottom-top)
for(i=0;i<msgStackPos;i++)
{
msgPlFrom[i] = msgPlFrom[i+1];
msgPlTo[i] = msgPlTo[i+1];
callbackType[i] = callbackType[i+1];
locx[i] = locx[i+1];
locy[i] = locy[i+1];
strcpy(msgStr[i], msgStr[i+1]);
}
//erase top element
msgPlFrom[msgStackPos] = -2;
msgPlTo[msgStackPos] = -2;
callbackType[msgStackPos] = -2;
locx[msgStackPos] = -2;
locy[msgStackPos] = -2;
strcpy(msgStr[msgStackPos], "ERROR char!!!!!!!!");
msgStackPos--; //since removed the top element
return TRUE;
}
BOOL msgStackPop(void)
{
debug(LOG_WZ, "msgStackPop: stack size %d", msgStackPos);
if(msgStackPos < 0 || msgStackPos > MAX_MSG_STACK)
{
debug(LOG_ERROR, "msgStackPop: wrong msgStackPos index: %d", msgStackPos);
return FALSE;
}
return msgStackSort(); //move all elements 1 pos lower
}
BOOL msgStackGetDroid(DROID **ppsDroid)
{
if(msgStackPos < 0)
{
debug(LOG_ERROR, "msgStackGetDroid: msgStackPos < 0");
return FALSE;
}
*ppsDroid = msgDroid[0];
return TRUE;
}
SDWORD msgStackGetCount(void)
{
return msgStackPos + 1;
}
BOOL msgStackFireTop(void)
{
SDWORD _callbackType;
char msg[255];
if(msgStackPos < 0)
{
debug(LOG_ERROR, "msgStackFireTop: msgStackPos < 0");
return FALSE;
}
if(!msgStackGetCallbackType(&_callbackType))
return FALSE;
switch(_callbackType)
{
case CALL_VIDEO_QUIT:
debug(LOG_SCRIPT, "msgStackFireTop: popped CALL_VIDEO_QUIT");
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_VIDEO_QUIT);
break;
case CALL_DORDER_STOP:
ASSERT(FALSE,"CALL_DORDER_STOP is currently disabled");
debug(LOG_SCRIPT, "msgStackFireTop: popped CALL_DORDER_STOP");
if(!msgStackGetDroid(&psScrCBOrderDroid))
return FALSE;
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_DORDER_STOP);
break;
case CALL_BEACON:
if(!msgStackGetXY(&beaconX, &beaconY))
return FALSE;
if(!msgStackGetFrom(&MultiMsgPlayerFrom))
return FALSE;
if(!msgStackGetTo(&MultiMsgPlayerTo))
return FALSE;
if(!msgStackGetMsg(msg))
return FALSE;
strcpy(MultiplayMsg, msg);
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_BEACON);
break;
case CALL_AI_MSG:
if(!msgStackGetFrom(&MultiMsgPlayerFrom))
return FALSE;
if(!msgStackGetTo(&MultiMsgPlayerTo))
return FALSE;
if(!msgStackGetMsg(msg))
return FALSE;
strcpy(MultiplayMsg, msg);
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_AI_MSG);
break;
default:
debug(LOG_ERROR, "msgStackFireTop: unknown callback type");
return FALSE;
break;
}
if(!msgStackPop())
return FALSE;
return TRUE;
}
static BOOL recvBeacon(NETMSG *pMsg)
{
SDWORD sender, receiver,locX, locY;
char msg[MAX_CONSOLE_STRING_LENGTH];
NetGet(pMsg,0,sender);
NetGet(pMsg,4,receiver);
NetGet(pMsg,8,locX);
NetGet(pMsg,12,locY);
debug(LOG_WZ, "Received beacon for player: %d, from: %d",receiver, sender);
strcpy(msg, &(pMsg->body[16]));
strcat(msg, NetPlay.players[sender].name); // name
strcpy(beaconReceiveMsg[sender], msg);
return addHelpBlip(locX,locY,receiver,sender,beaconReceiveMsg[sender]);
}
static const char* playerColors[] =
{
N_("Green"),
N_("Orange"),
N_("Grey"),
N_("Black"),
N_("Red"),
N_("Blue"),
N_("Pink"),
N_("Cyan")
};
char *getPlayerColourName(SDWORD player)
{
static const unsigned int end = sizeof(playerColors) / sizeof(const char*);
ASSERT(player < end,
"getPlayerColourName: player number (%d) exceeds maximum (%d)\n", player, end - 1);
if (player < end)
{
strcpy(tempString, _(playerColors[ getPlayerColour(player) ]));
}
else
{
tempString[0] = '0';
}
return tempString;
}
/*
* returns player in-game index from a dpid or -1 if player not found (should not happen!)
*/
SDWORD dpidToPlayer(SDWORD dpid)
{
UDWORD i;
for(i=0;(i<MAX_PLAYERS) && (dpid != player2dpid[i]); i++);
if(i >= MAX_PLAYERS)
{
ASSERT(i< MAX_PLAYERS, "dpidToPlayer: failed to find player with dpid %d", dpid);
return -1;
}
return i;
}