mirror of
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381 lines
13 KiB
C++
381 lines
13 KiB
C++
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// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Marti<74>o Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#include "commander.h"
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#include "world.h"
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#include "unit.h"
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#include "conversion.h"
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#include "upgrade.h"
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#include "command.h"
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#include "command_type.h"
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#include "network_manager.h"
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#include "console.h"
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#include "config.h"
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#include "platform_util.h"
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#include "leak_dumper.h"
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#include "game.h"
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using namespace Shared::Graphics;
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using namespace Shared::Util;
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using namespace Shared::Platform;
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namespace Glest{ namespace Game{
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// =====================================================
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// class Commander
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// =====================================================
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// ===================== PUBLIC ========================
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void Commander::init(World *world){
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this->world= world;
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}
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CommandResult Commander::tryGiveCommand(const Unit* unit, const CommandType *commandType, const Vec2i &pos, const UnitType* unitType) const{
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NetworkCommand networkCommand(nctGiveCommand, unit->getId(), commandType->getId(), pos, unitType->getId());
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return pushNetworkCommand(&networkCommand);
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}
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CommandResult Commander::tryGiveCommand(const Selection *selection, CommandClass commandClass, const Vec2i &pos, const Unit *targetUnit) const{
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if(!selection->isEmpty()){
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Vec2i refPos, currPos;
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CommandResultContainer results;
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refPos= computeRefPos(selection);
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//give orders to all selected units
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for(int i=0; i<selection->getCount(); ++i){
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const Unit *unit= selection->getUnit(i);
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const CommandType *ct= unit->getType()->getFirstCtOfClass(commandClass);
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if(ct!=NULL){
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int targetId= targetUnit==NULL? Unit::invalidId: targetUnit->getId();
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int unitId= selection->getUnit(i)->getId();
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Vec2i currPos= computeDestPos(refPos, selection->getUnit(i)->getPos(), pos);
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NetworkCommand networkCommand(nctGiveCommand, unitId, ct->getId(), currPos, -1, targetId);
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//every unit is ordered to a different pos
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CommandResult result= pushNetworkCommand(&networkCommand);
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results.push_back(result);
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}
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else{
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results.push_back(crFailUndefined);
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}
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}
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return computeResult(results);
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}
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else{
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return crFailUndefined;
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}
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}
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CommandResult Commander::tryGiveCommand(const Selection *selection, const CommandType *commandType, const Vec2i &pos, const Unit *targetUnit) const{
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if(!selection->isEmpty() && commandType!=NULL){
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Vec2i refPos;
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CommandResultContainer results;
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refPos= computeRefPos(selection);
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//give orders to all selected units
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for(int i=0; i<selection->getCount(); ++i){
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int targetId= targetUnit==NULL? Unit::invalidId: targetUnit->getId();
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int unitId= selection->getUnit(i)->getId();
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Vec2i currPos= computeDestPos(refPos, selection->getUnit(i)->getPos(), pos);
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NetworkCommand networkCommand(nctGiveCommand, unitId, commandType->getId(), currPos, -1, targetId);
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//every unit is ordered to a different position
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CommandResult result= pushNetworkCommand(&networkCommand);
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results.push_back(result);
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}
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return computeResult(results);
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}
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else{
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return crFailUndefined;
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}
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}
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//auto command
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CommandResult Commander::tryGiveCommand(const Selection *selection, const Vec2i &pos, const Unit *targetUnit) const{
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if(!selection->isEmpty()){
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Vec2i refPos, currPos;
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CommandResultContainer results;
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//give orders to all selected units
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refPos= computeRefPos(selection);
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for(int i=0; i<selection->getCount(); ++i){
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//every unit is ordered to a different pos
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currPos= computeDestPos(refPos, selection->getUnit(i)->getPos(), pos);
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//get command type
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const CommandType *commandType= selection->getUnit(i)->computeCommandType(pos, targetUnit);
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//give commands
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if(commandType!=NULL){
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int targetId= targetUnit==NULL? Unit::invalidId: targetUnit->getId();
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int unitId= selection->getUnit(i)->getId();
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NetworkCommand networkCommand(nctGiveCommand, unitId, commandType->getId(), currPos, -1, targetId);
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CommandResult result= pushNetworkCommand(&networkCommand);
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results.push_back(result);
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}
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else{
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results.push_back(crFailUndefined);
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}
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}
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return computeResult(results);
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}
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else{
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return crFailUndefined;
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}
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}
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CommandResult Commander::tryCancelCommand(const Selection *selection) const{
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for(int i=0; i<selection->getCount(); ++i){
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NetworkCommand command(nctCancelCommand, selection->getUnit(i)->getId());
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pushNetworkCommand(&command);
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}
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return crSuccess;
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}
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void Commander::trySetMeetingPoint(const Unit* unit, const Vec2i &pos)const{
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NetworkCommand command(nctSetMeetingPoint, unit->getId(), -1, pos);
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pushNetworkCommand(&command);
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}
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// ==================== PRIVATE ====================
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Vec2i Commander::computeRefPos(const Selection *selection) const{
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Vec2i total= Vec2i(0);
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for(int i=0; i<selection->getCount(); ++i){
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total= total+selection->getUnit(i)->getPos();
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}
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return Vec2i(total.x/ selection->getCount(), total.y/ selection->getCount());
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}
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Vec2i Commander::computeDestPos(const Vec2i &refUnitPos, const Vec2i &unitPos, const Vec2i &commandPos) const{
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Vec2i pos;
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Vec2i posDiff= unitPos-refUnitPos;
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if(abs(posDiff.x)>=3){
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posDiff.x= posDiff.x % 3;
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}
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if(abs(posDiff.y)>=3){
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posDiff.y= posDiff.y % 3;
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}
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pos= commandPos+posDiff;
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world->getMap()->clampPos(pos);
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return pos;
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}
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CommandResult Commander::computeResult(const CommandResultContainer &results) const{
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switch(results.size()){
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case 0:
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return crFailUndefined;
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case 1:
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return results.front();
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default:
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for(int i=0; i<results.size(); ++i){
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if(results[i]!=crSuccess){
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return crSomeFailed;
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}
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}
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return crSuccess;
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}
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}
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CommandResult Commander::pushNetworkCommand(const NetworkCommand* networkCommand) const{
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GameNetworkInterface *gameNetworkInterface= NetworkManager::getInstance().getGameNetworkInterface();
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const Unit* unit= world->findUnitById(networkCommand->getUnitId());
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CommandResult cr= crSuccess;
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//validate unit
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if(unit==NULL){
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char szBuf[1024]="";
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sprintf(szBuf,"In [%s::%s - %d] Command refers to non existant unit id = %d. Game out of synch.",
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__FILE__,__FUNCTION__,__LINE__,networkCommand->getUnitId());
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throw runtime_error(szBuf);
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}
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//add the command to the interface
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gameNetworkInterface->requestCommand(networkCommand);
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//calculate the result of the command
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if(networkCommand->getNetworkCommandType()==nctGiveCommand){
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Command* command= buildCommand(networkCommand);
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cr= unit->checkCommand(command);
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delete command;
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}
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return cr;
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}
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void Commander::updateNetwork(){
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NetworkManager &networkManager= NetworkManager::getInstance();
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//chech that this is a keyframe
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if( !networkManager.isNetworkGame() || (world->getFrameCount() % GameConstants::networkFramePeriod)==0){
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GameNetworkInterface *gameNetworkInterface= NetworkManager::getInstance().getGameNetworkInterface();
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//update the keyframe
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gameNetworkInterface->updateKeyframe(world->getFrameCount());
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//give pending commands
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for(int i= 0; i < gameNetworkInterface->getPendingCommandCount(); ++i){
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giveNetworkCommand(gameNetworkInterface->getPendingCommand(i));
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}
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gameNetworkInterface->clearPendingCommands();
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}
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}
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void Commander::giveNetworkCommandSpecial(const NetworkCommand* networkCommand) const {
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switch(networkCommand->getNetworkCommandType()) {
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case nctNetworkCommand: {
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if(Socket::enableDebugText) printf("In [%s::%s Line: %d] found nctNetworkCommand\n",__FILE__,__FUNCTION__,__LINE__);
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switch(networkCommand->getCommandTypeId()) {
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case ncstRotateUnit: {
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if(Socket::enableDebugText) printf("In [%s::%s Line: %d] found ncstRotateUnit [%d]\n",__FILE__,__FUNCTION__,__LINE__,networkCommand->getTargetId());
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//!!!
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int unitTypeId = networkCommand->getUnitId();
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int factionIndex = networkCommand->getUnitTypeId();
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int rotateAmount = networkCommand->getTargetId();
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//const Faction *faction = world->getFaction(factionIndex);
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//const UnitType* unitType= world->findUnitTypeById(faction->getType(), factionIndex);
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char unitKey[50]="";
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sprintf(unitKey,"%d_%d",unitTypeId,factionIndex);
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if(Socket::enableDebugText) printf("In [%s::%s Line: %d] unitKey = [%s]\n",__FILE__,__FUNCTION__,__LINE__,unitKey);
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Game *game = this->world->getGame();
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Gui *gui = game->getGui();
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gui->setUnitTypeBuildRotation(unitKey,rotateAmount);
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//unit->setRotateAmount(networkCommand->getTargetId());
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if(Socket::enableDebugText) printf("In [%s::%s Line: %d] found ncstRotateUnit [%d]\n",__FILE__,__FUNCTION__,__LINE__,networkCommand->getTargetId());
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}
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break;
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}
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if(Socket::enableDebugText) printf("In [%s::%s Line: %d] found nctNetworkCommand\n",__FILE__,__FUNCTION__,__LINE__);
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}
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break;
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default:
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assert(false);
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}
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}
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void Commander::giveNetworkCommand(const NetworkCommand* networkCommand) const {
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if(networkCommand->getNetworkCommandType() == nctNetworkCommand) {
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giveNetworkCommandSpecial(networkCommand);
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}
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else {
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Unit* unit= world->findUnitById(networkCommand->getUnitId());
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//exec ute command, if unit is still alive
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if(unit!=NULL) {
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switch(networkCommand->getNetworkCommandType()){
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case nctGiveCommand:{
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assert(networkCommand->getCommandTypeId()!=CommandType::invalidId);
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if(Socket::enableDebugText) printf("In [%s::%s Line: %d] found nctGiveCommand networkCommand->getUnitId() = %d\n",__FILE__,__FUNCTION__,__LINE__,networkCommand->getUnitId());
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Command* command= buildCommand(networkCommand);
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unit->giveCommand(command);
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if(Socket::enableDebugText) printf("In [%s::%s Line: %d] found nctGiveCommand networkCommand->getUnitId() = %d\n",__FILE__,__FUNCTION__,__LINE__,networkCommand->getUnitId());
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}
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break;
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case nctCancelCommand: {
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if(Socket::enableDebugText) printf("In [%s::%s Line: %d] found nctCancelCommand\n",__FILE__,__FUNCTION__,__LINE__);
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unit->cancelCommand();
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if(Socket::enableDebugText) printf("In [%s::%s Line: %d] found nctCancelCommand\n",__FILE__,__FUNCTION__,__LINE__);
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}
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break;
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case nctSetMeetingPoint: {
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if(Socket::enableDebugText) printf("In [%s::%s Line: %d] found nctSetMeetingPoint\n",__FILE__,__FUNCTION__,__LINE__);
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unit->setMeetingPos(networkCommand->getPosition());
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if(Socket::enableDebugText) printf("In [%s::%s Line: %d] found nctSetMeetingPoint\n",__FILE__,__FUNCTION__,__LINE__);
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}
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break;
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default:
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assert(false);
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}
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}
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else {
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if(Socket::enableDebugText) printf("In [%s::%s Line: %d] NULL Unit for id = %d, networkCommand->getNetworkCommandType() = %d\n",__FILE__,__FUNCTION__,__LINE__,networkCommand->getUnitId(),networkCommand->getNetworkCommandType());
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}
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}
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}
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Command* Commander::buildCommand(const NetworkCommand* networkCommand) const{
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assert(networkCommand->getNetworkCommandType()==nctGiveCommand);
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Unit* target= NULL;
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const CommandType* ct= NULL;
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const Unit* unit= world->findUnitById(networkCommand->getUnitId());
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//validate unit
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if(unit == NULL) {
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char szBuf[1024]="";
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sprintf(szBuf,"In [%s::%s - %d] Can not find unit with id: %d. Game out of synch.",
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__FILE__,__FUNCTION__,__LINE__,networkCommand->getUnitId());
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throw runtime_error(szBuf);
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}
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const UnitType* unitType= world->findUnitTypeById(unit->getFaction()->getType(), networkCommand->getUnitTypeId());
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ct= unit->getType()->findCommandTypeById(networkCommand->getCommandTypeId());
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//validate command type
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if(ct == NULL) {
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char szBuf[1024]="";
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sprintf(szBuf,"In [%s::%s - %d] Can not find command type with id = %d in unit = %d [%s]. Game out of synch.",
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__FILE__,__FUNCTION__,__LINE__,networkCommand->getCommandTypeId(),unit->getId(), unit->getDesc().c_str());
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throw runtime_error(szBuf);
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}
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//get target, the target might be dead due to lag, cope with it
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if(networkCommand->getTargetId()!=Unit::invalidId){
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target= world->findUnitById(networkCommand->getTargetId());
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}
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//create command
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Command *command= NULL;
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if(unitType!=NULL){
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command= new Command(ct, networkCommand->getPosition(), unitType);
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}
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else if(target==NULL){
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command= new Command(ct, networkCommand->getPosition());
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}
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else{
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command= new Command(ct, target);
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}
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//issue command
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return command;
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}
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}}//end namespace
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