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server.c
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/*
Author: Mike Bok
Email: [email protected]
Website: www.nighsoft.net
License and Rights: Full licensing and Rights available at www.nighsoft.net.
If licensing and rights not available at www.nighsoft.net, then all the following apply as bulleted:
-all rights reserved.
-you can not modify source code in this file.
-you can compile and use this source code.
*/
#include "main.h"
void connect_server_process()
{
char rtn_str[40];
//no more
game.server_address[0] = 0;
//yay
server[game.server_id].set_zone_sun_damages = 0;
map.zoom_level = 0;
sprintf ( rtn_str,"1,%d",game.user_id );
send_con_server ( rtn_str );
}
void disconnect_server_process()
{
if ( !login.visible && !switch_server.visible && !server_select.visible )
{
char message[200] = "... Warning : Disconnected from the sub game server, please log off and reconnect ..";
add_private_chat ( 1,message );
}
}
void read_planet_entry ( char *cur_line )
{
read_planet_db_entry ( server[game.server_id].planet, & ( server[game.server_id].home_class ), cur_line );
}
void read_galaxy_entry ( char *cur_line )
{
read_galaxy_db_entry ( server[game.server_id].zone, cur_line );
}
void read_gun_entry ( int server_num, char *cur_line )
{
read_gun_db_entry ( server[server_num].gun, cur_line );
}
void read_missile_entry ( int server_num, char *cur_line )
{
read_missile_db_entry ( server[server_num].missile, cur_line );
}
void read_ship_entry ( char *cur_line )
{
read_ship_db_entry ( server[game.server_id].ship, cur_line );
}
void set_good_prices ( int server_number, int planet_number, char *message )
{
int i, k, point;
char temp_str[1024];
//check for fucking around
if ( planet_number < 0 ) return;
if ( planet_number >= PLANET_MAX ) return;
if ( server_number < 0 ) return;
if ( server_number >= MAX_SERVER ) return;
i = strlen ( message );
for ( point=k=0;point<=i && k<10;k++ )
{
split ( temp_str,message,',',&point );
if ( k<10 )
server[server_number].planet[planet_number].good_price[k] = atoi ( temp_str );
else
server[server_number].planet[planet_number].contra_price[k-10] = atoi ( temp_str );
}
}
void set_good_ammounts ( int server_number, int planet_number, char *message )
{
int i, k, point;
char temp_str[1024];
//check for fucking around
if ( planet_number < 0 ) return;
if ( planet_number >= PLANET_MAX ) return;
if ( server_number < 0 ) return;
if ( server_number >= MAX_SERVER ) return;
i = strlen ( message );
for ( point=k=0;point<=i && k<10;k++ )
{
split ( temp_str,message,',',&point );
server[server_number].planet[planet_number].good_ammount[k] = atoi ( temp_str );
}
}
void update_planet_good_ammount ( int s, int p, int i, int ammount )
{
//check for fucking around
if ( p < 0 ) return;
if ( p >= PLANET_MAX ) return;
if ( s < 0 ) return;
if ( s >= MAX_SERVER ) return;
//set it
server[s].planet[p].good_ammount[i] = ammount;
//now see if we have to display it
if ( trade.visible && trade.good_selected == i && !trade.info_visible )
trade_update_good_ammount();
}
void set_sector_goods ( int s, int z, char *message )
{
int s_i, i, point = 0, len;
char temp_str[1025];
//set stuff
len = strlen ( message );
s_i = game.server_id;
//check for fucking around
if ( s < 0 ) return;
if ( s >= SECTOR_MAX ) return;
if ( z < 0 ) return;
if ( z >= ZONE_MAX ) return;
if ( s_i < 0 ) return;
if ( s_i >= MAX_SERVER ) return;
for ( i=0;i<10 && point <= len; i++ )
{
//take it
split ( temp_str,message,',',&point );
//fuck it
server[s_i].zone[z].sector[s].good_amount[i] = atoi ( temp_str );
//draw this good if we are suposed to
space_redraw_good_number_if_required ( i,1 );
}
if ( update_space_good_buttons() )
draw_space_good_buttons();
}
void set_sector_contras ( int s, int z, char *message )
{
int s_i, i, point = 0, len;
char temp_str[1025];
//set stuff
len = strlen ( message );
s_i = game.server_id;
//check for fucking around
if ( s < 0 ) return;
if ( s >= SECTOR_MAX ) return;
if ( z < 0 ) return;
if ( z >= ZONE_MAX ) return;
if ( s_i < 0 ) return;
if ( s_i >= MAX_SERVER ) return;
for ( i=0;i<10 && point <= len; i++ )
{
//take it
split ( temp_str,message,',',&point );
//fuck it
server[s_i].zone[z].sector[s].contra_amount[i] = atoi ( temp_str );
//draw this good if we are suposed to
space_redraw_good_number_if_required ( i,1 );
}
if ( update_space_good_buttons() )
draw_space_good_buttons();
}
void set_sector_good ( int s, int z, int g, int amount )
{
int s_i;
//set stuff
s_i = game.server_id;
//check for fucking around
if ( g < 0 ) return;
if ( g >= 10 ) return;
if ( s < 0 ) return;
if ( s >= SECTOR_MAX ) return;
if ( z < 0 ) return;
if ( z >= ZONE_MAX ) return;
if ( s_i < 0 ) return;
if ( s_i >= MAX_SERVER ) return;
//fuck it
server[s_i].zone[z].sector[s].good_amount[g] = amount;
//draw this good if we are suposed to
space_redraw_good_number_if_required ( g,1 );
if ( update_space_good_buttons() )
draw_space_good_buttons();
}
void set_sector_contra ( int s, int z, int g, int amount )
{
int s_i;
//set stuff
s_i = game.server_id;
//check for fucking around
if ( g < 0 ) return;
if ( g >= 10 ) return;
if ( s < 0 ) return;
if ( s >= SECTOR_MAX ) return;
if ( z < 0 ) return;
if ( z >= ZONE_MAX ) return;
if ( s_i < 0 ) return;
if ( s_i >= MAX_SERVER ) return;
//fuck it
server[s_i].zone[z].sector[s].contra_amount[g] = amount;
//draw this good if we are suposed to
space_redraw_good_number_if_required ( g,1 );
if ( update_space_good_buttons() )
draw_space_good_buttons();
}
void server_set_sat_info ( char *message )
{
int point = 0, do_repair = 0, i, p;
char temp_str[1025];
struct server_satellite_db old_sat;
if ( sat_editor.visible ) old_sat = planet_sat.sat;
//we set our own p here
split ( temp_str, message, ',', &point );
p = atoi ( temp_str );
if ( p<0 ) return;
if ( p>=PLANET_MAX ) return;
split ( temp_str, message, ',', &point );
planet_sat.sat.level = atoi ( temp_str );
split ( temp_str, message, ',', &point );
temp_str[20] = 0;
strcpy ( planet_sat.sat.guild_name, temp_str );
split ( temp_str, message, ',', &point );
planet_sat.sat.money = atoi ( temp_str );
split ( temp_str, message, ',', &point );
planet_sat.sat.money_collected = atoi ( temp_str );
for ( i=0;i<SAT_LEVEL_MAX * SAT_GUN_INC;i++ )
{
split ( temp_str, message, ',', &point );
planet_sat.sat.gun[i] = atoi ( temp_str );
split ( temp_str, message, ',', &point );
planet_sat.sat.gun_destroyed[i] = atoi ( temp_str );
//check
if ( planet_sat.sat.gun[i]<-1 ) planet_sat.sat.gun[i] = -1;
if ( planet_sat.sat.gun[i]>=GUN_MAX ) planet_sat.sat.gun[i] = -1;
}
for ( i=0;i<SAT_LEVEL_MAX * SAT_MISSILE_INC;i++ )
{
split ( temp_str, message, ',', &point );
planet_sat.sat.missile[i] = atoi ( temp_str );
split ( temp_str, message, ',', &point );
planet_sat.sat.missile_left[i] = atoi ( temp_str );
//check
if ( planet_sat.sat.missile[i]<-1 ) planet_sat.sat.missile[i] = -1;
if ( planet_sat.sat.missile[i]>=MISSILE_MAX ) planet_sat.sat.missile[i] = -1;
}
//hull
split ( temp_str, message, ',', &point );
planet_sat.sat.hull = atoi ( temp_str );
if ( sat_editor.visible ) //ok lets find the changes and display them properly
{
int redraw_hull, redraw_money, redraw_viewing, redraw_info;
redraw_hull = 0;
redraw_money = 0;
redraw_viewing = 0;
redraw_info = 0;
if ( planet_sat.sat.hull != old_sat.hull ) redraw_hull = 1;
if ( planet_sat.sat.money != old_sat.money ) redraw_money = 1;
if ( planet_sat.sat.money_collected != old_sat.money_collected ) redraw_info = 1;
if ( planet_sat.sat.level != old_sat.level ) {redraw_info = 1; redraw_viewing = 1;}
if ( sat_editor.viewing_guns )
for ( i=0;i<planet_sat.sat.level * SAT_GUN_INC;i++ )
if ( planet_sat.sat.gun[i] != old_sat.gun[i] || planet_sat.sat.gun_destroyed[i] != old_sat.gun_destroyed[i] )
{
redraw_viewing = 1;
break;
}
if ( sat_editor.viewing_missiles )
for ( i=0;i<planet_sat.sat.level * SAT_MISSILE_INC;i++ )
if ( planet_sat.sat.missile[i] != old_sat.missile[i] || planet_sat.sat.missile_left[i] != old_sat.missile_left[i] )
{
redraw_viewing = 1;
break;
}
if ( redraw_hull ) sat_draw_hull();
if ( redraw_money ) sat_draw_money_label();
if ( redraw_viewing ) {sat_draw_weapon_icons(); sat_draw_weapon_selected();}
if ( redraw_info ) {sat_draw_info_labels(); sat_draw_purchase_or_upgrade_button();}
if ( redraw_hull || redraw_money || redraw_viewing || redraw_info ) sdl_flip_mutex();
}
}
void server_set_sat_hull ( int amount )
{
planet_sat.sat.hull = amount;
if ( !sat_editor.visible ) return;
sat_draw_hull();
sdl_flip_mutex();
}
void server_set_sat_money ( int amount )
{
planet_sat.sat.money = amount;
if ( !sat_editor.visible ) return;
sat_draw_money_label();
sdl_flip_mutex();
}
void server_set_gun_destroyed ( int g )
{
int sh_sel;
//eee
sh_sel = game.ship_sel;
//check my balls...
if ( g<0 ) return;
if ( g>=16 ) return;
//set my balls....
game.ship[sh_sel].gun_destroyed[g] = 1;
//now for some drawing
space_draw_gun_destroyed ( g );
//shittt might want to know
space_set_hit_actual_max();
set_average_gun_speed(); //in case you plan on useing them guns
}
void server_clear_out_planet_trade_disasters()
{
int p, g, is_low, i, s;
//setters
s = game.server_id;
for ( p=0;p<PLANET_MAX;p++ )
if ( server[s].planet[p].name[0] && !server[s].planet[p].is_gate )
server[s].planet[p].trade_disaster_max = 0;
}
void server_add_planet_trade_disaster ( int p, int g, int is_low, int i )
{
int d, s;
//setters
s = game.server_id;
//checks
if ( p<0 ) return;
if ( g<0 ) return;
if ( is_low<0 ) return;
if ( i<0 ) return;
if ( p>=PLANET_MAX ) return;
if ( g>=10 ) return;
if ( is_low>=2 ) return;
if ( i>=MAX_TRADE_DISASTER ) return;
d = server[s].planet[p].trade_disaster_max;
if ( d >= PLANET_TRADE_DISASTER_MAX ); //already got the max set?
server[s].planet[p].trade_disaster[d].g = g;
server[s].planet[p].trade_disaster[d].is_low = is_low;
server[s].planet[p].trade_disaster[d].i = i;
server[s].planet[p].trade_disaster_max++; //set higher
}
void set_sun_damages ( struct server_zone_db *the_zone )
{
int z, s, s2;
//first clear the damages
for ( z=0;z<ZONE_MAX;z++ )
for ( s=0;s<SECTOR_MAX;s++ )
the_zone[z].sector[s].sun_damage = 0;
//now set the damages
for ( z=0;z<ZONE_MAX;z++ )
for ( s=0;s<SECTOR_MAX;s++ )
if ( the_zone[z].sector[s].x && the_zone[z].sector[s].is_sun )
for ( s2=0;s2<SECTOR_MAX;s2++ )
{
int dist;
//checks
if ( !the_zone[z].sector[s2].x ) continue;
//oooO
dist = distance ( the_zone[z].sector[s].x,the_zone[z].sector[s].y,the_zone[z].sector[s2].x,the_zone[z].sector[s2].y );
if ( dist > SUN_RADIUS ) continue;
the_zone[z].sector[s2].sun_damage += SUN_DAMAGE * ( SUN_RADIUS - dist ) / SUN_RADIUS;
}
}
void set_victom_shield_level ( int shield_level )
{
int u;
//set
u = space.engaging;
//check
if ( u<0 ) return;
//pissing around?
if ( shield_level<0 ) shield_level = 0;
if ( shield_level>4 ) shield_level = 4;
//set
space.user[u].shield_level = shield_level;
space.user[u].refresh_shield = 1;
}
void set_victom_jump_status ( int jump_status )
{
int u;
//set
u = space.engaging;
//check
if ( u<0 ) return;
space.user[u].jump_status = jump_status;
}
void dock_jump_bar()
{
double the_time;
//do the dock
space.jump_time_start += JUMP_DOCK_TIME;
the_time = current_time();
//do a check
if ( space.jump_time_start > the_time )
space.jump_time_start = the_time;
//clean up
space.clear_jump_bar = 1;
}
void server_send_ask_goodprices ( char *planet_name )
{
char rtn_str[2000];
sprintf ( rtn_str,"19,%s", planet_name );
send_con_server ( rtn_str );
}
void server_ping_request()
{
char send_str[20] = "20,";
send_con_server ( send_str );
}
void server_set_sector_has_player(int z, int s, int has_player)
{
int s_id;
s_id = game.server_id;
if ( s < 0 ) return;
if ( s >= SECTOR_MAX ) return;
if ( z < 0 ) return;
if ( z >= ZONE_MAX ) return;
if ( s_id < 0 ) return;
if ( s_id >= MAX_SERVER ) return;
server[s_id].zone[z].sector[s].has_player = has_player;
//should fix a bug
//SDL_LockMutex ( space_mutex );
if(map.visible && z == game.zone)
{
map_redraw();
sdl_flip_mutex();
}
//SDL_UnlockMutex ( space_mutex );
}
void server_set_sector_has_guild_member(int z, int s, int has_guild_member)
{
int s_id;
s_id = game.server_id;
if ( s < 0 ) return;
if ( s >= SECTOR_MAX ) return;
if ( z < 0 ) return;
if ( z >= ZONE_MAX ) return;
if ( s_id < 0 ) return;
if ( s_id >= MAX_SERVER ) return;
server[s_id].zone[z].sector[s].has_guild_member = has_guild_member;
//should fix a bug
//SDL_LockMutex ( space_mutex );
if(map.visible && z == game.zone)
{
map_redraw();
sdl_flip_mutex();
}
//SDL_UnlockMutex ( space_mutex );
}
void server_clear_has_guild_member_sectors()
{
int s_id;
int z,s;
s_id = game.server_id;
if ( s_id < 0 ) return;
if ( s_id >= MAX_SERVER ) return;
for ( z=0;z<ZONE_MAX;z++ )
for ( s=0;s<SECTOR_MAX;s++ )
server[s_id].zone[z].sector[s].has_guild_member = 0;
//SDL_LockMutex ( space_mutex );
if(map.visible && z == game.zone)
{
map_redraw();
sdl_flip_mutex();
}
//SDL_UnlockMutex ( space_mutex );
}