Documentation ¶
Index ¶
- Constants
- Variables
- func Decode_uint32_t(b uint8, v uint32, n uint) (bool, uint32)
- func NETreadS32(r io.Reader) (ret int32, err error)
- func NETreadU16(r io.Reader) (ret uint16, err error)
- func NETreadU32(r io.Reader) (ret uint32, err error)
- func NETreadU8(r io.Reader) (ret uint8, err error)
- func NETstring(r io.Reader) (ret string, err error)
- func ReadByte(f io.Reader) (byte, bool, error)
- func ReadBytes(f io.Reader, n int) ([]byte, error)
- func ReadUBE32(f io.Reader) (ret uint32, err error)
- type DORDER
- type DroidOrderSybType
- type GIFT_TYPE
Constants ¶
View Source
const ( // Net-related messages. NET_MIN_TYPE byte = iota + 33 ///< Minimum-1 valid NET_ type, *MUST* be first. NET_PING ///< ping players. NET_PLAYER_STATS ///< player stats NET_TEXTMSG ///< A simple text message between machines. NET_PLAYERRESPONDING ///< computer that sent this is now playing warzone! NET_OPTIONS ///< welcome a player to a game. NET_KICK ///< kick a player . NET_FIREUP ///< campaign game has started, we can go too.. Shortcut message, not to be used in dmatch. NET_COLOURREQUEST ///< player requests a colour change. NET_FACTIONREQUEST ///< player requests a colour change. NET_AITEXTMSG ///< chat between AIs NET_BEACONMSG ///< place beacon NET_TEAMREQUEST ///< request team membership NET_JOIN ///< join a game NET_ACCEPTED ///< accepted into game NET_PLAYER_INFO ///< basic player info NET_PLAYER_JOINED ///< notice about player joining NET_PLAYER_LEAVING ///< A player is leaving, (nicely) NET_PLAYER_DROPPED ///< notice about player dropped / disconnected NET_GAME_FLAGS ///< game flags NET_READY_REQUEST ///< player ready to start an mp game NET_REJECTED ///< nope, you can't join NET_POSITIONREQUEST ///< position in GUI player list NET_DATA_CHECK ///< Data integrity check NET_HOST_DROPPED ///< Host has dropped NET_SEND_TO_PLAYER ///< Non-host clients aren't directly connected to each other, so they talk via the host using these messages. NET_SHARE_GAME_QUEUE ///< Message contains a game message, which should be inserted into a queue. NET_FILE_REQUESTED ///< Player has requested a file (map/mod/?) NET_FILE_CANCELLED ///< Player cancelled a file request NET_FILE_PAYLOAD ///< sending file to the player that needs it NET_DEBUG_SYNC ///< Synch error messages, so people don't have to use pastebin. NET_VOTE ///< player vote NET_VOTE_REQUEST ///< Setup a vote popup NET_SPECTEXTMSG ///< chat between spectators NET_PLAYERNAME_CHANGEREQUEST ///< non-host human player is changing their name. NET_PLAYER_SLOTTYPE_REQUEST ///< non-host human player is requesting a slot type change, or a host is asking a spectator if they want to play NET_PLAYER_SWAP_INDEX ///< a host-only message to move a player to another index NET_PLAYER_SWAP_INDEX_ACK ///< an acknowledgement message from a player whose index is being swapped NET_DATA_CHECK2 ///< Data2 integrity check NET_MAX_TYPE ///< Maximum+1 valid NET_ type, *MUST* be last. )
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const ( // Game-state-related messages, must be processed by all clients at the same game time. GAME_MIN_TYPE byte = iota + 111 ///< Minimum-1 valid GAME_ type, *MUST* be first. GAME_DROIDINFO ///< update a droid order. GAME_STRUCTUREINFO ///< Structure state. GAME_RESEARCHSTATUS ///< research state. GAME_TEMPLATE ///< a new template GAME_TEMPLATEDEST ///< remove template GAME_ALLIANCE ///< alliance data. GAME_GIFT ///< a luvly gift between players. GAME_LASSAT ///< lassat firing. GAME_GAME_TIME ///< Game time. Used for synchronising, so that all messages are executed at the same gameTime on all clients. GAME_PLAYER_LEFT ///< Player has left or dropped. GAME_DROIDDISEMBARK ///< droid disembarked from a Transporter GAME_SYNC_REQUEST ///< Game event generated from scripts that is meant to be synced // The following messages are used for debug mode. GAME_DEBUG_MODE ///< Request enable/disable debug mode. GAME_DEBUG_ADD_DROID ///< Add droid. GAME_DEBUG_ADD_STRUCTURE ///< Add structure. GAME_DEBUG_ADD_FEATURE ///< Add feature. GAME_DEBUG_REMOVE_DROID ///< Remove droid. GAME_DEBUG_REMOVE_STRUCTURE ///< Remove structure. GAME_DEBUG_REMOVE_FEATURE ///< Remove feature. GAME_DEBUG_FINISH_RESEARCH ///< Research has been completed. // End of debug messages. GAME_MAX_TYPE ///< Maximum+1 valid GAME_ type, *MUST* be last. // The following messages are used for playing back replays. REPLAY_ENDED ///< A special message for signifying the end of the replay REPLAY_ENDED_2 = 255 )
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const ( STAT_BODY = uint32(0x010000) STAT_BRAIN = uint32(0x020000) STAT_PROPULSION = uint32(0x040000) STAT_SENSOR = uint32(0x050000) STAT_ECM = uint32(0x060000) STAT_REPAIR = uint32(0x080000) STAT_WEAPON = uint32(0x0a0000) STAT_RESEARCH = uint32(0x0b0000) STAT_TEMPLATE = uint32(0x0c0000) STAT_STRUCTURE = uint32(0x0d0000) STAT_FUNCTION = uint32(0x0e0000) STAT_CONSTRUCT = uint32(0x0f0000) STAT_FEATURE = uint32(0x100000) STAT_MASK = uint32(0xffff0000) )
View Source
const ( STRUCTUREINFO_MANUFACTURE = iota STRUCTUREINFO_CANCELPRODUCTION STRUCTUREINFO_HOLDPRODUCTION STRUCTUREINFO_RELEASEPRODUCTION STRUCTUREINFO_HOLDRESEARCH STRUCTUREINFO_RELEASERESEARCH )
Variables ¶
View Source
var NetMessageType = map[byte]string{ NET_MIN_TYPE: "NET_MIN_TYPE", NET_PING: "NET_PING", NET_PLAYER_STATS: "NET_PLAYER_STATS", NET_TEXTMSG: "NET_TEXTMSG", NET_PLAYERRESPONDING: "NET_PLAYERRESPONDING", NET_OPTIONS: "NET_OPTIONS", NET_KICK: "NET_KICK", NET_FIREUP: "NET_FIREUP", NET_COLOURREQUEST: "NET_COLOURREQUEST", NET_FACTIONREQUEST: "NET_FACTIONREQUEST", NET_AITEXTMSG: "NET_AITEXTMSG", NET_BEACONMSG: "NET_BEACONMSG", NET_TEAMREQUEST: "NET_TEAMREQUEST", NET_JOIN: "NET_JOIN", NET_ACCEPTED: "NET_ACCEPTED", NET_PLAYER_INFO: "NET_PLAYER_INFO", NET_PLAYER_JOINED: "NET_PLAYER_JOINED", NET_PLAYER_LEAVING: "NET_PLAYER_LEAVING", NET_PLAYER_DROPPED: "NET_PLAYER_DROPPED", NET_GAME_FLAGS: "NET_GAME_FLAGS", NET_READY_REQUEST: "NET_READY_REQUEST", NET_REJECTED: "NET_REJECTED", NET_POSITIONREQUEST: "NET_POSITIONREQUEST", NET_DATA_CHECK: "NET_DATA_CHECK", NET_HOST_DROPPED: "NET_HOST_DROPPED", NET_SEND_TO_PLAYER: "NET_SEND_TO_PLAYER", NET_SHARE_GAME_QUEUE: "NET_SHARE_GAME_QUEUE", NET_FILE_REQUESTED: "NET_FILE_REQUESTED", NET_FILE_CANCELLED: "NET_FILE_CANCELLED", NET_FILE_PAYLOAD: "NET_FILE_PAYLOAD", NET_DEBUG_SYNC: "NET_DEBUG_SYNC", NET_VOTE: "NET_VOTE", NET_VOTE_REQUEST: "NET_VOTE_REQUEST", NET_SPECTEXTMSG: "NET_SPECTEXTMSG", NET_PLAYERNAME_CHANGEREQUEST: "NET_PLAYERNAME_CHANGEREQUEST", NET_PLAYER_SLOTTYPE_REQUEST: "NET_PLAYER_SLOTTYPE_REQUEST", NET_PLAYER_SWAP_INDEX: "NET_PLAYER_SWAP_INDEX", NET_PLAYER_SWAP_INDEX_ACK: "NET_PLAYER_SWAP_INDEX_ACK", NET_DATA_CHECK2: "NET_DATA_CHECK2", NET_MAX_TYPE: "NET_MAX_TYPE", GAME_MIN_TYPE: "GAME_MIN_TYPE", GAME_DROIDINFO: "GAME_DROIDINFO", GAME_STRUCTUREINFO: "GAME_STRUCTUREINFO", GAME_RESEARCHSTATUS: "GAME_RESEARCHSTATUS", GAME_TEMPLATE: "GAME_TEMPLATE", GAME_TEMPLATEDEST: "GAME_TEMPLATEDEST", GAME_ALLIANCE: "GAME_ALLIANCE", GAME_GIFT: "GAME_GIFT", GAME_LASSAT: "GAME_LASSAT", GAME_GAME_TIME: "GAME_GAME_TIME", GAME_PLAYER_LEFT: "GAME_PLAYER_LEFT", GAME_DROIDDISEMBARK: "GAME_DROIDDISEMBARK", GAME_SYNC_REQUEST: "GAME_SYNC_REQUEST", GAME_DEBUG_MODE: "GAME_DEBUG_MODE", GAME_DEBUG_ADD_DROID: "GAME_DEBUG_ADD_DROID", GAME_DEBUG_ADD_STRUCTURE: "GAME_DEBUG_ADD_STRUCTURE", GAME_DEBUG_ADD_FEATURE: "GAME_DEBUG_ADD_FEATURE", GAME_DEBUG_REMOVE_DROID: "GAME_DEBUG_REMOVE_DROID", GAME_DEBUG_REMOVE_STRUCTURE: "GAME_DEBUG_REMOVE_STRUCTURE", GAME_DEBUG_REMOVE_FEATURE: "GAME_DEBUG_REMOVE_FEATURE", GAME_DEBUG_FINISH_RESEARCH: "GAME_DEBUG_FINISH_RESEARCH", GAME_MAX_TYPE: "GAME_MAX_TYPE", REPLAY_ENDED: "REPLAY_ENDED", }
Functions ¶
Types ¶
type DORDER ¶
type DORDER uint32
const ( DORDER_NONE DORDER = iota /**< no order set. */ DORDER_STOP /**< stop the current order. */ DORDER_MOVE /**< 2 - move to a location. */ DORDER_ATTACK /**< attack an enemy. */ DORDER_BUILD /**< 4 - build a structure. */ DORDER_HELPBUILD /**< help to build a structure. */ DORDER_LINEBUILD /**< 6 - build a number of structures in a row (walls + bridges). */ DORDER_DEMOLISH /**< demolish a structure. */ DORDER_REPAIR /**< 8 - repair a structure. */ DORDER_OBSERVE /**< keep a target in sensor view. */ DORDER_FIRESUPPORT /**< 10 - attack whatever the linked sensor droid attacks. */ DORDER_UNUSED_4 /**< unused */ DORDER_UNUSED_2 /**< unused */ DORDER_RTB /**< return to base. */ DORDER_RTR /**< 14 - return to repair at any repair facility*/ DORDER_UNUSED_5 /**< unused */ DORDER_EMBARK /**< 16 - board a transporter. */ DORDER_DISEMBARK /**< get off a transporter. */ DORDER_ATTACKTARGET /**< 18 - a suggestion to attack something i.e. the target was chosen because the droid could see it. */ DORDER_COMMANDERSUPPORT /**< Assigns droid to the target commander. */ DORDER_BUILDMODULE /**< 20 - build a module (power, research or factory). */ DORDER_RECYCLE /**< return to factory to be recycled. */ DORDER_TRANSPORTOUT /**< 22 - offworld transporter order. */ DORDER_TRANSPORTIN /**< onworld transporter order. */ DORDER_TRANSPORTRETURN /**< 24 - transporter return after unloading. */ DORDER_GUARD /**< guard a structure. */ DORDER_DROIDREPAIR /**< 26 - repair a droid. */ DORDER_RESTORE /**< restore resistance points for a structure. */ DORDER_SCOUT /**< 28 - same as move, but stop if an enemy is seen. */ DORDER_UNUSED_3 /**< unused */ DORDER_UNUSED /**< unused */ DORDER_PATROL /**< move between two way points. */ DORDER_REARM /**< 32 - order a vtol to rearming pad. */ DORDER_RECOVER /**< pick up an artifact. */ DORDER_UNUSED_6 /**< unused */ DORDER_RTR_SPECIFIED /**< return to repair at a specified repair center. */ DORDER_CIRCLE DORDER = 40 /**< circles target location and engage. */ DORDER_HOLD /**< hold position until given next order. */ )
type DroidOrderSybType ¶
type DroidOrderSybType uint32
const ( DroidOrderSybTypeObj DroidOrderSybType = iota DroidOrderSybTypeLoc DroidOrderSybTypeSec )
func (DroidOrderSybType) String ¶
func (i DroidOrderSybType) String() string
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