- MP Bugfix: Fixed the nasty interrupt bug (endless clock), when playing in COOP and the pure client got interrupted by the enemy AI (by haydent)

o As a workaround the server had to press ALT + E to give the turn back to the client. Now this workaround should not be needed (hopefully ) :)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5623 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-10-11 18:20:21 +00:00
parent e762c6b0f4
commit 02085a8422
11 changed files with 55 additions and 52 deletions
+29 -26
View File
@@ -1941,10 +1941,18 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
if(INT->bTeam==netbTeam)//for us
if(INT->bTeam == netbTeam || (is_server && INT->bTeam == 1))//its for us or we are server and its for AI which we control
{
INT->bTeam=0;
INT->ubID=INT->ubID - ubID_prefix;
if(INT->bTeam == netbTeam){//for me
INT->bTeam=0;
INT->ubID=INT->ubID - ubID_prefix;
AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
}else{//for ai
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"starting ai" );
AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
}
for(int i=0; i <= INT->gubOutOfTurnPersons; i++)//this loop translates soldier id's from what they are in someone else's game to what they are locally
{
@@ -1957,14 +1965,24 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt of %s awarded to %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );
//AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Recieved interrupt between %s and %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );
//start interrupt turn //real interrupt code
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
// WANNE - MP: This seems to cause the HANG on AI interrupt where we have to press ALT + E on the server!
if( INT->bTeam != 0)//not for our team - hayden
else//its not for us, make faux interrupt look while it happens
{
//this following section starts the interrupt, either with faux interrupt look, or real interrupt code, or nothing if already there
//if( INT->bTeam != 0)//not for our team - hayden
//{
//stop moving merc who was interrupted and init UI bar
SOLDIERTYPE* pMerc = MercPtrs[ INT->ubID ];
@@ -1977,29 +1995,14 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
//this needed to add details of who's interrupt it is - hayden
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt with %s awarded to %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );//was MPClientMessage[17], can be reconnected if text updated and translated
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Recieved interrupt with %s and %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );//was MPClientMessage[17], can be reconnected if text updated and translated
}
else
{
//it for us ! :)
if(INT->gubOutOfTurnPersons==0)//indicates finished interrupt maybe can just call end interrupt
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"old int finish" );
}
else //start our interrupt turn
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt of %s awarded to you.", TeamNameStrings[pOpponent->bTeam] );//was MPClientMessage[37], can be reconnected if text updated and translated
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
}
}
void intAI (SOLDIERTYPE *pSoldier )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"intAI with %s", TeamNameStrings[pSoldier->bTeam] );//was MPClientMessage[17], can be reconnected if text updated and translated
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"intAI with %s", TeamNameStrings[pSoldier->bTeam] );//was MPClientMessage[17], can be reconnected if text updated and translated
AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ pSoldier->bTeam ] );
gTacticalStatus.fInterruptOccurred = TRUE;
}
@@ -4606,7 +4609,7 @@ void teamwiped ( void )
void recieve_wipe (RPCParameters *rpcParameters)
{
sc_struct* data = (sc_struct*)rpcParameters->input;
ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, MPClientMessage[75], data->ubStartingTeam );
ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, MPClientMessage[75], TeamNameStrings[data->ubStartingTeam] );
if(is_server)
{
if(gTacticalStatus.ubCurrentTeam==data->ubStartingTeam)EndTurn( data->ubStartingTeam+1 );
+17 -17
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@@ -1162,15 +1162,16 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
#ifdef BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"unchecked interrupt call area:(resume interrupted interrupt)...");
#endif
if ((nbTeam > 0) && (nbTeam <6 ) && is_server) // AI interrupt resume and im server
// INTERRUPT is calculated on the server who controls AI
if (0)//(nbTeam > 0) && (nbTeam <6 ) && is_server) //the AI had interrupted someone //experiment with 0 as with doneaddindtointlist func
{
send_interrupt( npSoldier );
StartInterrupt();
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt with %s and AI", TeamNameStrings[npSoldier->bTeam]);//tried to use pSoldier, but its not available. find another way to get correct team
}
else if(is_server && gTacticalStatus.ubCurrentTeam == 1)// resume AI interrupted and im server
// INTERRUPT is calculated on the server who controls AI
else if(is_server && gTacticalStatus.ubCurrentTeam == 1)//its AI's turn (it got interrupted)
{
//hayden
send_interrupt( npSoldier );
@@ -1183,7 +1184,7 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt of AI by %s", TeamNameStrings[npSoldier->bTeam]);
}
else// pure client awarding interrupt resume //suspect it needs to be: else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn (we are moving)
else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn//else// pure client awarding interrupt resume //its our turn
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt with %s", TeamNameStrings[npSoldier->bTeam]);//this can be simplified if above comment is implemented
@@ -2259,10 +2260,10 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
//npSoldier is interruptor
//hayden
// INTERRUPT is calculated on the server
if ((nbTeam > 0) && (nbTeam <6 ) && is_server) //is for AI and are server
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s is interrupt by AI", TeamNameStrings[pSoldier->bTeam]);
// INTERRUPT is calculated on the server who controls AI
if (0)//((nbTeam > 0) && (nbTeam <6 ) && is_server) //the AI has interrupted someone//made this 0 as interrupt should only be calculated by person whos turn it is
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt calculated between %s and AI", TeamNameStrings[pSoldier->bTeam]);
// Only display the top message if we (the server) got interrupted
if (pSoldier->bTeam == 0)
@@ -2272,8 +2273,8 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
StartInterrupt();
}
// INTERRUPT is calculated on the server
else if(is_server && gTacticalStatus.ubCurrentTeam == 1)// against ai and are server
// INTERRUPT is calculated on the server who controls AI
else if(is_server && gTacticalStatus.ubCurrentTeam == 1)//the AI has been interrupted
{
//hayden
send_interrupt( npSoldier ); //
@@ -2282,16 +2283,15 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
else
StartInterrupt();//
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"AI is interrupted by %s", TeamNameStrings[npSoldier->bTeam]);
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt calculated with AI and %s", TeamNameStrings[npSoldier->bTeam]);
}
// INTERRUPT is calculated on the pure client
else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn (we are moving)
{
ScreenMsg( FONT_MCOLOR_LTRED, MSG_INTERFACE, MPClientMessage[79]);
// INTERRUPT is calculated on the pure client or server
else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn
{
//ScreenMsg( FONT_MCOLOR_LTRED, MSG_INTERFACE, MPClientMessage[79]);
send_interrupt( npSoldier );
SOLDIERTYPE* pMerc = MercPtrs[ gusSelectedSoldier ];
//AdjustNoAPToFinishMove( pMerc, TRUE );
pMerc->HaultSoldierFromSighting(TRUE);
@@ -2302,7 +2302,7 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ nbTeam ] );
gTacticalStatus.fInterruptOccurred = TRUE;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"You have interrupted %s", TeamNameStrings[npSoldier->bTeam]);
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt calculated against You by %s", TeamNameStrings[npSoldier->bTeam]);
}
else
{
+1 -1
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@@ -6407,7 +6407,7 @@ STR16 MPClientMessage[] =
L"Spectator mode disabled",
L"Choose client to kick from game. #1: <Cancel>, #2: %S, #3: %S, #4: %S",
// 75
L"Team #%d is wiped out.",
L"Team %s is wiped out.",
L"Client failed to start. Terminating.",
L"Client disconnected and shutdown.",
L"Client is not running.",
+1 -1
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@@ -6410,7 +6410,7 @@ STR16 MPClientMessage[] =
L"Spectator mode disabled",
L"Choose client to kick from game. #1: <Cancel>, #2: %S, #3: %S, #4: %S",
// 75
L"Team #%d is wiped out.",
L"Team %s is wiped out.",
L"Client failed to start. Terminating.",
L"Client disconnected and shutdown.",
L"Client is not running.",
+1 -1
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@@ -6404,7 +6404,7 @@ STR16 MPClientMessage[] =
L"Spectator mode disabled",
L"Choose client to kick from game. #1: <Cancel>, #2: %S, #3: %S, #4: %S",
// 75
L"Team #%d is wiped out.",
L"Team %s is wiped out.",
L"Client failed to start. Terminating.",
L"Client disconnected and shutdown.",
L"Client is not running.",
+1 -1
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@@ -6390,7 +6390,7 @@ STR16 MPClientMessage[] =
L"Mode spectateur désactivé",
L"Choisir le numéro du client a kické :",
// 75
L"La team #%d a été anéantie.",
L"La team %s a été anéantie.",
L"Le client n'as pas réussi à démarrer. Terminé.",
L"Le client s'est déconnecté et s'est fermé.",
L"Le client n'est pas démarré.",
+1 -1
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@@ -6229,7 +6229,7 @@ STR16 MPClientMessage[] =
L"Überwachungsmodus wurde ausgeschaltet",
L"Wählen Sie den Client, der gekickt werden soll. #1: <Abbruch>, #2: %S, #3: %S, #4: %S",
// 75
L"Team #%d wurde vernichtet",
L"Team %s wurde vernichtet",
L"Client konnte nicht gestartet werden. Beendigung.",
L"Client Verbindung aufgelöst und heruntergefahren.",
L"Client läuft nicht.",
+1 -1
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@@ -6398,7 +6398,7 @@ STR16 MPClientMessage[] =
L"Spectator mode disabled",
L"Choose client to kick from game. #1: <Cancel>, #2: %S, #3: %S, #4: %S",
// 75
L"Team #%d is wiped out.",
L"Team %s is wiped out.",
L"Client failed to start. Terminating.",
L"Client disconnected and shutdown.",
L"Client is not running.",
+1 -1
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@@ -6407,7 +6407,7 @@ STR16 MPClientMessage[] =
L"Spectator mode disabled",
L"Choose client to kick from game. #1: <Cancel>, #2: %S, #3: %S, #4: %S",
// 75
L"Team #%d is wiped out.",
L"Team %s is wiped out.",
L"Client failed to start. Terminating.",
L"Client disconnected and shutdown.",
L"Client is not running.",
+1 -1
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@@ -6381,7 +6381,7 @@ STR16 MPClientMessage[] =
L"Spectator mode disabled",
L"Укажите номер клиента, который нужно кикнуть. №1: <Отменить>, №2: %S, №3: %S, №4: %S",
// 75
L"Команда #%d уничтожена.",
L"Команда %s уничтожена.",
L"Ошибка при запуске клиента. Завершение операции.",
L"Клиент отсоединился и закрыт.",
L"Клиент не запущен.",
+1 -1
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@@ -6414,7 +6414,7 @@ STR16 MPClientMessage[] =
L"Spectator mode disabled",
L"Choose client to kick from game. #1: <Cancel>, #2: %S, #3: %S, #4: %S",
// 75
L"Team #%d is wiped out.",
L"Team %s is wiped out.",
L"Client failed to start. Terminating.",
L"Client disconnected and shutdown.",
L"Client is not running.",