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- 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
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+29
-26
@@ -1941,10 +1941,18 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
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INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
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SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
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if(INT->bTeam==netbTeam)//for us
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if(INT->bTeam == netbTeam || (is_server && INT->bTeam == 1))//its for us or we are server and its for AI which we control
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{
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INT->bTeam=0;
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INT->ubID=INT->ubID - ubID_prefix;
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if(INT->bTeam == netbTeam){//for me
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INT->bTeam=0;
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INT->ubID=INT->ubID - ubID_prefix;
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AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
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}else{//for ai
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"starting ai" );
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AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
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}
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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
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{
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@@ -1957,14 +1965,24 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
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gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
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AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt of %s awarded to %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );
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//AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Recieved interrupt between %s and %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );
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//start interrupt turn //real interrupt code
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SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
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ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
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StartInterrupt();
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}
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// WANNE - MP: This seems to cause the HANG on AI interrupt where we have to press ALT + E on the server!
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if( INT->bTeam != 0)//not for our team - hayden
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else//its not for us, make faux interrupt look while it happens
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{
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//this following section starts the interrupt, either with faux interrupt look, or real interrupt code, or nothing if already there
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//if( INT->bTeam != 0)//not for our team - hayden
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//{
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//stop moving merc who was interrupted and init UI bar
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SOLDIERTYPE* pMerc = MercPtrs[ INT->ubID ];
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@@ -1977,29 +1995,14 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
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AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
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//this needed to add details of who's interrupt it is - hayden
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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
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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
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}
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else
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{
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//it for us ! :)
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if(INT->gubOutOfTurnPersons==0)//indicates finished interrupt maybe can just call end interrupt
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{
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"old int finish" );
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}
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else //start our interrupt turn
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{
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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
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SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
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ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
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StartInterrupt();
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}
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}
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}
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void intAI (SOLDIERTYPE *pSoldier )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"intAI with %s", TeamNameStrings[pSoldier->bTeam] );//was MPClientMessage[17], can be reconnected if text updated and translated
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"intAI with %s", TeamNameStrings[pSoldier->bTeam] );//was MPClientMessage[17], can be reconnected if text updated and translated
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AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ pSoldier->bTeam ] );
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gTacticalStatus.fInterruptOccurred = TRUE;
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}
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@@ -4606,7 +4609,7 @@ void teamwiped ( void )
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void recieve_wipe (RPCParameters *rpcParameters)
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{
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sc_struct* data = (sc_struct*)rpcParameters->input;
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ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, MPClientMessage[75], data->ubStartingTeam );
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ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, MPClientMessage[75], TeamNameStrings[data->ubStartingTeam] );
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if(is_server)
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{
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if(gTacticalStatus.ubCurrentTeam==data->ubStartingTeam)EndTurn( data->ubStartingTeam+1 );
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