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**********************************************************
** Big Maps Projects code (incl. Multiplayer v1.5 ** ********************************************************** - Merged Big Maps Project code from BMP+MP trunk (Revision: 3340) o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP - Before THIS merge, I made a branch of the existing 1.13 source o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src - Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago - I will add VS 2010 projects and solution file in the next few days git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+51
-5
@@ -5,6 +5,8 @@
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#include "Merc Hiring.h"
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#include "event pump.h"
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extern bool isOwnTeamWipedOut;
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extern bool is_connected;
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extern bool is_connecting;
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extern bool is_client;
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@@ -52,7 +54,7 @@ extern STRING512 gCurrentTransferFilename;
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extern INT32 gCurrentTransferBytes;
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extern INT32 gTotalTransferBytes;
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extern UINT16 crate_usMapPos;
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extern UINT32 crate_usMapPos;
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//extern int INTERRUPTS;
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@@ -90,13 +92,14 @@ void client_disconnect (void);
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void DialogRemoved( UINT8 ubResult );
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void manual_overide(void);
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void send_path ( SOLDIERTYPE *pSoldier, UINT16 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestartAnim );
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void send_path ( SOLDIERTYPE *pSoldier, INT32 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestartAnim );
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void send_stance ( SOLDIERTYPE *pSoldier, UINT8 ubDesiredStance );
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void send_dir ( SOLDIERTYPE *pSoldier, UINT16 usDesiredDirection );
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void send_fire( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo );
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void send_fire( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo );
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void send_hit( EV_S_WEAPONHIT *SWeaponHit );
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void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver);
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void send_dismiss( UINT8 ubCurrentSoldier);
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void send_gui_pos(SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos);
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void send_gui_dir(SOLDIERTYPE *pSoldier, UINT16 usNewDirection);
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@@ -109,6 +112,17 @@ void send_stop (EV_S_STOP_MERC *SStopMerc);
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void send_interrupt(SOLDIERTYPE *pSoldier);
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// OJW - 20091002 - explosives
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void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, UINT8 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID , bool bIsThrownGrenade);
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void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, UINT8 ubOwnerID, INT32 iRealObjectID, bool bIsDud);
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void send_plant_explosive (UINT8 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldIndex);
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void send_detonate_explosive (UINT32 uiWorldIndex, UINT8 ubID);
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void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID );
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void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, INT32 iSmokeEffectID);
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void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID , INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner );
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void send_explosivedamage( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent );
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void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldIndex, UINT8 ubID);
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void OpenChatMsgBox(void);
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void reapplySETTINGS();
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@@ -122,7 +136,7 @@ extern char client_names[4][30];
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// changes to the codebase without talking to the other devs
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extern int client_ready[4];
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extern int client_teams[4];
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extern int client_edges[4];
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extern int client_edges[5];
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extern int client_downloading[4];
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extern int client_progress[4];
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@@ -171,4 +185,36 @@ extern BOOLEAN fClientReceivedAllFiles;
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// OJW - 20090507
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// Add basic version checking, will only work from now on
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// note: this cannot be longer than char[30]
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#define MPVERSION "1.13MP-v1.2"
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#define MPVERSION "1.13MP-v1.5"
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// OJW - 2009128 - inline funcs for working with soldiers and teams
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// sick of confusing myself :)
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// this one should be called before passing an ID off the client
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inline UINT8 MPEncodeSoldierID( UINT8 ubID )
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{
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if ( ubID < 20 )
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return ubID + ubID_prefix; // soldier is ours
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else
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return ubID; // soldier is another teams, dont touch its ID
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}
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// this one can be called anywhere, even if the ID was not "encoded"
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inline UINT8 MPDecodeSoldierID( UINT8 ubID )
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{
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if ( ubID >= ubID_prefix && ubID < (ubID_prefix + 7) )
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return ubID - ubID_prefix; // soldier is ours
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else
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return ubID; // soldier is another teams, dont touch its ID
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}
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inline bool IsOurSoldier (SOLDIERTYPE* pSoldier)
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{
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return pSoldier->bTeam == netbTeam || pSoldier->bTeam == 0;
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}
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inline bool IsOurSoldier (UINT8 ubID)
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{
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return (ubID >= ubID_prefix && ubID < (ubID_prefix + 7)) || ubID < 20;
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}
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