**********************************************************

** 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:
Wanne
2010-02-28 18:38:52 +00:00
parent a98c44ac78
commit 14750c6903
461 changed files with 23615 additions and 120157 deletions
+29 -7
View File
@@ -42,9 +42,9 @@
BOOLEAN gfSetPerceivedDoorState = FALSE;
BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE * pStructure, BOOLEAN fNoAnimations );
BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE * pStructure, BOOLEAN fNoAnimations );
void HandleDoorChangeFromGridNo( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fNoAnimations )
void HandleDoorChangeFromGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fNoAnimations )
{
STRUCTURE * pStructure;
DOOR_STATUS * pDoorStatus;
@@ -452,7 +452,7 @@ void ProcessImplicationsOfPCMessingWithDoor( SOLDIERTYPE * pSoldier )
BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *pStructure )
BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *pStructure )
{
BOOLEAN fHandleDoor = FALSE;
INT16 sAPCost = 0, sBPCost = 0;
@@ -944,8 +944,30 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
{
if ( fDoor )
{
HandleDoorChangeFromGridNo( pSoldier, sGridNo, FALSE );
if(is_client)send_door( pSoldier, sGridNo, FALSE );
if (is_networked)
{
// If we are the server, always handle the doors
if (is_server)
HandleDoorChangeFromGridNo( pSoldier, sGridNo, FALSE );
// if we are the pure client, only handle doors for MERC (and not for enemies)!!
// The reason for this is, because the method "receive_door" (client.cpp) handles the "HandleDoorChangeFromGridNo()"
else
{
if (pSoldier->ubID <= 19)
HandleDoorChangeFromGridNo( pSoldier, sGridNo, FALSE );
}
// WANNE - MP: The "receive_door" method only gets called for the pure clients and not for the server!
// WANNE - MP: General Info!
// If pure client calls "send_door" also the method "receive_door" (client.cpp) gets called
// If server calls "send_door", the method "receive_door" on the server doest not get called.
if(is_client)
send_door( pSoldier, sGridNo, FALSE );
}
else
{
HandleDoorChangeFromGridNo( pSoldier, sGridNo, FALSE );
}
}
else
{
@@ -963,7 +985,7 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *p
}
BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE * pStructure, BOOLEAN fNoAnimations )
BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE * pStructure, BOOLEAN fNoAnimations )
{
LEVELNODE * pShadowNode;
LEVELNODE * pNode;
@@ -1303,7 +1325,7 @@ BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *
return( fDoAnimation );
}
void SetDoorString( INT16 sGridNo )
void SetDoorString( INT32 sGridNo )
{
DOOR *pDoor;
DOOR_STATUS * pDoorStatus;