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

** 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
+24 -25
View File
@@ -344,7 +344,6 @@ void EndTurn( UINT8 ubNextTeam )
gTacticalStatus.ubCurrentTeam = ubNextTeam;
if(is_server || !is_client) BeginTeamTurn( gTacticalStatus.ubCurrentTeam );
// HEADROCK HAM 3.2: Experimental fix to force reinforcements enter battle with 0 APs.
if (gGameExternalOptions.ubReinforcementsFirstTurnFreeze == 1 || gGameExternalOptions.ubReinforcementsFirstTurnFreeze == 2)
{
@@ -1796,14 +1795,13 @@ INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, UINT8 ubOpponentID, BOOLEAN f
#ifdef DEBUG_INTERRUPTS
DebugMsg( TOPIC_JA2INTERRUPT, DBG_LEVEL_3, String("Calculating int pts for %d vs %d, number is %d", pSoldier->ubID, ubOpponentID, iPoints ) );
#endif
if(is_networked)
{
SOLDIERTYPE *pOpp = &Menptr[ubOpponentID];
if(is_networked)
{
SOLDIERTYPE *pOpp = &Menptr[ubOpponentID];
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_MPSYSTEM, L"Interrupt: '%s' vs '%s' = %d points.",pSoldier->name,pOpp->name, iPoints );
#endif
}
}
DebugMsg (TOPIC_JA2INTERRUPT,DBG_LEVEL_3,"CalcInterruptDuelPts done");
return( (INT8)iPoints );
}
@@ -2071,15 +2069,21 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
nubFirstInterrupter = LATEST_INTERRUPT_GUY;
npSoldier = MercPtrs[nubFirstInterrupter];
nbTeam = npSoldier->bTeam;
// 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"interrupt for AI team");
// Only display the top message if we (the server) got interrupted
if (pSoldier->bTeam == 0)
AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ nbTeam ] );
send_interrupt( npSoldier );
StartInterrupt();
}
// INTERRUPT is calculated on the server
else if(is_server && gTacticalStatus.ubCurrentTeam == 1)// against ai
{
@@ -2090,27 +2094,22 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
//requestAIint( npSoldier );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"AI is interrupted");
}
// INTERRUPT is calculated on the pure client
else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn (we are moving)
{
//StartInterrupt();
send_interrupt( npSoldier ); //
// Only send interrupt if we (the client) got interrupted
send_interrupt( npSoldier );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for another team");
{
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupted" );
//stop moving merc who was interrupted and init UI bar
SOLDIERTYPE* pMerc = MercPtrs[ gusSelectedSoldier ];
//AdjustNoAPToFinishMove( pMerc, TRUE );
pMerc->HaultSoldierFromSighting(TRUE);
//pMerc->fTurningFromPronePosition = FALSE;// hmmm ??
FreezeInterfaceForEnemyTurn();
InitEnemyUIBar( 0, 0 );
fInterfacePanelDirty = DIRTYLEVEL2;
AddTopMessage( COMPUTER_TURN_MESSAGE, TeamTurnString[ nbTeam ] );
gTacticalStatus.fInterruptOccurred = TRUE;
}
//ClearIntList();
SOLDIERTYPE* pMerc = MercPtrs[ gusSelectedSoldier ];
//AdjustNoAPToFinishMove( pMerc, TRUE );
pMerc->HaultSoldierFromSighting(TRUE);
//pMerc->fTurningFromPronePosition = FALSE;// hmmm ??
FreezeInterfaceForEnemyTurn();
InitEnemyUIBar( 0, 0 );
fInterfacePanelDirty = DIRTYLEVEL2;
AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ nbTeam ] );
gTacticalStatus.fInterruptOccurred = TRUE;
}
else
{