*** Merged Code from Multiplayer Branch Revision 2960 ***

- Virtual File System (VFS) by birdflu. This is needed for Multiplayer and is also used for Single Player. Very neat system :-)
- Multiplayer Version 1.1 + some additional features and bugfixes
* INFO: If you compile a new EXE and want to test, be sure to also use the latest SVN GameDir files in your JA2 install directory *




git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2961 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2009-06-04 21:01:45 +00:00
parent 17f44f63e8
commit 47db604b50
301 changed files with 76701 additions and 1843 deletions
+31 -10
View File
@@ -93,6 +93,7 @@ BOOLEAN gfMPSScreenEntry = TRUE;
BOOLEAN gfMPSScreenExit = FALSE;
BOOLEAN gfReRenderMPSScreen=TRUE;
BOOLEAN gfMPSButtonsAllocated = FALSE;
BOOLEAN gfMPSScoreScreenCanContinue = FALSE;
//enum for different states of screen
enum
@@ -222,6 +223,8 @@ UINT32 MPScoreScreenShutdown( void )
BOOLEAN EnterMPSScreen()
{
gfMPSScoreScreenCanContinue = FALSE;
VOBJECT_DESC VObjectDesc;
if( gfMPSButtonsAllocated )
@@ -326,6 +329,14 @@ void HandleMPSScreen()
switch( gubMPSScreenHandler )
{
case MPS_CANCEL:
// TODO.RW: Exit game, disconnect
if (is_server)
server_disconnect();
if (is_client)
client_disconnect();
gubMPSExitScreen = MAINMENU_SCREEN;
gfMPSScreenExit = TRUE;
break;
@@ -357,6 +368,16 @@ void HandleMPSScreen()
gubMPSScreenHandler = MPS_NOTHING;
}
// disable the continue button
if (!is_server)
{
if (gfMPSScoreScreenCanContinue)
ShowButton( guiMPSContinueButton );
else
HideButton( guiMPSContinueButton );
}
if( gfReRenderMPSScreen )
{
@@ -492,6 +513,14 @@ BOOLEAN RenderMPSScreen()
DisplayWrappedString( MPS_LABEL_ACCURACY_X, usPosY, MPS_LABEL_ACCURACY_WIDTH, 2, MPS_LABEL_TEXT_FONT, MPS_LABEL_TEXT_COLOR, szPlayerAccuracy, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
}
// OJW - 20090403
// Draw Please wait for server message
if (!is_server)
{
if (!gfMPSScoreScreenCanContinue)
DisplayWrappedString( MPS_BTN_CONTINUE_X, MPS_BTN_CONTINUE_Y, 100, 2, MPS_LABEL_TEXT_FONT, MPS_LABEL_TEXT_COLOR, gzMPSScreenText[MPS_WAITSERVER_TEXT], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
}
/*
// Player name text label
DisplayWrappedString( MPJ_LABEL_HANDLE_X, MPJ_LABEL_HANDLE_Y, MPJ_LABEL_HANDLE_WIDTH, 2, MPJ_LABEL_TEXT_FONT, MPJ_LABEL_TEXT_COLOR, gzMPJScreenText[ MPJ_HANDLE_TEXT ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
@@ -507,12 +536,9 @@ BOOLEAN RenderMPSScreen()
void GetMPSScreenUserInput()
void GetMPSScreenUserInput()
{
InputAtom Event;
// POINT MousePos;
// GetCursorPos(&MousePos);
while( DequeueEvent( &Event ) )
{
@@ -527,12 +553,7 @@ void GetMPSScreenUserInput()
gubMPSScreenHandler = MPS_CANCEL;
break;
case ENTER:
/*if (ValidateJoinSettings(false))
{
SaveJoinSettings();
gubMPSScreenHandler = MPS_JOIN;
}*/
case ENTER:
gubMPSScreenHandler = MPS_CONTINUE;
break;
}