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*** 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:
+1005
-258
File diff suppressed because it is too large
Load Diff
@@ -12,6 +12,11 @@ extern bool is_server;
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extern bool is_networked;
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extern bool is_host; // OJW - added 20081129
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// OJW - 20040922
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extern bool recieved_settings;
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extern bool recieved_transfer_settings;
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extern INT16 serverSyncClientsDirectory;
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extern int PLAYER_TEAM_TIMER_SEC_PER_TICKS;
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//extern char CLIENT_NUM[30];
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@@ -39,6 +44,14 @@ extern int RANDOM_MERCS;
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//OJW - 20090317
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extern bool is_game_started;
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//OJW - 20090403
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extern int OVERRIDE_MAX_AI;
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//OJW - 20090405
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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 int INTERRUPTS;
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@@ -98,6 +111,8 @@ void send_interrupt(SOLDIERTYPE *pSoldier);
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void OpenChatMsgBox(void);
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void reapplySETTINGS();
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BOOLEAN CheckConditionsForBattle( GROUP *pGroup ); // this comes from strategic movement.cpp
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extern char client_names[4][30];
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@@ -108,10 +123,13 @@ extern char client_names[4][30];
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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_downloading[4];
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extern int client_progress[4];
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extern char SERVER_NAME[30];
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//OJW - 20081224
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#define MAX_CONNECT_RETRIES 5
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extern bool auto_retry;
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extern int giNumTries;
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@@ -146,3 +164,11 @@ typedef struct
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extern player_stats gMPPlayerStats[5];
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extern void game_over( void );
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// OJW - 20090422
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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-v1.1"
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+22
-1
@@ -6,6 +6,10 @@ extern char CLIENT_NAME[30];
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extern char SERVER_NAME[30];
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extern bool Sawarded;
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//extern char *fileToSend;
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extern unsigned int setID;
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//extern char *fileToSendCopy;
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typedef struct
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{
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@@ -13,6 +17,7 @@ typedef struct
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char client_name[30];
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int team;
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int cl_edge;
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char client_version[30];
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}client_info;
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typedef struct
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@@ -61,9 +66,18 @@ typedef struct
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int RANDOM_SPAWN;
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int RANDOM_MERCS;
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int random_mercs[7];
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char server_version[30];
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} settings_struct;
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// WANNE: FILE TRANSFER
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typedef struct
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{
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STRING512 fileTransferDirectory;
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//char fileTransferDirectory[600]; // The file transfer directory path from the server
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int syncClientsDirectory; // Does the server want to sync files to the clients
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char serverName[30]; // The name of the server. This is used on the client side as a folder inside the client transfer directory
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long totalTransferBytes;
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} filetransfersettings_struct;
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// added 080101 by OJW
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typedef struct
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@@ -85,6 +99,13 @@ typedef struct
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UINT8 newteam;
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} teamchange_struct;
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typedef struct
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{
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UINT8 client_num;
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UINT8 progress;
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UINT8 downloading;
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} progress_struct;
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//typedef struct
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//{
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// int clnum;
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+602
-194
File diff suppressed because it is too large
Load Diff
@@ -108,7 +108,7 @@ bool ovh_ready;
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void test_func2 (void)//now bound to "0"
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{
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ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"test_func2 - function testing ground:" );
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ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, L"test_func2 - function testing ground:" );
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SOLDIERTYPE * pSoldier=MercPtrs[ 0 ];
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@@ -174,19 +174,19 @@ pSoldier->EVENT_InternalSetSoldierPosition( sCellX, sCellY ,FALSE, FALSE, FALSE
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//UIHandleLUIEndLock( NULL );
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//if( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
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// ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"combat turn based" );
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// ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, L"combat turn based" );
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//else
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// ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"not" );
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// ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, L"not" );
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//SOLDIERTYPE * pSoldier=MercPtrs[ 0 ];
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//
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// if ( ( gAnimControl[ pSoldier->usAnimState ].uiFlags &( ANIM_FIREREADY | ANIM_FIRE ) ) )
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// {
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// ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"Ready" );
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// ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, L"Ready" );
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// }
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// else
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// ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"Not" );
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// ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, L"Not" );
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////fInterfacePanelDirty = DIRTYLEVEL2;
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////guiPendingOverrideEvent = LU_ENDUILOCK;
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@@ -343,7 +343,7 @@ pSoldier->EVENT_InternalSetSoldierPosition( sCellX, sCellY ,FALSE, FALSE, FALSE
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sprintf(szDefault, "%s","hello");
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ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"%S has connected.",szDefault );*/
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ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, L"%S has connected.",szDefault );*/
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//manual overide
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//manual_overide();
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@@ -363,11 +363,11 @@ pSoldier->EVENT_InternalSetSoldierPosition( sCellX, sCellY ,FALSE, FALSE, FALSE
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// iBullet = CreateBullet( 0, 0, 0,11 );
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// if (iBullet == -1)
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// {
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// ScreenMsg( FONT_YELLOW, MSG_CHAT, L"Failed to create bullet");
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// ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, L"Failed to create bullet");
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// }
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// pBullet = GetBulletPtr( iBullet );
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// //ScreenMsg( FONT_YELLOW, MSG_CHAT, L"Created Bullet");
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// //ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, L"Created Bullet");
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// pBullet->fCheckForRoof=0;
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// pBullet->qIncrX=-917769;
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