*** 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
+35 -31
View File
@@ -2366,27 +2366,31 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
}
}
else if ( fCtrl ) // The_Bob - real time sneaking, 01-06-09
{ // ctrl-x: enter turn based while sneaking - check if RT sneak is on, iw we're not already in combat and if we actually see any enemies
if (gGameExternalOptions.fAllowRealTimeSneak)
{
if (!is_networked)
{
BOOLEAN fSneakingInRealTime = true;
// ctrl-x: enter turn based while sneaking - check if RT sneak is on, iw we're not already in combat and if we actually see any enemies
if (gGameExternalOptions.fAllowRealTimeSneak)
{
BOOLEAN fSneakingInRealTime = true;
if( gTacticalStatus.uiFlags & INCOMBAT )
{ // Don't allow this in combat
if (!gGameExternalOptions.fQuietRealTimeSneak)
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_RTM_IN_COMBAT_ALREADY]);
fSneakingInRealTime = false;
}
if( gTacticalStatus.uiFlags & INCOMBAT )
{ // Don't allow this in combat
if (!gGameExternalOptions.fQuietRealTimeSneak)
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_RTM_IN_COMBAT_ALREADY]);
fSneakingInRealTime = false;
}
if( WeSeeNoOne() )
{ // Don't allow this if no enemies are seen - we have the forced turn mode for that
if (!gGameExternalOptions.fQuietRealTimeSneak)
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_RTM_NO_ENEMIES]);
fSneakingInRealTime = false;
if( WeSeeNoOne() )
{ // Don't allow this if no enemies are seen - we have the forced turn mode for that
if (!gGameExternalOptions.fQuietRealTimeSneak)
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_RTM_NO_ENEMIES]);
fSneakingInRealTime = false;
}
if (fSneakingInRealTime)
EnterCombatMode(OUR_TEAM);
}
if (fSneakingInRealTime)
EnterCombatMode(OUR_TEAM);
}
}
break;
@@ -2394,25 +2398,25 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
case 'X': // shift-ctrl-x: toggle real time sneaking
if ( fCtrl )
{
if (gGameExternalOptions.fAllowRealTimeSneak)
if (!is_networked)
{
gGameExternalOptions.fAllowRealTimeSneak = false;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_RTM_SNEAKING_OFF]);
if( !WeSeeNoOne() ) // if we're sneaking up on someone, enter turn-based
EnterCombatMode(OUR_TEAM);
if (gGameExternalOptions.fAllowRealTimeSneak)
{
gGameExternalOptions.fAllowRealTimeSneak = false;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_RTM_SNEAKING_OFF]);
if( !WeSeeNoOne() ) // if we're sneaking up on someone, enter turn-based
EnterCombatMode(OUR_TEAM);
}
else
{
gGameExternalOptions.fAllowRealTimeSneak = true;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_RTM_SNEAKING_ON]);
}
}
else
{
gGameExternalOptions.fAllowRealTimeSneak = true;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_RTM_SNEAKING_ON]);
}
}
break;
case '/':
// Center to guy....