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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:
+65
-24
@@ -503,20 +503,20 @@ void HandleOverheadMap( )
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}
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}
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}
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}
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if ( GetOverheadMouseGridNoForFullSoldiersGridNo( &sMapPos ) )
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{
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if ( GetOverheadMouseGridNoForFullSoldiersGridNo( &sMapPos ) )
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{
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if ( GetClosestMercInOverheadMap( sMapPos, &pSoldier, 1 ) )
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{
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if ( pSoldier->bTeam == gbPlayerNum )
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{
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gfUIHandleSelectionAboveGuy = TRUE;
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gsSelectedGuy = pSoldier->ubID;
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}
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if ( pSoldier->bTeam == gbPlayerNum )
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{
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gfUIHandleSelectionAboveGuy = TRUE;
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gsSelectedGuy = pSoldier->ubID;
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}
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DisplayMercNameInOverhead( pSoldier );
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}
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DisplayMercNameInOverhead( pSoldier );
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}
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}
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}
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@@ -529,7 +529,7 @@ void HandleOverheadMap( )
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{
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pSoldier = MercPtrs[ gusSelectedSoldier ];
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DisplayMercNameInOverhead( pSoldier );
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DisplayMercNameInOverhead( pSoldier );
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}
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RenderButtons( );
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@@ -1272,22 +1272,44 @@ void RenderOverheadOverlays()
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else
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#endif
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if( !gfTacticalPlacementGUIActive )
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{ //normal
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{
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//normal
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if(is_networked)
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{
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if(pSoldier->bTeam!=0)
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{
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if(pSoldier->bSide==1)Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 1 );
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if(pSoldier->bSide==0)Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 3 );
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if(pSoldier->bSide==1)
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{
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// Civ (white)
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if (pSoldier->bTeam == 4)
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 4 );
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// Enemy (red)
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else
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 1 );
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}
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// Other clients
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if(pSoldier->bSide==0)
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{
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int personIndex = pSoldier->bTeam + 4;
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// TODO.RW: Get the correct person index (depending on the pSoldier->bTeam)
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//Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 3 );
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, personIndex );
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}
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}
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else Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
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else
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// Color depends on the bTeam
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
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}
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// Color depends on the bTeam
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else
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
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RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, sX, sY, (INT16)(sX + 3), (INT16)(sY + 9));
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}
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else if( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
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{ //vehicle
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{
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//vehicle
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 9 );
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RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, (INT16)(sX-6), (INT16)(sY), (INT16)(sX + 9), (INT16)(sY + 10));
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}
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@@ -1296,30 +1318,49 @@ void RenderOverheadOverlays()
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// ubPassengers++;
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//}
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else if( gpTacticalPlacementSelectedSoldier == pSoldier )
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{ //tactical placement selected merc
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{
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//tactical placement selected merc
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 7 );
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RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, (INT16)(sX-2), (INT16)(sY-2), (INT16)(sX + 5), (INT16)(sY + 11));
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}
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else if( gpTacticalPlacementHilightedSoldier == pSoldier && pSoldier->flags.uiStatusFlags )
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{ //tactical placement hilighted merc
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{
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//tactical placement hilighted merc
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 8 );
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RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, (INT16)(sX-2), (INT16)(sY-2), (INT16)(sX + 5), (INT16)(sY + 11));
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}
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else
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{ //normal
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{
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//normal
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if(is_networked)
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{
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if(pSoldier->bTeam!=0)
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{
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if(pSoldier->bSide==1)continue;//dont render enemy
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if(pSoldier->bSide==0)Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 3 );
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if(pSoldier->bSide==1)
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continue;//dont render enemy
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// Green
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// Other clients
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if(pSoldier->bSide==0)
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{
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int personIndex = pSoldier->bTeam + 4;
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// TODO.RW: Get the correct person index (depending on the pSoldier->bTeam)
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//Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 3 );
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, personIndex );
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}
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}
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else Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
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else
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// Color depends on the bTeam
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
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}
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else
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
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// Color depends on the bTeam
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
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RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, sX, sY, (INT16)(sX + 3), (INT16)(sY + 9));
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}
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if( ubPassengers )
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{
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SetFont( SMALLCOMPFONT );
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