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- MP: it just expands and differentiates the different messages generated during an interrupt to aid in debugging and knowing what is going on / what has happened (by haydent)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5604 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+26
-13
@@ -323,7 +323,7 @@ void EndTurn( UINT8 ubNextTeam )
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if(is_networked)
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{
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end_interrupt( FALSE );//this tells other client to go on from where he was
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"ending interrupt" );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Player ended interrupt." );
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}
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EndInterrupt( FALSE );
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}
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@@ -393,7 +393,7 @@ void EndAITurn( void )
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if(is_networked)
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{
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end_interrupt( FALSE );//this tells other client to go on from where he was
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"ending interrupt" );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"AI ended interrupt." );
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}
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EndInterrupt( FALSE );
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}
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@@ -1154,18 +1154,23 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
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nubFirstInterrupter = LATEST_INTERRUPT_GUY;
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npSoldier = MercPtrs[nubFirstInterrupter];
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nbTeam = npSoldier->bTeam;
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//pSoldier is interrupted //but its not available //needs calculating
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//npSoldier,nbTeam is interruptor
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//hayden
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#ifdef BETAVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"unchecked interrupt call area:(resume interrupted interrupt)...");
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#endif
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if ((nbTeam > 0) && (nbTeam <6 ) && is_server) //is AI and are server
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if ((nbTeam > 0) && (nbTeam <6 ) && is_server) // AI interrupt resume and im server
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{
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send_interrupt( npSoldier );
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StartInterrupt();
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt with %s and AI", TeamNameStrings[npSoldier->bTeam]);//tried to use pSoldier, but its not available. find another way to get correct team
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}
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else if(is_server && gTacticalStatus.ubCurrentTeam == 1)// against ai
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else if(is_server && gTacticalStatus.ubCurrentTeam == 1)// resume AI interrupted and im server
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{
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//hayden
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send_interrupt( npSoldier );
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@@ -1175,13 +1180,15 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
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else
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StartInterrupt();
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"AI is interrupted");
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt of AI by %s", TeamNameStrings[npSoldier->bTeam]);
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}
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else
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else// pure client awarding interrupt resume //suspect it needs to be: else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn (we are moving)
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for another team"); //may need more work.
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt with %s", TeamNameStrings[npSoldier->bTeam]);//this can be simplified if above comment is implemented
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//ClearIntList();
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//hayden
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//hayden//may need more work.
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StartInterrupt();
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send_interrupt( npSoldier ); //
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}
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@@ -2247,11 +2254,15 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
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nubFirstInterrupter = LATEST_INTERRUPT_GUY;
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npSoldier = MercPtrs[nubFirstInterrupter];
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nbTeam = npSoldier->bTeam;
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//pSoldier is interrupted
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//npSoldier is interruptor
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//hayden
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// INTERRUPT is calculated on the server
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if ((nbTeam > 0) && (nbTeam <6 ) && is_server) //is for AI and are server
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for AI team");
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s is interrupt by AI", TeamNameStrings[pSoldier->bTeam]);
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// Only display the top message if we (the server) got interrupted
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if (pSoldier->bTeam == 0)
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@@ -2262,7 +2273,7 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
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}
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// INTERRUPT is calculated on the server
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else if(is_server && gTacticalStatus.ubCurrentTeam == 1)// against ai
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else if(is_server && gTacticalStatus.ubCurrentTeam == 1)// against ai and are server
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{
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//hayden
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send_interrupt( npSoldier ); //
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@@ -2271,7 +2282,7 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
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else
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StartInterrupt();//
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"AI is interrupted");
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"AI is interrupted by %s", TeamNameStrings[npSoldier->bTeam]);
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}
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// INTERRUPT is calculated on the pure client
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else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn (we are moving)
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@@ -2289,7 +2300,9 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
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InitEnemyUIBar( 0, 0 );
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fInterfacePanelDirty = DIRTYLEVEL2;
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AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ nbTeam ] );
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gTacticalStatus.fInterruptOccurred = TRUE;
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gTacticalStatus.fInterruptOccurred = TRUE;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"You have interrupted %s", TeamNameStrings[npSoldier->bTeam]);
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}
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else
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{
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