added sync for bandaging anim and ability to heal other teams

add names to end turn dialog.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2182 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
haydent
2008-05-19 03:13:19 +00:00
parent c5c317849c
commit 70c6e61334
6 changed files with 90 additions and 13 deletions
+56 -7
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@@ -1744,9 +1744,7 @@ void requestSETTINGS(void)
//cl_name.client_num=CLIENT_NUM; //cl_name.client_num=CLIENT_NUM;
strcpy(cl_name.client_name , CLIENT_NAME); strcpy(cl_name.client_name , CLIENT_NAME);
cl_name.team=TEAM; cl_name.team=TEAM;
//cl_name.cl_ops[1]=OP_TEAM_2;
//cl_name.cl_ops[2]=OP_TEAM_3;
//cl_name.cl_ops[3]=OP_TEAM_4;
cl_name.cl_edge=atoi(SECT_EDGE); cl_name.cl_edge=atoi(SECT_EDGE);
@@ -2042,8 +2040,19 @@ void recieveSTATE(RPCParameters *rpcParameters)
SOLDIERTYPE * pSoldier=MercPtrs[ new_state->usSoldierID ]; SOLDIERTYPE * pSoldier=MercPtrs[ new_state->usSoldierID ];
if(pSoldier->bActive) if(pSoldier->bActive)
{
if(new_state->usNewState==93)
{
pSoldier->EVENT_InternalSetSoldierPosition( new_state->sXPos, new_state->sYPos ,FALSE, FALSE, FALSE );
pSoldier->ChangeSoldierStance( ANIM_CROUCH );
pSoldier->EVENT_SetSoldierDirection( new_state->usNewDirection );
}
if(new_state->usNewState==95)ScreenMsg( FONT_YELLOW, MSG_CHAT, L"All Bandaged.");
pSoldier->EVENT_InitNewSoldierAnim( new_state->usNewState, new_state->usStartingAniCode, new_state->fForce ); pSoldier->EVENT_InitNewSoldierAnim( new_state->usNewState, new_state->usStartingAniCode, new_state->fForce );
}
//AddGameEvent( S_CHANGESTATE, 0, &SChangeState ); //AddGameEvent( S_CHANGESTATE, 0, &SChangeState );
//someday ;) //someday ;)
} }
@@ -2294,9 +2303,12 @@ void UpdateSoldierToNetwork ( SOLDIERTYPE *pSoldier )
SUpdateNetworkSoldier.sAtGridNo=pSoldier->sGridNo; SUpdateNetworkSoldier.sAtGridNo=pSoldier->sGridNo;
SUpdateNetworkSoldier.bBreath=pSoldier->bBreath; SUpdateNetworkSoldier.bBreath=pSoldier->bBreath;
SUpdateNetworkSoldier.ubDirection=pSoldier->ubDirection;
SUpdateNetworkSoldier.bLife=pSoldier->stats.bLife; SUpdateNetworkSoldier.bLife=pSoldier->stats.bLife;
SUpdateNetworkSoldier.bBleeding=pSoldier->bBleeding; SUpdateNetworkSoldier.bBleeding=pSoldier->bBleeding;
SUpdateNetworkSoldier.ubDirection=pSoldier->ubDirection;
if((gTacticalStatus.ubTopMessageType == PLAYER_TURN_MESSAGE || gTacticalStatus.ubTopMessageType == PLAYER_INTERRUPT_MESSAGE || ((gTacticalStatus.ubTopMessageType == COMPUTER_INTERRUPT_MESSAGE || gTacticalStatus.ubTopMessageType == COMPUTER_TURN_MESSAGE )&& is_server)) && (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))//update progress bar, not supporting coop yet... if((gTacticalStatus.ubTopMessageType == PLAYER_TURN_MESSAGE || gTacticalStatus.ubTopMessageType == PLAYER_INTERRUPT_MESSAGE || ((gTacticalStatus.ubTopMessageType == COMPUTER_INTERRUPT_MESSAGE || gTacticalStatus.ubTopMessageType == COMPUTER_TURN_MESSAGE )&& is_server)) && (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))//update progress bar, not supporting coop yet...
{ {
@@ -2322,6 +2334,8 @@ void UpdateSoldierFromNetwork (RPCParameters *rpcParameters)
pSoldier->stats.bLife=SUpdateNetworkSoldier->bLife; pSoldier->stats.bLife=SUpdateNetworkSoldier->bLife;
INT16 sCellX, sCellY; INT16 sCellX, sCellY;
sCellX = CenterX( SUpdateNetworkSoldier->sAtGridNo ); sCellX = CenterX( SUpdateNetworkSoldier->sAtGridNo );
sCellY = CenterY( SUpdateNetworkSoldier->sAtGridNo ); sCellY = CenterY( SUpdateNetworkSoldier->sAtGridNo );
@@ -2395,10 +2409,14 @@ void overide_turn (void)
if(is_server) if(is_server)
{ {
//manual overide command for server //manual overide command for server
const STR16 msg = MPClientMessage[30]; //const STR16 msg = MPClientMessage[30];
CHAR16 Cmsg[255];
swprintf(Cmsg, L"Start turn for client number: #1-'%S', #2-'%S', #3-'%S', #4-'%S'",client_names[0],client_names[1],client_names[2],client_names[3]);
SGPRect CenterRect = { 100, 100, SCREEN_WIDTH - 100, 300 }; SGPRect CenterRect = { 100, 100, SCREEN_WIDTH - 100, 300 };
DoMessageBox( MSG_BOX_BASIC_STYLE, msg, guiCurrentScreen, MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS | MSG_BOX_FLAG_USE_CENTERING_RECT, turn_callback, &CenterRect ); DoMessageBox( MSG_BOX_BASIC_STYLE, Cmsg, guiCurrentScreen, MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS | MSG_BOX_FLAG_USE_CENTERING_RECT, turn_callback, &CenterRect );
} }
else ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, MPClientMessage[22] ); else ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, MPClientMessage[22] );
@@ -2563,6 +2581,36 @@ if(is_server)
} }
} }
void send_heal (SOLDIERTYPE *pSoldier )
{
heal data;
data.ubID=pSoldier->ubID;
data.bLife=pSoldier->stats.bLife;
data.bBleeding=pSoldier->bBleeding;
client->RPC("sendHEAL",(const char*)&data, (int)sizeof(heal)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void recieve_heal (RPCParameters *rpcParameters)
{
heal* data = (heal*)rpcParameters->input;
UINT16 healed;
if((data->ubID >= ubID_prefix) && (data->ubID < (ubID_prefix+5)))
healed = (data->ubID - ubID_prefix);
else
healed = data->ubID;
SOLDIERTYPE *pSoldier = MercPtrs[ healed ];
pSoldier->bBleeding=data->bBleeding;
pSoldier->stats.bLife=data->bLife;
ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"healing..." );
}
//*************************** //***************************
//*** client connection***** //*** client connection*****
//************************* //*************************
@@ -2609,6 +2657,7 @@ void connect_client ( void )
REGISTER_STATIC_RPC(client, null_team); REGISTER_STATIC_RPC(client, null_team);
REGISTER_STATIC_RPC(client, gotoRT); REGISTER_STATIC_RPC(client, gotoRT);
REGISTER_STATIC_RPC(client, recieve_wipe); REGISTER_STATIC_RPC(client, recieve_wipe);
REGISTER_STATIC_RPC(client, recieve_heal);
//*** //***
if (b) if (b)
+10
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@@ -16,6 +16,15 @@ typedef struct
INT16 sGridNo; INT16 sGridNo;
BOOLEAN fNoAnimations; BOOLEAN fNoAnimations;
}doors; }doors;
typedef struct
{
UINT16 ubID;
INT8 bLife;
INT8 bBleeding;
}heal;
void send_door ( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fNoAnimations ); void send_door ( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fNoAnimations );
void send_changestate (EV_S_CHANGESTATE * SChangeState); void send_changestate (EV_S_CHANGESTATE * SChangeState);
@@ -62,3 +71,4 @@ BOOLEAN check_status (void);
extern UINT8 NumEnemyInSector( ); extern UINT8 NumEnemyInSector( );
extern INT8 NumActiveAndConsciousTeamMembers( UINT8 ubTeam ); extern INT8 NumActiveAndConsciousTeamMembers( UINT8 ubTeam );
void send_heal (SOLDIERTYPE *pSoldier );
+6
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@@ -196,6 +196,11 @@ void sendWIPE(RPCParameters *rpcParameters)
server->RPC("recieve_wipe",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0); server->RPC("recieve_wipe",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
} }
void sendHEAL(RPCParameters *rpcParameters)
{
server->RPC("recieve_heal",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void startCOMBAT(RPCParameters *rpcParameters) void startCOMBAT(RPCParameters *rpcParameters)
{ {
if(!( gTacticalStatus.uiFlags & INCOMBAT )) if(!( gTacticalStatus.uiFlags & INCOMBAT ))
@@ -554,6 +559,7 @@ if(gsPLAYER_BSIDE==2)//only enable ai during coop
REGISTER_STATIC_RPC(server, sendREAL); REGISTER_STATIC_RPC(server, sendREAL);
REGISTER_STATIC_RPC(server, startCOMBAT); REGISTER_STATIC_RPC(server, startCOMBAT);
REGISTER_STATIC_RPC(server, sendWIPE); REGISTER_STATIC_RPC(server, sendWIPE);
REGISTER_STATIC_RPC(server, sendHEAL);
// //
+2
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@@ -112,6 +112,8 @@ void test_func2 (void)//now bound to "0" //currently displays coordinates of the
SOLDIERTYPE * pSoldier=MercPtrs[ 0 ]; SOLDIERTYPE * pSoldier=MercPtrs[ 0 ];
pSoldier->ubServicePartner = NOBODY;
//SOLDIERTYPE * pSoldier2=MercPtrs[ 127 ]; //SOLDIERTYPE * pSoldier2=MercPtrs[ 127 ];
// //
////pSoldier->AdjustNoAPToFinishMove( TRUE ); ////pSoldier->AdjustNoAPToFinishMove( TRUE );
+13 -5
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@@ -2510,7 +2510,8 @@ BOOLEAN SOLDIERTYPE::ChangeSoldierState( UINT16 usNewState, UINT16 usStartingAni
SChangeState.sXPos = this->sX; SChangeState.sXPos = this->sX;
SChangeState.sYPos = this->sY; SChangeState.sYPos = this->sY;
SChangeState.fForce = fForce; SChangeState.fForce = fForce;
SChangeState.uiUniqueId = this->uiUniqueSoldierIdValue; SChangeState.usNewDirection = this->ubDirection;
//AddGameEvent( S_CHANGESTATE, 0, &SChangeState ); //AddGameEvent( S_CHANGESTATE, 0, &SChangeState );
if(is_server && this->ubID < 120) if(is_server && this->ubID < 120)
@@ -6087,7 +6088,9 @@ void SOLDIERTYPE::SoldierGotoStationaryStance( void )
} }
else if ( this->ubServicePartner != NOBODY && this->stats.bLife >= OKLIFE && this->bBreath > 0 ) else if ( this->ubServicePartner != NOBODY && this->stats.bLife >= OKLIFE && this->bBreath > 0 )
{ {
this->EVENT_InitNewSoldierAnim( GIVING_AID, 0 , FALSE ); if(!is_networked)this->EVENT_InitNewSoldierAnim( GIVING_AID, 0 , FALSE );
else this->ChangeSoldierState( GIVING_AID, 0, 0 );
} }
else else
{ {
@@ -10631,7 +10634,9 @@ void SOLDIERTYPE::EVENT_SoldierBeginFirstAid( INT16 sGridNo, UINT8 ubDirection )
//else //else
{ {
// CHANGE TO ANIMATION // CHANGE TO ANIMATION
this->EVENT_InitNewSoldierAnim( START_AID, 0 , FALSE ); if(!is_networked)this->EVENT_InitNewSoldierAnim( START_AID, 0 , FALSE );
else this->ChangeSoldierState( START_AID, 0, 0 );
} }
// SET TARGET GRIDNO // SET TARGET GRIDNO
@@ -10873,6 +10878,7 @@ UINT32 SOLDIERTYPE::SoldierDressWound( SOLDIERTYPE *pVictim, INT16 sKitPts, INT1
// DEXTERITY GAIN (actual / 6): Helped someone by giving first aid // DEXTERITY GAIN (actual / 6): Helped someone by giving first aid
StatChange(this, DEXTAMT, (UINT16)(uiActual / 6), FALSE); StatChange(this, DEXTAMT, (UINT16)(uiActual / 6), FALSE);
} }
if(is_networked && pVictim->ubID > 19)send_heal(pVictim);
return( uiMedcost ); return( uiMedcost );
} }
@@ -10908,7 +10914,8 @@ void SOLDIERTYPE::InternalReceivingSoldierCancelServices( BOOLEAN fPlayEndAnim )
// don't use end aid animation in autobandage // don't use end aid animation in autobandage
if ( pTSoldier->stats.bLife >= OKLIFE && pTSoldier->bBreath > 0 && fPlayEndAnim ) if ( pTSoldier->stats.bLife >= OKLIFE && pTSoldier->bBreath > 0 && fPlayEndAnim )
{ {
pTSoldier->EVENT_InitNewSoldierAnim( END_AID, 0 , FALSE ); if(!is_networked)pTSoldier->EVENT_InitNewSoldierAnim( END_AID, 0 , FALSE );
else pTSoldier->ChangeSoldierState( END_AID, 0, 0 );
} }
} }
@@ -10953,7 +10960,8 @@ void SOLDIERTYPE::InternalGivingSoldierCancelServices( BOOLEAN fPlayEndAnim )
if ( this->stats.bLife >= OKLIFE && this->bBreath > 0 && fPlayEndAnim ) if ( this->stats.bLife >= OKLIFE && this->bBreath > 0 && fPlayEndAnim )
{ {
// don't use end aid animation in autobandage // don't use end aid animation in autobandage
this->EVENT_InitNewSoldierAnim( END_AID, 0 , FALSE ); if(!is_networked)this->EVENT_InitNewSoldierAnim( END_AID, 0 , FALSE );
else this->ChangeSoldierState( END_AID, 0, 0 );
} }
} }
} }
+2
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@@ -67,6 +67,7 @@ typedef struct
INT16 sYPos; INT16 sYPos;
UINT16 usStartingAniCode; UINT16 usStartingAniCode;
BOOLEAN fForce; BOOLEAN fForce;
UINT8 usNewDirection;//hayden
} EV_S_CHANGESTATE; } EV_S_CHANGESTATE;
@@ -257,6 +258,7 @@ typedef struct
UINT16 usTactialTurnLimitCounter; UINT16 usTactialTurnLimitCounter;
UINT16 usTactialTurnLimitMax; UINT16 usTactialTurnLimitMax;
UINT8 ubDirection; UINT8 ubDirection;
} EV_S_UPDATENETWORKSOLDIER; } EV_S_UPDATENETWORKSOLDIER;