mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
fixed up AI interrupts
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2192 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+68
-7
@@ -657,6 +657,7 @@ void recieveHIRE(RPCParameters *rpcParameters)
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gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags |= PROFILE_MISC_FLAG_RECRUITED;
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if(!SAME_MERC)gMercProfiles[ pSoldier->ubProfile ].bMercStatus = MERC_WORKING_ELSEWHERE;
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pSoldier->bSide=0; //default coop only
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gTacticalStatus.Team[MercCreateStruct.bTeam ].bSide=0;
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if(MercCreateStruct.ubProfile==64)//slay
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{
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@@ -669,11 +670,16 @@ void recieveHIRE(RPCParameters *rpcParameters)
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if(PLAYER_BSIDE==0)//all vs all only
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{
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pSoldier->bSide=1;
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gTacticalStatus.Team[MercCreateStruct.bTeam ].bSide=1;
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}
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if(PLAYER_BSIDE==1) //allow teams
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{
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if(sHireMerc->team != TEAM)pSoldier->bSide=1;
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if(sHireMerc->team != TEAM)
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{
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pSoldier->bSide=1;
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gTacticalStatus.Team[MercCreateStruct.bTeam ].bSide=1;
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}
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}
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@@ -781,6 +787,7 @@ void send_EndTurn( UINT8 ubNextTeam )
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turn_struct tStruct;
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if(is_server)Sawarded=false;
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tStruct.tsnetbTeam = netbTeam;
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tStruct.tsubNextTeam = ubNextTeam;
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@@ -800,6 +807,7 @@ void recieveEndTurn(RPCParameters *rpcParameters)
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UINT8 ubTeam;
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sender_bTeam=tStruct->tsnetbTeam;
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ubTeam=tStruct->tsubNextTeam;
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if(is_server)Sawarded=false;
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if(is_server || sender_bTeam==6)
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{
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@@ -1455,7 +1463,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
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//if(gubOutOfTurnPersons>0)ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Sent Int: bTeam-%d ubID-%d", INT.bTeam,INT.ubID );
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gTacticalStatus.ubCurrentTeam=INT.bTeam;
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if(INT.bTeam !=netbTeam) gTacticalStatus.ubCurrentTeam=INT.bTeam;
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client->RPC("sendINTERRUPT",(const char*)&INT, (int)sizeof(INT_STRUCT)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
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@@ -1465,9 +1473,9 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
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void recieveINTERRUPT (RPCParameters *rpcParameters)
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{
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INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
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SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
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if(INT->bTeam==netbTeam)
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if(INT->bTeam==netbTeam)// ||pOpponent->bTeam==1 )//for us or AI
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{
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INT->bTeam=0;
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INT->ubID=INT->ubID - ubID_prefix;
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@@ -1484,7 +1492,7 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
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}
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if( INT->bTeam !=0)
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if( INT->bTeam != 0)
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[17] );
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//stop moving merc who was interrupted and init UI bar
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@@ -1499,6 +1507,11 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
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gTacticalStatus.fInterruptOccurred = TRUE;
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}
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//else if ( pOpponent->bTeam == 1)//
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//{
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// StartInterrupt();
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// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"ai is interrupted" );
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//}
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else
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{
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//it for us ! :)
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@@ -1513,7 +1526,7 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[37] );
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SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
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SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
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//SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
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ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
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StartInterrupt();
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}
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@@ -1523,6 +1536,21 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
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//if(INT->gubOutOfTurnPersons > 0)ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Recieved Int: bTeam-%d ubID-%d", INT->bTeam,INT->ubID );
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}
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void intAI (SOLDIERTYPE *pSoldier )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[17] );
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//stop moving merc who was interrupted and init UI bar
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//SOLDIERTYPE* pMerc = MercPtrs[ INT->ubID ];
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////AdjustNoAPToFinishMove( pMerc, TRUE );
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//pMerc->HaultSoldierFromSighting(TRUE);
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//pMerc->fTurningFromPronePosition = FALSE;// hmmm ??
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//FreezeInterfaceForEnemyTurn();
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//InitEnemyUIBar( 0, 0 );
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//fInterfacePanelDirty = DIRTYLEVEL2;
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AddTopMessage( COMPUTER_TURN_MESSAGE, TeamTurnString[ pSoldier->bTeam ] );
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gTacticalStatus.fInterruptOccurred = TRUE;
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}
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void end_interrupt ( BOOLEAN fMarkInterruptOccurred )
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{
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@@ -1537,6 +1565,7 @@ void end_interrupt ( BOOLEAN fMarkInterruptOccurred )
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memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
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INT.gubOutOfTurnPersons = gubOutOfTurnPersons;
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INT.fMarkInterruptOccurred=fMarkInterruptOccurred;
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if(is_server)Sawarded=false;
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if(INT.bTeam==0)
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{
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@@ -1562,8 +1591,9 @@ void end_interrupt ( BOOLEAN fMarkInterruptOccurred )
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void resume_turn(RPCParameters *rpcParameters)
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{
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INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
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if(is_server)Sawarded=false;
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if(INT->bTeam==netbTeam)//may need working
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if(INT->bTeam==netbTeam || (INT->bTeam==1 && is_server))//may need working
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[18] );
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@@ -1582,6 +1612,11 @@ void resume_turn(RPCParameters *rpcParameters)
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EndInterrupt( INT->fMarkInterruptOccurred );
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}
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else if(INT->bTeam==1)
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"im not server but ai just got back its turn after being interrupted..." );
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//maybe can add something.
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}
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}
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void grid_display ( void ) //print mouse coordinates, helpfull for crate placement.
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@@ -2625,6 +2660,31 @@ void recieve_heal (RPCParameters *rpcParameters)
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}
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void requestAIint(SOLDIERTYPE *pSoldier )
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{
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AIint data;
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data.ubID=pSoldier->ubID;
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data.bteam=netbTeam;
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ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"interrupt requested" );
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client->RPC("rINT",(const char*)&data, (int)sizeof(AIint)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
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}
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void awardINT (RPCParameters *rpcParameters)
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{
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AIint* data= (AIint*)rpcParameters->input;
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SOLDIERTYPE *pSoldier = MercPtrs[ data->ubID ];
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StartInterrupt();
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//send_EndTurn(netbTeam);
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ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"interrupt awarded" );
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}
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//***************************
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//*** client connection*****
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//*************************
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@@ -2672,6 +2732,7 @@ void connect_client ( void )
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REGISTER_STATIC_RPC(client, gotoRT);
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REGISTER_STATIC_RPC(client, recieve_wipe);
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REGISTER_STATIC_RPC(client, recieve_heal);
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REGISTER_STATIC_RPC(client, awardINT);
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//***
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if (b)
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@@ -24,6 +24,13 @@ INT8 bLife;
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INT8 bBleeding;
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}heal;
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typedef struct
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{
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UINT16 ubID;
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INT8 bteam;
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}AIint;
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void send_door ( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fNoAnimations );
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@@ -65,6 +72,8 @@ void startCombat(UINT8 ubStartingTeam);
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extern int WEAPON_READIED_BONUS;
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void intAI (SOLDIERTYPE *pSoldier );
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void teamwiped (void);
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BOOLEAN check_status (void);
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@@ -73,4 +82,6 @@ extern INT8 NumActiveAndConsciousTeamMembers( UINT8 ubTeam );
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void send_heal (SOLDIERTYPE *pSoldier );
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extern int DISABLE_SPEC_MODE;
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extern int DISABLE_SPEC_MODE;
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void requestAIint(SOLDIERTYPE *pSoldier );
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@@ -3,7 +3,7 @@
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//this one just for structs, variables and functions used between the client and server scripts...
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extern char CLIENT_NAME[30];
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extern bool Sawarded;
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typedef struct
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@@ -82,4 +82,5 @@ typedef struct
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typedef struct
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{
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UINT8 ubStartingTeam;
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}sc_struct;
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}sc_struct;
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+20
-1
@@ -23,12 +23,14 @@ INT32 gsMAX_MERCS;
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bool gsMORALE;
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int gsREPORT_NAME;
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#include "text.h"
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#include "connect.h"
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#include "message.h"
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#include "network.h"
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#include "overhead.h"
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#include "fresh_header.h"
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UINT16 nc; //number of open connection
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UINT16 ncr; //number of ready confirmed connections
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//something keep record of ready connections ..
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@@ -59,6 +61,8 @@ RakPeerInterface *server;
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int numreadyteams;
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int readyteamreg[10];
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bool Sawarded;
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SystemAddress blank;
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typedef struct
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@@ -201,6 +205,20 @@ void sendHEAL(RPCParameters *rpcParameters)
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{
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server->RPC("recieve_heal",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
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}
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//
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//void rINT(RPCParameters *rpcParameters)//who is first
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//{
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//
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// AIint* data = (AIint*)rpcParameters->input;
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//
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// if( !Sawarded )
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// {
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// PauseAITemporarily();
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// Sawarded=true;
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// //send back to sender
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// server->RPC("awardINT",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, false, 0, UNASSIGNED_NETWORK_ID,0);
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// }
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//}
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void startCOMBAT(RPCParameters *rpcParameters)
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{
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@@ -566,6 +584,7 @@ if(gsPLAYER_BSIDE==2)//only enable ai during coop
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REGISTER_STATIC_RPC(server, startCOMBAT);
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REGISTER_STATIC_RPC(server, sendWIPE);
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REGISTER_STATIC_RPC(server, sendHEAL);
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//REGISTER_STATIC_RPC(server, rINT);
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//
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@@ -106,13 +106,15 @@ bool ovh_ready;
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//int cnt = 40;
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void test_func2 (void)//now bound to "0" //currently displays coordinates of the mouse
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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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SOLDIERTYPE * pSoldier=MercPtrs[ 0 ];
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PauseAITemporarily();
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//RemoveOneOpponent( pSoldier );
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//SOLDIERTYPE * pSoldier2=MercPtrs[ 127 ];
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//
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+19
-9
@@ -351,6 +351,11 @@ void EndAITurn( void )
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EndDeadlockMsg( );
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if (INTERRUPT_QUEUED)
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{
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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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}
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EndInterrupt( FALSE );
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}
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else
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@@ -1013,12 +1018,15 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
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StartInterrupt();
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}
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else if(nbTeam == 0) //its an interrupt for own merc team
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else if(is_server && gTacticalStatus.ubCurrentTeam == 1)// against ai
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{
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for our team");
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//hayden
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StartInterrupt();
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send_interrupt( npSoldier ); //
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//hayden
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send_interrupt( npSoldier ); //
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if(nbTeam !=0)intAI(npSoldier);
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else StartInterrupt();//
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//requestAIint( npSoldier );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"AI is interrupted");
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}
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else
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{
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@@ -2033,20 +2041,22 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
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nbTeam = npSoldier->bTeam;
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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) //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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send_interrupt( npSoldier );
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StartInterrupt();
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}
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else if(nbTeam == 0 && gTacticalStatus.ubCurrentTeam == 0) //its an interrupt for own merc team && its our turn
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else if(is_server && gTacticalStatus.ubCurrentTeam == 1)// against ai
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{
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//hayden
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StartInterrupt();
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send_interrupt( npSoldier ); //
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for my team");
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if(nbTeam !=0)intAI(npSoldier);
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else StartInterrupt();//
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//requestAIint( npSoldier );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"AI is interrupted");
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}
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else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn (we are moving)
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{
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@@ -27,6 +27,7 @@
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#include "render fun.h"
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#include "GameSettings.h"
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#endif
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#include "connect.h"
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extern BOOLEAN gfBasement;
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@@ -2228,7 +2229,7 @@ BOOLEAN AddMercStructureInfoFromAnimSurface( INT16 sGridNo, SOLDIERTYPE *pSoldie
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{
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// Debug msg
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ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"FAILED: add struct info for merc %d (%s), at %d direction %d", pSoldier->ubID, pSoldier->name, sGridNo, pSoldier->ubDirection );
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if(!is_networked)ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"FAILED: add struct info for merc %d (%s), at %d direction %d", pSoldier->ubID, pSoldier->name, sGridNo, pSoldier->ubDirection );
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if ( pStructureFileRef->pDBStructureRef[ gOneCDirection[ pSoldier->ubDirection ] ].pDBStructure->ubNumberOfTiles > 1 )
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{
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