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:
haydent
2008-05-21 10:23:54 +00:00
parent 4397de6edb
commit 73acf25c7a
7 changed files with 127 additions and 22 deletions
+68 -7
View File
@@ -657,6 +657,7 @@ void recieveHIRE(RPCParameters *rpcParameters)
gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags |= PROFILE_MISC_FLAG_RECRUITED;
if(!SAME_MERC)gMercProfiles[ pSoldier->ubProfile ].bMercStatus = MERC_WORKING_ELSEWHERE;
pSoldier->bSide=0; //default coop only
gTacticalStatus.Team[MercCreateStruct.bTeam ].bSide=0;
if(MercCreateStruct.ubProfile==64)//slay
{
@@ -669,11 +670,16 @@ void recieveHIRE(RPCParameters *rpcParameters)
if(PLAYER_BSIDE==0)//all vs all only
{
pSoldier->bSide=1;
gTacticalStatus.Team[MercCreateStruct.bTeam ].bSide=1;
}
if(PLAYER_BSIDE==1) //allow teams
{
if(sHireMerc->team != TEAM)pSoldier->bSide=1;
if(sHireMerc->team != TEAM)
{
pSoldier->bSide=1;
gTacticalStatus.Team[MercCreateStruct.bTeam ].bSide=1;
}
}
@@ -781,6 +787,7 @@ void send_EndTurn( UINT8 ubNextTeam )
turn_struct tStruct;
if(is_server)Sawarded=false;
tStruct.tsnetbTeam = netbTeam;
tStruct.tsubNextTeam = ubNextTeam;
@@ -800,6 +807,7 @@ void recieveEndTurn(RPCParameters *rpcParameters)
UINT8 ubTeam;
sender_bTeam=tStruct->tsnetbTeam;
ubTeam=tStruct->tsubNextTeam;
if(is_server)Sawarded=false;
if(is_server || sender_bTeam==6)
{
@@ -1455,7 +1463,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
//if(gubOutOfTurnPersons>0)ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Sent Int: bTeam-%d ubID-%d", INT.bTeam,INT.ubID );
gTacticalStatus.ubCurrentTeam=INT.bTeam;
if(INT.bTeam !=netbTeam) gTacticalStatus.ubCurrentTeam=INT.bTeam;
client->RPC("sendINTERRUPT",(const char*)&INT, (int)sizeof(INT_STRUCT)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
@@ -1465,9 +1473,9 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
void recieveINTERRUPT (RPCParameters *rpcParameters)
{
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
if(INT->bTeam==netbTeam)
if(INT->bTeam==netbTeam)// ||pOpponent->bTeam==1 )//for us or AI
{
INT->bTeam=0;
INT->ubID=INT->ubID - ubID_prefix;
@@ -1484,7 +1492,7 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
}
if( INT->bTeam !=0)
if( INT->bTeam != 0)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[17] );
//stop moving merc who was interrupted and init UI bar
@@ -1499,6 +1507,11 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
gTacticalStatus.fInterruptOccurred = TRUE;
}
//else if ( pOpponent->bTeam == 1)//
//{
// StartInterrupt();
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"ai is interrupted" );
//}
else
{
//it for us ! :)
@@ -1513,7 +1526,7 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[37] );
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
//SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
@@ -1523,6 +1536,21 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
//if(INT->gubOutOfTurnPersons > 0)ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Recieved Int: bTeam-%d ubID-%d", INT->bTeam,INT->ubID );
}
void intAI (SOLDIERTYPE *pSoldier )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[17] );
//stop moving merc who was interrupted and init UI bar
//SOLDIERTYPE* pMerc = MercPtrs[ INT->ubID ];
////AdjustNoAPToFinishMove( pMerc, TRUE );
//pMerc->HaultSoldierFromSighting(TRUE);
//pMerc->fTurningFromPronePosition = FALSE;// hmmm ??
//FreezeInterfaceForEnemyTurn();
//InitEnemyUIBar( 0, 0 );
//fInterfacePanelDirty = DIRTYLEVEL2;
AddTopMessage( COMPUTER_TURN_MESSAGE, TeamTurnString[ pSoldier->bTeam ] );
gTacticalStatus.fInterruptOccurred = TRUE;
}
void end_interrupt ( BOOLEAN fMarkInterruptOccurred )
{
@@ -1537,6 +1565,7 @@ void end_interrupt ( BOOLEAN fMarkInterruptOccurred )
memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
INT.gubOutOfTurnPersons = gubOutOfTurnPersons;
INT.fMarkInterruptOccurred=fMarkInterruptOccurred;
if(is_server)Sawarded=false;
if(INT.bTeam==0)
{
@@ -1562,8 +1591,9 @@ void end_interrupt ( BOOLEAN fMarkInterruptOccurred )
void resume_turn(RPCParameters *rpcParameters)
{
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
if(is_server)Sawarded=false;
if(INT->bTeam==netbTeam)//may need working
if(INT->bTeam==netbTeam || (INT->bTeam==1 && is_server))//may need working
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[18] );
@@ -1582,6 +1612,11 @@ void resume_turn(RPCParameters *rpcParameters)
EndInterrupt( INT->fMarkInterruptOccurred );
}
else if(INT->bTeam==1)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"im not server but ai just got back its turn after being interrupted..." );
//maybe can add something.
}
}
void grid_display ( void ) //print mouse coordinates, helpfull for crate placement.
@@ -2625,6 +2660,31 @@ void recieve_heal (RPCParameters *rpcParameters)
}
void requestAIint(SOLDIERTYPE *pSoldier )
{
AIint data;
data.ubID=pSoldier->ubID;
data.bteam=netbTeam;
ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"interrupt requested" );
client->RPC("rINT",(const char*)&data, (int)sizeof(AIint)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void awardINT (RPCParameters *rpcParameters)
{
AIint* data= (AIint*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ data->ubID ];
StartInterrupt();
//send_EndTurn(netbTeam);
ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"interrupt awarded" );
}
//***************************
//*** client connection*****
//*************************
@@ -2672,6 +2732,7 @@ void connect_client ( void )
REGISTER_STATIC_RPC(client, gotoRT);
REGISTER_STATIC_RPC(client, recieve_wipe);
REGISTER_STATIC_RPC(client, recieve_heal);
REGISTER_STATIC_RPC(client, awardINT);
//***
if (b)