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; gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags |= PROFILE_MISC_FLAG_RECRUITED;
if(!SAME_MERC)gMercProfiles[ pSoldier->ubProfile ].bMercStatus = MERC_WORKING_ELSEWHERE; if(!SAME_MERC)gMercProfiles[ pSoldier->ubProfile ].bMercStatus = MERC_WORKING_ELSEWHERE;
pSoldier->bSide=0; //default coop only pSoldier->bSide=0; //default coop only
gTacticalStatus.Team[MercCreateStruct.bTeam ].bSide=0;
if(MercCreateStruct.ubProfile==64)//slay if(MercCreateStruct.ubProfile==64)//slay
{ {
@@ -669,11 +670,16 @@ void recieveHIRE(RPCParameters *rpcParameters)
if(PLAYER_BSIDE==0)//all vs all only if(PLAYER_BSIDE==0)//all vs all only
{ {
pSoldier->bSide=1; pSoldier->bSide=1;
gTacticalStatus.Team[MercCreateStruct.bTeam ].bSide=1;
} }
if(PLAYER_BSIDE==1) //allow teams 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; turn_struct tStruct;
if(is_server)Sawarded=false;
tStruct.tsnetbTeam = netbTeam; tStruct.tsnetbTeam = netbTeam;
tStruct.tsubNextTeam = ubNextTeam; tStruct.tsubNextTeam = ubNextTeam;
@@ -800,6 +807,7 @@ void recieveEndTurn(RPCParameters *rpcParameters)
UINT8 ubTeam; UINT8 ubTeam;
sender_bTeam=tStruct->tsnetbTeam; sender_bTeam=tStruct->tsnetbTeam;
ubTeam=tStruct->tsubNextTeam; ubTeam=tStruct->tsubNextTeam;
if(is_server)Sawarded=false;
if(is_server || sender_bTeam==6) 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 ); //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); 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) void recieveINTERRUPT (RPCParameters *rpcParameters)
{ {
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input; INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
if(INT->bTeam==netbTeam)// ||pOpponent->bTeam==1 )//for us or AI
if(INT->bTeam==netbTeam)
{ {
INT->bTeam=0; INT->bTeam=0;
INT->ubID=INT->ubID - ubID_prefix; 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] ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[17] );
//stop moving merc who was interrupted and init UI bar //stop moving merc who was interrupted and init UI bar
@@ -1499,6 +1507,11 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
gTacticalStatus.fInterruptOccurred = TRUE; gTacticalStatus.fInterruptOccurred = TRUE;
} }
//else if ( pOpponent->bTeam == 1)//
//{
// StartInterrupt();
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"ai is interrupted" );
//}
else else
{ {
//it for us ! :) //it for us ! :)
@@ -1513,7 +1526,7 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[37] ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[37] );
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ]; 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); ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt(); 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 ); //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 ) void end_interrupt ( BOOLEAN fMarkInterruptOccurred )
{ {
@@ -1537,6 +1565,7 @@ void end_interrupt ( BOOLEAN fMarkInterruptOccurred )
memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS); memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
INT.gubOutOfTurnPersons = gubOutOfTurnPersons; INT.gubOutOfTurnPersons = gubOutOfTurnPersons;
INT.fMarkInterruptOccurred=fMarkInterruptOccurred; INT.fMarkInterruptOccurred=fMarkInterruptOccurred;
if(is_server)Sawarded=false;
if(INT.bTeam==0) if(INT.bTeam==0)
{ {
@@ -1562,8 +1591,9 @@ void end_interrupt ( BOOLEAN fMarkInterruptOccurred )
void resume_turn(RPCParameters *rpcParameters) void resume_turn(RPCParameters *rpcParameters)
{ {
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input; 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] ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[18] );
@@ -1582,6 +1612,11 @@ void resume_turn(RPCParameters *rpcParameters)
EndInterrupt( INT->fMarkInterruptOccurred ); 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. 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***** //*** client connection*****
//************************* //*************************
@@ -2672,6 +2732,7 @@ void connect_client ( void )
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); REGISTER_STATIC_RPC(client, recieve_heal);
REGISTER_STATIC_RPC(client, awardINT);
//*** //***
if (b) if (b)
+11
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@@ -24,6 +24,13 @@ INT8 bLife;
INT8 bBleeding; INT8 bBleeding;
}heal; }heal;
typedef struct
{
UINT16 ubID;
INT8 bteam;
}AIint;
void send_door ( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fNoAnimations ); void send_door ( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fNoAnimations );
@@ -65,6 +72,8 @@ void startCombat(UINT8 ubStartingTeam);
extern int WEAPON_READIED_BONUS; extern int WEAPON_READIED_BONUS;
void intAI (SOLDIERTYPE *pSoldier );
void teamwiped (void); void teamwiped (void);
BOOLEAN check_status (void); BOOLEAN check_status (void);
@@ -74,3 +83,5 @@ extern INT8 NumActiveAndConsciousTeamMembers( UINT8 ubTeam );
void send_heal (SOLDIERTYPE *pSoldier ); void send_heal (SOLDIERTYPE *pSoldier );
extern int DISABLE_SPEC_MODE; extern int DISABLE_SPEC_MODE;
void requestAIint(SOLDIERTYPE *pSoldier );
+2 -1
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@@ -3,7 +3,7 @@
//this one just for structs, variables and functions used between the client and server scripts... //this one just for structs, variables and functions used between the client and server scripts...
extern char CLIENT_NAME[30]; extern char CLIENT_NAME[30];
extern bool Sawarded;
typedef struct typedef struct
@@ -83,3 +83,4 @@ typedef struct
{ {
UINT8 ubStartingTeam; UINT8 ubStartingTeam;
}sc_struct; }sc_struct;
+20 -1
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@@ -23,12 +23,14 @@ INT32 gsMAX_MERCS;
bool gsMORALE; bool gsMORALE;
int gsREPORT_NAME; int gsREPORT_NAME;
#include "text.h" #include "text.h"
#include "connect.h" #include "connect.h"
#include "message.h" #include "message.h"
#include "network.h" #include "network.h"
#include "overhead.h" #include "overhead.h"
#include "fresh_header.h"
UINT16 nc; //number of open connection UINT16 nc; //number of open connection
UINT16 ncr; //number of ready confirmed connections UINT16 ncr; //number of ready confirmed connections
//something keep record of ready connections .. //something keep record of ready connections ..
@@ -59,6 +61,8 @@ RakPeerInterface *server;
int numreadyteams; int numreadyteams;
int readyteamreg[10]; int readyteamreg[10];
bool Sawarded;
SystemAddress blank; SystemAddress blank;
typedef struct typedef struct
@@ -201,6 +205,20 @@ 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); server->RPC("recieve_heal",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
} }
//
//void rINT(RPCParameters *rpcParameters)//who is first
//{
//
// AIint* data = (AIint*)rpcParameters->input;
//
// if( !Sawarded )
// {
// PauseAITemporarily();
// Sawarded=true;
// //send back to sender
// server->RPC("awardINT",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, false, 0, UNASSIGNED_NETWORK_ID,0);
// }
//}
void startCOMBAT(RPCParameters *rpcParameters) void startCOMBAT(RPCParameters *rpcParameters)
{ {
@@ -566,6 +584,7 @@ if(gsPLAYER_BSIDE==2)//only enable ai during coop
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); REGISTER_STATIC_RPC(server, sendHEAL);
//REGISTER_STATIC_RPC(server, rINT);
// //
+3 -1
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@@ -106,13 +106,15 @@ bool ovh_ready;
//int cnt = 40; //int cnt = 40;
void test_func2 (void)//now bound to "0" //currently displays coordinates of the mouse void test_func2 (void)//now bound to "0"
{ {
ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"test_func2 - function testing ground:" ); ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"test_func2 - function testing ground:" );
SOLDIERTYPE * pSoldier=MercPtrs[ 0 ]; SOLDIERTYPE * pSoldier=MercPtrs[ 0 ];
PauseAITemporarily();
//RemoveOneOpponent( pSoldier ); //RemoveOneOpponent( pSoldier );
//SOLDIERTYPE * pSoldier2=MercPtrs[ 127 ]; //SOLDIERTYPE * pSoldier2=MercPtrs[ 127 ];
// //
+19 -9
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@@ -351,6 +351,11 @@ void EndAITurn( void )
EndDeadlockMsg( ); EndDeadlockMsg( );
if (INTERRUPT_QUEUED) if (INTERRUPT_QUEUED)
{ {
if(is_networked)
{
end_interrupt( FALSE );//this tells other client to go on from where he was
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"ending interrupt" );
}
EndInterrupt( FALSE ); EndInterrupt( FALSE );
} }
else else
@@ -1013,12 +1018,15 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
StartInterrupt(); StartInterrupt();
} }
else if(nbTeam == 0) //its an interrupt for own merc team else if(is_server && gTacticalStatus.ubCurrentTeam == 1)// against ai
{ {
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for our team");
//hayden //hayden
StartInterrupt(); send_interrupt( npSoldier ); //
send_interrupt( npSoldier ); // if(nbTeam !=0)intAI(npSoldier);
else StartInterrupt();//
//requestAIint( npSoldier );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"AI is interrupted");
} }
else else
{ {
@@ -2033,20 +2041,22 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
nbTeam = npSoldier->bTeam; nbTeam = npSoldier->bTeam;
if ((nbTeam > 0) && (nbTeam <6 ) && is_server) //is AI and are server if ((nbTeam > 0) && (nbTeam <6 ) && is_server) //is for AI and are server
{ {
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for AI team"); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for AI team");
send_interrupt( npSoldier ); send_interrupt( npSoldier );
StartInterrupt(); StartInterrupt();
} }
else if(nbTeam == 0 && gTacticalStatus.ubCurrentTeam == 0) //its an interrupt for own merc team && its our turn else if(is_server && gTacticalStatus.ubCurrentTeam == 1)// against ai
{ {
//hayden //hayden
StartInterrupt();
send_interrupt( npSoldier ); // send_interrupt( npSoldier ); //
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for my team"); if(nbTeam !=0)intAI(npSoldier);
else StartInterrupt();//
//requestAIint( npSoldier );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"AI is interrupted");
} }
else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn (we are moving) else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn (we are moving)
{ {
+2 -1
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@@ -27,6 +27,7 @@
#include "render fun.h" #include "render fun.h"
#include "GameSettings.h" #include "GameSettings.h"
#endif #endif
#include "connect.h"
extern BOOLEAN gfBasement; extern BOOLEAN gfBasement;
@@ -2228,7 +2229,7 @@ BOOLEAN AddMercStructureInfoFromAnimSurface( INT16 sGridNo, SOLDIERTYPE *pSoldie
{ {
// Debug msg // Debug msg
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 ); 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 );
if ( pStructureFileRef->pDBStructureRef[ gOneCDirection[ pSoldier->ubDirection ] ].pDBStructure->ubNumberOfTiles > 1 ) if ( pStructureFileRef->pDBStructureRef[ gOneCDirection[ pSoldier->ubDirection ] ].pDBStructure->ubNumberOfTiles > 1 )
{ {