Merged Multiplayer UI patch from Zathras:

New Features
- Added hits, misses, accuracy to scoreboard
- Added in-game chat with history
- Added more options from the ini to the host screen, Use NIV and Enable
civillians
bugfixes
- Clients connecting at the same time controlling the wrong client
- Team Deathmatch working again
- Refreshing the player list after a player changes team / edge
- AI is always on for Co-op now
- There is now always a scoreboard in Co-op even when you lose.
- scores on the Co-op scoreboard have been fixed for all deaths including
bleeding
- Start Game button now only appears for server
- Fixed cleaning up game resources on disconnection
- Disabled the 1,2,3,4 keys for connecting / disconnecting
- Fixed victory conditions for all game modes
- Fixed players names getting copied into TeamTurnString each game resulting
in multiple names
- Fixed Assertion bug caused by the game sometimes calling
SetCurrentWorldSector more than once before placement of mercs
- Fixed a bug that was possible when merging items such as M14 and EBR stock
on mapscreen.
- Fixed bug with game starting while a player was in chat, closes chat
window when game is starting
- Fixed bug with game starting while a player was in the options screen, if
the player leaves the mapscreen while ready, they are set to unready
- Team and Spawn direction popups changed to use buttons to open/close them
- Disabled players joining after the laptop has been unlocked, as they would
be out of state with any hires


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2628 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2009-03-19 15:31:55 +00:00
parent d28c42b353
commit 8fa1c2a4e6
55 changed files with 8514 additions and 362 deletions
+362 -96
View File
@@ -13,6 +13,8 @@
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include <list>
#include "types.h"
#include "gamesettings.h"
@@ -26,11 +28,12 @@ int gsREPORT_NAME;
#include "game init.h"
#include "text.h"
#include "network.h"
#include "connect.h"
#include "message.h"
#include "network.h"
#include "overhead.h"
#include "fresh_header.h"
#include "Debug Control.h"
UINT16 nc; //number of open connection
UINT16 ncr; //number of ready confirmed connections
//something keep record of ready connections ..
@@ -74,6 +77,68 @@ typedef struct
client_data client_d[4];
// OJW - 20081223
// Random Merc teams
// First attempt at "balanced" teams
int random_merc_teams[4][7] =
{
{ 16, 10, 19, 25, 4 , 11, 39 } , // Gus , Shadow, Spider , Raven , Vicki , Red , Meltdown
{ 29, 36, 28, 2 , 22, 8 , 32 } , // Magic , Scope, Danny , Lynx , Hitman , Steroid , Malice
{ 12, 5 , 20, 23, 48, 34, 17 } , // Reaper , Trevor, Cliff , Buzz , Cougar , Nails , Buns
{ 31, 7 , 33, 35, 27, 37, 1 } // Scully , Ivan , Dr Q , Thor , Len , Wolf , Blood
};
int client_mercteam[4] = { 0 , 1 , 2 , 3 }; // random index of random_merc_teams per player
bool inline can_joingame();
int f_rec_num(int mode, SystemAddress sender)//from client data
{
int x;
client_data cl_record;
for ( x=0; x<4;x++)
{
cl_record = client_d[x];
if(mode==0)//find empty slot for new record
{
if(cl_record.address.binaryAddress==0)
return(x);
}
if(mode==1)//wipe clean all
{
client_d[x].address.binaryAddress=0;
client_d[x].address.port=0;
client_d[x].cl_number=0;
}
if(mode==2)//clear one record
{
if(cl_record.address.binaryAddress==sender.binaryAddress && cl_record.address.port==sender.port)
{
client_d[x].address.port=0;
client_d[x].cl_number=0;
client_d[x].address.binaryAddress=0;
return(254);
}
}
// OJW - 090212 - look up client number
if (mode == 3)
{
if(cl_record.address.binaryAddress==sender.binaryAddress && cl_record.address.port==sender.port)
{
return (x);
}
}
}
if(mode == 0)//'no free slots'
{
ScreenMsg( FONT_RED, MSG_CHAT, L"Client Record Error, Restart Server, and Report Error." );
return (255);
}
return(254);
}
// use UNASSIGNED_SYSTEM_ADDRESS instead of rpcParameters->sender to send it back to yourself (the sender)
// there is very little in here dependant on the game engine and originally started out as an independant dedicated server .exe, and could if go ther again ... hayden.
//********* RPC SECTION ************
@@ -100,6 +165,15 @@ void sendFIRE(RPCParameters *rpcParameters)
void sendHIT(RPCParameters *rpcParameters)
{
EV_S_WEAPONHIT* hit = (EV_S_WEAPONHIT*)rpcParameters->input;
int team = MercPtrs[ hit->ubAttackerID ]->bTeam;
if (team == 1) team = 5;
else if (team >= 6) team -= 6;
else if (team == 0) team = CLIENT_NUM-1; // this case should not be possible, including as a precaution
gMPPlayerStats[team].hits++;
server->RPC("recieveHIT",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
@@ -157,18 +231,69 @@ void sendSTATE(RPCParameters *rpcParameters)
}
void sendDEATH(RPCParameters *rpcParameters)
{
// the master copy of the scoreboard is kept on the server
death_struct* nDeath = (death_struct*)rpcParameters->input;
// Save Stats on the server side
gMPPlayerStats[nDeath->soldier_team-1].deaths++;
gMPPlayerStats[nDeath->attacker_team-1].kills++;
// get the client number of the client sending the message
int iCLnum = f_rec_num(3,rpcParameters->sender)+1;
server->RPC("recieveDEATH",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
#if _DEBUG
wchar_t ateam[5];
wchar_t steam[5];
wchar_t clnum[5];
_itow(nDeath->attacker_team,ateam,10);
_itow(nDeath->soldier_team,steam,10);
_itow(iCLnum,clnum,10);
ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"DEBUG: Soldier Killed : Attacking team %s , Soldier Team %s, Sender %s",ateam,steam,clnum);
char logmsg[100];
sprintf(logmsg, "MP DEBUG: Soldier Killed #%i : Attacking team %i , Soldier Team %i, Sender %i\n",nDeath->soldier_id,nDeath->attacker_team,nDeath->soldier_team,iCLnum);
MPDebugMsg( logmsg );
#endif
}
void sendhitSTRUCT(RPCParameters *rpcParameters)
{
EV_S_STRUCTUREHIT* miss = (EV_S_STRUCTUREHIT*)rpcParameters->input;
int team = MercPtrs[ miss->ubAttackerID ]->bTeam;
if (team == 1) team = 5;
else if (team >= 6) team -= 6;
else if (team == 0) team = CLIENT_NUM-1; // this case should not be possible, including as a precaution
gMPPlayerStats[team].misses++;
server->RPC("recievehitSTRUCT",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendhitWINDOW(RPCParameters *rpcParameters)
{
EV_S_WINDOWHIT* miss = (EV_S_WINDOWHIT*)rpcParameters->input;
int team = MercPtrs[ miss->ubAttackerID ]->bTeam;
if (team == 1) team = 5;
else if (team >= 6) team -= 6;
else if (team == 0) team = CLIENT_NUM-1; // this case should not be possible, including as a precaution
gMPPlayerStats[team].misses++;
server->RPC("recievehitWINDOW",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendMISS(RPCParameters *rpcParameters)
{
EV_S_MISS* miss = (EV_S_MISS*)rpcParameters->input;
int team = MercPtrs[ miss->ubAttackerID ]->bTeam;
if (team == 1) team = 5;
else if (team >= 6) team -= 6;
else if (team == 0) team = CLIENT_NUM-1; // this case should not be possible, including as a precaution
gMPPlayerStats[team].misses++;
server->RPC("recieveMISS",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void updatenetworksoldier(RPCParameters *rpcParameters)
@@ -205,6 +330,18 @@ 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);
}
// OJW - edge and team changes
void sendEDGECHANGE(RPCParameters *rpcParameters)
{
server->RPC("recieveEDGECHANGE",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendTEAMCHANGE(RPCParameters *rpcParameters)
{
server->RPC("recieveTEAMCHANGE",(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
//{
@@ -276,119 +413,218 @@ void sendREAL(RPCParameters *rpcParameters)
}
}
int f_rec_num(int mode, SystemAddress sender)//from client data
// 20081222 - OJW
void sendGAMEOVER(RPCParameters *rpcParameters)
{
// ignore the RPCParams and send the server side scoreboard
server->RPC("recieveGAMEOVER",(const char*)gMPPlayerStats, sizeof(gMPPlayerStats)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendCHATMSG(RPCParameters *rpcParameters)
{
// ignore the RPCParams and send the server side scoreboard
server->RPC("recieveCHATMSG",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
// OJW - 20081223
// fix client disconnecting mid game, allowing the game to proceed
void HandleDisconnect(SystemAddress sender)
{
// find the CLIENT_NUM of the player
int x;
client_data cl_record;
for ( x=0; x<4;x++)
{
cl_record = client_d[x];
if(mode==0)//find empty slot for new record
if(cl_record.address.binaryAddress==sender.binaryAddress && cl_record.address.port==sender.port)
{
if(cl_record.address.binaryAddress==0)
return(x);
// notify all the clients of the disconnect
server->RPC("recieveDISCONNECT",(const char*)&cl_record.cl_number , sizeof(int)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
f_rec_num(2,sender); // remove from server's client list
break;
}
if(mode==1)//wipe clean all
{
client_d[x].address.binaryAddress=0;
client_d[x].address.port=0;
client_d[x].cl_number=0;
}
if(mode==2)//clear one record
{
if(cl_record.address.binaryAddress==sender.binaryAddress && cl_record.address.port==sender.port)
{
client_d[x].address.port=0;
client_d[x].cl_number=0;
client_d[x].address.binaryAddress=0;
return(254);
}
}
}
if(mode == 0)//'no free slots'
{
ScreenMsg( FONT_RED, MSG_CHAT, L"Client Record Error, Restart Server, and Report Error." );
return (255);
}
return(254);
}
// OJW - 20081218
// shuffle an integer array
//<TODO> remove shuffledList and put directly into arr[]
void rSortArray(int* arr, int len)
{
std::list<int> tmpList;
std::list<int> shuffledList;
std::list<int>::iterator Iter;
int i=0;
// add all our array items
for(i=0; i<len; i++)
tmpList.push_front(arr[i]);
// shuffle the items
while(tmpList.size())
{
int iRandPos = rand() % tmpList.size();
for(Iter = tmpList.begin(); iRandPos>0; iRandPos--, Iter++);
//Iter += iRandPos;
shuffledList.push_front(*Iter);
tmpList.erase(Iter);
}
// add all our elements
for(i=0; i<len; i++)
{
arr[i] = shuffledList.back();
shuffledList.pop_back();
}
}
//************************* //UNASSIGNED_SYSTEM_ADDRESS
//START INTERNAL SERVER
//*************************
//void send_settings (void)//send server settings to client
void requestSETTINGS(RPCParameters *rpcParameters )
{
// dont generate or send settings to a new user if they are about to be disconnected
// because no more players can join the the game
if (can_joingame())
{
client_info* clinf = (client_info*)rpcParameters->input;
client_info* clinf = (client_info*)rpcParameters->input;
//server assigned client numbers - hayden.
SystemAddress sender = rpcParameters->sender;//get senders address
int bslot = f_rec_num(0,blank);//get empty record slot
client_d[bslot].address=sender; //record clients address
int new_cl_num = bslot+1;//client number to assign
client_d[bslot].cl_number=new_cl_num; //record clients number
//server assigned client numbers - hayden.
SystemAddress sender = rpcParameters->sender;//get senders address
int bslot = f_rec_num(0,blank);//get empty record slot
client_d[bslot].address=sender; //record clients address
int new_cl_num = bslot+1;//client number to assign
client_d[bslot].cl_number=new_cl_num; //record clients number
settings_struct lan;
settings_struct lan;
//lan.client_num = clinf->client_num;//old client assigned number
lan.client_num = new_cl_num; //new server assigned number
strcpy(lan.client_name , clinf->client_name);
//lan.client_num = clinf->client_num;//old client assigned number
lan.client_num = new_cl_num; //new server assigned number
strcpy(lan.client_name , clinf->client_name);
lan.max_clients = gsMAX_CLIENTS;
memcpy(lan.kitbag , kbag,sizeof (char)*100);
lan.damage_multiplier = gsDAMAGE_MULTIPLIER;
// OJW - 20081204
strcpy(lan.server_name , SERVER_NAME);
memcpy(lan.client_edges,client_edges,sizeof(int)*4);
memcpy(lan.client_teams,client_teams,sizeof(int)*4);
lan.RANDOM_SPAWN = RANDOM_SPAWN;
lan.RANDOM_MERCS = RANDOM_MERCS;
lan.max_clients = gsMAX_CLIENTS;
memcpy(lan.kitbag , kbag,sizeof (char)*100);
lan.damage_multiplier = gsDAMAGE_MULTIPLIER;
lan.same_merc = gsSAME_MERC;
lan.gsMercArriveSectorX=gsMercArriveSectorX;
lan.gsMercArriveSectorY=gsMercArriveSectorY;
lan.ENEMY_ENABLED=ENEMY_ENABLED;
lan.CREATURE_ENABLED=CREATURE_ENABLED;
lan.MILITIA_ENABLED=MILITIA_ENABLED;
lan.CIV_ENABLED=CIV_ENABLED;
lan.gsPLAYER_BSIDE=gsPLAYER_BSIDE;
lan.emorale=gsMORALE;
lan.gsREPORT_NAME=gsREPORT_NAME;
//something new
lan.secs_per_tick=gssecs_per_tick;
lan.soubBobbyRay=gGameOptions.ubBobbyRay;
lan.sofGunNut=gGameOptions.fGunNut;
lan.soubGameStyle=gGameOptions.ubGameStyle;
lan.soubDifficultyLevel=gGameOptions.ubDifficultyLevel;
lan.sofTurnTimeLimit=gGameOptions.fTurnTimeLimit;
lan.sofIronManMode=gGameOptions.fIronManMode;
lan.starting_balance=gsstarting_balance;
lan.same_merc = gsSAME_MERC;
// OJW - 20090319 - Changing allow custom NIV to force NIV on all clients
// as with the new join screen setup, no way for the individual client to choose
// whether or not to use NIV. If this is wrong, its easily fixed...
// just change description text for the toggle option on the host screen to
// "Allow custom inventory" and delete this if statement.
if (sALLOW_CUSTOM_NIV==1)
gGameOptions.ubInventorySystem = INVENTORY_NEW;
lan.sofNewInv=gGameOptions.ubInventorySystem;
lan.soDis_Bobby=gsDis_Bobby;
lan.soDis_Equip=gsDis_Equip;
lan.gsMAX_MERCS=gsMAX_MERCS;
memcpy( lan.client_names , client_names, sizeof( char ) * 4 * 30 );
lan.team=clinf->team;
lan.TESTING=gsTESTING;
// OJW - 20081218
if (RANDOM_SPAWN)
lan.cl_edge = client_edges[lan.client_num-1];
else
lan.cl_edge=clinf->cl_edge;
// OJW - 20081223
if (RANDOM_MERCS)
{
memcpy(lan.random_mercs, random_merc_teams[client_mercteam[lan.client_num - 1]], sizeof(int) * 7);
}
lan.TIME=TIME;
lan.WEAPON_READIED_BONUS=sWEAPON_READIED_BONUS;
lan.ALLOW_CUSTOM_NIV=sALLOW_CUSTOM_NIV;
lan.DISABLE_SPEC_MODE=sDISABLE_SPEC_MODE;
server->RPC("recieveSETTINGS",(const char*)&lan, (int)sizeof(settings_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
} // end if(can_joingame)
}
// added 081201 by Owen , allow the server to change the map while its still not in laptop mode
void send_mapchange(void)
{
if (is_server && !allowlaptop)
{
mapchange_struct lan;
lan.gsMercArriveSectorX=gsMercArriveSectorX;
lan.gsMercArriveSectorY=gsMercArriveSectorY;
lan.TIME=TIME;
lan.ENEMY_ENABLED=ENEMY_ENABLED;
lan.CREATURE_ENABLED=CREATURE_ENABLED;
lan.MILITIA_ENABLED=MILITIA_ENABLED;
lan.CIV_ENABLED=CIV_ENABLED;
server->RPC("recieveMAPCHANGE",(const char*)&lan, (int)sizeof(mapchange_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
else
{
ScreenMsg( FONT_LTBLUE, MSG_CHAT, MPServerMessage[45]);
}
}
lan.gsPLAYER_BSIDE=gsPLAYER_BSIDE;
lan.emorale=gsMORALE;
lan.gsREPORT_NAME=gsREPORT_NAME;
//something new
lan.secs_per_tick=gssecs_per_tick;
lan.soubBobbyRay=gGameOptions.ubBobbyRay;
lan.sofGunNut=gGameOptions.fGunNut;
lan.soubGameStyle=gGameOptions.ubGameStyle;
lan.soubDifficultyLevel=gGameOptions.ubDifficultyLevel;
lan.sofTurnTimeLimit=gGameOptions.fTurnTimeLimit;
lan.sofIronManMode=gGameOptions.fIronManMode;
lan.starting_balance=gsstarting_balance;
lan.sofNewInv=gGameOptions.ubInventorySystem;
lan.soDis_Bobby=gsDis_Bobby;
lan.soDis_Equip=gsDis_Equip;
lan.gsMAX_MERCS=gsMAX_MERCS;
memcpy( lan.client_names , client_names, sizeof( char ) * 4 * 30 );
lan.team=clinf->team;
lan.TESTING=gsTESTING;
lan.cl_edge=clinf->cl_edge;
lan.TIME=TIME;
lan.WEAPON_READIED_BONUS=sWEAPON_READIED_BONUS;
lan.ALLOW_CUSTOM_NIV=sALLOW_CUSTOM_NIV;
lan.DISABLE_SPEC_MODE=sDISABLE_SPEC_MODE;
server->RPC("recieveSETTINGS",(const char*)&lan, (int)sizeof(settings_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
// OJW 090212
bool inline can_joingame()
{
return !allowlaptop;
}
// Allow server to disconnect incoming clients after the game has started
void CheckIncomingConnection(Packet* p)
{
// some clients might reconnect after disconnecting, either after the laptop is unlocked
// or after the game has started
// we dont want to allow this as thier game will be out of state
if (!can_joingame())
{
ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"CONNECTION REJECTED - GAME HAS STARTED");
// disconnect this client, no need to notify them as they will know if they disconnected
// before receiving a settings packet that they were not allowed to join
server->CloseConnection(p->systemAddress, true);
}
}
@@ -428,10 +664,18 @@ void start_server (void)
char time_div[30];
char mor[30];
char sRandomMercs[30];
char sRandomEdges[30];
// OJW - 20081204
GetPrivateProfileString( "Ja2_mp Settings","SERVER_NAME", "", SERVER_NAME, MAX_PATH, "..\\Ja2_mp.ini" );
GetPrivateProfileString( "Ja2_mp Settings","SAME_MERC", "", hire_same_merc, MAX_PATH, "..\\Ja2_mp.ini" );
GetPrivateProfileString( "Ja2_mp Settings","DISABLE_MORALE", "", mor, MAX_PATH, "..\\Ja2_mp.ini" );
GetPrivateProfileString( "Ja2_mp Settings","MAX_CLIENTS", "", maxclients, MAX_PATH, "..\\Ja2_mp.ini" );
GetPrivateProfileString( "Ja2_mp Settings","DAMAGE_MULTIPLIER", "", net_div, MAX_PATH, "..\\Ja2_mp.ini" );
GetPrivateProfileString( "Ja2_mp Settings","RANDOM_MERCS", "", sRandomMercs, MAX_PATH, "..\\Ja2_mp.ini" );
GetPrivateProfileString( "Ja2_mp Settings","RANDOM_EDGES", "", sRandomEdges, MAX_PATH, "..\\Ja2_mp.ini" );
GetPrivateProfileString( "Ja2_mp Settings","ENEMY_ENABLED", "", bteam1_enabled, MAX_PATH, "..\\Ja2_mp.ini" );
//GetPrivateProfileString( "Ja2_mp Settings","CREATURE_ENABLED", "", bteam2_enabled, MAX_PATH, "..\\Ja2_mp.ini" );
@@ -479,14 +723,30 @@ void start_server (void)
MILITIA_ENABLED=0;
CIV_ENABLED=0;
if(gsPLAYER_BSIDE==2)//only enable ai during coop
{
ENEMY_ENABLED =atoi(bteam1_enabled);
//CREATURE_ENABLED =atoi(bteam2_enabled);
MILITIA_ENABLED =atoi(bteam3_enabled);
CIV_ENABLED =atoi(bteam4_enabled);
RANDOM_MERCS = atoi(sRandomMercs);
RANDOM_SPAWN = atoi(sRandomEdges);
}
if (RANDOM_SPAWN)
{
// create random starting edges
int spawns[4] = { 0 , 1 , 2 , 3 };
rSortArray(spawns,4);
memcpy(client_edges,spawns,sizeof(int)*4);
}
if (RANDOM_MERCS)
{
// randomly sort team indexes to give client
// one of four random merc teams
rSortArray(client_mercteam,4);
}
if(gsPLAYER_BSIDE==2)//only enable ai during coop
{
ENEMY_ENABLED = 1; // always enable enemies in co-op
MILITIA_ENABLED = atoi(bteam3_enabled);
CIV_ENABLED = atoi(bteam4_enabled);
}
gsSAME_MERC = atoi(hire_same_merc);
gsDAMAGE_MULTIPLIER =(FLOAT)atof(net_div);
@@ -560,6 +820,10 @@ if(gsPLAYER_BSIDE==2)//only enable ai during coop
REGISTER_STATIC_RPC(server, startCOMBAT);
REGISTER_STATIC_RPC(server, sendWIPE);
REGISTER_STATIC_RPC(server, sendHEAL);
REGISTER_STATIC_RPC(server, sendEDGECHANGE);
REGISTER_STATIC_RPC(server, sendTEAMCHANGE);
REGISTER_STATIC_RPC(server, sendGAMEOVER);
REGISTER_STATIC_RPC(server, sendCHATMSG);
//REGISTER_STATIC_RPC(server, rINT);
//
@@ -614,7 +878,7 @@ void server_packet ( void )
case ID_DISCONNECTION_NOTIFICATION://client disconnected purposefullly
// Connection lost normally
ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"ID_DISCONNECTION_NOTIFICATION");
f_rec_num(2, p->systemAddress);//clear record
HandleDisconnect(p->systemAddress);//clear record
break;
case ID_ALREADY_CONNECTED:
// Connection lost normally
@@ -641,7 +905,7 @@ void server_packet ( void )
// Couldn't deliver a reliable packet - i.e. the other system was abnormally
// terminated
ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"ID_CONNECTION_LOST");//client dropped
f_rec_num(2, p->systemAddress);//clear record
HandleDisconnect(p->systemAddress);//clear record
break;
case ID_CONNECTION_REQUEST_ACCEPTED:
// This tells the client they have connected
@@ -650,6 +914,8 @@ void server_packet ( void )
case ID_NEW_INCOMING_CONNECTION:
//tells server client has connected
ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"ID_NEW_INCOMING_CONNECTION");
// make sure they can connect
CheckIncomingConnection(p);
//send_settings();//send off server set settings
break;
case ID_MODIFIED_PACKET:
@@ -700,4 +966,4 @@ void server_disconnect (void)
{
ScreenMsg( FONT_LTBLUE, MSG_CHAT, MPServerMessage[7]);
}
}
}