- bugfix mp: fixed up coop

- bugfix mp: fixed bobby rays code my end

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2158 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2008-05-13 18:49:02 +00:00
parent 10e518110a
commit bf99b6d9e6
13 changed files with 189 additions and 160 deletions
+3 -1
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@@ -20,6 +20,8 @@
#include "Debug Control.h"
#endif
#include "connect.h"
// Defines for Anim inst reading, taken from orig Jagged
#define ANIMFILENAME "BINARYDATA\\ja2bin.dat"
@@ -3633,7 +3635,7 @@ UINT16 GetSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
// Ensure that it's loaded!
if ( gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject == NULL )
{
ScreenMsg( FONT_MCOLOR_RED, MSG_BETAVERSION, L"IAnimation Surface for Body %d, animation %S, surface %d not loaded.", pSoldier->ubBodyType, gAnimControl[ usAnimState ].zAnimStr, usAnimSurface );
if(!is_networked)ScreenMsg( FONT_MCOLOR_RED, MSG_BETAVERSION, L"IAnimation Surface for Body %d, animation %S, surface %d not loaded.", pSoldier->ubBodyType, gAnimControl[ usAnimState ].zAnimStr, usAnimSurface );
AnimDebugMsg( String( "Surface Database: PROBLEMS!!!!!!" ) );
usAnimSurface = INVALID_ANIMATION_SURFACE;
}
+9 -2
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@@ -243,8 +243,15 @@ void ShutDownQuoteBox( BOOLEAN fForce )
if ( gCivQuoteData.pCiv && gCivQuoteData.pCiv->aiData.bAction == AI_ACTION_OFFER_SURRENDER )
{
// Haydent
if(!is_client)DoMessageBox( MSG_BOX_BASIC_STYLE, Message[ STR_SURRENDER ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, SurrenderMessageBoxCallBack, NULL );
else ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[39] );
if(!is_networked)
{
DoMessageBox( MSG_BOX_BASIC_STYLE, Message[ STR_SURRENDER ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, SurrenderMessageBoxCallBack, NULL );
}
else
{
ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[39] );
ActionDone( gCivQuoteData.pCiv );
}
}
}
}
+38 -8
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@@ -1200,14 +1200,14 @@ BOOLEAN ExecuteOverhead( )
}
//hayden - holt at scheduled grid
if (is_networked)
{
if(pSoldier->sGridNo==pSoldier->sScheduledStop)
{
pSoldier->HaultSoldierFromSighting( 1 );
pSoldier->sScheduledStop=NULL;
}
}
//if (is_networked)
//{
// if(pSoldier->sGridNo==pSoldier->sScheduledStop)
// {
// pSoldier->HaultSoldierFromSighting( 1 );
// pSoldier->sScheduledStop=NULL;
// }
//}
if ( !( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_SPECIALMOVE ) )
{
@@ -5929,6 +5929,21 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
BOOLEAN fSayQuote = FALSE;
BOOLEAN fWeSawSomeoneRecently = FALSE, fSomeoneSawSomeoneRecently = FALSE;
if(is_server && check_status())
{
if(NumActiveAndConsciousTeamMembers( 0 ) ==0)
{
//ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"still some left");
}
return(FALSE);
}
// We can only check for end of combat if in combat mode
if ( ! ( gTacticalStatus.uiFlags & INCOMBAT ) )
{
@@ -5953,6 +5968,8 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
return( TRUE );
}
fWeSeeNoOne = WeSeeNoOne();
fNobodyAlerted = NobodyAlerted();
if ( fWeSeeNoOne && fNobodyAlerted )
@@ -6091,6 +6108,7 @@ void DeathNoMessageTimerCallback( void )
ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[40] );
gTacticalStatus.uiFlags |= SHOW_ALL_MERCS;//hayden
ScreenMsg( FONT_YELLOW, MSG_CHAT, MPClientMessage[41] );
teamwiped();
}
}
@@ -6129,6 +6147,17 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
}
}
if(is_server && check_status())
{
if(NumActiveAndConsciousTeamMembers( 0 ) ==0)
{
//ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"still some left");
}
return(FALSE);
}
// ATE: If attack busy count.. get out...
if ( (gTacticalStatus.ubAttackBusyCount > 0 ) )
{
@@ -8160,6 +8189,7 @@ void EndBattleWithUnconsciousGuysCallback( UINT8 bExitValue )
ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[40] );
gTacticalStatus.uiFlags |= SHOW_ALL_MERCS;//hayden
ScreenMsg( FONT_YELLOW, MSG_CHAT, MPClientMessage[41] );
teamwiped();
}
}
+8 -3
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@@ -3214,10 +3214,15 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
if ( pSoldier->stats.bLife == 0 && !( pSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) )
{
// Haydent
// Haydent/send death info
if (is_networked)
//send death info
send_death(pSoldier);//quickfix
{
if(pSoldier->bTeam==0) send_death(pSoldier);
else if(pSoldier->bTeam <6 && ((gTacticalStatus.ubTopMessageType == PLAYER_TURN_MESSAGE) || (gTacticalStatus.ubTopMessageType == PLAYER_INTERRUPT_MESSAGE)))send_death(pSoldier);
}
// Cancel services here...
+6 -5
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@@ -1666,7 +1666,7 @@ void SOLDIERTYPE::AdjustNoAPToFinishMove( BOOLEAN fSet )
SStopMerc.sYPos=this->sY;
//AddGameEvent( S_STOP_MERC, 0, &SStopMerc ); //hayden.
if (!is_server && this->ubID >=20)return;
if(is_client)
send_stop(&SStopMerc);
@@ -2518,7 +2518,7 @@ BOOLEAN SOLDIERTYPE::ChangeSoldierState( UINT16 usNewState, UINT16 usStartingAni
this->EVENT_InitNewSoldierAnim( SChangeState.usNewState, SChangeState.usStartingAniCode, SChangeState.fForce );
send_changestate(&SChangeState);
}
else if(is_client && !is_server && this->ubID < 20)
else if((is_client && !is_server) && (this->ubID < 20 || (this->ubID < 120 && gTacticalStatus.ubCurrentTeam == OUR_TEAM)))
{
this->EVENT_InitNewSoldierAnim( SChangeState.usNewState, SChangeState.usStartingAniCode, SChangeState.fForce );
send_changestate(&SChangeState);
@@ -9845,8 +9845,9 @@ void SendChangeSoldierStanceEvent( SOLDIERTYPE *pSoldier, UINT8 ubNewStance )
AddGameEvent( S_CHANGESTANCE, 0, &SChangeStance );
#endif
if((pSoldier->ubID > 19) && is_networked)
return;
if(((pSoldier->ubID > 19 && !is_server) || (pSoldier->ubID > 119 && is_server) )&& is_networked)return;
pSoldier->ChangeSoldierStance( ubNewStance );
if(is_server || (is_client && pSoldier->ubID <20) ) send_stance( pSoldier, ubNewStance );
}
@@ -10978,7 +10979,7 @@ void SOLDIERTYPE::HaultSoldierFromSighting( BOOLEAN fFromSightingEnemy )
SStopMerc.sXPos=this->sX;
SStopMerc.sYPos=this->sY;
//AddGameEvent( S_STOP_MERC, 0, &SStopMerc ); //hayden.
if(this->ubID>=120) return;//hayden
if(this->ubID>=120 || (!is_server && this->ubID >=20)) return;//hayden
if(is_client)send_stop(&SStopMerc);
// If we are a 'specialmove... ignore...
+9
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@@ -469,6 +469,14 @@ void BeginTeamTurn( UINT8 ubTeam )
// skip back to the top, as we are processing another team now.
continue;
}
if ((!(gTacticalStatus.Team[ ubTeam ].bTeamActive))&& is_networked)
{
// inactive team, skip to the next one
ubTeam++;
gTacticalStatus.ubCurrentTeam++;
// skip back to the top, as we are processing another team now.
continue;
}
if ( gTacticalStatus.uiFlags & TURNBASED )
{
@@ -526,6 +534,7 @@ void BeginTeamTurn( UINT8 ubTeam )
AddTopMessage( COMPUTER_TURN_MESSAGE, TeamTurnString[ ubTeam ] );
/*if(is_server && !net_turn) send_EndTurn(ubTeam);
if(net_turn == true) net_turn = false;*/
gTacticalStatus.ubCurrentTeam = ubTeam;
if(is_server) send_EndTurn(ubTeam);