- Changed the encoding for ALL language texfiles to UTF 8

o Now we can also build FUNCTIONAL Polish version with VS 2005 instead of only building with VS 2008/VS 2010

- Multiplayer fixes and improvements
o Increased MP version to v1.9
o Added and info output text when the AI interrupts the pure client, that the game could hang and the server should press ALT + E
o Disabled the possibility, that the server could always give himself the turn with ALT + E. Now when pressing '1' on the dialog instead of giving the server the turn, the dialog closes without any action
o Disabled the possibility, that the server could kick himself from the game when pressing ALT + K and then selecting '1'. The '1' button now cancels the dialog without doing any action.
o Disabled the possibility, that the server could kick a client in the strategy screen
o When client gets kicked from tactical, the game automatically switches to spectator mode for the kicked client
o Disabled Encyclopedia and Briefing room links from the laptop

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4692 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2011-10-06 16:06:33 +00:00
parent b0697174bc
commit fa2af2de1a
21 changed files with 4640 additions and 4582 deletions
+17 -22
View File
@@ -1040,7 +1040,10 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
nubFirstInterrupter = LATEST_INTERRUPT_GUY;
npSoldier = MercPtrs[nubFirstInterrupter];
nbTeam = npSoldier->bTeam;
#ifdef BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"unchecked interrupt call area:(resume interrupted interrupt)...");
#endif
if ((nbTeam > 0) && (nbTeam <6 ) && is_server) //is AI and are server
{
@@ -2128,29 +2131,21 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
}
// INTERRUPT is calculated on the pure client
else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn (we are moving)
{
//// WANNE: Skip the interrupt (against enemy AI) on the pure client, when we are in a coop game!
//if (cGameType == MP_TYPE_COOP)
//{
// #ifdef BETAVERSION
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for another team - pure client - skipping problematic interrupt");
// #endif
//}
//else
//{
send_interrupt( npSoldier );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"interrupt for another team - PROBLEMATIC");
{
ScreenMsg( FONT_MCOLOR_LTRED, MSG_INTERFACE, MPClientMessage[79]);
SOLDIERTYPE* pMerc = MercPtrs[ gusSelectedSoldier ];
//AdjustNoAPToFinishMove( pMerc, TRUE );
pMerc->HaultSoldierFromSighting(TRUE);
//pMerc->fTurningFromPronePosition = FALSE;// hmmm ??
FreezeInterfaceForEnemyTurn();
InitEnemyUIBar( 0, 0 );
fInterfacePanelDirty = DIRTYLEVEL2;
AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ nbTeam ] );
gTacticalStatus.fInterruptOccurred = TRUE;
//}
send_interrupt( npSoldier );
SOLDIERTYPE* pMerc = MercPtrs[ gusSelectedSoldier ];
//AdjustNoAPToFinishMove( pMerc, TRUE );
pMerc->HaultSoldierFromSighting(TRUE);
//pMerc->fTurningFromPronePosition = FALSE;// hmmm ??
FreezeInterfaceForEnemyTurn();
InitEnemyUIBar( 0, 0 );
fInterfacePanelDirty = DIRTYLEVEL2;
AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ nbTeam ] );
gTacticalStatus.fInterruptOccurred = TRUE;
}
else
{