Files
source/Multiplayer/client.cpp
BeatAroundTheBuscherandGitHub ed00830202 Fixes Upper/Lower Casing for include paths (#487)
* Fixing upper/lower case for includes

types.h, zconf.h and zlib.h were renamed so that global includes like Types.h
are not used.
2025-08-16 22:01:12 -03:00

5282 lines
170 KiB
C++

#include "builddefines.h"
#include "Bullets.h"
#include <stdio.h>
#include <string.h>
#include "WCheck.h"
#include "stdlib.h"
#include "DEBUG.H"
#include "math.h"
#include "worlddef.h"
#include "worldman.h"
#include "renderworld.h"
#include "Assignments.h"
#include "Soldier Control.h"
#include "Animation Control.h"
#include "Animation Data.h"
#include "Isometric Utils.h"
#include "Event Pump.h"
#include "Timer Control.h"
#include "Render Fun.h"
#include "Render Dirty.h"
#include "mousesystem.h"
#include "Interface.h"
#include "sysutil.h"
#include "FileMan.h"
#include "Points.h"
#include "random.h"
#include "ai.h"
#include "Interactive Tiles.h"
#include "Soldier Ani.h"
#include "english.h"
#include "Overhead.h"
#include "Soldier Profile.h"
#include "Game Clock.h"
#include "Soldier Create.h"
#include "Merc Hiring.h"
#include "Game Event Hook.h"
#include "message.h"
#include "strategicmap.h"
#include "strategic.h"
#include "Items.h"
#include "Soldier Add.h"
#include "history.h"
#include "Squads.h"
#include "Strategic Merc Handler.h"
#include "Dialogue Control.h"
#include "Map Screen Interface.h"
#include "Map Screen Interface Map.h"
#include "screenids.h"
#include "jascreens.h"
#include "Text.h"
#include "Merc Contract.h"
#include "LaptopSave.h"
#include "personnel.h"
#include "Auto Resolve.h"
#include "Map Screen Interface Bottom.h"
#include "Quests.h"
#include "GameSettings.h"
#include "mercs.h"
#include "Handle Doors.h"
#include "Campaign Types.h"
#include "Tactical Save.h"
#include "BobbyRMailOrder.h"
#include "finances.h"
#include "TeamTurns.h"
#include "gameloop.h"
#include "Options Screen.h"
#include "physics.h"
#include "Explosion Control.h"
#include "SmokeEffects.h"
#include "MPChatScreen.h"
#include "sgp_logger.h"
#include "MessageIdentifiers.h"
#include "RakNetworkFactory.h"
#include "RakPeerInterface.h"
#include "RakNetStatistics.h"
#include "RakNetTypes.h"
#include "RakSleep.h"
#include "FileListTransfer.h"
#include "FileListTransferCBInterface.h"
#include "FileOperations.h"
#include "SuperFastHash.h"
#include "RakAssert.h"
#include "IncrementalReadInterface.h"
#include "BitStream.h"
#include <assert.h>
#include <cstdio>
#include <cstring>
#include <stdlib.h>
#include "Music Control.h"
#include "Map Edgepoints.h"
#include "fresh_header.h"
#include "network.h"
#include "opplist.h"
#include "Tactical Placement GUI.h"
#include "PreBattle Interface.h"
#include "mapscreen.h"
#include "MessageBoxScreen.h"
#include <vfs/Core/vfs.h>
#include <vfs/Core/vfs_init.h>
#include <vfs/Core/vfs_profile.h>
#include <vfs/Core/vfs_file_raii.h>
#include <vfs/Core/vfs_os_functions.h>
#include <vfs/Core/File/vfs_file.h>
#include "transfer_rules.h"
#include "Keys.h"
#include "new.h"
#include "types.h"
#include "connect.h"
#include "message.h"
#include "Event Pump.h"
#include "Soldier Init List.h"
#include "Overhead.h"
#include "Weapons.h"
#include "Merc Hiring.h"
#include "Soldier Profile.h"
#include "environment.h"
#include "lighting.h"
#include "laptop.h"
#include "Interface Panels.h"
#include "Game Init.h"
#include "Debug Control.h"
#include "MPConnectScreen.h"
#include "INIReader.h"
#include "Map Screen Interface Border.h"
extern CHAR16 gzFileTransferDirectory[100];
// WANNE: FILE TRANSFER
BOOLEAN fClientReceivedAllFiles;
STRING512 client_executableDir;
STRING512 client_fileTransferDirectoryPath; // the clients file transfer directory absolut path
STRING512 server_fileTransferDirectoryPath; // the server file transfer directory absolut path
INT16 fileTransferProgress = 0;
INT16 serverSyncClientsDirectory = 0;
unsigned char GetPacketIdentifier(Packet *p);
unsigned char packetIdentifier;
// OJW - 20090405
STRING512 gCurrentTransferFilename;
INT32 gCurrentTransferBytes = 0;
INT32 gTotalTransferBytes = 0;
extern BOOLEAN gfTemporaryDisablingOfLoadPendingFlag;
extern INT8 SquadMovementGroups[ ];
RakPeerInterface *client;
// WANNE: FILE TRANSFER
FileListTransfer fltClient; // flt2
char *ReplaceCharactersInString_Client(char *str, char *orig, char *rep)
{
static char buffer[4096];
char *p;
if(!(p = strstr(str, orig))) // Is 'orig' even in 'str'?
return str;
strncpy(buffer, str, p-str); // Copy characters from 'str' start to 'orig' st$
buffer[p-str] = '\0';
sprintf(buffer+(p-str), "%s%s", rep, p+strlen(orig));
return buffer;
}
class ClientTransferCB : public FileListTransferCBInterface
{
public:
// This method gets called for each file when it is completly received by the client.
// Now the file will be saved on the client
bool OnFile(OnFileStruct *onFileStruct)
{
if(!transferRules)
{
transferRules = new CTransferRules();
transferRules->initFromTxtFile("transfer_rules.txt");
}
// Get the directory path of the file and output it to the user!
char* targetFileName = ExtractFilename(onFileStruct->fileName);
//ScreenMsg( FONT_BCOLOR_ORANGE, MSG_CHAT, MPClientMessage[58], targetFileName);
vfs::Path fileName(onFileStruct->fileName);
vfs::String::str_t const& valid_str = fileName.c_wcs();
vfs::String::size_t pos = valid_str.find(L":");
if(pos != vfs::String::str_t::npos)
{
// absolute path?? these are invalid and the server is not supposed to send us such paths
// potentialy malicious server -> output error
return false;
}
if(valid_str.substr(0,2) == vfs::Const::DOTDOT())
{
// trying to break out from the profile?
// potentialy malicious server -> output error
return false;
}
if(transferRules && (transferRules->applyRule(valid_str) == CTransferRules::DENY))
{
// sent file was on our ignore list
// it may be OK that the server's list and the clients' lists diverge
// send message to server that we cannot accept this file
return false;
}
strcpy(gCurrentTransferFilename,onFileStruct->fileName);
try
{
vfs::COpenWriteFile wfile(fileName,true,true);
wfile->write(onFileStruct->fileData,onFileStruct->finalDataLength);
}
catch(vfs::Exception& ex)
{
SGP_ERROR(ex.what());
ScreenMsg( FONT_BCOLOR_BLUE, MSG_CHAT, MPClientMessage[70], targetFileName);
}
/*
// Make sure it worked
unsigned int hash1 = SuperFastHashFile(fileToSend);
if (RakNet::BitStream::DoEndianSwap())
RakNet::BitStream::ReverseBytesInPlace((unsigned char*) &hash1, sizeof(hash1));
unsigned int hash2 = SuperFastHashFile(targetFileName);
if (RakNet::BitStream::DoEndianSwap())
RakNet::BitStream::ReverseBytesInPlace((unsigned char*) &hash2, sizeof(hash2));
RakAssert(hash1==hash2);
*/
//ScreenMsg( FONT_BCOLOR_ORANGE, MSG_MPSYSTEM, L"Saved file local in %S", file);
// Return true to have RakNet delete the memory allocated to hold this file.
// False if you hold onto the memory, and plan to delete it yourself later
return true;
}
// WANNE: FILE TRANSFER: This method gets called each periodically
virtual void OnFileProgress(OnFileStruct *onFileStruct,unsigned int partCount,unsigned int partTotal,unsigned int partLength, char *firstDataChunk)
{
static UINT32 iNextTransferProgressUpdateTime;
gCurrentTransferBytes += (INT32)(onFileStruct->finalDataLength * (float)(1.0f/(float)partTotal));
if (guiBaseJA2NoPauseClock >= iNextTransferProgressUpdateTime)
{
char *relativeFname = ReplaceCharactersInString_Client(onFileStruct->fileName, server_fileTransferDirectoryPath,"");
strcpy(gCurrentTransferFilename,relativeFname);
iNextTransferProgressUpdateTime = guiBaseJA2NoPauseClock + 100;
// update all clients of our file transfer progress
INT8 currentProgress = (INT8)(100.0f * (float)((float)gCurrentTransferBytes/(float)gTotalTransferBytes));
SetConnectScreenSubMessageA(gCurrentTransferFilename); // setting this also causes connect screen to refresh
if (recieved_settings && CLIENT_NUM > 0 && CLIENT_NUM <= 4)
{
client_progress[CLIENT_NUM-1] = currentProgress;
client_downloading[CLIENT_NUM-1] = 1;
fDrawCharacterList = true;
progress_struct prog;
prog.client_num = CLIENT_NUM;
prog.downloading = 1;
prog.progress = currentProgress;
client->RPC("sendDOWNLOADSTATUS",(const char*)&prog, (int)sizeof(progress_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
}
/*INT16 currentProgress = 100 * partCount/partTotal;
INT16 fileTransferProgressNew = 0;
// WANNE: FILE TRANSFER: Only output (0, 25, 50, 75) percentage
if (currentProgress < 25)
fileTransferProgressNew = 0;
else if (currentProgress < 50)
fileTransferProgressNew = 25;
else if (currentProgress < 75)
fileTransferProgressNew = 50;
else
fileTransferProgressNew = 75;
if (fileTransferProgressNew != fileTransferProgress)
{
char* targetFileName = ExtractFilename(onFileStruct->fileName);
fileTransferProgress = fileTransferProgressNew;
ScreenMsg( FONT_BCOLOR_BROWN, MSG_MPSYSTEM, MPClientMessage[59], targetFileName, fileTransferProgress);
}*/
//ScreenMsg( FONT_BLUE, MSG_MPSYSTEM, L"(%i%%) %S", 100*partCount/partTotal, onFileStruct->fileName);
//ScreenMsg( FONT_BLUE, MSG_MPSYSTEM, L"%i (%i%%) %i/%i %S %ib->%ib / %ib->%ib\n", onFileStruct->setID, 100*partCount/partTotal, onFileStruct->fileIndex+1, onFileStruct->setCount, onFileStruct->fileName, onFileStruct->compressedTransmissionLength, onFileStruct->finalDataLength, onFileStruct->setTotalCompressedTransmissionLength, onFileStruct->setTotalFinalLength, firstDataChunk);
//printf("%i (%i%%) %i/%i %s %ib->%ib / %ib->%ib\n", onFileStruct->setID, 100*partCount/partTotal, onFileStruct->fileIndex+1, onFileStruct->setCount, onFileStruct->fileName, onFileStruct->compressedTransmissionLength, onFileStruct->finalDataLength, onFileStruct->setTotalCompressedTransmissionLength, onFileStruct->setTotalFinalLength, firstDataChunk);
}
virtual bool OnDownloadComplete(void)
{
//printf("Download complete.\n");
if (serverSyncClientsDirectory)
{
ScreenMsg( FONT_RED, MSG_MPSYSTEM, MPClientMessage[60]);
SetConnectScreenSubMessageW(MPClientMessage[60]); // setting this also causes connect screen to refresh
//fileTransferProgress = 0;
if(transferRules)
{
delete transferRules;
transferRules = NULL;
}
if (recieved_settings && CLIENT_NUM > 0 && CLIENT_NUM <= 4)
{
// notify ourselves
client_progress[CLIENT_NUM-1] = 0;
client_downloading[CLIENT_NUM-1] = 0;
// notify others
progress_struct prog;
prog.client_num = CLIENT_NUM;
prog.downloading = 0; // notify clients we have finished
prog.progress = 0;
fDrawCharacterList = true;
client->RPC("sendDOWNLOADSTATUS",(const char*)&prog, (int)sizeof(progress_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
}
// Set a flag that we have received all the files. This is used that when another client connects we do not want to receive the files again!
fClientReceivedAllFiles = TRUE;
// Returning false automatically deallocates the automatically allocated handler that was created by DirectoryDeltaTransfer
return false;
}
private:
char *ExtractFilename(char *pathname)
{
char *s;
if ((s=strrchr(pathname, '\\')) != NULL) s++;
else if ((s=strrchr(pathname, '/')) != NULL) s++;
else if ((s=strrchr(pathname, ':')) != NULL) s++;
else s = pathname;
return s;
}
// client has an ignore list too, as the server doesn't have to play by the rules
static CTransferRules* transferRules;
} transferCallback;
CTransferRules* ClientTransferCB::transferRules = NULL;
ClientTransferCB transferCBClient;
// OJW - 20081222
player_stats gMPPlayerStats[5];
// OJW - 20090503 - get rid of compile error
#pragma pack (1)
typedef struct
{
UINT8 ubProfileID;
int team;
BOOLEAN fCopyProfileItemsOver;
INT8 bTeam;
} send_hire_struct;
typedef struct
{
UINT8 ubProfileID;
} send_dismiss_struct;
typedef struct
{
UINT8 usSoldierID;
FLOAT dNewXPos;
FLOAT dNewYPos;
} gui_pos;
typedef struct
{
UINT8 usSoldierID;
INT16 usNewDirection;
} gui_dir;
typedef struct
{
UINT8 tsnetbTeam;
UINT8 tsubNextTeam;
} turn_struct;
typedef struct
{
SOLDIERCREATE_STRUCT standard_data;
OBJECTTYPE slot[55];
} AI_STRUCT;
typedef struct
{
BULLET net_bullet;
UINT16 usHandItem;
}netb_struct;
typedef struct
{
UINT8 ubID;
INT8 bTeam;
UINT8 gubOutOfTurnPersons;
UINT8 gubOutOfTurnOrder[MAXMERCS];
BOOLEAN fMarkInterruptOccurred;
UINT8 Interrupted;
} INT_STRUCT;
typedef struct
{
UINT8 client_num;
bool status;
UINT8 ready_stage;
} ready_struct;
typedef struct
{
INT32 remote_id;
INT32 local_id;
}bullets_table;
typedef struct
{
UINT8 ubResult;
}kickR;
typedef struct
{
UINT8 client_num;
BOOLEAN bToAll;
CHAR16 msg[512];
} chat_msg;
// OJW - 20091002 - explosions
typedef struct
{
float dLifeSpan;
float dX;
float dY;
float dZ;
float dForceX;
float dForceY;
float dForceZ;
UINT32 sTargetGridNo;
UINT8 ubID;
UINT8 ubActionCode;
UINT32 uiActionData;
UINT16 usItem;
INT32 RealObjectID; // the local ID on the initiating client
bool IsThrownGrenade; // could be mortar
UINT32 uiPreRandomIndex;
} physics_object;
typedef struct
{
float dX;
float dY;
float dZ;
INT32 sGridNo;
bool bWasDud;
UINT8 ubOwnerID;
INT32 RealObjectID; // the local ID on the initiating client
UINT32 uiPreRandomIndex; // send out our current pre-random index
} grenade_result;
typedef struct
{
UINT32 sGridNo;
UINT8 ubID;
UINT16 usItem;
UINT8 ubItemStatus;
UINT32 uiWorldIndex; // the local World Index of this bomb on its creators client
UINT16 usFlags;
UINT8 ubLevel;
INT8 bDetonatorType;
INT8 bDelayFreq;
} explosive_obj;
typedef struct
{
UINT8 ubID;
UINT32 uiWorldItemIndex;
UINT8 ubMPTeamIndex;
UINT32 uiPreRandomIndex; // send out our current pre-random index
} detonate_struct;
typedef struct
{
UINT32 uiWorldItemIndex;
UINT8 ubMPTeamIndex;
UINT8 ubID;
UINT32 sGridNo;
UINT32 uiPreRandomIndex; // send out our current pre-random index
} disarm_struct;
typedef struct
{
INT32 sGridNo;
UINT8 ubRadius;
UINT16 usItem;
UINT8 ubOwner;
BOOLEAN fSubsequent;
INT8 bLevel;
INT32 iSmokeEffectID;
UINT32 uiPreRandomIndex;
} spreadeffect_struct;
typedef struct
{
UINT8 ubDamageFunc; // 1 - gas damage , 2 - explosive damage
UINT8 ubSoldierID;
UINT16 usExplosiveClassID;
INT16 sSubsequent;
BOOL fRecompileMovementCosts;
INT16 sWoundAmt;
INT16 sBreathAmt;
UINT8 ubAttackerID;
UINT16 usItem;
INT32 sBombGridNo;
UINT32 uiDist;
UINT32 uiPreRandomIndex;
} explosiondamage_struct;
bullets_table bTable[11][50];
char client_names[4][30];
char team_names[][30];//hayden need client_names with AI
// OJW - 20081204
int client_ready[4];
int client_edges[5];
int client_teams[4];
int random_mercs[7];
// OJW - 20090305
int client_downloading[4];
int client_progress[4];
int TEAM;
UINT8 netbTeam;
UINT8 ubID_prefix;
bool is_connected=false;
bool is_connecting=false;
bool is_client=false;
bool is_server=false;
bool is_networked=false;
bool is_host=false; // OJW - added 20081130 - new flag to signal our intention to host, coming in from the HOST screen
bool auto_retry=true;
int giNumTries = MAX_CONNECT_RETRIES; // default is 5 retries
UINT32 giNextRetryTime = 0;
bool requested=false;
int kit[20];
bool allowlaptop=false;
bool recieved_settings=false;
// OJW - 20090422
bool recieved_transfer_settings = false;
bool getReal=false;
int CLIENT_NUM;
// --------------------
// Global Client Variables
// --------------------
UINT8 cStartingSectorEdge;
char cKitBag[100];
char cClientName[30];
UINT8 gRandomStartingEdge;
UINT8 gRandomMercs;
char cServerName[30];
char cGameDataSyncDirectory[100];
UINT8 cReportHiredMerc;
UINT8 cWeaponReadyBonus;
UINT8 cDisableSpectatorMode;
UINT8 gEnemyEnabled;
UINT8 gCreatureEnabled;
UINT8 gMilitiaEnabled;
UINT8 gCivEnabled;
UINT8 cAllowMercEquipment;
UINT8 cSameMercAllowed;
UINT8 cGameType;
UINT8 cMaxMercs;
FLOAT cDamageMultiplier;
UINT8 cMaxClients;
UINT8 cDisableMorale;
// --------------------
// --------------------
// Other client variables
// --------------------
bool goahead = 0;
int numready = 0;
int readystage = 0;
bool status = 0;
bool wiped;
UINT32 iScoreScreenTime = 0;
int iTeamsWiped = 0; // counts how many teams have wiped
bool is_game_over = false;
bool isOwnTeamWipedOut = false;
int iDisconnectedScreen = 0;
int bClosingChatBoxToStartGame = false;
UINT32 iCCStartGameTime = 0;
bool is_game_started = false;
void overide_callback( UINT8 ubResult );
void kick_callback( UINT8 ubResult );
void turn_callback (UINT8 ubResult);
void ChatCallback (UINT8 ubResult);
void HandleClientConnectionLost();
void disconnected_callback(UINT8 ubResult);
//hayden - i need this for message references
CHAR16 TeamNameStrings[][30] =
{
L"You", // player's turn
L"AI",
L"Creature",
L"Militia",
L"Civilian",
L"Player_Plan",// planning turn
L"Client #1",//hayden
L"Client #2",//hayden
L"Client #3",//hayden
L"Client #4",//hayden
};
// OJW - 20081222
void send_gameover( void );
void StartScoreScreen(); // this screen will send us to the multiplayer score screen
// OJW - 20090403
extern BOOLEAN gfMPSScoreScreenCanContinue; // can the score screen continue
// OJW - 20090430
SystemAddress serverAddr;
// OJW - 20090507
settings_struct gMPServerSettings; // store a copy of our settings after we receive them
CHAR16 gszDisconnectReason[255]; // the reason we were disconnected from the server
// OJW - added 20081130
// <TODO> - add retry timer and notification
void NetworkAutoStart()
{
if (!is_networked)
return; // not networked, bad call
if (!is_host || is_server)
{
// is pure client or the server has been started
// so do client connection checking...though probably not needed for the server client. cant hurt.
// user JOIN'd game
if (is_client && is_connected)
{
return; // should be set up and running
}
else if (is_connecting)
{
return; // we're waiting on a connection , do nothing
}
else
{
if (giNumTries <= 0 || !auto_retry)
return; // dont auto-retry
if (guiBaseJA2NoPauseClock < giNextRetryTime)
return; // we are waiting for a retry timer
// try and connect
giNumTries--;
connect_client();
// next rety time is set in client_packet()
}
}
else
{
// is host and server isnt started so start it
start_server();
}
}
void InvalidClientSettingsOkBoxCallback( UINT8 bExitValue )
{
// yes, load the game
if( bExitValue == MSG_BOX_RETURN_OK )
{
// gracefully disconnect to the main menu
client_disconnect();
guiPendingScreen = MP_JOIN_SCREEN;
}
return;
}
// OJW - this is just a fudge for now and needs to be improved later
bool are_clients_downloading()
{
bool bDownloading = false;
for (int i=0; i < 4; i++)
{
if (client_downloading[i] == 1)
bDownloading = true;
}
return bDownloading;
}
void HireRandomMercs()
{
MERC_HIRE_STRUCT HireMercStruct;
for (int i=0; i < cMaxMercs; i++)
{
memset(&HireMercStruct, 0, sizeof(MERC_HIRE_STRUCT));
HireMercStruct.ubProfileID = random_mercs[i];// use the merc list recieved from the server
//DEF: temp
HireMercStruct.sSectorX = gsMercArriveSectorX;
HireMercStruct.sSectorY = gsMercArriveSectorY;
HireMercStruct.fUseLandingZoneForArrival = TRUE;
HireMercStruct.ubInsertionCode = INSERTION_CODE_ARRIVING_GAME;
HireMercStruct.iTotalContractLength = 1;
HireMercStruct.fCopyProfileItemsOver = true;
gMercProfiles[ HireMercStruct.ubProfileID ].ubMiscFlags |= PROFILE_MISC_FLAG_ALREADY_USED_ITEMS;
HireMerc(&HireMercStruct);
}
fDrawCharacterList = true;
fTeamPanelDirty = true;
ReBuildCharactersList();
}
//*****************
//RPC sends and recieves:
//********************
void send_path ( SOLDIERTYPE *pSoldier, INT32 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestartAnim )
{
if(pSoldier->ubID < 120)
{
//ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, L"Sending new path" );
EV_S_SENDPATHTONETWORK SNetPath;
if(pSoldier->ubID < 20)
SNetPath.usSoldierID = (pSoldier->ubID)+ubID_prefix;
else
SNetPath.usSoldierID = pSoldier->ubID;
SNetPath.sAtGridNo=pSoldier->sGridNo;
SNetPath.ubNewState=usMovementAnim;
SNetPath.usCurrentPathIndex=pSoldier->pathing.usPathIndex;
memcpy(SNetPath.usPathData, pSoldier->pathing.usPathingData, sizeof(UINT16)*30);
SNetPath.usPathDataSize=pSoldier->pathing.usPathDataSize;
SNetPath.sDestGridNo=sDestGridNo;
client->RPC("sendPATH",(const char*)&SNetPath, (int)sizeof(EV_S_SENDPATHTONETWORK)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
}
void recievePATH(RPCParameters *rpcParameters)
{
//ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, L"Recieving new path," );
EV_S_SENDPATHTONETWORK* SNetPath = (EV_S_SENDPATHTONETWORK*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ SNetPath->usSoldierID ];
memcpy(pSoldier->pathing.usPathingData, SNetPath->usPathData,sizeof(UINT16)*30);
pSoldier->pathing.sDestination = SNetPath->sDestGridNo;
pSoldier->pathing.sFinalDestination = SNetPath->sDestGridNo;
pSoldier->pathing.usPathIndex=SNetPath->usCurrentPathIndex;
pSoldier->pathing.usPathDataSize=SNetPath->usPathDataSize;
SendGetNewSoldierPathEvent( pSoldier, SNetPath->sDestGridNo, SNetPath->ubNewState );
INT16 sCellX, sCellY;
ConvertGridNoToCenterCellXY(SNetPath->sAtGridNo, &sCellX, &sCellY);
if (( gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_MOVING | ANIM_SPECIALMOVE ) ) && !(pSoldier->flags.fNoAPToFinishMove ) )
{
}
else
{
pSoldier->EVENT_InternalSetSoldierPosition( sCellX, sCellY ,FALSE, FALSE, FALSE );
}
if(pSoldier)pSoldier->EVENT_InitNewSoldierAnim( SNetPath->ubNewState, 0, FALSE );
}
void send_stance ( SOLDIERTYPE *pSoldier, UINT8 ubDesiredStance )
{
if(pSoldier->ubID < 120)
{
EV_S_CHANGESTANCE SChangeStance;
SChangeStance.ubNewStance = ubDesiredStance;
//SChangeStance.usSoldierID = pSoldier->ubID;
if(pSoldier->ubID < 20)
SChangeStance.usSoldierID = (pSoldier->ubID)+ubID_prefix;
else
SChangeStance.usSoldierID = pSoldier->ubID;
SChangeStance.sXPos = pSoldier->sX;
SChangeStance.sYPos = pSoldier->sY;
SChangeStance.uiUniqueId = pSoldier -> uiUniqueSoldierIdValue;
//ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, L"change stance: %d",ubDesiredStance );
client->RPC("sendSTANCE",(const char*)&SChangeStance, (int)sizeof(EV_S_CHANGESTANCE)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
}
void recieveSTANCE(RPCParameters *rpcParameters)
{
EV_S_CHANGESTANCE* SChangeStance = (EV_S_CHANGESTANCE*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ SChangeStance->usSoldierID ];
pSoldier->ChangeSoldierStance( SChangeStance->ubNewStance );
//SendChangeSoldierStanceEvent( pSoldier, SChangeStance->ubNewStance );
//AddGameEvent( S_CHANGESTANCE, 0, &SChangeStance );
//********* implemented using event pump system ... :)
}
void send_dir ( SOLDIERTYPE *pSoldier, UINT16 usDesiredDirection )
{
if((is_server && pSoldier->ubID < 120) || (!is_server && pSoldier->ubID < 20))
{
EV_S_SETDESIREDDIRECTION SSetDesiredDirection;
//SSetDesiredDirection.usSoldierID = pSoldier->ubID;
if(pSoldier->ubID < 20)
SSetDesiredDirection.usSoldierID = (pSoldier->ubID)+ubID_prefix;
else
SSetDesiredDirection.usSoldierID = pSoldier->ubID;
SSetDesiredDirection.usDesiredDirection = usDesiredDirection;
SSetDesiredDirection.uiUniqueId = pSoldier -> uiUniqueSoldierIdValue;
client->RPC("sendDIR",(const char*)&SSetDesiredDirection, (int)sizeof(EV_S_SETDESIREDDIRECTION)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
}
void recieveDIR(RPCParameters *rpcParameters)
{
EV_S_SETDESIREDDIRECTION* SSetDesiredDirection = (EV_S_SETDESIREDDIRECTION*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ SSetDesiredDirection->usSoldierID ];
pSoldier->EVENT_SetSoldierDesiredDirection( SSetDesiredDirection->usDesiredDirection );
//AddGameEvent( S_SETDESIREDDIRECTION, 0, &SSetDesiredDirection );
//********* implemented using event pump system ... :)
}
void send_fire( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
{
if(pSoldier->ubID < 120)
{
EV_S_BEGINFIREWEAPON SBeginFireWeapon;
if(pSoldier->ubID < 20)
SBeginFireWeapon.usSoldierID = (pSoldier->ubID)+ubID_prefix;
else
SBeginFireWeapon.usSoldierID = pSoldier->ubID;
SBeginFireWeapon.sTargetGridNo = sTargetGridNo;
SBeginFireWeapon.bTargetLevel = pSoldier->bTargetLevel;
SBeginFireWeapon.bTargetCubeLevel = pSoldier->bTargetCubeLevel;
SBeginFireWeapon.uiUniqueId = pSoldier->usAttackingWeapon;
client->RPC("sendFIRE",(const char*)&SBeginFireWeapon, (int)sizeof(EV_S_BEGINFIREWEAPON)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
}
void recieveFIRE(RPCParameters *rpcParameters)
{
EV_S_BEGINFIREWEAPON* SBeginFireWeapon = (EV_S_BEGINFIREWEAPON*)rpcParameters->input;
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"SendBeginFireWeaponEvent" );
SOLDIERTYPE *pSoldier = MercPtrs[ SBeginFireWeapon->usSoldierID ];
pSoldier->sTargetGridNo = SBeginFireWeapon->sTargetGridNo;
pSoldier->bTargetLevel = SBeginFireWeapon->bTargetLevel;
pSoldier->bTargetCubeLevel = SBeginFireWeapon->bTargetCubeLevel;
pSoldier->usAttackingWeapon = SBeginFireWeapon->uiUniqueId; //cheap hack to pass wep id.
SendBeginFireWeaponEvent( pSoldier, SBeginFireWeapon->sTargetGridNo );
}
void send_hit( EV_S_WEAPONHIT *SWeaponHit )
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"sendHIT" );
//EV_S_WEAPONHIT* pWeaponHit = (EV_S_WEAPONHIT*)pEventData;
//SOLDIERTYPE *pSoldier = MercPtrs[ usSoldierID ];
EV_S_WEAPONHIT weaphit_struct;
memcpy( &weaphit_struct , SWeaponHit, sizeof( EV_S_WEAPONHIT ));
UINT16 usSoldierID=weaphit_struct.usSoldierID;
if(SWeaponHit->usSoldierID < 20)weaphit_struct.usSoldierID = weaphit_struct.usSoldierID+ubID_prefix;
if(SWeaponHit->ubAttackerID < 20)weaphit_struct.ubAttackerID = weaphit_struct.ubAttackerID+ubID_prefix;
client->RPC("sendHIT",(const char*)&weaphit_struct, (int)sizeof(EV_S_WEAPONHIT)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void recieveHIT(RPCParameters *rpcParameters)
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"recieveHIT" );
EV_S_WEAPONHIT* SWeaponHit = (EV_S_WEAPONHIT*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ SWeaponHit->usSoldierID ];
UINT16 usSoldierID;
UINT8 ubAttackerID;
if((SWeaponHit->usSoldierID >= ubID_prefix) && (SWeaponHit->usSoldierID < (ubID_prefix+6))) // within our netbTeam range...
usSoldierID = (SWeaponHit->usSoldierID - ubID_prefix);
else
usSoldierID = SWeaponHit->usSoldierID;
if((SWeaponHit->ubAttackerID >= ubID_prefix) && (SWeaponHit->ubAttackerID < (ubID_prefix+6)))
ubAttackerID = (SWeaponHit->ubAttackerID - ubID_prefix);
else
ubAttackerID = SWeaponHit->ubAttackerID;
WeaponHit( usSoldierID, SWeaponHit->usWeaponIndex, SWeaponHit->sDamage, SWeaponHit->sBreathLoss, SWeaponHit->usDirection, SWeaponHit->sXPos, SWeaponHit->sYPos, SWeaponHit->sZPos, SWeaponHit->sRange, ubAttackerID, SWeaponHit->fHit, SWeaponHit->ubSpecial, SWeaponHit->ubLocation );
if(SWeaponHit->fStopped)
{
INT8 bTeam=pSoldier->bTeam;
INT32 iBullet = bTable[bTeam][SWeaponHit->iBullet].local_id;
StopBullet( iBullet );
RemoveBullet(iBullet);
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"removed bullet" );
}
}
void send_dismiss(UINT8 ubCurrentSoldierID)
{
send_dismiss_struct sDismissMerc;
sDismissMerc.ubProfileID = ubCurrentSoldierID + ubID_prefix;
client->RPC("sendDISMISS",(const char*)&sDismissMerc, (int)sizeof(send_dismiss_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver)
{
send_hire_struct sHireMerc;
sHireMerc.ubProfileID=ubCurrentSoldier;
sHireMerc.team=TEAM;
sHireMerc.fCopyProfileItemsOver=fCopyProfileItemsOver;
sHireMerc.bTeam=netbTeam;
SOLDIERTYPE *pSoldier = MercPtrs[ iNewIndex ];
UINT8 sectorEdge = cStartingSectorEdge;
// WANNE - MP: Center
if (sectorEdge == MP_EDGE_CENTER)
sectorEdge = INSERTION_CODE_CENTER;
pSoldier->ubStrategicInsertionCode = sectorEdge;
if(ubCurrentSoldier==64)//slay
{
pSoldier->ubBodyType = REGMALE;
gMercProfiles[ pSoldier->ubProfile ].ubBodyType = REGMALE;
}
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[44], pSoldier->name);
AddCharacterToAnySquad( pSoldier );
//add recruited flag
gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags |= PROFILE_MISC_FLAG_RECRUITED;
OBJECTTYPE Object;
int cnt;
for (cnt=0; cnt<20;cnt++)
{
int item=kit[cnt];
if(item != 0)
{
CreateItem( item, 100, &Object );
AutoPlaceObject( pSoldier, &Object, TRUE );
}
}
client->RPC("sendHIRE",(const char*)&sHireMerc, (int)sizeof(send_hire_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void recieveDISMISS(RPCParameters *rpcParameters)
{
send_dismiss_struct* sDismissMerc = (send_dismiss_struct*)rpcParameters->input;
// Get soldier we should dismiss
SOLDIERTYPE * pSoldier=MercPtrs[ sDismissMerc->ubProfileID ];
TacticalRemoveSoldier( pSoldier->ubID );
}
void recieveHIRE(RPCParameters *rpcParameters)
{
send_hire_struct* sHireMerc = (send_hire_struct*)rpcParameters->input;
SOLDIERTYPE *pSoldier;
UINT8 iNewIndex;
UINT8 ubCount=0;
SOLDIERCREATE_STRUCT MercCreateStruct;
BOOLEAN fReturn = FALSE;
MercCreateStruct.ubProfile = sHireMerc->ubProfileID;
MercCreateStruct.fPlayerMerc = 0;
MercCreateStruct.sSectorX = gsMercArriveSectorX;
MercCreateStruct.sSectorY = gsMercArriveSectorY;
MercCreateStruct.bSectorZ = 0;
MercCreateStruct.bTeam = sHireMerc->bTeam;
MercCreateStruct.fCopyProfileItemsOver = sHireMerc->fCopyProfileItemsOver;
TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) ;
pSoldier = &Menptr[iNewIndex];
pSoldier->flags.uiStatusFlags |= SOLDIER_PC;
gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags |= PROFILE_MISC_FLAG_RECRUITED;
if(!cSameMercAllowed)
gMercProfiles[ pSoldier->ubProfile ].bMercStatus = MERC_WORKING_ELSEWHERE;
pSoldier->bSide=0; //default coop only
gTacticalStatus.Team[MercCreateStruct.bTeam ].bSide=0;
#ifdef ENABLE_MP_FRIENDLY_PLAYERS_SHARE_SAME_FOV
pSoldier->bVisible = 1;
#endif
if(MercCreateStruct.ubProfile==SLAY)//slay
{
pSoldier->ubBodyType = REGMALE;
gMercProfiles[ pSoldier->ubProfile ].ubBodyType = REGMALE;
}
if(cGameType==MP_TYPE_DEATHMATCH)//all vs all only
{
pSoldier->bSide=1;
#ifdef ENABLE_MP_FRIENDLY_PLAYERS_SHARE_SAME_FOV
pSoldier->bVisible = 0;
#endif
gTacticalStatus.Team[MercCreateStruct.bTeam ].bSide=1;
}
if(cGameType==MP_TYPE_TEAMDEATMATCH) //allow teams
{
if(sHireMerc->team != TEAM)
{
pSoldier->bSide=1;
#ifdef ENABLE_MP_FRIENDLY_PLAYERS_SHARE_SAME_FOV
pSoldier->bVisible = 0;
#endif
gTacticalStatus.Team[MercCreateStruct.bTeam ].bSide=1;
}
}
AddSoldierToSector( iNewIndex );
if(cReportHiredMerc == 1)
{
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[5],MercCreateStruct.bTeam-5,client_names[MercCreateStruct.bTeam-6],pSoldier->name );
}
else
{
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[6],MercCreateStruct.bTeam-5,client_names[MercCreateStruct.bTeam-6] );
}
}
void send_gui_pos(SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos)
{
gui_pos gnPOS;
gnPOS.usSoldierID = (pSoldier->ubID)+ubID_prefix;
gnPOS.dNewXPos = dNewXPos;
gnPOS.dNewYPos = dNewYPos;
client->RPC("sendguiPOS",(const char*)&gnPOS, (int)sizeof(gui_pos)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void recieveguiPOS(RPCParameters *rpcParameters)
{
gui_pos* gnPOS = (gui_pos*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ gnPOS->usSoldierID ];
INT32 sNewGridNo;
sNewGridNo = GETWORLDINDEXFROMWORLDCOORDS(gnPOS->dNewXPos, gnPOS->dNewYPos );
pSoldier->usStrategicInsertionData=sNewGridNo;
pSoldier->ubStrategicInsertionCode=INSERTION_CODE_GRIDNO;
pSoldier->sInsertionGridNo = pSoldier->usStrategicInsertionData;
pSoldier->EVENT_SetSoldierPosition( gnPOS->dNewXPos, gnPOS->dNewYPos );
}
void send_gui_dir(SOLDIERTYPE *pSoldier, UINT16 usNewDirection)
{
gui_dir gnDIR;
gnDIR.usSoldierID = (pSoldier->ubID)+ubID_prefix;
gnDIR.usNewDirection = usNewDirection;
client->RPC("sendguiDIR",(const char*)&gnDIR, (int)sizeof(gui_dir)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void recieveguiDIR(RPCParameters *rpcParameters)
{
gui_dir* gnDIR = (gui_dir*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ gnDIR->usSoldierID ];
pSoldier->EVENT_SetSoldierDirection( gnDIR->usNewDirection );
}
void send_EndTurn( UINT8 ubNextTeam )
{
if(ubNextTeam==0)
{
// translate next team id for clients
ubNextTeam=netbTeam;
}
turn_struct tStruct;
if(is_server)
Sawarded=false;
tStruct.tsnetbTeam = netbTeam;
tStruct.tsubNextTeam = ubNextTeam;
client->RPC("sendEndTurn",(const char*)&tStruct, (int)sizeof(turn_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void recieveEndTurn(RPCParameters *rpcParameters)
{
turn_struct* tStruct = (turn_struct*)rpcParameters->input;
UINT8 sender_bTeam;
UINT8 ubTeam;
sender_bTeam=tStruct->tsnetbTeam;
ubTeam=tStruct->tsubNextTeam;
if(is_server)
Sawarded=false;
// if the message was recieved from the server..
if(is_server || sender_bTeam==6)
{
// if not the server and we're not in combat...
if (!is_server && !(gTacticalStatus.uiFlags & INCOMBAT))
{
EnterCombatMode(0);
}
if(ubTeam==netbTeam)ubTeam=0;
{
if(!is_server && is_client)
EndTurnEvents();
}
if(!is_server && is_client)
EndTurn( ubTeam );
requested=false ;//request for realtime made or not
BeginTeamTurn( ubTeam );
}
}
UINT8 numenemyLAN( UINT8 ubSectorX, UINT8 ubSectorY )
{
SOLDIERTYPE *pSoldier;
UINT8 cnt ; //first posible lan player
UINT8 ubNumEnemies = 0;
for ( cnt=120 ; cnt <= 155; cnt++ )
{
pSoldier = MercPtrs[cnt];
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 )
{
if ( !pSoldier->aiData.bNeutral && (pSoldier->bSide != 0 ) )
{
ubNumEnemies++;
}
}
}
return ubNumEnemies;
}
void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID )
{
AI_STRUCT send_inv;
send_inv.standard_data = *pCreateStruct;
for(int x=0;x<55;x++)
{
send_inv.slot[x] = pCreateStruct->Inv[x];
}
client->RPC("sendAI",(const char*)&send_inv, (int)sizeof(AI_STRUCT)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void recieveAI (RPCParameters *rpcParameters)
{
UINT8 iNewIndex;
SOLDIERTYPE *pSoldier;
AI_STRUCT* send_inv = (AI_STRUCT*)rpcParameters->input;
SOLDIERCREATE_STRUCT new_standard_data; //as originally my soldiercreate_struct would get its INV mangled through the RPC, so i send it packaged with it, then create a new struct and add in the bits that are still ok from the original struct, along with the packaged INV components...
new_standard_data.bAgility = send_inv->standard_data.bAgility;
new_standard_data.bAIMorale = send_inv->standard_data.bAIMorale;
new_standard_data.bAttitude = send_inv->standard_data.bAttitude;
new_standard_data.ubBodyType = send_inv->standard_data.ubBodyType;
new_standard_data.bDexterity = send_inv->standard_data.bDexterity;
new_standard_data.ubDirection = send_inv->standard_data.ubDirection;
new_standard_data.bExpLevel = send_inv->standard_data.bExpLevel;
new_standard_data.bExplosive = send_inv->standard_data.bExplosive;
new_standard_data.bLeadership = send_inv->standard_data.bLeadership;
new_standard_data.bLife = send_inv->standard_data.bLife;
new_standard_data.bLifeMax = send_inv->standard_data.bLifeMax;
new_standard_data.bMarksmanship = send_inv->standard_data.bMarksmanship;
new_standard_data.bMechanical = send_inv->standard_data.bMechanical;
new_standard_data.bMedical = send_inv->standard_data.bMedical;
new_standard_data.bMorale = send_inv->standard_data.bMorale;
new_standard_data.bOrders = send_inv->standard_data.bOrders;
new_standard_data.bPatrolCnt = send_inv->standard_data.bPatrolCnt;
new_standard_data.bSectorZ = send_inv->standard_data.bSectorZ;
new_standard_data.bStrength = send_inv->standard_data.bStrength;
new_standard_data.bTeam = send_inv->standard_data.bTeam;
new_standard_data.bUseGivenVehicleID = send_inv->standard_data.bUseGivenVehicleID;
new_standard_data.bWisdom = send_inv->standard_data.bWisdom;
new_standard_data.endOfPOD = send_inv->standard_data.endOfPOD;
new_standard_data.fCopyProfileItemsOver = send_inv->standard_data.fCopyProfileItemsOver;
new_standard_data.fHasKeys = send_inv->standard_data.fHasKeys;
new_standard_data.fKillSlotIfOwnerDies = send_inv->standard_data.fKillSlotIfOwnerDies;
new_standard_data.fOnRoof = send_inv->standard_data.fOnRoof;
new_standard_data.fPlayerMerc = send_inv->standard_data.fPlayerMerc;
new_standard_data.fPlayerPlan = send_inv->standard_data.fPlayerPlan;
new_standard_data.fStatic = send_inv->standard_data.fStatic;
new_standard_data.fUseExistingSoldier = send_inv->standard_data.fUseExistingSoldier;
new_standard_data.fUseGivenVehicle = send_inv->standard_data.fUseGivenVehicle;
new_standard_data.fVisible = send_inv->standard_data.fVisible;
memcpy( new_standard_data.HeadPal , send_inv->standard_data.HeadPal, sizeof( PaletteRepID ));
memcpy( new_standard_data.MiscPal , send_inv->standard_data.MiscPal, sizeof( PaletteRepID ));
memcpy( new_standard_data.name , send_inv->standard_data.name, sizeof( CHAR16 ) * 10 );
memcpy( new_standard_data.PantsPal , send_inv->standard_data.PantsPal, sizeof( PaletteRepID ));
new_standard_data.pExistingSoldier = send_inv->standard_data.pExistingSoldier;
new_standard_data.sInsertionGridNo = send_inv->standard_data.sInsertionGridNo;
memcpy( new_standard_data.SkinPal , send_inv->standard_data.SkinPal, sizeof( PaletteRepID ));
memcpy( new_standard_data.sPatrolGrid, send_inv->standard_data.sPatrolGrid, sizeof( INT32 ) * MAXPATROLGRIDS );//dnl ch27 230909
new_standard_data.sSectorX = send_inv->standard_data.sSectorX;
new_standard_data.sSectorY = send_inv->standard_data.sSectorY;
new_standard_data.ubCivilianGroup = send_inv->standard_data.ubCivilianGroup;
new_standard_data.ubProfile = send_inv->standard_data.ubProfile;
new_standard_data.ubScheduleID = send_inv->standard_data.ubScheduleID;
new_standard_data.ubSoldierClass = send_inv->standard_data.ubSoldierClass;
memcpy( new_standard_data.VestPal , send_inv->standard_data.VestPal, sizeof( PaletteRepID ));
for(int x=0;x<55;x++)
{
if(send_inv->slot[x].usItem != 0)
CreateItems( send_inv->slot[x].usItem, 100, send_inv->slot[x].ubNumberOfObjects, &new_standard_data.Inv[x] );
}
new_standard_data.fPlayerPlan=1;
TacticalCreateSoldier( &new_standard_data, &iNewIndex );
pSoldier = &Menptr[iNewIndex];
pSoldier->flags.uiStatusFlags |= SOLDIER_PC;
AddSoldierToSector( iNewIndex );
}
void send_ready ( void )
{
ready_struct info;
info.client_num = CLIENT_NUM;
if(readystage==0)
{
info.ready_stage = 0;
if(status==0)
{
info.status = 1;
status=1;
numready = numready+1;
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[7],numready,cMaxClients );
// OJW - 20081204
client_ready[info.client_num-1]=1;
fDrawCharacterList = true; // set the character list to be redrawn
}
else
{
info.status = 0;
status=0;
numready = numready-1;
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[8],numready,cMaxClients );
// OJW - 20081204
client_ready[info.client_num-1]=0;
fDrawCharacterList = true; // set the character list to be redrawn
}
}
if(is_server && numready == cMaxClients) //all ready. and server tells all to load...
{
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[9] );
goahead=1;
readystage=1;
info.ready_stage = 1;
info.status = 1;
}
client->RPC("sendREADY",(const char*)&info, (int)sizeof(ready_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
if(is_server && numready == cMaxClients)
{
status=0;//reset
numready=0;
start_battle();//server loads
}
}
void recieveREADY (RPCParameters *rpcParameters)
{
ready_struct* info = (ready_struct*)rpcParameters->input;
if(info->ready_stage==1)//recived ok for go ahead from server for level load
{
numready++;
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[10], info->client_num,client_names[info->client_num-1],numready,cMaxClients );
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[9] );
status=0;//reset
numready=0;
goahead=1;
start_battle();
}
else if (info->ready_stage != 36) // recieved status update from client
{
if (info->status==1)
{
numready = numready+1;
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[10], info->client_num,client_names[info->client_num-1],numready,cMaxClients );
// OJW - 20081204
client_ready[info->client_num-1]=1;
fDrawCharacterList = true; // set the character list to be redrawn
}
else
{
numready = numready-1;
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[11], info->client_num,client_names[info->client_num-1],numready,cMaxClients );
// OJW - 20081204
client_ready[info->client_num-1]=0;
fDrawCharacterList = true; // set the character list to be redrawn
}
if(is_server && numready == cMaxClients) //all ready. and server tells all to load...and loads himself
{
goahead=1;
readystage=1;
send_ready();
start_battle();
}
}
else if(info->ready_stage==36)//server allows laptop access
{
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[36] );
allowlaptop=1;
if (gRandomMercs)
HireRandomMercs();
// server is starting the game, adjust the games max players
// this will allow the game to be started, rather than saying 2/4 players are connected
// where there are only two players connected
int iPlayersConnected = 0;
for (int i=0; i< 4; i++)
if (client_names[i] != NULL && strcmp(client_names[i],"") != 0)
iPlayersConnected++;
cMaxClients = iPlayersConnected;
}
}
void send_loaded (void)
{
ready_struct info;
info.client_num = CLIENT_NUM;
info.ready_stage = 1;//done loading level
info.status=1;
numready++;
if(numready==cMaxClients && is_server)
{
lockui(1);//unlock ui
readystage=0;
numready=0;
info.ready_stage = 2;//done placing mercs
info.status=1;
}
client->RPC("sendGUI",(const char*)&info, (int)sizeof(ready_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void send_donegui ( UINT8 ubResult )
{
if(ubResult==1 && status==0)
return;//avoid double remove callback response from final message box removal
ready_struct info;
info.client_num = CLIENT_NUM;
if(ubResult==1)
DialogRemoved(1);//cleanup msgbox after not ready
if(status==0)//now ready
{
status=1;
numready++;
info.ready_stage = 3;//done placing mercs
info.status=1;
SGPRect CenterRect = { 100 + xResOffset, 100 + yResOffset, SCREEN_WIDTH - 100 - xResOffset, 300 + yResOffset };
DoMessageBox( MSG_BOX_BASIC_STYLE, MPClientMessage[12], guiCurrentScreen, MSG_BOX_FLAG_OK | MSG_BOX_FLAG_USE_CENTERING_RECT, send_donegui, &CenterRect );
if(numready==cMaxClients && is_server)//all done
{
numready=0;
status=0;
info.ready_stage = 4;//done placing mercs
info.status=1;
gMsgBox.bHandled = MSG_BOX_RETURN_OK;
KillTacticalPlacementGUI(); //send and kill
ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, MPClientMessage[13]);
}
}
else if(status==1)//was ready
{
status=0;
numready--;
info.ready_stage = 3;//not done placing mercs
info.status=0;
}
client->RPC("sendGUI",(const char*)&info, (int)sizeof(ready_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void recieveGUI (RPCParameters *rpcParameters)
{
ready_struct* info = (ready_struct*)rpcParameters->input;
if(info->ready_stage==1 && info->status==1)
{
numready++;
if(numready==cMaxClients && is_server)
{
lockui(1);//unlock ui
readystage=0;
numready=0;
ready_struct info;
info.client_num = CLIENT_NUM;
info.ready_stage = 2;//done placing mercs
info.status=1;
client->RPC("sendGUI",(const char*)&info, (int)sizeof(ready_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
}
if(info->ready_stage==2 && info->status ==1)
{
lockui(1);//unlock ui
readystage=0;
numready=0;
}
if(info->ready_stage==3 && info->status==1)//recieved client done placement
{
numready++;
if(numready==cMaxClients && is_server)//all done
{
numready=0;
ready_struct info;
info.client_num = CLIENT_NUM;
info.ready_stage = 4;//all done placing mercs, kill all
info.status=1;
gMsgBox.bHandled = MSG_BOX_RETURN_OK;
status=0;
KillTacticalPlacementGUI();
ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, MPClientMessage[13]);
client->RPC("sendGUI",(const char*)&info, (int)sizeof(ready_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
}
if(info->ready_stage==3 && info->status==0)//recieved client retracted place ready...
{
numready--;
}
if(info->ready_stage==4 && info->status==1)
{
gMsgBox.bHandled = MSG_BOX_RETURN_OK;
KillTacticalPlacementGUI();
ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, MPClientMessage[13]);
numready=0;
status=0;
}
}
void allowlaptop_callback ( UINT8 ubResult )
{
if(ubResult==2)
{
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[36] );
allowlaptop=1;
ready_struct info;
info.client_num = CLIENT_NUM;
info.ready_stage=36;
info.status=1;
if (gRandomMercs)
HireRandomMercs();
// server client is starting the game, adjust the games max players
// this will allow the game to be started, rather than saying 2/4 players are connected
// where there are only two players connected
int iPlayersConnected = 0;
for (int i=0; i< 4; i++)
if (client_names[i] != NULL && strcmp(client_names[i],"") != 0)
iPlayersConnected++;
cMaxClients = iPlayersConnected;
client->RPC("sendREADY",(const char*)&info, (int)sizeof(ready_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
}
void StartBattleChatBoxClosedCallback(void)
{
// The chat box has been closed, now we can start
SetCurrentWorldSector( gubPBSectorX, gubPBSectorY, gubPBSectorZ );
is_game_started = true;
}
void start_battle ( void )
{
if(!is_client)
{
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[14] );
}
else if(!allowlaptop && is_server)
{
bool numPlayersValid = TRUE;
bool clientsFinishedDownloading = TRUE;
bool teamsValid = TRUE;
// check that another player is actually connected
int iPlayersConnected = 0;
for (int i=0; i< 4; i++)
if (client_names[i] != NULL && strcmp(client_names[i],"") != 0)
iPlayersConnected++;
if (iPlayersConnected <= 1)
{
numPlayersValid = FALSE;
// notify the server that at least one other player must be connected
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[51] );
}
else if (are_clients_downloading())
{
clientsFinishedDownloading = FALSE;
// notify the server that some of the clients are still downloading
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[63] );
}
// WANNE - MP: If choosen team deathmatch, there must be at least 2 different teams
else if (cGameType == MP_TYPE_TEAMDEATMATCH)
{
bool areTeamsValid = FALSE;
int clientTeam = client_teams[0];
for (int i = 1; i < iPlayersConnected; i++)
{
if (clientTeam != client_teams[i])
{
areTeamsValid = TRUE;
break;
}
}
if (!areTeamsValid)
{
teamsValid = FALSE;
// notify the server that the teams are not different for the choosen team-deathmatch
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[68] );
}
}
// Go to "ready" state!
if (numPlayersValid && clientsFinishedDownloading && teamsValid)
{
SGPRect CenterRect = { 100 + xResOffset, 100 + yResOffset, SCREEN_WIDTH - 100 - xResOffset, 300 + yResOffset };
DoMessageBox( MSG_BOX_BASIC_STYLE, MPClientMessage[35], guiCurrentScreen, MSG_BOX_FLAG_YESNO | MSG_BOX_FLAG_USE_CENTERING_RECT, allowlaptop_callback, &CenterRect );
}
}
else if(allowlaptop)
{
if ( NumberOfMercsOnPlayerTeam() ==0)
{
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[15] );
}
else if(goahead==1)
{
goahead=0; // this ensures that we dont reload the sector again the next time this function is called
if (is_game_started)
return; // 20090317 - OJW - there is a bug or out of sync condition that rarely somestimes causes a client to reach here
// twice, and reload the sector, which causes an assertion failure on line 1782 of strategicmap.cpp in SetCurrentWorldSector()
// therefore i'm adding this to make sure if they client loaded the map once, it wont do it again
status=0;//reset
numready=0;
// Find first active soldier. This is needed, because if the soldier is dismissed it does not belong to any group
SOLDIERTYPE *pSoldier;
for (int i = 0; i <= 19; i++)
{
if (MercPtrs[ i ]->bActive)
{
pSoldier = MercPtrs[i];
break;
}
}
//SOLDIERTYPE *pSoldier = MercPtrs[ 0 ];
Assert(pSoldier);
UINT8 ubGroupID = pSoldier->ubGroupID;
GROUP *pGroup;
pGroup = GetGroup( ubGroupID );
gpBattleGroup = pGroup;
gubPBSectorX = gpBattleGroup->ubSectorX;
gubPBSectorY = gpBattleGroup->ubSectorY;
gubPBSectorZ = gpBattleGroup->ubSectorZ;
gfEnterTacticalPlacementGUI = 1;
// OJW - 20090205
iTeamsWiped = 0; // reset the number of wiped teams to Zero
UINT32 i;
for(i=0; i<4;i++)
{
CHAR16 name[30];
int nm = mbstowcs( name, client_names[i], sizeof (char)*30 );
//copy in client specified name for the player turn bar :)
if(nm)
{
// OJW - 20090318 - fixed name copying bug with multiple games
CHAR16 full[255];
memset(full,0,sizeof(CHAR16)*255);
swprintf(full, MPClientMessage[57],i+1,name);
memcpy( TeamTurnString[ (i+6) ] , full, sizeof( CHAR16) * 255 );
memcpy( TeamNameStrings[ (i+6) ] , name, sizeof( CHAR16) * 30 );
//give me a copy too ;) - hayden
}
}
// this closes the chat window if its open and the game is starting
// if this is open then the client will crash when the screen returns
if (guiCurrentScreen == MP_CHAT_SCREEN)
{
gChatBox.bHandled = MSG_BOX_RETURN_NO;
bClosingChatBoxToStartGame = true;
iCCStartGameTime = guiBaseJA2NoPauseClock+1000;
}
else
{
SetCurrentWorldSector( gubPBSectorX, gubPBSectorY, gubPBSectorZ );
is_game_started = true;
}
}
else
{
send_ready();
}
}
else if(!allowlaptop && is_client && !is_server)
{
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[16] );
}
}
void DropOffItemsInSector( UINT8 ubOrderNum )
{
BOOLEAN fSectorLoaded = FALSE;
OBJECTTYPE Object;
UINT32 uiCount = 0;
OBJECTTYPE *pObject=NULL;
UINT16 usNumberOfItems=0, usItem;
UINT8 ubItemsDelivered, ubTempNumItems;
UINT32 i;
// determine if the sector is loaded
if( ( gWorldSectorX == gsMercArriveSectorX ) && ( gWorldSectorY == gsMercArriveSectorY ) && ( gbWorldSectorZ == 0 ) )
fSectorLoaded = TRUE;
else
fSectorLoaded = FALSE;
SetSectorFlag( gsMercArriveSectorX, gsMercArriveSectorY, 0, SF_ALREADY_VISITED);//allows update of item count
for(i=0; i<gpNewBobbyrShipments[ ubOrderNum ].ubNumberPurchases; i++)
{
// Count how many items were purchased
usNumberOfItems += gpNewBobbyrShipments[ ubOrderNum ].BobbyRayPurchase[i].ubNumberPurchased;
}
//if we are NOT currently in the right sector
if( !fSectorLoaded )
{
//build an array of objects to be added
pObject = new OBJECTTYPE[ usNumberOfItems ];
if( pObject == NULL )
return;
}
uiCount = 0;
//loop through the number of purchases
for( i=0; i< gpNewBobbyrShipments->ubNumberPurchases; i++)
{
ubItemsDelivered = gpNewBobbyrShipments[ ubOrderNum ].BobbyRayPurchase[i].ubNumberPurchased;
usItem = gpNewBobbyrShipments[ ubOrderNum ].BobbyRayPurchase[i].usItemIndex;
while ( ubItemsDelivered )
{
// treat 0s as 1s :-)
ubTempNumItems = __min( ubItemsDelivered, __max( 1, Item[ usItem ].ubPerPocket ) );
CreateItems( usItem, gpNewBobbyrShipments[ ubOrderNum ].BobbyRayPurchase[i].bItemQuality, ubTempNumItems, &Object );
// stack as many as possible
if( fSectorLoaded )
{
AddItemToPool( 12880, &Object, 1, 0, WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO | WORLD_ITEM_REACHABLE, 0 );
}
else
{
pObject[ uiCount ] = Object;
uiCount++;
}
ubItemsDelivered -= ubTempNumItems;
}
}
//if the sector WASNT loaded
if( !fSectorLoaded )
{
//add all the items from the array that was built above
//The item are to be added to the Top part of Drassen, grid loc's 10112, 9950
if( !AddItemsToUnLoadedSector( gsMercArriveSectorX, gsMercArriveSectorY, 0, 12880, uiCount, pObject, 0, WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO | WORLD_ITEM_REACHABLE, 0, 1, FALSE ) )
{
//error
Assert( 0 );
}
delete[] pObject ;
pObject = NULL;
}
//mark that the shipment has arrived
gpNewBobbyrShipments[ ubOrderNum ].fActive = FALSE;
}
void send_stop (EV_S_STOP_MERC *SStopMerc) // used to stop a merc when he spots new enemies...
{
EV_S_STOP_MERC stop_struct;
if(SStopMerc->usSoldierID < 120)
{
if(SStopMerc->usSoldierID < 20)
{
stop_struct.usSoldierID = (SStopMerc->usSoldierID)+ubID_prefix;
}
else
stop_struct.usSoldierID = SStopMerc->usSoldierID;
stop_struct.sGridNo=SStopMerc->sGridNo;
stop_struct.ubDirection=SStopMerc->ubDirection;
stop_struct.fset=SStopMerc->fset;
if(stop_struct.fset==FALSE)
{
return;
}
stop_struct.sXPos=SStopMerc->sXPos;
stop_struct.sYPos=SStopMerc->sYPos;
client->RPC("sendSTOP",(const char*)&stop_struct, (int)sizeof(EV_S_STOP_MERC)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
}
void recieveSTOP (RPCParameters *rpcParameters)
{
EV_S_STOP_MERC* SStopMerc =(EV_S_STOP_MERC*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ SStopMerc->usSoldierID ];
pSoldier->EVENT_InternalSetSoldierPosition( SStopMerc->sXPos, SStopMerc->sYPos,FALSE, FALSE, FALSE );
pSoldier->EVENT_SetSoldierDirection( SStopMerc->ubDirection );
pSoldier->AdjustNoAPToFinishMove( SStopMerc->fset );
pSoldier->flags.bTurningFromPronePosition = FALSE;
}
void send_interrupt (SOLDIERTYPE *pSoldier)
{
INT_STRUCT INT;
INT.ubID = pSoldier->ubID;
INT.bTeam = pSoldier->bTeam;
memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
INT.gubOutOfTurnPersons = gubOutOfTurnPersons;
INT.Interrupted=gusSelectedSoldier+ubID_prefix;
if(INT.bTeam==0)
{
INT.bTeam=netbTeam;
INT.ubID=INT.ubID+ubID_prefix;
}
for(int i=0; i <= INT.gubOutOfTurnPersons; i++)
{
if(INT.gubOutOfTurnOrder[i] < 20)
{
INT.gubOutOfTurnOrder[i]=INT.gubOutOfTurnOrder[i]+ubID_prefix;
}
}
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);
}
#ifdef INTERRUPT_MP_DEADLOCK_FIX
void recieveINTERRUPT (RPCParameters *rpcParameters)
{
if (cGameType == MP_TYPE_COOP)
{
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
if( INT->bTeam == netbTeam || is_server)//its for us or we are server and its for AI which we control
{
if(INT->bTeam == netbTeam)
{
//for me
INT->bTeam=0;
INT->ubID=INT->ubID - ubID_prefix;
AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
}
else
{
//for ai
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"starting ai" );
AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
}
for(int i=0; i <= INT->gubOutOfTurnPersons; i++)//this loop translates soldier id's from what they are in someone else's game to what they are locally
{
if((INT->gubOutOfTurnOrder[i] >= ubID_prefix) && (INT->gubOutOfTurnOrder[i] < (ubID_prefix+6)))
{
INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
}
}
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
if(INT->bTeam==netbTeam)//for us
AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Recieved interrupt between %s and %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );
//start interrupt turn //real interrupt code
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
// It is our team
else if(INT->bTeam == 0)
{
//it for us ! :)
if(INT->gubOutOfTurnPersons==0)//indicates finished interrupt maybe can just call end interrupt
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"old int finish" );
}
else //start our interrupt turn
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt of %s awarded to you.", TeamNameStrings[pOpponent->bTeam] );//was MPClientMessage[37], can be reconnected if text updated and translated
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
}
}
else
{
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
if(INT->bTeam==netbTeam)//for us
{
INT->bTeam=0;
INT->ubID=INT->ubID - ubID_prefix;
for(int i=0; i <= INT->gubOutOfTurnPersons; i++)//this loop translates soldier id's from what they are in someone else's game to what they are locally
{
if((INT->gubOutOfTurnOrder[i] >= ubID_prefix) && (INT->gubOutOfTurnOrder[i] < (ubID_prefix+6)))
{
INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
}
}
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt of %s awarded to %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );
}
// WANNE - MP: This seems to cause the HANG on AI interrupt where we have to press ALT + E on the server!
if( INT->bTeam != 0)//not for our team - hayden
{
//stop moving merc who was interrupted and init UI bar
SOLDIERTYPE* pMerc = MercPtrs[ INT->ubID ];
pMerc->HaultSoldierFromSighting(TRUE);
FreezeInterfaceForEnemyTurn();
InitEnemyUIBar( 0, 0 );
fInterfacePanelDirty = DIRTYLEVEL2;
gTacticalStatus.fInterruptOccurred = TRUE;
//this needed to add details of who's interrupt it is - hayden
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt with %s awarded to %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );//was MPClientMessage[17], can be reconnected if text updated and translated
}
else
{
//it for us ! :)
if(INT->gubOutOfTurnPersons==0)//indicates finished interrupt maybe can just call end interrupt
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"old int finish" );
}
else //start our interrupt turn
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt of %s awarded to you.", TeamNameStrings[pOpponent->bTeam] );//was MPClientMessage[37], can be reconnected if text updated and translated
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
}
}
}
#else
void recieveINTERRUPT (RPCParameters *rpcParameters)
{
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
if(INT->bTeam==netbTeam)//for us
{
INT->bTeam=0;
INT->ubID=INT->ubID - ubID_prefix;
for(int i=0; i <= INT->gubOutOfTurnPersons; i++)//this loop translates soldier id's from what they are in someone else's game to what they are locally
{
if((INT->gubOutOfTurnOrder[i] >= ubID_prefix) && (INT->gubOutOfTurnOrder[i] < (ubID_prefix+6)))
{
INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
}
}
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt of %s awarded to %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );
}
// WANNE - MP: This seems to cause the HANG on AI interrupt where we have to press ALT + E on the server!
if( INT->bTeam != 0)//not for our team - hayden
{
//stop moving merc who was interrupted and init UI bar
SOLDIERTYPE* pMerc = MercPtrs[ INT->ubID ];
pMerc->HaultSoldierFromSighting(TRUE);
FreezeInterfaceForEnemyTurn();
InitEnemyUIBar( 0, 0 );
fInterfacePanelDirty = DIRTYLEVEL2;
gTacticalStatus.fInterruptOccurred = TRUE;
//this needed to add details of who's interrupt it is - hayden
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt with %s awarded to %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );//was MPClientMessage[17], can be reconnected if text updated and translated
}
else
{
//it for us ! :)
if(INT->gubOutOfTurnPersons==0)//indicates finished interrupt maybe can just call end interrupt
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"old int finish" );
}
else //start our interrupt turn
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt of %s awarded to you.", TeamNameStrings[pOpponent->bTeam] );//was MPClientMessage[37], can be reconnected if text updated and translated
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
}
}
#endif
void intAI (SOLDIERTYPE *pSoldier )
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"intAI with %s", TeamNameStrings[pSoldier->bTeam] );//was MPClientMessage[17], can be reconnected if text updated and translated
AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ pSoldier->bTeam ] );
gTacticalStatus.fInterruptOccurred = TRUE;
}
void end_interrupt ( BOOLEAN fMarkInterruptOccurred )
{
SOLDIERTYPE * pSoldier = MercPtrs[(gubOutOfTurnOrder[gubOutOfTurnPersons])];
INT_STRUCT INT;
INT.ubID = pSoldier->ubID;
INT.bTeam = pSoldier->bTeam;
memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
INT.gubOutOfTurnPersons = gubOutOfTurnPersons;
INT.fMarkInterruptOccurred=fMarkInterruptOccurred;
if(is_server)Sawarded=false;
if(INT.bTeam==0)
{
INT.bTeam=netbTeam;
INT.ubID=INT.ubID+ubID_prefix;
}
for(int i=0; i <= INT.gubOutOfTurnPersons; i++)
{
if(INT.gubOutOfTurnOrder[i] < 20)
{
INT.gubOutOfTurnOrder[i]=INT.gubOutOfTurnOrder[i]+ubID_prefix;
}
}
client->RPC("endINTERRUPT",(const char*)&INT, (int)sizeof(INT_STRUCT)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void resume_turn(RPCParameters *rpcParameters)
{
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
if(is_server)
Sawarded=false;
if(INT->bTeam==netbTeam || (INT->bTeam==1 && is_server))//may need working //its for us or we are the server and its for the AI
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Resumed turn after interrupt of %s", TeamNameStrings[INT->bTeam] );//was MPClientMessage[18], can be reconnected if text updated and translated
for(int i=0; i <= INT->gubOutOfTurnPersons; i++)
{
if((INT->gubOutOfTurnOrder[i] >= ubID_prefix) && (INT->gubOutOfTurnOrder[i] < (ubID_prefix+6)))
{
INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
}
}
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
EndInterrupt( INT->fMarkInterruptOccurred );
}
// WANNE - MP: This happens, when client 1 (=server) has done its interrupt and now it is enemies turn!
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..." );
AddTopMessage( COMPUTER_TURN_MESSAGE, TeamTurnString[ 1 ] );
}
}
void grid_display ( void ) //print mouse coordinates, helpfull for crate placement.
{
INT16 sGridX, sGridY;
UINT32 usMapPos;
GetMouseXY( &sGridX, &sGridY );
usMapPos = MAPROWCOLTOPOS( sGridY, sGridX );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[19] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[20], sGridX, sGridY );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[21], usMapPos );
}
void overide_callback( UINT8 ubResult )
{
if(is_server)
{
if(ubResult==1)
{
allowlaptop=true;
}
if(ubResult==2)//overide stop #1 (awaiting client ready for launch/load)
{
goahead=0;
status=0;//reset
numready=0;
SOLDIERTYPE *pSoldier = MercPtrs[ 0 ];
UINT8 ubGroupID = pSoldier->ubGroupID;
GROUP *pGroup;
pGroup = GetGroup( ubGroupID );
gpBattleGroup = pGroup;
gubPBSectorX = gpBattleGroup->ubSectorX;
gubPBSectorY = gpBattleGroup->ubSectorY;
gubPBSectorZ = gpBattleGroup->ubSectorZ;
gfEnterTacticalPlacementGUI = 1;
goahead=1;
readystage=1;
ready_struct info; //send
info.client_num = CLIENT_NUM;
info.ready_stage = 1;
info.status = 1;
client->RPC("sendREADY",(const char*)&info, (int)sizeof(ready_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
status=0;//reset
numready=0;
SetCurrentWorldSector( gubPBSectorX, gubPBSectorY, gubPBSectorZ ); //load
}
if(ubResult==3)
{
lockui(1);//unlock ui paused while wainting for loaders
ready_struct info;
info.client_num = CLIENT_NUM;
readystage=0;
numready=0;
info.ready_stage = 2;//done placing mercs
info.status=1;
client->RPC("sendGUI",(const char*)&info, (int)sizeof(ready_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
if(ubResult==4) //overide waiting on merc placement
{
numready=0;
ready_struct info; //send
info.client_num = CLIENT_NUM;
info.ready_stage = 4;//all done placing mercs, kill all
info.status=1;
gMsgBox.bHandled = MSG_BOX_RETURN_OK;
status=0;
KillTacticalPlacementGUI(); //kill
ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, MPClientMessage[13]);
client->RPC("sendGUI",(const char*)&info, (int)sizeof(ready_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
goahead = 0;
numready = 0;
readystage = 0;
status = 0;
}
}
void requestFILE_TRANSFER_SETTINGS(void)
{
client->RPC("requestFILE_TRANSFER_SETTINGS","", 0, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
// OJW - 20090430
// give clients a choice to accept the security risk
void allowDownloadCallback( UINT8 ubResult )
{
if (ubResult == 2)
{
// yes
// begin downloading of files
setID = fltClient.SetupReceive(&transferCBClient, false, serverAddr);
char buffer[3];
sprintf(buffer, "%i", setID);
client->RPC("receiveSETID", (const char*) buffer, (int)sizeof(char*), HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
else
{
// no
// gracefully disconnect to the main menu
client_disconnect();
guiPendingScreen = MP_JOIN_SCREEN;
}
}
// THIS METHOD IS CALLED FROM THE SERVER WHENEVER A NEW CLIENT CONNECTS
void requestSETID(RPCParameters *rpcParameters)
{
// WANNE: FILE TRANSFER
if (!is_server)
{
if (is_connected) // added this here for version disconnections
{
// We did not recieved the files, get them!
if (!fClientReceivedAllFiles)
{
serverAddr = rpcParameters->sender;
SGPRect CenteringRect= {0 + xResOffset, 0 + yResOffset, SCREEN_WIDTH - xResOffset, SCREEN_HEIGHT - yResOffset };
DoMessageBox( MSG_BOX_BASIC_STYLE , MPClientMessage[64] , guiCurrentScreen, MSG_BOX_FLAG_YESNO | MSG_BOX_FLAG_USE_CENTERING_RECT, allowDownloadCallback, &CenteringRect );
}
}
}
}
void requestSETTINGS(void)
{
client_info cl_name;
strcpy(cl_name.client_name , cClientName);
cl_name.team = TEAM;
cl_name.cl_edge = cStartingSectorEdge;
// OJW - 20090507
// send client version to server
strcpy(cl_name.client_version,MPVERSION);
client->RPC("requestSETTINGS",(const char*)&cl_name, (int)sizeof(client_info)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
// OJW: FILE TRANSFER: Clients get notified of other clients transfer progress
void recieveDOWNLOADSTATUS(RPCParameters *rpcParameters)
{
progress_struct* prog = (progress_struct*)rpcParameters->input;
int i = prog->client_num - 1;
if (client_downloading[i] != prog->downloading)
{
if (prog->downloading == 0)
ScreenMsg( FONT_RED, MSG_MPSYSTEM, (is_server? MPServerMessage[11] : MPClientMessage[61]), client_names[i]); // message client has recieved all files
else
ScreenMsg( FONT_RED, MSG_MPSYSTEM, (is_server? MPServerMessage[12] : MPClientMessage[62]), client_names[i]);// send message client has started downloading files
}
client_downloading[i] = prog->downloading;
client_progress[i] = prog->progress;
fDrawCharacterList = true;
}
// WANNE: FILE TRANSFER: Get executable Directory from Server. This is used to get corret file location on client side
void recieveFILE_TRANSFER_SETTINGS (RPCParameters *rpcParameters)
{
if (!is_server && recieved_transfer_settings == 0)
{
filetransfersettings_struct* fts = (filetransfersettings_struct*)rpcParameters->input;
gCurrentTransferBytes = 0;
gTotalTransferBytes = fts->totalTransferBytes;
// Now get directory
strcpy( server_fileTransferDirectoryPath, fts->fileTransferDirectory );
vfs::Path profileRoot = vfs::Path(gzFileTransferDirectory) + vfs::Path(server_fileTransferDirectoryPath);
/////////////////////////////////////////////////////////////////////
SGP_TRYCATCH_RETHROW( ja2::mp::InitializeMultiplayerProfile(profileRoot), L"" );
/////////////////////////////////////////////////////////////////////
recieved_transfer_settings = 1;
serverSyncClientsDirectory = fts->syncClientsDirectory;
// We sync our MP game dir from the server
if (fts->syncClientsDirectory == 1)
{
// profile is setup, nothing to do here
}
}
}
void recieveSETTINGS (RPCParameters *rpcParameters) //recive settings from server
{
int startingEdge = MP_EDGE_NORTH;
settings_struct* cl_lan = (settings_struct*)rpcParameters->input;
char szDefault[30];
sprintf(szDefault, "%s",cl_lan->client_name);
// OJW - 20081204
// get complete client data from the server
memcpy( client_edges, cl_lan->client_edges , sizeof(int) * 5);
memcpy( client_teams, cl_lan->client_teams , sizeof(int) * 4);
if(!recieved_settings && strcmp(cl_lan->client_name, cClientName)==0)
{
// This settings packet contains information and settings specifically for us
recieved_settings=1;
// save the settings so if we need to re-apply them after a reinitialisation ( after file transfer ) we can
memcpy ( &gMPServerSettings , cl_lan , sizeof(settings_struct) );
CLIENT_NUM=cl_lan->client_num;//assign client number from server
netbTeam = (CLIENT_NUM)+5;
ubID_prefix = gTacticalStatus.Team[ netbTeam ].bFirstID;//over here now
memcpy( client_names , cl_lan->client_names, sizeof( char ) * 4 * 30 );
strcpy(client_names[cl_lan->client_num-1],szDefault);
// OJW - 20081204
strcpy(cServerName,cl_lan->server_name);
gRandomMercs = cl_lan->randomMercs;
gRandomStartingEdge = cl_lan->randomStartingEdge;
cStartingSectorEdge = cl_lan->startingSectorEdge;
if(gRandomMercs)
{
// copy the random merc list locally
memcpy(random_mercs,cl_lan->random_mercs,sizeof(int) * 7);
}
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[2] );
cMaxClients=cl_lan->maxClients;
memcpy( cKitBag, cl_lan->kitBag, sizeof(char)*100);
int cnt;
int numnum = 0;
int kitnum = 0;
char tempstring[4];
memset( &kit, 0, sizeof( int )*20 );
if (strcmp(cKitBag, "") != 0)
{
for(cnt=0; cnt < 100; cnt++)
{
char tempc = cKitBag[cnt];
if( _strnicmp(&tempc, "[",1) == 0)
{
continue;
}
else if( _strnicmp(&tempc, ",",1) == 0)
{
numnum=0;
kit[kitnum]=atoi(tempstring);
memset( &tempstring, 0, sizeof( char )*4 );
kitnum++;
continue;
}
else if( _strnicmp(&tempc, "]",1) == 0)
{
kit[kitnum]=atoi(tempstring);
break;
}
else
{
strncpy(&tempstring[numnum],&tempc,1);
numnum++;
}
}
}
cDamageMultiplier=cl_lan->damageMultiplier;
cSameMercAllowed=cl_lan->sameMercAllowed;
gsMercArriveSectorX = gGameExternalOptions.ubDefaultArrivalSectorX = cl_lan->gsMercArriveSectorX;
gsMercArriveSectorY = gGameExternalOptions.ubDefaultArrivalSectorY = cl_lan->gsMercArriveSectorY;
// WANNE - BMP: We have to initialize the map size here!!
InitializeWorldSize(gsMercArriveSectorX, gsMercArriveSectorY, 0);
cGameType = cl_lan->gameType;
cDisableMorale=cl_lan->disableMorale;
ChangeSelectedMapSector( gsMercArriveSectorX, gsMercArriveSectorY, 0 );
CHAR16 str[128];
GetSectorIDString( gsMercArriveSectorX, gsMercArriveSectorY, 0, str, TRUE );
// WANNE - MP: If time set to 0, then no time turns
INT32 secs_per_tick;
if (cl_lan->secondsPerTick == 0)
{
gGameOptions.fTurnTimeLimit=FALSE;
secs_per_tick=1;
}
else
{
gGameOptions.fTurnTimeLimit=cl_lan->sofTurnTimeLimit;
secs_per_tick=cl_lan->secondsPerTick;
}
PLAYER_TEAM_TIMER_SEC_PER_TICKS=secs_per_tick;
INT32 clstarting_balance=cl_lan->startingCash;//set starting balance
if(LaptopSaveInfo.iCurrentBalance<clstarting_balance)
{
AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), clstarting_balance-LaptopSaveInfo.iCurrentBalance );
}
else
{
AddTransactionToPlayersBook( TRANSACTION_FEE, 0, GetWorldTotalMin(), clstarting_balance-LaptopSaveInfo.iCurrentBalance );
}
gGameOptions.fGunNut=cl_lan->sofGunNut;
gGameOptions.ubGameStyle=cl_lan->soubGameStyle;
gGameOptions.ubDifficultyLevel=cl_lan->soubDifficultyLevel;
gGameOptions.fNewTraitSystem = cl_lan->soubSkillTraits;
gGameOptions.fIronManMode=cl_lan->sofIronManMode;
gGameOptions.ubBobbyRayQuality=cl_lan->soubBobbyRayQuality;
gGameOptions.ubBobbyRayQuantity=cl_lan->soubBobbyRayQuantity;
// Set Bobby Ray "Under Construction"?
if(!cl_lan->disableBobbyRay)
{
SetBookMark( BOBBYR_BOOKMARK );
LaptopSaveInfo.fBobbyRSiteCanBeAccessed = TRUE;
}
// Enable "AIM" and "MERC" only if random merc is false!
if (!cl_lan->randomMercs)
{
SetBookMark( AIM_BOOKMARK );
SetBookMark( MERC_BOOKMARK );
}
if(!cl_lan->disableMercEquipment)
cAllowMercEquipment = 1;
cMaxMercs = cl_lan->maxMercs;
cReportHiredMerc = cl_lan->reportHiredMerc;
// WANNE: Removed
/*
ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, MPClientMessage[24],str,cMaxClients,cMaxMercs,cGameType,cSameMercAllowed,cDamageMultiplier,gGameOptions.fTurnTimeLimit,secs_per_tick,cl_lan->disableBobbyRay,cl_lan->disableMercEquipment,cDisableMorale,0);
*/
// WANNE - MP: I just added the NUM_SEC_IN_DAY so the game starts at Day 1 instead of Day 0
gGameExternalOptions.iGameStartingTime= NUM_SEC_IN_DAY + int(cl_lan->startingTime*3600);
// WANNE - MP: In mulitplayer the hired merc arrive immediatly, so iFirstArrivalDelay must be set to 0
// This also fixed the bug of the wrong hired hours!
gGameExternalOptions.iFirstArrivalDelay = 0;
// Disable Reinforcements
gGameExternalOptions.gfAllowReinforcements = false;
gGameExternalOptions.gfAllowReinforcementsOnlyInCity = false;
gGameSettings.fOptions[TOPTION_ALLOW_REAL_TIME_SNEAK] = false;
gGameExternalOptions.fQuietRealTimeSneak = false;
// WANNE: fix HOT DAY in night at arrival by night.
// Explanation: If game starting time + first arrival delay < 07:00 (111600) -> we arrive before the sun rises or
// if game starting time + first arrival delay >= 21:00 (162000) -> we arrive after the sun goes down
if( (gGameExternalOptions.iGameStartingTime + gGameExternalOptions. iFirstArrivalDelay) < 111600 ||
(gGameExternalOptions.iGameStartingTime + gGameExternalOptions.iFirstArrivalDelay >= 162000))
{
// Default: Night
gubEnvLightValue = 12;
}
else
{
// Default: Day
gubEnvLightValue = 3;
}
LightSetBaseLevel(gubEnvLightValue);
InitNewGameClock( );
cWeaponReadyBonus = cl_lan->weaponReadyBonus;
cDisableSpectatorMode = cl_lan->disableSpectatorMode;
// -----------------
// RW: Inventory
switch (cl_lan->inventoryAttachment)
{
case 0: // Old/Old
gGameOptions.ubInventorySystem = INVENTORY_OLD;
gGameOptions.ubAttachmentSystem = ATTACHMENT_OLD;
break;
case 1: // New/Old
gGameOptions.ubInventorySystem = INVENTORY_NEW;
gGameOptions.ubAttachmentSystem = ATTACHMENT_OLD;
break;
case 2: // New/New
gGameOptions.ubInventorySystem = INVENTORY_NEW;
gGameOptions.ubAttachmentSystem = ATTACHMENT_NEW;
break;
}
gGameOptions.ubSquadSize = 6;
// Server forces us to play with new Inventory, but NIV is not allowed on the client,
// because of wrong resolution or other stuff
if ( UsingNewInventorySystem() == true && !IsNIVModeValid(true) )
{
SGPRect CenteringRect= {0 + xResOffset, 0 + yResOffset, SCREEN_WIDTH-1 - 2 * xResOffset, SCREEN_HEIGHT-1 - 2 * yResOffset };
DoMessageBox( MSG_BOX_BASIC_STYLE , MPClientMessage[69] , guiCurrentScreen, MSG_BOX_FLAG_OK | MSG_BOX_FLAG_USE_CENTERING_RECT, InvalidClientSettingsOkBoxCallback, &CenteringRect );
}
else
{
// WANNE - MP: We have to re-initialize the correct interface
// Have to initialize map UI Coordinates, because inventory panel layout location depends on them.
initMapViewAndBorderCoordinates();
if((UsingNewInventorySystem() == true))
{
InitNewInventorySystem();
InitializeSMPanelCoordsNew();
InitializeInvPanelCoordsNew();
}
else
{
gGameOptions.ubInventorySystem = INVENTORY_OLD;
InitOldInventorySystem();
InitializeSMPanelCoordsOld();
InitializeInvPanelCoordsOld();
}
// WANNE - MP: We also have to reinitialize the merc profiles because
// they depend on the inventory!
LoadMercProfiles();
InitializeFaceGearGraphics();
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[26],cl_lan->client_num,szDefault );
fDrawCharacterList = true; // set the character list to be redrawn
strcpy(client_names[cl_lan->client_num-1],szDefault);
// OJW - 20091024 - extract random table
if (!is_server)
memcpy(guiPreRandomNums,cl_lan->random_table,sizeof(UINT32)*MAX_PREGENERATED_NUMS);
// WANNE: Turn on airspace mode (to switch maps) for the server!
if (is_server)
TurnOnAirSpaceMode();
}
}
else
{
fDrawCharacterList = true; // set the character list to be redrawn
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[26],cl_lan->client_num,szDefault );
strcpy(client_names[cl_lan->client_num-1],szDefault);
}
}
void reapplySETTINGS()
{
// reapply some settings that would be lost if a game is re-initialised
// after joining ( from downloading files )
// Stuff from connect_client()
//**********************
//here some nifty little tweaks
LaptopSaveInfo.guiNumberOfMercPaymentsInDays += 20;
LaptopSaveInfo.gubLastMercIndex = LAST_MERC_ID;
LaptopSaveInfo.ubLastMercAvailableId = 7;
gGameExternalOptions.fEnableSlayForever =1;
LaptopSaveInfo.gubPlayersMercAccountStatus = 4;
// WANNE: This should fix the bug playing a "tilt" sound and showing the mini laptop graphic on the screen, when opening the laptop / option screen from map screen
gfDontStartTransitionFromLaptop = TRUE;
gMercProfiles[ 57 ].sSalary = 2000;
gMercProfiles[ 58 ].sSalary = 1500;
gMercProfiles[ 59 ].sSalary = 600;
gMercProfiles[ 60 ].sSalary = 500;
gMercProfiles[ 64 ].sSalary = 1500;
gMercProfiles[ 72 ].sSalary = 1000;
gMercProfiles[ 148 ].sSalary = 100;
gMercProfiles[ 68 ].sSalary = 2200; //iggy;
// Stuff from recieveSETTINGS
gsMercArriveSectorX = gGameExternalOptions.ubDefaultArrivalSectorX = gMPServerSettings.gsMercArriveSectorX;
gsMercArriveSectorY = gGameExternalOptions.ubDefaultArrivalSectorY = gMPServerSettings.gsMercArriveSectorY;
cGameType=gMPServerSettings.gameType;
cDisableMorale=gMPServerSettings.disableMorale;
ChangeSelectedMapSector( gsMercArriveSectorX, gsMercArriveSectorY, 0 );
CHAR16 str[128];
GetSectorIDString( gsMercArriveSectorX, gsMercArriveSectorY, 0, str, TRUE );
// WANNE - MP: If time set to 0, then no time turns
INT32 secs_per_tick;
if (gMPServerSettings.secondsPerTick == 0)
{
gGameOptions.fTurnTimeLimit=FALSE;
secs_per_tick=1;
}
else
{
gGameOptions.fTurnTimeLimit=gMPServerSettings.sofTurnTimeLimit;
secs_per_tick=gMPServerSettings.secondsPerTick;
}
PLAYER_TEAM_TIMER_SEC_PER_TICKS=secs_per_tick;
INT32 clstarting_balance=gMPServerSettings.startingCash;//set starting balance
if(LaptopSaveInfo.iCurrentBalance<clstarting_balance)
{
AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), clstarting_balance-LaptopSaveInfo.iCurrentBalance );
}
else
{
AddTransactionToPlayersBook( TRANSACTION_FEE, 0, GetWorldTotalMin(), clstarting_balance-LaptopSaveInfo.iCurrentBalance );
}
gGameOptions.fGunNut=gMPServerSettings.sofGunNut;
gGameOptions.ubGameStyle=gMPServerSettings.soubGameStyle;
gGameOptions.ubDifficultyLevel=gMPServerSettings.soubDifficultyLevel;
gGameOptions.fNewTraitSystem = gMPServerSettings.soubSkillTraits;
gGameOptions.fIronManMode=gMPServerSettings.sofIronManMode;
gGameOptions.ubBobbyRayQuality=gMPServerSettings.soubBobbyRayQuality;
gGameOptions.ubBobbyRayQuantity=gMPServerSettings.soubBobbyRayQuantity;
// Set Bobby Ray "Under Construction"?
if(!gMPServerSettings.disableBobbyRay)
{
SetBookMark( BOBBYR_BOOKMARK );
LaptopSaveInfo.fBobbyRSiteCanBeAccessed = TRUE;
}
// Enable "AIM" and "MERC" only if random merc is false!
if (!gMPServerSettings.randomMercs)
{
SetBookMark( AIM_BOOKMARK );
SetBookMark( MERC_BOOKMARK );
}
if(!gMPServerSettings.disableMercEquipment)
cAllowMercEquipment = 1;
cMaxMercs = gMPServerSettings.maxMercs;
cReportHiredMerc = gMPServerSettings.reportHiredMerc;
// WANNE - MP: I just added the NUM_SEC_IN_DAY so the game starts at Day 1 instead of Day 0
gGameExternalOptions.iGameStartingTime= NUM_SEC_IN_DAY + int(gMPServerSettings.startingTime*3600);
// WANNE - MP: In mulitplayer the hired merc arrive immediatly, so iFirstArrivalDelay must be set to 0
// This also fixed the bug of the wrong hired hours!
gGameExternalOptions.iFirstArrivalDelay = 0;
// Disable Reinforcements
gGameExternalOptions.gfAllowReinforcements = false;
gGameExternalOptions.gfAllowReinforcementsOnlyInCity = false;
// Disable Real-Time Mode
// SANDRO - real-time sneak is in preferences
//gGameExternalOptions.fAllowRealTimeSneak = false;
gGameSettings.fOptions[TOPTION_ALLOW_REAL_TIME_SNEAK] = false;
gGameExternalOptions.fQuietRealTimeSneak = false;
// WANNE: fix HOT DAY in night at arrival by night.
// Explanation: If game starting time + first arrival delay < 07:00 (111600) -> we arrive before the sun rises or
// if game starting time + first arrival delay >= 21:00 (162000) -> we arrive after the sun goes down
if( (gGameExternalOptions.iGameStartingTime + gGameExternalOptions. iFirstArrivalDelay) < 111600 ||
(gGameExternalOptions.iGameStartingTime + gGameExternalOptions.iFirstArrivalDelay >= 162000))
{
// Default: Night
gubEnvLightValue = 12;
}
else
{
// Default: Day
gubEnvLightValue = 3;
}
LightSetBaseLevel(gubEnvLightValue);
InitNewGameClock( );
cWeaponReadyBonus = gMPServerSettings.weaponReadyBonus;
cDisableSpectatorMode = gMPServerSettings.disableSpectatorMode;
// -----------------
// RW: Inventory
switch (gMPServerSettings.inventoryAttachment)
{
case 0: // Old/Old
gGameOptions.ubInventorySystem = INVENTORY_OLD;
gGameOptions.ubAttachmentSystem = ATTACHMENT_OLD;
break;
case 1: // New/Old
gGameOptions.ubInventorySystem = INVENTORY_NEW;
gGameOptions.ubAttachmentSystem = ATTACHMENT_OLD;
break;
case 2: // New/New
gGameOptions.ubInventorySystem = INVENTORY_NEW;
gGameOptions.ubAttachmentSystem = ATTACHMENT_NEW;
break;
}
gGameOptions.ubSquadSize = 6;
// WANNE - MP: We have to re-initialize the correct interface
// Have to initialize map UI Coordinates, because inventory panel layout location depends on them.
initMapViewAndBorderCoordinates();
if((UsingNewInventorySystem() == true) && IsNIVModeValid(true))
{
InitNewInventorySystem();
InitializeSMPanelCoordsNew();
InitializeInvPanelCoordsNew();
}
else
{
gGameOptions.ubInventorySystem = INVENTORY_OLD;
InitOldInventorySystem();
InitializeSMPanelCoordsOld();
InitializeInvPanelCoordsOld();
}
// WANNE - MP: We also have to reinitialize the merc profiles because
// they depend on the inventory!
LoadMercProfiles();
InitializeFaceGearGraphics();
fDrawCharacterList = true; // set the character list to be redrawn
}
void recieveTEAMCHANGE( RPCParameters *rpcParameters )
{
teamchange_struct* cl_lan = (teamchange_struct*)rpcParameters->input;
if (!can_teamchange())
{
// error
ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, L"An error occured in recieveTEAMCHANGE that should not occur");
}
else
{
// redraw the character list on the map screen
fTeamPanelDirty = true;
fDrawCharacterList = true;
client_teams[cl_lan->client_num-1] = cl_lan->newteam;
if (cl_lan->client_num == CLIENT_NUM)
{
TEAM = cl_lan->newteam;
}
}
}
void recieveEDGECHANGE( RPCParameters *rpcParameters )
{
edgechange_struct* cl_lan = (edgechange_struct*)rpcParameters->input;
if (!can_edgechange())
{
// error
ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, L"An error occured in recieveEDGECHANGE that should not occur");
}
else
{
// redraw the character list on the map screen
fTeamPanelDirty = true;
fDrawCharacterList = true;
client_edges[cl_lan->client_num-1] = cl_lan->newedge;
if (cl_lan->client_num == CLIENT_NUM)
{
// store the setting locally
cStartingSectorEdge = cl_lan->newedge;
}
}
}
void recieveMAPCHANGE( RPCParameters *rpcParameters )
{
mapchange_struct* cl_lan = (mapchange_struct*)rpcParameters->input;
if (!is_client || allowlaptop)
{
// error
ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, L"An error occured in recieveMAPCHANGE that should not occur");
}
else
{
// copy new map settings locally
gsMercArriveSectorX = gGameExternalOptions.ubDefaultArrivalSectorX = cl_lan->gsMercArriveSectorX;
gsMercArriveSectorY = gGameExternalOptions.ubDefaultArrivalSectorY = cl_lan->gsMercArriveSectorY;
ChangeSelectedMapSector( gsMercArriveSectorX, gsMercArriveSectorY, 0 );
// WANNE - BMP:
InitializeWorldSize( gsMercArriveSectorX, gsMercArriveSectorY, 0 );
gGameExternalOptions.iGameStartingTime= NUM_SEC_IN_DAY + int(cl_lan->startingTime*3600);
CHAR16 str[128];
GetSectorIDString( gsMercArriveSectorX, gsMercArriveSectorY, 0, str, TRUE );
// notify clients of map change in console
ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, MPClientMessage[46],str);
}
}
// 20091002 - OJW - Explosives
void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, UINT8 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID , bool bIsThrownGrenade)
{
ubOwner = MPEncodeSoldierID(ubOwner); // translate our soldier to the "network" version
SOLDIERTYPE* pSoldier = MercPtrs[ubOwner];
if (pSoldier != NULL)
{
if ((pSoldier->bTeam == 1 && is_server) || IsOurSoldier(pSoldier))
{
physics_object gren;
gren.dForceX = xForce;
gren.dForceY = yForce;
gren.dForceZ = zForce;
gren.dX = xPos;
gren.dY = yPos;
gren.dZ = zPos;
gren.dLifeSpan = dLifeLength;
gren.ubActionCode = ubActionCode;
gren.uiActionData = uiActionData;
gren.ubID = ubOwner;
gren.usItem = pGameObj->usItem;
gren.sTargetGridNo = sTargetGridNo;
gren.ubID = ubOwner;
gren.RealObjectID = iRealObjectID;
gren.IsThrownGrenade = bIsThrownGrenade;
gren.uiPreRandomIndex = guiPreRandomIndex;
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - send_grenade ( usItem : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",gren.usItem, gren.sTargetGridNo , gren.ubID , guiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
gfMPDebugOutputRandoms = true;
#endif
client->RPC("sendGRENADE",(const char*)&gren, (int)sizeof(physics_object)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
}
}
void recieveGRENADE (RPCParameters *rpcParameters)
{
physics_object* gren = (physics_object*)rpcParameters->input;
gren->ubID = MPDecodeSoldierID(gren->ubID);
SOLDIERTYPE* pThrower = MercPtrs[ gren->ubID ];
if (pThrower != NULL)
{
guiPreRandomIndex = gren->uiPreRandomIndex;
// grenade wasnt thrown by one of our guys, so we should do it on the client
if (!IsOurSoldier(pThrower) && (pThrower->bTeam != 1 || !is_server))
{
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - recieveGRENADE ( usItem : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",gren->usItem, gren->sTargetGridNo , gren->ubID , guiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
gfMPDebugOutputRandoms = true;
#endif
// this is a bit of a hack until we do the inventory sync
OBJECTTYPE* newObj = new OBJECTTYPE();
CreateItem( gren->usItem, 99, newObj );
OBJECTTYPE::CopyToOrCreateAt(&pThrower->pTempObject, newObj);
// this will create a grenade and launch it
INT32 i = CreatePhysicalObject( pThrower->pTempObject , gren->dLifeSpan , gren->dX , gren->dY , gren->dZ , gren->dForceX , gren->dForceY , gren->dForceZ , pThrower->ubID , gren->ubActionCode , gren->uiActionData, false);
// save extra state info so we can check and feed it result later
ObjectSlots[ i ].mpRealObjectID = gren->RealObjectID;
ObjectSlots[ i ].mpTeam = pThrower->bTeam;
ObjectSlots[ i ].mpIsFromRemoteClient = true;
ObjectSlots[ i ].mpHaveClientResult = false;
ObjectSlots[ i ].mpWasDud = false;
// Do grenade animation (todo fix this for mortars)
if (gren->IsThrownGrenade)
{
{
Assert(pThrower->pThrowParams == NULL);
// not a mem leak
// will be freed in AdjustToNextAnimationFrame(SOLDIERTYPE*), case 461
pThrower->pThrowParams = (THROW_PARAMS*) malloc(sizeof(THROW_PARAMS));
pThrower->pThrowParams->dForceX = gren->dForceX;
pThrower->pThrowParams->dForceY = gren->dForceY;
pThrower->pThrowParams->dForceZ = gren->dForceZ;
pThrower->pThrowParams->dLifeSpan = gren->dLifeSpan;
pThrower->pThrowParams->dX = gren->dX;
pThrower->pThrowParams->dY = gren->dY;
pThrower->pThrowParams->dZ = gren->dZ;
pThrower->pThrowParams->ubActionCode = gren->ubActionCode;
pThrower->pThrowParams->uiActionData = gren->uiActionData;
}
pThrower->usGrenadeItem = 0;
HandleSoldierThrowItem( pThrower, gren->sTargetGridNo );
}
}
}
else
{
#ifdef JA2BETAVERSION
char tmpMsg[128];
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveGRENADE()",gren->ubID);
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg);
#endif
}
}
// we send a grenade result out to the clients as it may have been a fizzer
void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, UINT8 ubOwnerID, INT32 iRealObjectID, bool bIsDud)
{
ubOwnerID = MPEncodeSoldierID(ubOwnerID); // translate our soldier to the "network" version
SOLDIERTYPE* pSoldier = MercPtrs[ubOwnerID];
if (pSoldier != NULL)
{
if ((pSoldier->bTeam == 1 && is_server) || IsOurSoldier(pSoldier))
{
grenade_result gres;
gres.dX = xPos;
gres.dY = yPos;
gres.dZ = zPos;
gres.sGridNo = sGridNo;
gres.ubOwnerID = ubOwnerID;
gres.RealObjectID = iRealObjectID;
gres.bWasDud = bIsDud;
gres.uiPreRandomIndex = guiPreRandomIndex;
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - send_grenade_result ( RealObjectID : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",gres.RealObjectID, gres.sGridNo , gres.ubOwnerID , guiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
gfMPDebugOutputRandoms = true;
#endif
client->RPC("sendGRENADERESULT",(const char*)&gres, (int)sizeof(grenade_result)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
}
}
void recieveGRENADERESULT (RPCParameters *rpcParameters)
{
grenade_result* gres = (grenade_result*)rpcParameters->input;
gres->ubOwnerID = MPDecodeSoldierID(gres->ubOwnerID);
SOLDIERTYPE* pThrower = MercPtrs[ gres->ubOwnerID ];
if (pThrower != NULL)
{
// grenade wasnt thrown by one of our guys, so we should do it on the client
if (!IsOurSoldier(pThrower) && (pThrower->bTeam != 1 || !is_server))
{
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - recieveGRENADERESULT ( RealObjectID : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",gres->RealObjectID, gres->sGridNo , gres->ubOwnerID , gres->uiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
gfMPDebugOutputRandoms = true;
#endif
bool bFound = false;
INT32 usCnt;
// loop through and find the local object we assigned for the remote grenade
for( usCnt=0; usCnt<NUM_OBJECT_SLOTS; usCnt++ )
{
if (ObjectSlots[ usCnt ].mpTeam == pThrower->bTeam && ObjectSlots[ usCnt ].mpRealObjectID == gres->RealObjectID)
{
bFound = true;
break;
}
}
if (bFound)
{
// override the local predictions with the ones from the client that threw it
ObjectSlots[ usCnt ].mpHaveClientResult = true;
ObjectSlots[ usCnt ].mpWasDud = gres->bWasDud;
ObjectSlots[ usCnt ].Position.x = gres->dX;
ObjectSlots[ usCnt ].Position.y = gres->dY;
ObjectSlots[ usCnt ].Position.z = gres->dZ;
ObjectSlots[ usCnt ].sGridNo = gres->sGridNo;
HandleArmedObjectImpact( &ObjectSlots[ usCnt ] );
guiPreRandomIndex = gres->uiPreRandomIndex; // do this here because it should be in the same sequence as the sending computer which sends the grenade result at the end of HandleArmedObjectImpact()
}
else
{
#ifdef JA2BETAVERSION
char tmpMsg1[128];
sprintf(tmpMsg1,"ERROR! - Couldnt find a local PhysicsObject for the RealObjectID %i sent remotely from Team %i in recievePLANTEXPLOSIVE()",gres->RealObjectID, pThrower->bTeam );
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg1);
#endif
}
}
}
else
{
#ifdef JA2BETAVERSION
char tmpMsg[128];
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveGRENADERESULT()",gres->ubOwnerID);
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg);
#endif
}
}
void send_plant_explosive (UINT8 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldItemIndex)
{
explosive_obj exp;
exp.sGridNo = sGridNo;
exp.ubID = MPEncodeSoldierID(ubID);
exp.usItem = usItem;
exp.ubItemStatus = ubItemStatus;
exp.usFlags = usFlags;
exp.uiWorldIndex = uiWorldItemIndex;
exp.ubLevel = ubLevel;
exp.bDetonatorType = gWorldItems[ uiWorldItemIndex ].object[0]->data.misc.bDetonatorType;
if (exp.bDetonatorType == BOMB_REMOTE)
exp.bDelayFreq = gWorldItems[ uiWorldItemIndex ].object[0]->data.misc.bFrequency;
else
exp.bDelayFreq = gWorldItems[ uiWorldItemIndex ].object[0]->data.misc.bDelay;
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - send_plant_explosive ( usItem : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i , uiWorldItemIndex : %i )\n",exp.usItem, exp.sGridNo , exp.ubID , guiPreRandomIndex , uiWorldItemIndex );
MPDebugMsg(tmpMPDbgString);
#endif
client->RPC("sendPLANTEXPLOSIVE",(const char*)&exp, (int)sizeof(explosive_obj)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void recievePLANTEXPLOSIVE (RPCParameters *rpcParameters)
{
explosive_obj* exp = (explosive_obj*)rpcParameters->input;
exp->ubID = MPDecodeSoldierID( exp->ubID );
SOLDIERTYPE* pSoldier = MercPtrs[ exp->ubID ];
if (pSoldier != NULL)
{
// explosive wasnt planted on our client, so we should do it on the client
if (!IsOurSoldier(pSoldier) && (pSoldier->bTeam != 1 || !is_server))
{
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - recievePLANTEXPLOSIVE ( usItem : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",exp->usItem, exp->sGridNo , exp->ubID , guiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
#endif
// this is a bit of a hack until we do the inventory sync
OBJECTTYPE* newObj = new OBJECTTYPE();
CreateItem( exp->usItem, exp->ubItemStatus, newObj );
INT32 iNewItemIndex;
OBJECTTYPE* pObj = AddItemToPoolAndGetIndex( exp->sGridNo, newObj, VISIBLE, exp->ubLevel, exp->usFlags,0, exp->ubID ,&iNewItemIndex);
// need to save Item Type metadata agaist the world item
(*pObj)[0]->data.misc.ubBombOwner = exp->ubID + 2; // this is a hack the designers put into the game, storing the side as well (which isnt relevant in MP, but still have to do it)
(*pObj)[0]->data.misc.usBombItem = exp->usItem;
(*pObj)[0]->data.misc.bDetonatorType = exp->bDetonatorType;
if (exp->bDetonatorType == BOMB_REMOTE)
(*pObj)[0]->data.misc.bFrequency = exp->bDelayFreq;
else
(*pObj)[0]->data.misc.bDelay = exp->bDelayFreq;
(*pObj)[0]->data.ubDirection = DIRECTION_IRRELEVANT;
(*pObj)[0]->data.ubWireNetworkFlag = (TRIPWIRE_NETWORK_OWNER_ENEMY|TRIPWIRE_NETWORK_NET_1|TRIPWIRE_NETWORK_LVL_1);
(*pObj)[0]->data.bDefuseFrequency = 0;
// save old clients WorldID if we can
// loop through world bombs and find the one linked to the item we just created
UINT32 uiCount;
bool bFound = false;
for(uiCount=0; uiCount < guiNumWorldBombs; uiCount++)
{
if ( gWorldBombs[ uiCount ].fExists == TRUE && gWorldBombs[ uiCount ].iItemIndex == iNewItemIndex)
{
bFound = true;
gWorldBombs[uiCount].iMPWorldItemIndex = exp->uiWorldIndex;
gWorldBombs[uiCount].ubMPTeamIndex = pSoldier->bTeam;
gWorldBombs[uiCount].bIsFromRemotePlayer = true;
break;
}
}
if (!bFound)
{
#ifdef JA2BETAVERSION
// this is a local failure really and will probably NEVER happen
char tmpMsg1[128];
sprintf(tmpMsg1,"ERROR! - Couldnt link our local WorldBomb to the ID sent remotely from Team %i in recievePLANTEXPLOSIVE()", pSoldier->bTeam );
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg1);
#endif
}
}
}
else
{
#ifdef JA2BETAVERSION
char tmpMsg[128];
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recievePLANTEXPLOSIVE()",exp->ubID);
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg);
#endif
}
}
void send_detonate_explosive (UINT32 uiWorldIndex, UINT8 ubID)
{
ubID = MPEncodeSoldierID(ubID);
SOLDIERTYPE* pSoldier = MercPtrs[ubID];
if (pSoldier != NULL)
{
// explosive detonated on this client, notify the other clients
if ((pSoldier->bTeam == 1 && is_server) || IsOurSoldier(pSoldier))
{
// find the appropriate world bomb for the world item
UINT8 uiBombIndex = -1;
UINT32 uiCount;
for(uiCount=0; uiCount < guiNumWorldBombs; uiCount++)
{
if (gWorldBombs[uiCount].iItemIndex == uiWorldIndex)
{
uiBombIndex = uiCount;
break;
}
}
if (uiBombIndex > -1)
{
detonate_struct det;
det.ubID = ubID;
if ( gWorldBombs[ uiBombIndex ].bIsFromRemotePlayer )
{
// it is possible for players from other teams to set off a bomb that does not belong to them if they fail disarming it
// but we must send the ID for the world item of the bomb that all the other clients recognise
det.ubMPTeamIndex = gWorldBombs[ uiBombIndex ].ubMPTeamIndex;
det.uiWorldItemIndex = gWorldBombs[ uiBombIndex ].iMPWorldItemIndex;
}
else
{
// it is a bomb that originated on our client
det.uiWorldItemIndex = uiWorldIndex;
det.ubMPTeamIndex = pSoldier->bTeam;
}
det.uiPreRandomIndex = guiPreRandomIndex;
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - send_detonate_explosive ( MPTeam : %i , uiWorldIndex : %i , uiPreRandomIndex : %i )\n",det.ubMPTeamIndex, det.uiWorldItemIndex , det.uiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
gfMPDebugOutputRandoms = true;
#endif
client->RPC("sendDETONATEEXPLOSIVE",(const char*)&det, (int)sizeof(detonate_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
else
{
char tmpMsg1[128];
sprintf(tmpMsg1,"ERROR! - Cant find a local WorldBomb for WorldIndex (locally) %i in send_detonate_explosive()",uiWorldIndex);
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg1);
}
}
}
}
void recieveDETONATEEXPLOSIVE (RPCParameters *rpcParameters)
{
detonate_struct* det = (detonate_struct*)rpcParameters->input;
det->ubID = MPDecodeSoldierID(det->ubID);
SOLDIERTYPE* pSoldier = MercPtrs[det->ubID];
if (pSoldier != NULL)
{
// if explosive detonation didnt originate from this client then its need to be performed here
if (pSoldier->bTeam != netbTeam && (pSoldier->bTeam != 1 || !is_server))
{
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - recieveDETONATEEXPLOSIVE ( MPTeam : %i , uiWorldIndex : %i , uiPreRandomIndex : %i , ubID : %i )\n",det->ubMPTeamIndex, det->uiWorldItemIndex , det->uiPreRandomIndex , det->ubID );
MPDebugMsg(tmpMPDbgString);
gfMPDebugOutputRandoms = true;
#endif
guiPreRandomIndex = det->uiPreRandomIndex; // syncronise random number generator
UINT32 uiCount;
UINT32 ubWorldIndexToCheck = -1;
bool bFound = false;
for(uiCount=0; uiCount < guiNumWorldBombs; uiCount++)
{
// we could be recieving a message that a player from another team has detonated our bomb (while disarming), in this case we would check the local ids
// otherwise we check MPCreatorID's like normal
ubWorldIndexToCheck = (det->ubMPTeamIndex == netbTeam ? gWorldBombs[ uiCount ].iItemIndex : gWorldBombs[ uiCount ].iMPWorldItemIndex);
if ( gWorldBombs[ uiCount ].fExists == TRUE &&
ubWorldIndexToCheck == det->uiWorldItemIndex &&
(gWorldBombs[ uiCount ].ubMPTeamIndex == det->ubMPTeamIndex || det->ubMPTeamIndex == netbTeam) )
{
bFound = true;
AddBombToQueue(uiCount, guiBaseJA2Clock, TRUE); // blow up now :)
break;
}
}
if (!bFound)
{
#ifdef JA2BETAVERSION
char tmpMsg1[128];
sprintf(tmpMsg1,"ERROR! - Cant find a local WorldBomb for remote WorldIndex %i from Team %i in recieveDETONATEEXPLOSIVE()",det->uiWorldItemIndex,det->ubMPTeamIndex );
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg1);
#endif
}
}
}
}
void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldItem, UINT8 ubID)
{
ubID = MPEncodeSoldierID(ubID);
SOLDIERTYPE* pSoldier = MercPtrs[ubID];
if (pSoldier != NULL)
{
// explosive disarmed on this client, notify the other clients
if ((pSoldier->bTeam == 1 && is_server) || IsOurSoldier(pSoldier))
{
// find the appropriate world bomb for the world item
UINT8 uiBombIndex = -1;
UINT32 uiCount;
for(uiCount=0; uiCount < guiNumWorldBombs; uiCount++)
{
if (gWorldBombs[uiCount].iItemIndex == uiWorldItem)
{
uiBombIndex = uiCount;
break;
}
}
if (uiBombIndex > -1)
{
disarm_struct disarm;
disarm.ubID = ubID;
if ( gWorldBombs[ uiBombIndex ].bIsFromRemotePlayer )
{
// it is possible for players from other teams to defuse a bomb in the world
// but we must send the ID for the world item of the bomb that all the other clients recognise
disarm.ubMPTeamIndex = gWorldBombs[ uiBombIndex ].ubMPTeamIndex;
disarm.uiWorldItemIndex = gWorldBombs[ uiBombIndex ].iMPWorldItemIndex;
}
else
{
disarm.ubMPTeamIndex = pSoldier->bTeam;
disarm.uiWorldItemIndex = uiWorldItem;
}
disarm.sGridNo = sGridNo;
disarm.uiPreRandomIndex = guiPreRandomIndex;
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - send_disarm_explosive ( MPTeam : %i , uiWorldIndex : %i , uiPreRandomIndex : %i , sGridNo : %i )\n", disarm.ubMPTeamIndex, disarm.uiWorldItemIndex , disarm.uiPreRandomIndex, disarm.sGridNo);
MPDebugMsg(tmpMPDbgString);
gfMPDebugOutputRandoms = true;
#endif
client->RPC("sendDISARMEXPLOSIVE",(const char*)&disarm, (int)sizeof(disarm_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
else
{
char tmpMsg1[128];
sprintf(tmpMsg1,"ERROR! - Cant find a local WorldBomb for WorldIndex (locally) %i in send_disarm_explosive()",uiWorldItem);
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg1);
}
}
}
}
void recieveDISARMEXPLOSIVE (RPCParameters *rpcParameters)
{
disarm_struct* disarm = (disarm_struct*)rpcParameters->input;
disarm->ubID = MPDecodeSoldierID(disarm->ubID);
SOLDIERTYPE* pSoldier = MercPtrs[disarm->ubID];
if (pSoldier != NULL)
{
// if explosive disarm didnt originate from this client then its need to be performed here
if (pSoldier->bTeam != netbTeam && (pSoldier->bTeam != 1 || !is_server))
{
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - recieveDISARMEXPLOSIVE ( MPTeam : %i , uiWorldItemIndex : %i , uiPreRandomIndex : %i , ubID : %i , sGridNo : %i )\n",disarm->ubMPTeamIndex, disarm->uiWorldItemIndex , disarm->uiPreRandomIndex , disarm->ubID , disarm->sGridNo );
MPDebugMsg(tmpMPDbgString);
gfMPDebugOutputRandoms = true;
#endif
guiPreRandomIndex = disarm->uiPreRandomIndex; // syncronise random number generator
UINT32 uiCount;
UINT32 ubWorldIndexToCheck = -1;
bool bFound = false;
for(uiCount=0; uiCount < guiNumWorldBombs; uiCount++)
{
ubWorldIndexToCheck = (disarm->ubMPTeamIndex == netbTeam ? gWorldBombs[ uiCount ].iItemIndex : gWorldBombs[ uiCount ].iMPWorldItemIndex);
if ( gWorldBombs[ uiCount ].fExists == TRUE &&
disarm->uiWorldItemIndex == ubWorldIndexToCheck &&
(gWorldBombs[ uiCount ].ubMPTeamIndex == disarm->ubMPTeamIndex || disarm->ubMPTeamIndex == netbTeam) )
{
bFound = true;
// print out a screen message if it was our bomb
if (disarm->ubMPTeamIndex == netbTeam)
{
SOLDIERTYPE * pBombOwner = MercPtrs[gWorldItems[ gWorldBombs[ uiCount ].iItemIndex ].soldierID];
if (pBombOwner != NULL)
{
ScreenMsg( FONT_LTBLUE , MSG_MPSYSTEM , MPClientMessage[71], pBombOwner->name, pSoldier->name);
}
}
// removing from the item pool will remove world item and world bomb
UINT8 ubLevel = gWorldItems[ gWorldBombs[ uiCount ].iItemIndex ].ubLevel;
RemoveItemFromPool( disarm->sGridNo , gWorldBombs[ uiCount ].iItemIndex, ubLevel );
break;
}
}
if (!bFound)
{
#ifdef JA2BETAVERSION
char tmpMsg1[128];
sprintf(tmpMsg1,"ERROR! - Cant find a local WorldBomb for remote WorldIndex %i from Team %i in recieveDISARMEXPLOSIVE()",disarm->uiWorldItemIndex,disarm->ubMPTeamIndex );
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg1);
#endif
}
}
}
}
void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID )
{
spreadeffect_struct sef;
sef.sGridNo = sGridNo;
sef.ubRadius = ubRadius;
sef.usItem = usItem;
sef.ubOwner = MPEncodeSoldierID(ubOwner);
sef.fSubsequent = fSubsequent;
sef.bLevel = bLevel;
sef.iSmokeEffectID = iSmokeEffectID;
sef.uiPreRandomIndex = guiPreRandomIndex;
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - send_spreadeffect ( sGridNo : %i , ubRadius : %i , usItem : %i , ubOwner : %i , fSubsequent : %i , bLevel : %i , iSmokeEffectID : %i , uiPreRandomIndex : %i )\n",sef.sGridNo, sef.ubRadius ,sef.usItem, sef.ubOwner, sef.fSubsequent, sef.bLevel, sef.iSmokeEffectID, sef.uiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
#endif
client->RPC("sendSPREADEFFECT",(const char*)&sef, (int)sizeof(spreadeffect_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void recieveSPREADEFFECT (RPCParameters *rpcParameters)
{
spreadeffect_struct* sef = (spreadeffect_struct*)rpcParameters->input;
sef->ubOwner = MPDecodeSoldierID(sef->ubOwner);
SOLDIERTYPE* pSoldier = MercPtrs[sef->ubOwner];
if (pSoldier != NULL)
{
// spread effect didnt originate from us
if (!IsOurSoldier(pSoldier) && (pSoldier->bTeam != 1 || !is_server))
{
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - recieveSPREADEFFECT ( sGridNo : %i , ubRadius : %i , usItem : %i , ubOwner : %i , fSubsequent : %i , bLevel : %i , iSmokeEffectID : %i , uiPreRandomIndex : %i )\n",sef->sGridNo, sef->ubRadius ,sef->usItem, sef->ubOwner, sef->fSubsequent, sef->bLevel, sef->iSmokeEffectID, sef->uiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
#endif
guiPreRandomIndex = sef->uiPreRandomIndex; // syncronise random number generator
// translate SmokeEffectID
if (sef->iSmokeEffectID >= 0)
{
UINT32 uiCount;
bool bFound = false;
for(uiCount=0; uiCount < guiNumSmokeEffects; uiCount++)
{
if ( gSmokeEffectData[ uiCount ].fAllocated == TRUE && gSmokeEffectData[ uiCount ].iMPTeamIndex == pSoldier->bTeam && gSmokeEffectData[ uiCount ].iMPSmokeEffectID == sef->iSmokeEffectID)
{
bFound = true;
SpreadEffect( sef->sGridNo , sef->ubRadius , sef->usItem , sef->ubOwner , sef->fSubsequent , sef->bLevel , uiCount , TRUE);
break;
}
}
if (!bFound)
{
#ifdef JA2BETAVERSION
char tmpMsg1[128];
sprintf(tmpMsg1,"ERROR! - Cant find a local SmokeEffectID for remote ID %i from team %i in recieveSPREADEFFECT()",sef->iSmokeEffectID, pSoldier->bTeam);
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg1);
#endif
}
}
else
{
SpreadEffect( sef->sGridNo , sef->ubRadius , sef->usItem , sef->ubOwner , sef->fSubsequent , sef->bLevel , sef->iSmokeEffectID , TRUE);
}
}
}
else
{
#ifdef JA2BETAVERSION
char tmpMsg2[128];
sprintf(tmpMsg2,"ERROR! - Invalid Soldier pointer from ubID %i in recieveSPREADEFFECT()",sef->ubOwner);
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg2);
#endif
}
}
void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, INT32 iSmokeEffectID)
{
// i'm reusing this struct, the parameters are essentially the same
spreadeffect_struct sef;
sef.sGridNo = sGridNo;
sef.usItem = usItem;
sef.ubOwner = MPEncodeSoldierID(ubOwner);
sef.bLevel = bLevel;
sef.iSmokeEffectID = iSmokeEffectID;
sef.uiPreRandomIndex = guiPreRandomIndex;
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - send_newsmokeeffect ( sGridNo : %i , usItem : %i , ubOwner : %i , bLevel : %i , iSmokeEffectID : %i , uiPreRandomIndex : %i )\n",sef.sGridNo, sef.usItem, sef.ubOwner, sef.bLevel, sef.iSmokeEffectID, sef.uiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
#endif
client->RPC("sendNEWSMOKEEFFECT",(const char*)&sef, (int)sizeof(spreadeffect_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void recieveNEWSMOKEEFFECT (RPCParameters *rpcParameters)
{
spreadeffect_struct* sef = (spreadeffect_struct*)rpcParameters->input;
// translate any of our soldier ids back to the correct local copy
sef->ubOwner = MPDecodeSoldierID(sef->ubOwner);
SOLDIERTYPE* pSoldier = MercPtrs[sef->ubOwner];
if (pSoldier != NULL)
{
// new smoke effect didnt originate from us
if (!IsOurSoldier(pSoldier) && (pSoldier->bTeam != 1 || !is_server))
{
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - recieveNEWSMOKEEFFECT ( sGridNo : %i , usItem : %i , ubOwner : %i , bLevel : %i , iSmokeEffectID : %i , uiPreRandomIndex : %i )\n",sef->sGridNo, sef->usItem, sef->ubOwner, sef->bLevel, sef->iSmokeEffectID, sef->uiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
#endif
guiPreRandomIndex = sef->uiPreRandomIndex;
// start new smoke effect
INT32 iNewSmokeIndex = NewSmokeEffect( sef->sGridNo , sef->usItem , sef->bLevel , sef->ubOwner , TRUE );
// attach remote id to local smoke effect
gSmokeEffectData[iNewSmokeIndex].iMPTeamIndex = pSoldier->bTeam;
gSmokeEffectData[iNewSmokeIndex].iMPSmokeEffectID = sef->iSmokeEffectID;
}
}
else
{
#ifdef JA2BETAVERSION
char tmpMsg[128];
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveNEWSMOKEEFFECT()",sef->ubOwner);
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg);
#endif
}
}
void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner )
{
explosiondamage_struct exp;
exp.ubDamageFunc = 1;
exp.ubSoldierID = MPEncodeSoldierID(pSoldier->ubID);
exp.usExplosiveClassID = usExplosiveClassID;
exp.sSubsequent = sSubsequent;
exp.fRecompileMovementCosts = fRecompileMovementCosts;
exp.sWoundAmt = sWoundAmt;
exp.sBreathAmt = sBreathAmt;
exp.ubAttackerID = MPEncodeSoldierID(ubOwner);
exp.uiPreRandomIndex = guiPreRandomIndex;
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - send_gasdamage ( ubSoldierID : %i , usExplosiveClassID : %i , sSubsequent : %i , recompileMoveCosts : %i , sWoundAmt : %i , sBreathAmt : %i , ubOwner : %i )\n", exp.ubSoldierID , usExplosiveClassID , sSubsequent , fRecompileMovementCosts , sWoundAmt , sBreathAmt , exp.ubAttackerID );
MPDebugMsg(tmpMPDbgString);
#endif
client->RPC("sendEXPLOSIONDAMAGE",(const char*)&exp, (int)sizeof(explosiondamage_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void send_explosivedamage( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent )
{
explosiondamage_struct exp;
exp.ubDamageFunc = 2;
exp.ubSoldierID = MPEncodeSoldierID(ubPerson);
exp.usItem = usItem;
exp.uiDist = uiDist;
exp.sSubsequent = sSubsequent;
exp.sBombGridNo = sBombGridNo;
exp.sWoundAmt = sWoundAmt;
exp.sBreathAmt = sBreathAmt;
exp.ubAttackerID = MPEncodeSoldierID(ubOwner);
exp.uiPreRandomIndex = guiPreRandomIndex;
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - send_explosivedamage ( ubPerson : %i , ubOwner : %i , sBombGridNo : %i , sWoundAmt : %i , sBreathAmt : %i , uiDist : %i , usItem : %i , sSubs : %i )\n",ubPerson, ubOwner , sBombGridNo , sWoundAmt , sBreathAmt , uiDist , usItem , sSubsequent );
MPDebugMsg(tmpMPDbgString);
#endif
client->RPC("sendEXPLOSIONDAMAGE",(const char*)&exp, (int)sizeof(explosiondamage_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void recieveEXPLOSIONDAMAGE (RPCParameters *rpcParameters)
{
explosiondamage_struct* exp = (explosiondamage_struct*)rpcParameters->input;
exp->ubSoldierID = MPDecodeSoldierID(exp->ubSoldierID);
exp->ubAttackerID = MPDecodeSoldierID(exp->ubAttackerID);
SOLDIERTYPE* pSoldier = MercPtrs[exp->ubSoldierID];
if (pSoldier != NULL)
{
// damage isnt for our merc (or we wouldve handled it locally) or it is for an AI but we are NOT the server
if (!IsOurSoldier(pSoldier) && (pSoldier->bTeam != 1 || !is_server))
{
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - recieveEXPLOSIONDAMAGE ( ubDamageFunc : %i , ubSoldierID : %i , ubAttackerID : %i , usItem : %i , usExplosiveClassID : %i , sWoundAmt : %i , sBreathAmt : %i , uiDist : %i , sSubs : %i , sBombGridNo : %i , uiPreRandomIndex : %i )\n", exp->ubDamageFunc , exp->ubSoldierID , exp->ubAttackerID , exp->usItem , exp->usExplosiveClassID , exp->sWoundAmt , exp->sBreathAmt , exp->uiDist , exp->sSubsequent , exp->sBombGridNo , exp->uiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
#endif
guiPreRandomIndex = exp->uiPreRandomIndex;
if (exp->ubDamageFunc == 1)
{
//EXPLOSIVETYPE* pExplosive = &(Explosive[ exp->usExplosiveClassID ] );
//DishOutGasDamage(pSoldier, pExplosive, exp->sSubsequent , exp->fRecompileMovementCosts , exp->sWoundAmt , exp->sBreathAmt , exp->ubAttackerID , TRUE );
// can use DishOutGasDamage() as it is dependant on the local state of the gas cloud which is not always in sync
// but we have the definite results of damage on a merc, so :
pSoldier->SoldierTakeDamage( ANIM_STAND, exp->sWoundAmt, exp->sBreathAmt, Explosive[Item[exp->usItem].ubClassIndex].ubType == EXPLOSV_BURNABLEGAS ? TAKE_DAMAGE_GAS_FIRE : TAKE_DAMAGE_GAS_NOTFIRE, NOBODY, NOWHERE, 0, TRUE );
}
else if (exp->ubDamageFunc == 2)
{
DamageSoldierFromBlast( exp->ubSoldierID , exp->ubAttackerID , exp->sBombGridNo , exp->sWoundAmt , exp->sBreathAmt , exp->uiDist , exp->usItem , exp->sSubsequent , TRUE);
}
}
}
else
{
#ifdef JA2BETAVERSION
char tmpMsg[128];
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveEXPLOSIONDAMAGE()",exp->ubAttackerID);
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg);
#endif
}
}
void send_bullet( BULLET * pBullet,UINT16 usHandItem )
{
netb_struct netb;
netb.net_bullet=*pBullet;
netb.usHandItem=usHandItem;
//ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, L"Sent Bullet Id: %d",pBullet->iBullet);
if(pBullet->ubTargetID < 20)netb.net_bullet.ubTargetID = netb.net_bullet.ubTargetID+ubID_prefix;
if(pBullet->ubFirerID < 20)netb.net_bullet.ubFirerID = netb.net_bullet.ubFirerID+ubID_prefix;
client->RPC("sendBULLET",(const char*)&netb, (int)sizeof(netb_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void recieveBULLET(RPCParameters *rpcParameters)
{
netb_struct* netb = (netb_struct*)rpcParameters->input;
INT32 net_iBullet=netb->net_bullet.iBullet;
SOLDIERTYPE * pFirer = NULL;
INT8 bTeam = OUR_TEAM;
if ( netb->net_bullet.ubFirerID != NOBODY )
{
pFirer = MercPtrs[ netb->net_bullet.ubFirerID ];
bTeam=pFirer->bTeam;
}
BULLET * pBullet;
INT32 iBullet = CreateBullet( netb->net_bullet.ubFirerID, 0, netb->net_bullet.usFlags,netb->usHandItem );
#ifdef BETAVERSION
if (iBullet == -1)
{
ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, L"Failed to create bullet");
}
#endif
//add bullet to bullet table for translation
bTable[bTeam][net_iBullet].remote_id = net_iBullet;
bTable[bTeam][net_iBullet].local_id = iBullet;
pBullet = GetBulletPtr( iBullet );
//ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, L"Created Bullet Id: %d",iBullet);
pBullet->fCheckForRoof=netb->net_bullet.fCheckForRoof;
pBullet->qIncrX=netb->net_bullet.qIncrX;
pBullet->qIncrY=netb->net_bullet.qIncrY;
pBullet->qIncrZ=netb->net_bullet.qIncrZ;
pBullet->sHitBy=netb->net_bullet.sHitBy;
pBullet->ddHorizAngle=netb->net_bullet.ddHorizAngle;
pBullet->fAimed=netb->net_bullet.fAimed;
pBullet->ubItemStatus=netb->net_bullet.ubItemStatus;
pBullet->qCurrX=netb->net_bullet.qCurrX;
pBullet->qCurrY=netb->net_bullet.qCurrY;
pBullet->qCurrZ=netb->net_bullet.qCurrZ;
pBullet->iImpact=netb->net_bullet.iImpact;
pBullet->iRange=netb->net_bullet.iRange;
pBullet->sTargetGridNo=netb->net_bullet.sTargetGridNo;
pBullet->bStartCubesAboveLevelZ=netb->net_bullet.bStartCubesAboveLevelZ;
pBullet->bEndCubesAboveLevelZ=netb->net_bullet.bEndCubesAboveLevelZ;
pBullet->iDistanceLimit=netb->net_bullet.iDistanceLimit;
FireBullet( pFirer->ubID, pBullet, FALSE );
}
void send_changestate (EV_S_CHANGESTATE * SChangeState)
{
EV_S_CHANGESTATE new_state;
memcpy( &new_state , SChangeState, sizeof( EV_S_CHANGESTATE ));
if(new_state.usSoldierID < 20)
new_state.usSoldierID = new_state.usSoldierID+ubID_prefix;
client->RPC("sendSTATE",(const char*)&new_state, (int)sizeof(EV_S_CHANGESTATE)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void recieveSTATE(RPCParameters *rpcParameters)
{
EV_S_CHANGESTATE* new_state = (EV_S_CHANGESTATE*)rpcParameters->input;
SOLDIERTYPE * pSoldier=MercPtrs[ new_state->usSoldierID ];
if(pSoldier->bActive)
{
// Start first AID
if(new_state->usNewState==START_AID)
{
pSoldier->EVENT_InternalSetSoldierPosition( new_state->sXPos, new_state->sYPos ,FALSE, FALSE, FALSE );
pSoldier->EVENT_SetSoldierDirection( new_state->usNewDirection );
// SANDRO - we can now bandage mercs when prone, so change stance only if standing
if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_STAND )
{
pSoldier->ChangeSoldierStance( ANIM_CROUCH );
}
}
// SANDRO - if ordered to bandage in prone position...
else if (new_state->usNewState==START_AID_PRN)
{
pSoldier->EVENT_InternalSetSoldierPosition( new_state->sXPos, new_state->sYPos ,FALSE, FALSE, FALSE );
pSoldier->EVENT_SetSoldierDirection( new_state->usNewDirection );
if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_PRONE )
{
pSoldier->ChangeSoldierStance( ANIM_PRONE );
}
}
// Start cutting fence
else if (new_state->usNewState==CUTTING_FENCE)
{
// The usTargetGridNo holds the GridNo of the fence tile
pSoldier->sTargetGridNo = new_state->usTargetGridNo;
pSoldier->EVENT_InternalSetSoldierPosition( new_state->sXPos, new_state->sYPos ,FALSE, FALSE, FALSE );
pSoldier->ChangeSoldierStance( ANIM_CROUCH );
pSoldier->EVENT_SetSoldierDirection( new_state->usNewDirection );
}
pSoldier->EVENT_InitNewSoldierAnim( new_state->usNewState, new_state->usStartingAniCode, new_state->fForce );
}
}
void send_death( SOLDIERTYPE *pSoldier )
{
death_struct nDeath;
nDeath.soldier_id=pSoldier->ubID;
nDeath.attacker_id=pSoldier->ubAttackerID;
// Translate soldier id for other clients if the soldier was one of ours
if(pSoldier->ubID<20)nDeath.soldier_id=nDeath.soldier_id+ubID_prefix;
// if soldier died from bleeding
if(pSoldier->ubAttackerID==NULL || pSoldier->ubAttackerID == NOBODY)
{
if (pSoldier->ubPreviousAttackerID != NOBODY && pSoldier->ubPreviousAttackerID != NULL)
nDeath.attacker_id = pSoldier->ubPreviousAttackerID;
else if (pSoldier->ubNextToPreviousAttackerID != NOBODY && pSoldier->ubNextToPreviousAttackerID != NULL)
nDeath.attacker_id = pSoldier->ubNextToPreviousAttackerID;
}
SOLDIERTYPE * pAttacker=MercPtrs[ nDeath.attacker_id ];
INT8 pA_bTeam=CLIENT_NUM;
CHAR16 pA_name[ 10 ];
INT8 pS_bTeam=CLIENT_NUM;
CHAR16 pS_name[ 10 ];
// OJW - 20081222
// save stats
if(pAttacker)
{
// if attacker was one of our own mercs, use the last hostile attacker as the killer if there is one
if (pAttacker->bTeam == pSoldier->bTeam && pSoldier->ubPreviousAttackerID != NULL && pSoldier->ubPreviousAttackerID != NOBODY)
{
pAttacker=MercPtrs[ pSoldier->ubPreviousAttackerID ];
// check if the new attacker was also a friendly...
if (pAttacker->bTeam == pSoldier->bTeam && pSoldier->ubNextToPreviousAttackerID != NULL && pSoldier->ubNextToPreviousAttackerID != NOBODY)
pAttacker=MercPtrs[ pSoldier->ubNextToPreviousAttackerID ];
// if its still a friendly, use the original attacker id...for posterity
// guy must snore too loudly if all his mates wanna kill him :)
if (pAttacker->bTeam == pSoldier->bTeam && pSoldier->ubAttackerID != NULL && pSoldier->ubAttackerID != NOBODY)
pAttacker = MercPtrs[ pSoldier->ubAttackerID ];
nDeath.attacker_id = pAttacker->ubID;
}
// Translate attacker id for other clients if attacker was one of ours
if(pAttacker->ubID<20)nDeath.attacker_id=pAttacker->ubID+ubID_prefix;
pA_bTeam=pAttacker->bTeam;
memcpy(pA_name,pAttacker->name,sizeof(CHAR16)*10);
if (pA_bTeam==1 && cGameType==MP_TYPE_COOP)
{
// CO-OP Kill by an enemy ai
pA_bTeam = 5; // the server subtracts 1 from these numbers to score in scoreboard, AI is index 4
}
else
{
// Any mode, kill by a players merc
if(pA_bTeam>5)
pA_bTeam=pA_bTeam-5;
if(pA_bTeam==0)
pA_bTeam= CLIENT_NUM;
}
}
if(pSoldier)
{
pS_bTeam=pSoldier->bTeam;
memcpy(pS_name,pSoldier->name,sizeof(CHAR16)*10);
if(pS_bTeam==1 && cGameType==MP_TYPE_COOP)
{
// CO-OP Death of an enemy ai
pS_bTeam = 5; // the server subtracts 1 from these numbers to score in scoreboard, AI is index 4
}
else
{
// Any mode death of a players merc
if(pS_bTeam>5)
pS_bTeam=pS_bTeam-5;
if(pS_bTeam==0)
pS_bTeam=CLIENT_NUM;
}
}
nDeath.attacker_team = pA_bTeam;
nDeath.soldier_team = pS_bTeam;
// notify other clients of death
client->RPC("sendDEATH",(const char*)&nDeath, (int)sizeof(death_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
// print kill notice to screen
if (pSoldier && pSoldier->bTeam==1)
ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, MPClientMessage[67]);
else
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[28],pS_name,(pS_bTeam),client_names[(pS_bTeam-1)],pA_name,(pA_bTeam),client_names[(pA_bTeam-1)] );
#ifdef JA2BETAVERSION
if (pSoldier) {
char s_name[10];
char a_name[10];
WideCharToMultiByte(CP_UTF8,0,pS_name,-1, s_name,10,NULL,NULL);
WideCharToMultiByte(CP_UTF8,0,pA_name,-1, a_name,10,NULL,NULL);
if (pSoldier->bTeam==1)
MPDebugMsg( String ( "MPDEBUG SEND - Enemy AI #%d was killed by ('%s' - %d) (client %d - '%s')\n",nDeath.soldier_id,a_name,nDeath.attacker_id,pA_bTeam,client_names[pA_bTeam-1]) );
else if (pAttacker->bTeam==1)
MPDebugMsg( String ( "MPDEBUG SEND - '%s' (client %d - '%S') was killed by '%s' (client %d - '%s')\n",s_name,pS_bTeam,client_names[(pS_bTeam-1)],a_name,pA_bTeam,"Queens Army") );
else
MPDebugMsg( String ( "MPDEBUG SEND - '%s' (client %d - '%S') was killed by '%s' (client %d - '%s')\n",s_name,pS_bTeam,client_names[(pS_bTeam-1)],a_name,pA_bTeam,client_names[(pA_bTeam-1)]) );
}
#endif
}
void recieveDEATH (RPCParameters *rpcParameters)
{
death_struct* nDeath = (death_struct*)rpcParameters->input;
SOLDIERTYPE * pSoldier=MercPtrs[ nDeath->soldier_id ];
UINT16 ubAttackerID;
if((nDeath->attacker_id >= ubID_prefix) && (nDeath->attacker_id < (ubID_prefix+6)))
ubAttackerID = (nDeath->attacker_id - ubID_prefix);
else
ubAttackerID = nDeath->attacker_id;
SOLDIERTYPE * pAttacker=MercPtrs[ ubAttackerID ];
INT8 pA_bTeam;
CHAR16 pA_name[ 10 ];
INT8 pS_bTeam;
CHAR16 pS_name[ 10 ];
if(pAttacker)
{
pA_bTeam=pAttacker->bTeam;
memcpy(pA_name,pAttacker->name,sizeof(CHAR16)*10);
if(pA_bTeam>5)
pA_bTeam=pA_bTeam-5;
if(pA_bTeam==0)
pA_bTeam=CLIENT_NUM;
}
if(pSoldier)
{
pS_bTeam=pSoldier->bTeam;
memcpy(pS_name,pSoldier->name,sizeof(CHAR16)*10);
if(pS_bTeam>5)
pS_bTeam=pS_bTeam-5;
if(pS_bTeam==0)
pS_bTeam=CLIENT_NUM;
}
if(pSoldier->bActive)
{
pSoldier->usAnimState=50;
#ifdef JA2BETAVERSION
ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, L"made merc corpse/dead");
#endif
RemoveManAsTarget(pSoldier);
TurnSoldierIntoCorpse( pSoldier, TRUE, TRUE );
if ( CheckForEndOfBattle( FALSE ) )
{
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[72]);
}
if (pSoldier->bTeam==1)
ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, MPClientMessage[67]);
else
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[28],pS_name,(pS_bTeam),client_names[(pS_bTeam-1)],pA_name,(pA_bTeam),client_names[(pA_bTeam-1)] );
}
else
{
#ifdef JA2BETAVERSION
ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, L"merc already corpse/dead");
#endif
if (pSoldier->bTeam==1)
ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, MPClientMessage[67]);
CheckForEndOfBattle( FALSE );
}
#ifdef JA2BETAVERSION
char s_name[10];
char a_name[10];
WideCharToMultiByte(CP_UTF8,0,pS_name,-1, s_name,10,NULL,NULL);
WideCharToMultiByte(CP_UTF8,0,pA_name,-1, a_name,10,NULL,NULL);
if (pSoldier->bTeam==1)
MPDebugMsg( String ( "MPDEBUG RECV - Enemy AI #%d was killed by ('%s' - #%d) (client %d - '%s')\n",nDeath->soldier_id,a_name,nDeath->attacker_id,pA_bTeam,client_names[pA_bTeam-1]) );
else if (pAttacker->bTeam==1)
MPDebugMsg( String ( "MPDEBUG RECV - '%s' (client %d - '%s') was killed by '%s' (client %d - '%s')\n",s_name,pS_bTeam,client_names[(pS_bTeam-1)],a_name,pA_bTeam,"Queens Army") );
else
MPDebugMsg( String ( "MPDEBUG RECV - '%s' (client %d - '%s') was killed by '%s' (client %d - '%s')\n",s_name,pS_bTeam,client_names[(pS_bTeam-1)],a_name,pA_bTeam,client_names[(pA_bTeam-1)]) );
#endif
}
void send_hitstruct(EV_S_STRUCTUREHIT * SStructureHit)
{
EV_S_STRUCTUREHIT struct_hit;
memcpy( &struct_hit , SStructureHit, sizeof( EV_S_STRUCTUREHIT ));
if(SStructureHit->ubAttackerID <20)struct_hit.ubAttackerID = SStructureHit->ubAttackerID+ubID_prefix;
client->RPC("sendhitSTRUCT",(const char*)&struct_hit, (int)sizeof(EV_S_STRUCTUREHIT)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void send_hitwindow(EV_S_WINDOWHIT * SWindowHit)
{
EV_S_WINDOWHIT window_hit;
memcpy( &window_hit , SWindowHit, sizeof( EV_S_WINDOWHIT ));
if(SWindowHit->ubAttackerID <20)
window_hit.ubAttackerID = SWindowHit->ubAttackerID+ubID_prefix;
client->RPC("sendhitWINDOW",(const char*)&window_hit, (int)sizeof(EV_S_WINDOWHIT)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void send_miss(EV_S_MISS * SMiss)
{
EV_S_MISS shot_miss;
memcpy( &shot_miss , SMiss, sizeof( EV_S_MISS ));
if(SMiss->ubAttackerID <20)
shot_miss.ubAttackerID = SMiss->ubAttackerID+ubID_prefix;
client->RPC("sendMISS",(const char*)&shot_miss, (int)sizeof(EV_S_MISS)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void recievehitSTRUCT (RPCParameters *rpcParameters)
{
EV_S_STRUCTUREHIT* struct_hit = (EV_S_STRUCTUREHIT*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ struct_hit->ubAttackerID ];
INT8 bTeam=pSoldier->bTeam;
INT32 iBullet = bTable[bTeam][struct_hit->iBullet].local_id;
if(struct_hit->fStopped)
StopBullet( iBullet );
StructureHit( iBullet, struct_hit->usWeaponIndex, struct_hit->bWeaponStatus, struct_hit->ubAttackerID, struct_hit->sXPos, struct_hit->sYPos, struct_hit->sZPos, struct_hit->usStructureID, struct_hit->iImpact, struct_hit->fStopped );
if(struct_hit->fStopped)
RemoveBullet(iBullet);
}
void recievehitWINDOW (RPCParameters *rpcParameters)
{
EV_S_WINDOWHIT* window_hit = (EV_S_WINDOWHIT*)rpcParameters->input;
WindowHit( window_hit->sGridNo, window_hit->usStructureID, window_hit->fBlowWindowSouth, window_hit->fLargeForce );
}
void recieveMISS (RPCParameters *rpcParameters)
{
EV_S_MISS* shot_miss = (EV_S_MISS*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ shot_miss->ubAttackerID ];
INT8 bTeam=pSoldier->bTeam;
INT32 iBullet = bTable[bTeam][shot_miss->iBullet].local_id;
ShotMiss( shot_miss->ubAttackerID, iBullet );
}
BOOLEAN check_status (void)// any 'enemies' and clients left to fight ??
{
SOLDIERTYPE *pSoldier;
int cnt;
int soldiers= 0 ;
int numActiveSides = 0;
int dm_teams[4] = {0 , 0 , 0 , 0};
for(int x=0;x < MAXTEAMS; x++)
{
soldiers=0;
for(cnt = gTacticalStatus.Team[ x ].bFirstID;cnt <= gTacticalStatus.Team[ x ].bLastID; cnt++)
{
pSoldier = MercPtrs[ cnt ];
if(pSoldier->stats.bLife >= OKLIFE && pSoldier->bActive && pSoldier->bInSector)
{
soldiers++;
}
}
if(soldiers>0)
{
gTacticalStatus.Team[ x ].bTeamActive=1;
gTacticalStatus.Team[ x ].bMenInSector=soldiers;
if (cGameType==MP_TYPE_TEAMDEATMATCH && (x==0 || x>5))
{
// store the number of active DM teams, and number of players per team still alive
int cl_num = CLIENT_NUM; // 1 based
if (x>5) cl_num = x - 5;
dm_teams[ client_teams[ cl_num - 1 ] ]++;
}
else if (cGameType != MP_TYPE_TEAMDEATMATCH)
{
// count number of active teams
numActiveSides++;
}
}
else
{
gTacticalStatus.Team[ x ].bTeamActive=0;
gTacticalStatus.Team[x].bMenInSector=0;
}
}
if( (gTacticalStatus.Team[ 0 ].bTeamActive == 0) && wiped==0)//server's team has been knocked out
{
wiped=1;
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[40] );
if(!cDisableSpectatorMode)
{
gTacticalStatus.uiFlags |= SHOW_ALL_MERCS;//hayden
ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, MPClientMessage[41] );
}
else
{
ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, MPClientMessage[73]);
}
teamwiped();
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[42] );
}
if (cGameType == MP_TYPE_DEATHMATCH)
{
// check game end for DeathMatch
return (numActiveSides > 1);
}
else if (cGameType == MP_TYPE_TEAMDEATMATCH)
{
// check game end for Team Deathmatch
// count how many active deathmatch teams are alive (two players could be alive but might be on the same TEAM)
for (int i=0; i < 4; i++)
{
if (dm_teams[i] > 0)
{
numActiveSides++;
}
}
return (numActiveSides > 1);
}
else if (cGameType == MP_TYPE_COOP)
{
// check for game end for CO-OP
// If any player team is alive && the number of enemies > 0 then continue game (true), else quit (false)
return ((gTacticalStatus.Team[ 0 ].bTeamActive==1 || gTacticalStatus.Team[ 6 ].bTeamActive==1 || gTacticalStatus.Team[ 7 ].bTeamActive==1 || gTacticalStatus.Team[ 8 ].bTeamActive==1 || gTacticalStatus.Team[ 9 ].bTeamActive==1 )&& NumEnemyInSector() > 0);
}
// dont stop the game by default
return true;
}
void UpdateSoldierToNetwork ( SOLDIERTYPE *pSoldier )
{
//this send stats to other clients at intervals
UINT8 id = pSoldier->ubID;
UINT32 time = GetJA2Clock();
if(id < 20 || (is_server && id <120))
{
if(pSoldier->usLastUpdateTime==0)
{
pSoldier->usLastUpdateTime = time;
}
if((time - (pSoldier->usLastUpdateTime)) > 2000 && pSoldier->stats.bLife!=0)
{
pSoldier->usLastUpdateTime = time;
EV_S_UPDATENETWORKSOLDIER SUpdateNetworkSoldier;
SUpdateNetworkSoldier.usSoldierID=pSoldier->ubID;
if(pSoldier->ubID < 20)
SUpdateNetworkSoldier.usSoldierID=pSoldier->ubID+ubID_prefix;
SUpdateNetworkSoldier.sAtGridNo=pSoldier->sGridNo;
SUpdateNetworkSoldier.bBreath=pSoldier->bBreath;
SUpdateNetworkSoldier.ubDirection=pSoldier->ubDirection;
SUpdateNetworkSoldier.bLife=pSoldier->stats.bLife;
SUpdateNetworkSoldier.bBleeding=pSoldier->bBleeding;
SUpdateNetworkSoldier.ubNewStance= gAnimControl[ pSoldier->usAnimState ].ubEndHeight;
if((gTacticalStatus.ubTopMessageType == PLAYER_TURN_MESSAGE || gTacticalStatus.ubTopMessageType == PLAYER_INTERRUPT_MESSAGE || ((gTacticalStatus.ubTopMessageType == COMPUTER_INTERRUPT_MESSAGE || gTacticalStatus.ubTopMessageType == COMPUTER_TURN_MESSAGE )&& is_server)) && (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))//update progress bar, not supporting coop yet...
{
SUpdateNetworkSoldier.usTactialTurnLimitCounter = gTacticalStatus.usTactialTurnLimitCounter;
SUpdateNetworkSoldier.usTactialTurnLimitMax = gTacticalStatus.usTactialTurnLimitMax;
}
else
SUpdateNetworkSoldier.usTactialTurnLimitCounter = 9999;
client->RPC("updatenetworksoldier",(const char*)&SUpdateNetworkSoldier, (int)sizeof(EV_S_UPDATENETWORKSOLDIER)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
}
}
void UpdateSoldierFromNetwork (RPCParameters *rpcParameters)
{
EV_S_UPDATENETWORKSOLDIER* SUpdateNetworkSoldier = (EV_S_UPDATENETWORKSOLDIER*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ SUpdateNetworkSoldier->usSoldierID ];
pSoldier->bBreath=SUpdateNetworkSoldier->bBreath;
pSoldier->stats.bLife=SUpdateNetworkSoldier->bLife;
INT16 sCellX, sCellY;
ConvertGridNoToCenterCellXY(SUpdateNetworkSoldier->sAtGridNo, &sCellX, &sCellY);
if( pSoldier->sGridNo != SUpdateNetworkSoldier->sAtGridNo)
{
pSoldier->EVENT_InternalSetSoldierPosition( sCellX, sCellY ,FALSE, FALSE, FALSE );//new syncing call to correct network lag/drift
}
if(pSoldier->ubDirection != SUpdateNetworkSoldier->ubDirection)
{
pSoldier->EVENT_SetSoldierDesiredDirection( SUpdateNetworkSoldier->ubDirection );
}
if(gAnimControl[ pSoldier->usAnimState ].ubEndHeight != SUpdateNetworkSoldier->ubNewStance && pSoldier->bCollapsed != TRUE)
{
pSoldier->ChangeSoldierStance( SUpdateNetworkSoldier->ubNewStance );
}
pSoldier->bBleeding=SUpdateNetworkSoldier->bBleeding;
if( (SUpdateNetworkSoldier->usTactialTurnLimitCounter != 9999) && (gTacticalStatus.ubTopMessageType != PLAYER_TURN_MESSAGE) && (gTacticalStatus.ubTopMessageType != PLAYER_INTERRUPT_MESSAGE))
{
gTacticalStatus.usTactialTurnLimitCounter = SUpdateNetworkSoldier->usTactialTurnLimitCounter;
gTacticalStatus.usTactialTurnLimitMax = SUpdateNetworkSoldier->usTactialTurnLimitMax;
}
}
void kick_player (void)
{
if(is_server)
{
CHAR16 Cmsg[255];
if (cMaxClients == 2)
swprintf(Cmsg, MPClientMessage[74], client_names[1],"<?>","<?>");
else if (cMaxClients == 3)
swprintf(Cmsg, MPClientMessage[74], client_names[1],client_names[2],"<?>");
else
swprintf(Cmsg, MPClientMessage[74], client_names[1],client_names[2],client_names[3]);
SGPRect CenterRect = { 100 + xResOffset, 100 + yResOffset, SCREEN_WIDTH - xResOffset, 300 + yResOffset };
DoMessageBox( MSG_BOX_BASIC_STYLE, Cmsg, guiCurrentScreen, MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS | MSG_BOX_FLAG_USE_CENTERING_RECT, kick_callback, &CenterRect );
}
else
ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, MPClientMessage[22] );
}
void kick_callback (UINT8 ubResult)
{
if (is_server)
{
// Pressed '1'
if(ubResult ==1)
{
// WANNE: Nothing should happen
}
else
{
if (ubResult <= cMaxClients)
{
kickR kick;
kick.ubResult=ubResult+5;
client->RPC("Snull_team",(const char*)&kick, (int)sizeof(kickR)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
// If the team that should be kicked has the turn, give the turn to the server
if (gTacticalStatus.ubCurrentTeam == kick.ubResult)
{
EndTurn(0);
}
}
else
{
// The client to which we should give the turn doe not exists. Do nothinig!
}
}
}
}
void null_team (RPCParameters *rpcParameters)
{
kickR* kick = (kickR*)rpcParameters->input;
ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, MPClientMessage[29],(kick->ubResult-5),client_names[kick->ubResult-6] );
int fID = gTacticalStatus.Team[ kick->ubResult ].bFirstID;
int lID = gTacticalStatus.Team[ kick->ubResult ].bLastID;
if(kick->ubResult==netbTeam)
fID=0,lID=19;
int cnt;
for ( cnt=fID ; cnt <= lID; cnt++ )
{
TacticalRemoveSoldier( cnt );
}
if (kick->ubResult==netbTeam)
{
gTacticalStatus.uiFlags |= SHOW_ALL_MERCS;//hayden
ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, MPClientMessage[41] );
}
}
void overide_turn (void)
{
if(is_server)
{
//manual overide command for server
CHAR16 Cmsg[255];
if (cMaxClients == 2)
swprintf(Cmsg, MPClientMessage[30], client_names[1],"<?>","<?>");
else if (cMaxClients == 3)
swprintf(Cmsg, MPClientMessage[30], client_names[1],client_names[2],"<?>");
else
swprintf(Cmsg, MPClientMessage[30], client_names[1],client_names[2],client_names[3]);
SGPRect CenterRect = { 100 + xResOffset, 100 + yResOffset, SCREEN_WIDTH - 100 - xResOffset, 300 + yResOffset };
DoMessageBox( MSG_BOX_BASIC_STYLE, Cmsg, guiCurrentScreen, MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS | MSG_BOX_FLAG_USE_CENTERING_RECT | MSG_BOX_FLAG_OK, turn_callback, &CenterRect );
}
else
ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, MPClientMessage[22] );
}
void turn_callback (UINT8 ubResult)
{
if(is_server)
{
// Pressed '1'
if(ubResult ==1)
{
// WANNE: Nothing should happen. Do not give the turn to the server!
//EndTurn( 0 );
}
else
{
if (ubResult <= cMaxClients)
{
ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, MPClientMessage[31],ubResult );
if(!( gTacticalStatus.uiFlags & INCOMBAT ))
{
gTacticalStatus.uiFlags |= INCOMBAT;
}
EndTurn( ubResult+5 );
}
else
{
// The client to which we should give the turn doe not exists. Do nothinig!
}
}
}
}
void send_fireweapon (EV_S_FIREWEAPON *SFireWeapon)
{
EV_S_FIREWEAPON sFire;
if(SFireWeapon->usSoldierID < 20)
sFire.usSoldierID = (SFireWeapon->usSoldierID)+ubID_prefix;
else
sFire.usSoldierID = SFireWeapon->usSoldierID;
sFire.sTargetGridNo=SFireWeapon->sTargetGridNo;
sFire.bTargetCubeLevel=SFireWeapon->bTargetCubeLevel;
sFire.bTargetLevel=SFireWeapon->bTargetLevel;
client->RPC("sendFIREW",(const char*)&sFire, (int)sizeof(EV_S_FIREWEAPON)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void recieve_fireweapon (RPCParameters *rpcParameters)
{
EV_S_FIREWEAPON* SFireWeapon = (EV_S_FIREWEAPON*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ SFireWeapon->usSoldierID ];
pSoldier->sTargetGridNo = SFireWeapon->sTargetGridNo;
pSoldier->bTargetLevel = SFireWeapon->bTargetLevel;
pSoldier->bTargetCubeLevel = SFireWeapon->bTargetCubeLevel;
FireWeapon( pSoldier, SFireWeapon->sTargetGridNo );
}
void send_door ( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fNoAnimations )
{
if((is_server && pSoldier->ubID<120) || (!is_server && is_client && pSoldier->ubID<20) || (!is_server && !is_client) )
{
doors sDoor;
sDoor.ubID=pSoldier->ubID;
sDoor.sGridNo=sGridNo;
sDoor.fNoAnimations=fNoAnimations;
client->RPC("sendDOOR",(const char*)&sDoor, (int)sizeof(doors)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
}
void recieve_door (RPCParameters *rpcParameters)
{
doors* sDoor = (doors*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ sDoor->ubID ];
BOOLEAN fNoAnimations = FALSE;
if ( !AllMercsLookForDoor( sDoor->sGridNo, FALSE ) )//check for los
{
fNoAnimations = TRUE;
}
HandleDoorChangeFromGridNo( pSoldier, sDoor->sGridNo, fNoAnimations );
}
void recieveCHATMSG(RPCParameters* rpcParameters)
{
chat_msg* cmsg = (chat_msg*)rpcParameters->input;
if (cGameType==MP_TYPE_TEAMDEATMATCH && cmsg->bToAll == false)
{
// If Team deathmatch && msg is allies only
if (client_teams[cmsg->client_num-1] == TEAM)
{
// only display on an ally client
ChatLogMessage( CHAT_FONT_COLOR, MSG_CHAT, cmsg->msg);
}
}
else
{
// display to all clients
ChatLogMessage( CHAT_FONT_COLOR, MSG_CHAT, cmsg->msg);
}
}
/// OJW - 20081223
// recieveDISCONNECT - Handle disconnection
void recieveDISCONNECT(RPCParameters* rpcParameters)
{
// for starters - we shouldnt get a message for ourselves :)
int cl_num = (int) *rpcParameters->input; // cl_num starts at 1
wchar_t szPlayerName[30];
memset(szPlayerName,0,30*sizeof(wchar_t));
mbstowcs( szPlayerName,client_names[cl_num-1],30);
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[47], szPlayerName );
// clear our records from this client
memset(client_names[cl_num-1],NULL,sizeof(char)*30);
memset(&client_ready[cl_num-1],0,sizeof(int));
memset(&client_teams[cl_num-1],0,sizeof(int));
if (guiCurrentScreen == MAP_SCREEN && !(gTacticalStatus.uiFlags & INCOMBAT))
{
// in the map screen and not in combat
// refresh player list to remove from the game
fDrawCharacterList = true; // set the character list to be redrawn
fTeamPanelDirty = true; // redraw the background
}
else if (guiCurrentScreen == GAME_SCREEN) // <TODO> get a more valid check that the game is in progress here
{
// in tactical screen and in combat
// kill the dead clients mercs out of the game
UINT8 iNetbTeam = (cl_num)+5;
UINT8 iubID_prefix = gTacticalStatus.Team[ iNetbTeam ].bFirstID;//over here now
// kill any alive soldiers for the disconnected team
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ )
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) )
{
// Checkf for any more bacguys
if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bTeam == iNetbTeam ) )
{
// KIll......
pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, NOBODY, NOWHERE, 0, TRUE );
}
}
}
// if it was that teams turn then end it
if(is_server)
{
if(gTacticalStatus.ubCurrentTeam==iNetbTeam)EndTurn( iNetbTeam+1 );
}
}
}
// OJW - 20090507
// this function stores a reason from the server that we were disconnected
void recieveDISCONNECTREASON(RPCParameters *rpcParameters )
{
CHAR16* reason = (CHAR16*)rpcParameters->input;
wcscpy(gszDisconnectReason,reason);
is_connected=false;
auto_retry = false;
}
void disconnected_callback(UINT8 ubResult)
{
if (iDisconnectedScreen == MAP_SCREEN)
{
// clean up all resources and exit from map to main menu
RequestTriggerExitFromMapscreen(MAP_EXIT_TO_MAINMENU);
// game is restarted in HandleExitsFromMapScreen()
}
else if (iDisconnectedScreen == GAME_SCREEN)
{
// clean up all resources and exit from tactical to main menu
LeaveTacticalScreen(MAINMENU_SCREEN);
}
else if (iDisconnectedScreen == OPTIONS_SCREEN)
{
// Re-initialise the game
ReStartingGame();
// clean up all resources and exit from options to main menu
SetOptionsExitScreen( MAINMENU_SCREEN );
}
else if (iDisconnectedScreen == LAPTOP_SCREEN)
{
// Re-initialise the game
ReStartingGame();
// clean up all resources and exit from laptop to main menu
SetPendingNewScreen(MAINMENU_SCREEN); // Laptop screen is always cleaned up on screen change in gameloop
}
else if (iDisconnectedScreen == MP_CONNECT_SCREEN)
{
// Re-initialise the game
ReStartingGame();
// else dont clean "everything" but still exit to main menu
SetPendingNewScreen(MP_JOIN_SCREEN);
}
else
{
// Re-initialise the game
ReStartingGame();
// else dont clean "everything" but still exit to main menu
SetPendingNewScreen(MAINMENU_SCREEN);
}
}
// Gracefully handle self-disconnection of the client by Dropout
void HandleClientConnectionLost()
{
if (guiCurrentScreen != MP_SCORE_SCREEN)
{
// cleanup client
client_disconnect();
auto_retry = false;
if (is_server)
server_disconnect();
// connection lost, let user know via popup then quit to main menu
iDisconnectedScreen = guiCurrentScreen;
SGPRect CenteringRect= {0 + xResOffset, 0 + yResOffset, SCREEN_WIDTH - xResOffset, SCREEN_HEIGHT - yResOffset };
if (wcscmp(gszDisconnectReason,L"")==0)
{
UINT32 giMPHMessageBox = DoMessageBox( MSG_BOX_BASIC_STYLE, MPClientMessage[48], guiCurrentScreen, ( UINT16 ) ( MSG_BOX_FLAG_OK | MSG_BOX_FLAG_USE_CENTERING_RECT ),disconnected_callback, &CenteringRect );
}
else
{
UINT32 giMPHMessageBox = DoMessageBox( MSG_BOX_BASIC_STYLE, gszDisconnectReason, guiCurrentScreen, ( UINT16 ) ( MSG_BOX_FLAG_OK | MSG_BOX_FLAG_USE_CENTERING_RECT ),disconnected_callback, &CenteringRect );
}
}
else
{
// Tell the score screen it can continue
gfMPSScoreScreenCanContinue = TRUE;
}
}
void sendRT(void)
{
if(!requested)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[32] );
requested=true;
real_struct rData;
rData.bteam=netbTeam;
client->RPC("sendREAL",(const char*)&rData, (int)sizeof(real_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
}
void gotoRT(RPCParameters *rpcParameters)
{
getReal=true;//MAY NOT BE NEEDED ANY MORE
gTacticalStatus.bConsNumTurnsNotSeen = 0;
gTacticalStatus.ubCurrentTeam = OUR_TEAM;
guiPendingOverrideEvent = LA_ENDUIOUTURNLOCK;
ExitCombatMode();
fInterfacePanelDirty = DIRTYLEVEL2;
if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[34] );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[33] );
}
getReal=false;
}
void startCombat(UINT8 ubStartingTeam)
{
sc_struct data;
if(ubStartingTeam==0)
ubStartingTeam=netbTeam;
data.ubStartingTeam=ubStartingTeam;
client->RPC("startCOMBAT",(const char*)&data, (int)sizeof(sc_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void teamwiped ( void )
{
isOwnTeamWipedOut = true;
sc_struct data;
data.ubStartingTeam=netbTeam;
client->RPC("sendWIPE",(const char*)&data, (int)sizeof(sc_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
if (is_server)
{
// end the co-op game if all player teams have wiped
if (cGameType==MP_TYPE_COOP)
{
iTeamsWiped++;
if (iTeamsWiped >= cMaxClients)
game_over();
}
}
}
void recieve_wipe (RPCParameters *rpcParameters)
{
sc_struct* data = (sc_struct*)rpcParameters->input;
ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, MPClientMessage[75], TeamNameStrings[data->ubStartingTeam] );
if(is_server)
{
if(gTacticalStatus.ubCurrentTeam==data->ubStartingTeam)EndTurn( data->ubStartingTeam+1 );
// end the co-op game if all player teams have wiped
if (cGameType==MP_TYPE_COOP)
{
iTeamsWiped++;
if (iTeamsWiped >= cMaxClients)
game_over();
}
}
}
void send_heal (SOLDIERTYPE *pSoldier )
{
heal data;
data.ubID=pSoldier->ubID;
data.bLife=pSoldier->stats.bLife;
data.bBleeding=pSoldier->bBleeding;
client->RPC("sendHEAL",(const char*)&data, (int)sizeof(heal)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void recieve_heal (RPCParameters *rpcParameters)
{
heal* data = (heal*)rpcParameters->input;
UINT16 healed;
if((data->ubID >= ubID_prefix) && (data->ubID < (ubID_prefix+6)))
healed = (data->ubID - ubID_prefix);
else
healed = data->ubID;
SOLDIERTYPE *pSoldier = MercPtrs[ healed ];
pSoldier->bBleeding=data->bBleeding;
pSoldier->stats.bLife=data->bLife;
#ifdef BETAVERSION
ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"healing..." );
#endif
}
void requestAIint(SOLDIERTYPE *pSoldier )
{
AIint data;
data.ubID=pSoldier->ubID;
data.bteam=netbTeam;
#ifdef BETAVERSION
ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"interrupt requested" );
#endif
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();
#ifdef BETAVERSION
ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"interrupt awarded" );
#endif
}
void game_over()
{
// wait 3 seconds then notify all clients
// reset
isOwnTeamWipedOut = false;
is_game_over = true;
iScoreScreenTime = guiBaseJA2NoPauseClock + 5000;
}
// OJW - note: i dont use the internal timer callback for this because
// death notices use it and i want all those to go through normally
// so all clients have time to receive death notice of the last merc
// which creates victory condition
void send_gameover()
{
// handle the user calling the wrong function first
if (!is_game_over)
{
game_over(); // start the event
return;
}
// stop the event from firing again
is_game_over = false;
iScoreScreenTime = 0;
// notify all the clients that the game is over
client->RPC("sendGAMEOVER",(const char*)&CLIENT_NUM, (int)sizeof(CLIENT_NUM)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void recieveGAMEOVER(RPCParameters *rpcParameters)
{
player_stats* data= (player_stats*)rpcParameters->input;
memcpy(gMPPlayerStats,data,sizeof(player_stats)*5);
// fire the score screen
StartScoreScreen();
}
//***************************
//*** client connection*****
//*************************
void connect_client ( void )
{
if(!is_client)
{
ScreenMsg( FONT_BEIGE, MSG_MPSYSTEM, MPClientMessage[0] );
client = RakNetworkFactory::GetRakPeerInterface();
bool b = client->Startup(1,30,&SocketDescriptor(), 1);
//RPC's
REGISTER_STATIC_RPC(client, recievePATH);
REGISTER_STATIC_RPC(client, recieveSTANCE);
REGISTER_STATIC_RPC(client, recieveDIR);
REGISTER_STATIC_RPC(client, recieveFIRE);
REGISTER_STATIC_RPC(client, recieveHIT);
REGISTER_STATIC_RPC(client, recieveHIRE);
REGISTER_STATIC_RPC(client, recieveDISMISS);
REGISTER_STATIC_RPC(client, recieveguiPOS);
REGISTER_STATIC_RPC(client, recieveguiDIR);
REGISTER_STATIC_RPC(client, recieveEndTurn);
REGISTER_STATIC_RPC(client, recieveAI);
REGISTER_STATIC_RPC(client, recieveSTOP);
REGISTER_STATIC_RPC(client, recieveINTERRUPT);
REGISTER_STATIC_RPC(client, recieveREADY);
REGISTER_STATIC_RPC(client, recieveGUI);
REGISTER_STATIC_RPC(client, recieveSETTINGS);
REGISTER_STATIC_RPC(client, recieveDOWNLOADSTATUS);
REGISTER_STATIC_RPC(client, recieveFILE_TRANSFER_SETTINGS);
REGISTER_STATIC_RPC(client, recieveTEAMCHANGE);
REGISTER_STATIC_RPC(client, recieveEDGECHANGE);
REGISTER_STATIC_RPC(client, recieveMAPCHANGE);
REGISTER_STATIC_RPC(client, recieveBULLET);
REGISTER_STATIC_RPC(client, recieveGRENADE);
REGISTER_STATIC_RPC(client, recieveGRENADERESULT);
REGISTER_STATIC_RPC(client, recievePLANTEXPLOSIVE);
REGISTER_STATIC_RPC(client, recieveDETONATEEXPLOSIVE);
REGISTER_STATIC_RPC(client, recieveDISARMEXPLOSIVE);
REGISTER_STATIC_RPC(client, recieveSPREADEFFECT);
REGISTER_STATIC_RPC(client, recieveNEWSMOKEEFFECT);
REGISTER_STATIC_RPC(client, recieveEXPLOSIONDAMAGE);
REGISTER_STATIC_RPC(client, recieveSTATE);
REGISTER_STATIC_RPC(client, recieveDEATH);
REGISTER_STATIC_RPC(client, recievehitSTRUCT);
REGISTER_STATIC_RPC(client, recievehitWINDOW);
REGISTER_STATIC_RPC(client, recieveMISS);
REGISTER_STATIC_RPC(client, resume_turn);
REGISTER_STATIC_RPC(client, UpdateSoldierFromNetwork);
REGISTER_STATIC_RPC(client, recieve_fireweapon);
REGISTER_STATIC_RPC(client, recieve_door);
REGISTER_STATIC_RPC(client, null_team);
REGISTER_STATIC_RPC(client, gotoRT);
REGISTER_STATIC_RPC(client, recieve_wipe);
REGISTER_STATIC_RPC(client, recieve_heal);
REGISTER_STATIC_RPC(client, awardINT);
REGISTER_STATIC_RPC(client, recieveGAMEOVER);
REGISTER_STATIC_RPC(client, recieveDISCONNECT);
REGISTER_STATIC_RPC(client, recieveCHATMSG);
REGISTER_STATIC_RPC(client, requestSETID);
REGISTER_STATIC_RPC(client, recieveDISCONNECTREASON);
//***
if (b)
{
is_client=true;
}
else
{
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[76]);
}
is_connected=false;
}
//reconnect/connect
if( !is_connected && !is_connecting)
{
gTacticalStatus.uiFlags&= (~SHOW_ALL_MERCS );
memset( &readyteamreg , 0 , sizeof (int) * 10);
//OJW - 20081204
memset ( &client_names,NULL,sizeof(int)*4);
memset ( &client_ready,0,sizeof(int)*4);
memset ( &client_teams,0,sizeof(int)*4);
if (!gRandomStartingEdge)
memset ( &client_edges,0,sizeof(int)*5);
if (gRandomMercs)
memset (random_mercs,0,sizeof(int)*7);
memset( gMPPlayerStats,0,sizeof(player_stats)*5);
memset ( &client_downloading,0,sizeof(int)*4);
memset ( &client_progress,0,sizeof(int)*4);
memset( &gszDisconnectReason,0,sizeof(CHAR16)*255);
// ----------------------------
// Read from ja2_mp.ini
// ----------------------------
char serverIP[30];
CIniReader iniReader(JA2MP_INI_FILENAME);
strncpy(serverIP, iniReader.ReadString(JA2MP_INI_INITIAL_SECTION,JA2MP_SERVER_IP, ""), 30);
strncpy(cClientName, iniReader.ReadString(JA2MP_INI_INITIAL_SECTION,JA2MP_CLIENT_NAME, ""), 30);
strncpy(cGameDataSyncDirectory, iniReader.ReadString(JA2MP_INI_INITIAL_SECTION,JA2MP_FILE_TRANSFER_DIRECTORY, "MULTIPLAYER/Servers/My Server"), 100);
vfs::PropertyContainer props;
props.initFromIniFile(JA2MP_INI_FILENAME);
UINT16 serverPort = (UINT16)props.getIntProperty(JA2MP_INI_INITIAL_SECTION, JA2MP_SERVER_PORT, 60005);
// ----------------------------
// Save to global values
// ----------------------------
recieved_settings=0;
recieved_transfer_settings=0;
goahead = 0;
numready = 0;
readystage = 0;
status = 0;
is_game_started = false;
TEAM = 0;
isOwnTeamWipedOut = false;
wiped=0;
//disable cheating
gubCheatLevel = 0;
cMaxClients = 0; //reset server only set settings.
cDamageMultiplier=0;
cSameMercAllowed=0;
cDisableSpectatorMode=0;
if(is_server)
strcpy(serverIP, "127.0.0.1" );
//**********************
//here some nifty little tweaks
LaptopSaveInfo.guiNumberOfMercPaymentsInDays += 20;
LaptopSaveInfo.gubLastMercIndex = LAST_MERC_ID;
LaptopSaveInfo.ubLastMercAvailableId = 7;
gGameExternalOptions.fEnableSlayForever = 1;
LaptopSaveInfo.gubPlayersMercAccountStatus = 4;
// WANNE: This should fix the bug playing a "tilt" sound and showing the mini laptop graphic on the screen, when opening the laptop / option screen from map screen from map screen
gfDontStartTransitionFromLaptop = TRUE;
//**********************
// WANNE: FILE TRANSFER: Build the absolut file transfer directory path for the client
GetExecutableDirectory(client_executableDir);
strcpy(client_fileTransferDirectoryPath, client_executableDir);
strcat(client_fileTransferDirectoryPath, "\\");
strcat(client_fileTransferDirectoryPath, cGameDataSyncDirectory);
// WANNE: FILE TRANSFER
client->AttachPlugin(&fltClient);
client->SetSplitMessageProgressInterval(1);
CHAR16 tmpMessage[512];
swprintf( tmpMessage, MPClientMessage[1],serverIP );
ScreenMsg( FONT_BEIGE, MSG_MPSYSTEM, tmpMessage); // we are connecting
SetConnectScreenSubMessageW( tmpMessage );
client->Connect(serverIP, serverPort, 0,0);
is_connecting = true;
}
else if (is_connecting)
{
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[4] );
}
else if (is_connected)
{
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[3] );
}
}
void client_packet ( void )
{
Packet* p;
if (is_client)
{
p = client->Receive();
while(p)
{
// We got a packet, get the identifier with our handy function
packetIdentifier = GetPacketIdentifier(p);
// Check if this is a network message packet
switch (packetIdentifier)
{
case ID_DISCONNECTION_NOTIFICATION:
// Connection lost normally
ScreenMsg( FONT_BEIGE, MSG_MPSYSTEM, L"ID_DISCONNECTION_NOTIFICATION");
is_connected=false;
//OJW - 20081223
//Gracefully notify and disconnect the client
client->DeallocatePacket(p); // HandleClientConnectionLost shuts down the client
HandleClientConnectionLost();
//OJW - 2009
return;
break;
case ID_ALREADY_CONNECTED:
// Connection lost normally
ScreenMsg( FONT_BEIGE, MSG_MPSYSTEM, L"ID_ALREADY_CONNECTED");
break;
case ID_REMOTE_DISCONNECTION_NOTIFICATION: // Server telling the clients of another client disconnecting gracefully. You can manually broadcast this in a peer to peer enviroment if you want.
ScreenMsg( FONT_BEIGE, MSG_MPSYSTEM, L"ID_REMOTE_DISCONNECTION_NOTIFICATION");
break;
case ID_REMOTE_CONNECTION_LOST: // Server telling the clients of another client disconnecting forcefully. You can manually broadcast this in a peer to peer enviroment if you want.
ScreenMsg( FONT_BEIGE, MSG_MPSYSTEM, L"ID_REMOTE_CONNECTION_LOST");
break;
case ID_REMOTE_NEW_INCOMING_CONNECTION: // Server telling the clients of another client connecting. You can manually broadcast this in a peer to peer enviroment if you want.
ScreenMsg( FONT_BEIGE, MSG_MPSYSTEM, L"ID_REMOTE_NEW_INCOMING_CONNECTION");
break;
case ID_CONNECTION_ATTEMPT_FAILED:
ScreenMsg( FONT_BEIGE, MSG_MPSYSTEM, L"ID_CONNECTION_ATTEMPT_FAILED");
is_connected=false;
is_connecting=false;
//OJW - 20081224
CHAR16 msgString[512];
// handle auto retry
if (auto_retry && giNumTries > 0)
{
swprintf( msgString, MPClientMessage[49],giNumTries );
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, msgString); // we already tried once, let the user know we are retrying
SetConnectScreenSubMessageW( msgString );
}
else
{
swprintf( msgString, MPClientMessage[50],giNumTries );
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, msgString); // we already tried once, let the user know we are retrying
SetConnectScreenSubMessageW( msgString );
}
giNextRetryTime = guiBaseJA2NoPauseClock + 5000; // 5 seconds?
break;
case ID_NO_FREE_INCOMING_CONNECTIONS:
// Sorry, the server is full. I don't do anything here but
// A real app should tell the user
ScreenMsg( FONT_BEIGE, MSG_MPSYSTEM, L"ID_NO_FREE_INCOMING_CONNECTIONS");
break;
case ID_CONNECTION_LOST:
// Couldn't deliver a reliable packet - i.e. the other system was abnormally
// terminated
ScreenMsg( FONT_BEIGE, MSG_MPSYSTEM, L"ID_CONNECTION_LOST");
is_connected=false;
//OJW - 20081223
//Gracefully notify and disconnect the client
client->DeallocatePacket(p); // HandleClientConnectionLost shuts down the client
HandleClientConnectionLost();
return;
break;
case ID_CONNECTION_REQUEST_ACCEPTED:
// This tells the client they have connected
ScreenMsg( FONT_BEIGE, MSG_MPSYSTEM, L"ID_CONNECTION_REQUEST_ACCEPTED");
is_connected=true;
is_connecting=false;
// WANNE: FILE TRANSFER: Send all the data that is needed for the file transfer to the client,
// before the actual file transfer begins
requestFILE_TRANSFER_SETTINGS();
requestSETTINGS();
break;
case ID_NEW_INCOMING_CONNECTION:
//tells server client has connected
ScreenMsg( FONT_BEIGE, MSG_MPSYSTEM, L"ID_NEW_INCOMING_CONNECTION");
break;
case ID_MODIFIED_PACKET:
// Cheater!
ScreenMsg( FONT_BEIGE, MSG_MPSYSTEM, L"ID_MODIFIED_PACKET");
break;
default:
ScreenMsg( FONT_BEIGE, MSG_MPSYSTEM, L"** a packet has been recieved for which i dont know what to do... **");
break;
}
// We're done with the packet, get more :)
client->DeallocatePacket(p);
p = client->Receive();
}
// OJW - 20081223
if (is_game_over)
{
if (guiBaseJA2NoPauseClock >= iScoreScreenTime)
{
send_gameover();
}
}
// OJW - 20090203
// Using the built in callback functions didnt work, so doing manually here
if (bClosingChatBoxToStartGame)
{
if (guiBaseJA2NoPauseClock >= iCCStartGameTime)
{
bClosingChatBoxToStartGame = false;
StartBattleChatBoxClosedCallback();
}
}
}
}
// Copied from Multiplayer.cpp
// If the first byte is ID_TIMESTAMP, then we want the 5th byte
// Otherwise we want the 1st byte
unsigned char GetPacketIdentifier(Packet *p)
{
if (p==0)
return 255;
if ((unsigned char)p->data[0] == ID_TIMESTAMP)
{
assert(p->length > sizeof(unsigned char) + sizeof(unsigned long));
return (unsigned char) p->data[sizeof(unsigned char) + sizeof(unsigned long)];
}
else
return (unsigned char) p->data[0];
}
void client_disconnect (void)
{
if(is_client)
{
client->DetachPlugin(&fltClient);
client->Shutdown(300);
is_client = false;
is_connected=false;
is_connecting=false;
fileTransferProgress = 0;
allowlaptop=false;
TEAM=0;
// clear local client cache
memset(client_names,0,sizeof(char)*4*30);
memset(client_edges,0,sizeof(int)*5);
memset(client_ready,0,sizeof(int)*4);
memset(client_teams,0,sizeof(int)*4);
memset(gMPPlayerStats,0,sizeof(player_stats)*5);
memset(random_mercs,0,sizeof(int)*7);
memset ( &client_downloading,0,sizeof(int)*4);
memset ( &client_progress,0,sizeof(int)*4);
// We're done with the network
RakNetworkFactory::DestroyRakPeerInterface(client);
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[77]);
#ifdef JA2BETAVERSION
MPDebugMsg( "client_disconnect()\n" );
#endif
}
else
{
ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[78]);
}
}
//OJW - 20081204 - send a starting edge change to all the clients
void send_edgechange(int newedge)
{
// <TODO> remove this godawful hack with a proper game status check
if (can_edgechange())
{
edgechange_struct lan;
lan.client_num = CLIENT_NUM;
lan.newedge = newedge;
client->RPC("sendEDGECHANGE",(const char*)&lan, (int)sizeof(edgechange_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
// redraw the character list on the map screen
fDrawCharacterList = true;
fTeamPanelDirty = true;
client_edges[CLIENT_NUM-1] =newedge;
cStartingSectorEdge = newedge;
}
else
{
ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, gszMPMapscreenText[3]);
}
}
bool can_edgechange()
{
return (is_game_started != 1 && client_ready[CLIENT_NUM-1] == 0 && !allowlaptop && !gRandomStartingEdge);
}
//OJW - 20081204 - send a starting team change to all the clients
void send_teamchange(int newteam)
{
// <TODO> remove this godawful hack with a proper game status check
if (can_teamchange())
{
teamchange_struct lan;
lan.client_num = CLIENT_NUM;
lan.newteam = newteam;
client->RPC("sendTEAMCHANGE",(const char*)&lan, (int)sizeof(teamchange_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
// redraw the character list on the map screen
fDrawCharacterList = true;
fTeamPanelDirty = true;
client_teams[lan.client_num-1] = lan.newteam;
TEAM = newteam;
}
else
{
ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, gszMPMapscreenText[4]);
}
}
bool can_teamchange()
{
bool isGeneralTeamchangeValid = (is_game_started != 1 && client_ready[CLIENT_NUM-1] == 0 && !allowlaptop);
if (isGeneralTeamchangeValid && cGameType == MP_TYPE_TEAMDEATMATCH)
return TRUE;
else
return FALSE;
}
// 20081222 - OJW
void StartScoreScreen( void )
{
// pause game
// set main screen as score screen
LeaveTacticalScreen( MP_SCORE_SCREEN );
}
void ChatCallback( UINT8 ubResult )
{
if (ubResult == MSG_BOX_RETURN_OK && wcscmp(gszChatBoxInputString,L"") > 0)
{
chat_msg cmsg;
wchar_t szPlayerName[30];
memset(szPlayerName,0,30*sizeof(wchar_t));
mbstowcs( szPlayerName,cClientName,30);
cmsg.bToAll = gbChatSendToAll;
if (cGameType==MP_TYPE_TEAMDEATMATCH && !cmsg.bToAll)
swprintf(cmsg.msg,MPClientMessage[56], szPlayerName, gszChatBoxInputString);
else
swprintf(cmsg.msg,MPClientMessage[52], szPlayerName, gszChatBoxInputString);
cmsg.client_num = CLIENT_NUM;
// notify all of the chat message
client->RPC("sendCHATMSG",(const char*)&cmsg, (int)sizeof(chat_msg)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
memset(gszMsgBoxInputString,0,sizeof(gszMsgBoxInputString));
}
void OpenChatMsgBox( void )
{
DoChatBox((guiCurrentScreen == GAME_SCREEN? true : false),gzMPChatboxText[1],guiCurrentScreen,ChatCallback,NULL);
}