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- Virtual File System (VFS) by birdflu. This is needed for Multiplayer and is also used for Single Player. Very neat system :-) - Multiplayer Version 1.1 + some additional features and bugfixes * INFO: If you compile a new EXE and want to test, be sure to also use the latest SVN GameDir files in your JA2 install directory * git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2961 3b4a5df2-a311-0410-b5c6-a8a6f20db521
139 lines
2.6 KiB
C
139 lines
2.6 KiB
C
#pragma once
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//this one just for structs, variables and functions used between the client and server scripts...
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extern char CLIENT_NAME[30];
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extern char SERVER_NAME[30];
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extern bool Sawarded;
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//extern char *fileToSend;
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extern unsigned int setID;
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//extern char *fileToSendCopy;
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typedef struct
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{
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UINT8 client_num;
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char client_name[30];
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int team;
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int cl_edge;
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char client_version[30];
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}client_info;
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typedef struct
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{
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int max_clients;
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int same_merc;
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float damage_multiplier;
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INT16 gsMercArriveSectorX;
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INT16 gsMercArriveSectorY;
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int ENEMY_ENABLED;
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int CREATURE_ENABLED;
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int MILITIA_ENABLED;
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int CIV_ENABLED;
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int gsPLAYER_BSIDE;
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INT32 secs_per_tick;
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INT32 starting_balance;
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bool soDis_Bobby;
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bool soDis_Equip;
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BOOLEAN sofGunNut;
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UINT8 soubGameStyle;
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UINT8 soubDifficultyLevel;
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BOOLEAN sofTurnTimeLimit;
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BOOLEAN sofIronManMode;
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UINT8 soubBobbyRay;
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BOOLEAN sofNewInv;
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INT32 gsMAX_MERCS;
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UINT8 client_num;
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char client_name[30];
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char client_names[4][30];
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// OJW - added 20081204
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int client_edges[4];
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int client_teams[4];
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char server_name[30];
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//int cl_ops[4];
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int team;
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int TESTING;
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char kitbag[100];
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bool emorale;
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int gsREPORT_NAME;
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int cl_edge;
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float TIME;
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int WEAPON_READIED_BONUS;
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int ALLOW_CUSTOM_NIV;
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int DISABLE_SPEC_MODE;
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// OJW - added 20081220
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int RANDOM_SPAWN;
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int RANDOM_MERCS;
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int random_mercs[7];
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char server_version[30];
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} settings_struct;
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// WANNE: FILE TRANSFER
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typedef struct
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{
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STRING512 fileTransferDirectory;
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//char fileTransferDirectory[600]; // The file transfer directory path from the server
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int syncClientsDirectory; // Does the server want to sync files to the clients
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char serverName[30]; // The name of the server. This is used on the client side as a folder inside the client transfer directory
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long totalTransferBytes;
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} filetransfersettings_struct;
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// added 080101 by OJW
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typedef struct
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{
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INT16 gsMercArriveSectorX;
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INT16 gsMercArriveSectorY;
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float TIME;
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} mapchange_struct;
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typedef struct
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{
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UINT8 client_num;
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UINT8 newedge;
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} edgechange_struct;
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typedef struct
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{
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UINT8 client_num;
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UINT8 newteam;
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} teamchange_struct;
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typedef struct
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{
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UINT8 client_num;
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UINT8 progress;
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UINT8 downloading;
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} progress_struct;
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//typedef struct
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//{
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// int clnum;
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// UINT8 ubid;
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//}ovh_struct;
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//
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//typedef struct
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//{
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// UINT8 ubid;
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//}adv;
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typedef struct
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{
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BOOLEAN fMarkInterruptOccurred;
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INT8 bteam;
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UINT8 ubid;
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}endINT;
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typedef struct
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{
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INT8 bteam;
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}real_struct;
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typedef struct
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{
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UINT8 ubStartingTeam;
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}sc_struct;
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