mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Help AI associate noise with enemy presence: - melee attack noise type changed to NOISE_BULLET_IMPACT - HTH attack noise type changed to NOISE_BULLET_IMPACT - grenade pin noise type changed to NOISE_GRENADE_IMPACT - launcher attack noise type changed to NOISE_GUNFIRE git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8728 3b4a5df2-a311-0410-b5c6-a8a6f20db521
5285 lines
169 KiB
C++
5285 lines
169 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#include "strategic.h"
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#else
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#include "builddefines.h"
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#include "bullets.h"
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#include <stdio.h>
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#include <string.h>
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#include "wcheck.h"
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#include "stdlib.h"
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#include "debug.h"
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#include "math.h"
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#include "worlddef.h"
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#include "worldman.h"
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#include "renderworld.h"
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#include "Assignments.h"
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#include "Soldier Control.h"
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#include "Animation Control.h"
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#include "Animation Data.h"
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#include "Isometric Utils.h"
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#include "Event Pump.h"
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#include "Timer Control.h"
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#include "Render Fun.h"
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#include "Render Dirty.h"
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#include "mousesystem.h"
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#include "interface.h"
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#include "sysutil.h"
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#include "FileMan.h"
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#include "points.h"
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#include "Random.h"
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#include "ai.h"
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#include "Interactive Tiles.h"
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#include "soldier ani.h"
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#include "english.h"
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#include "overhead.h"
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#include "Soldier Profile.h"
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#include "Game Clock.h"
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#include "soldier create.h"
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#include "Merc Hiring.h"
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#include "Game Event Hook.h"
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#include "message.h"
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#include "strategicmap.h"
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#include "strategic.h"
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#include "items.h"
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#include "Soldier Add.h"
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#include "History.h"
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#include "Squads.h"
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#include "Strategic Merc Handler.h"
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#include "Dialogue Control.h"
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#include "Map Screen Interface.h"
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#include "Map Screen Interface Map.h"
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#include "screenids.h"
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#include "jascreens.h"
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#include "text.h"
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#include "Merc Contract.h"
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#include "LaptopSave.h"
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#include "personnel.h"
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#include "Auto Resolve.h"
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#include "Map Screen Interface Bottom.h"
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#include "Quests.h"
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#include "GameSettings.h"
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#include "Mercs.h"
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#include "Handle Doors.h"
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#include "Campaign Types.h"
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#include "Tactical Save.h"
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#include "BobbyRMailOrder.h"
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#include "Finances.h"
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#include "TeamTurns.h"
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#include "gameloop.h"
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#include "Options Screen.h"
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#include "physics.h"
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#include "Explosion Control.h"
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#include "SmokeEffects.h"
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#include "MPChatScreen.h"
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#include "sgp_logger.h"
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#endif
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#include "MessageIdentifiers.h"
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#include "RakNetworkFactory.h"
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#include "RakPeerInterface.h"
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#include "RakNetStatistics.h"
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#include "RakNetTypes.h"
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#include "RakSleep.h"
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#include "FileListTransfer.h"
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#include "FileListTransferCBInterface.h"
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#include "FileOperations.h"
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#include "SuperFastHash.h"
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#include "RakAssert.h"
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#include "IncrementalReadInterface.h"
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#include "BitStream.h"
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#include <assert.h>
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#include <cstdio>
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#include <cstring>
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#include <stdlib.h>
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#include "music control.h"
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#include "map edgepoints.h"
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#include "fresh_header.h"
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#include "network.h"
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#include "opplist.h"
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#include "tactical placement gui.h"
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#include "prebattle interface.h"
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#include "mapscreen.h"
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#include "MessageBoxScreen.h"
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#include <vfs/Core/vfs.h>
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#include <vfs/Core/vfs_init.h>
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#include <vfs/Core/vfs_profile.h>
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#include <vfs/Core/vfs_file_raii.h>
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#include <vfs/Core/vfs_os_functions.h>
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#include <vfs/Core/File/vfs_file.h>
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#include "transfer_rules.h"
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#include "keys.h"
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#include "new.h"
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#include "Types.h"
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#include "connect.h"
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#include "message.h"
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#include "Event pump.h"
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#include "Soldier Init List.h"
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#include "Overhead.h"
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#include "weapons.h"
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#include "Merc Hiring.h"
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#include "soldier profile.h"
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#include "environment.h"
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#include "lighting.h"
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#include "laptop.h"
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#include "interface panels.h"
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#include "game init.h"
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#include "Debug Control.h"
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#include "MPConnectScreen.h"
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#include "IniReader.h"
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#include "Map Screen Interface Border.h"
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extern CHAR16 gzFileTransferDirectory[100];
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// WANNE: FILE TRANSFER
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BOOLEAN fClientReceivedAllFiles;
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STRING512 client_executableDir;
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STRING512 client_fileTransferDirectoryPath; // the clients file transfer directory absolut path
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STRING512 server_fileTransferDirectoryPath; // the server file transfer directory absolut path
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INT16 fileTransferProgress = 0;
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INT16 serverSyncClientsDirectory = 0;
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unsigned char GetPacketIdentifier(Packet *p);
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unsigned char packetIdentifier;
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// OJW - 20090405
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STRING512 gCurrentTransferFilename;
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INT32 gCurrentTransferBytes = 0;
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INT32 gTotalTransferBytes = 0;
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extern BOOLEAN gfTemporaryDisablingOfLoadPendingFlag;
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extern INT8 SquadMovementGroups[ ];
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RakPeerInterface *client;
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// WANNE: FILE TRANSFER
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FileListTransfer fltClient; // flt2
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char *ReplaceCharactersInString_Client(char *str, char *orig, char *rep)
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{
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static char buffer[4096];
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char *p;
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if(!(p = strstr(str, orig))) // Is 'orig' even in 'str'?
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return str;
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strncpy(buffer, str, p-str); // Copy characters from 'str' start to 'orig' st$
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buffer[p-str] = '\0';
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sprintf(buffer+(p-str), "%s%s", rep, p+strlen(orig));
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return buffer;
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}
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class ClientTransferCB : public FileListTransferCBInterface
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{
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public:
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// This method gets called for each file when it is completly received by the client.
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// Now the file will be saved on the client
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bool OnFile(OnFileStruct *onFileStruct)
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{
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if(!transferRules)
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{
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transferRules = new CTransferRules();
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transferRules->initFromTxtFile("transfer_rules.txt");
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}
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// Get the directory path of the file and output it to the user!
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char* targetFileName = ExtractFilename(onFileStruct->fileName);
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//ScreenMsg( FONT_BCOLOR_ORANGE, MSG_CHAT, MPClientMessage[58], targetFileName);
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vfs::Path fileName(onFileStruct->fileName);
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vfs::String::str_t const& valid_str = fileName.c_wcs();
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vfs::String::size_t pos = valid_str.find(L":");
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if(pos != vfs::String::str_t::npos)
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{
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// absolute path?? these are invalid and the server is not supposed to send us such paths
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// potentialy malicious server -> output error
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return false;
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}
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if(valid_str.substr(0,2) == vfs::Const::DOTDOT())
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{
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// trying to break out from the profile?
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// potentialy malicious server -> output error
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return false;
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}
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if(transferRules && (transferRules->applyRule(valid_str) == CTransferRules::DENY))
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{
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// sent file was on our ignore list
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// it may be OK that the server's list and the clients' lists diverge
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// send message to server that we cannot accept this file
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return false;
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}
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strcpy(gCurrentTransferFilename,onFileStruct->fileName);
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try
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{
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vfs::COpenWriteFile wfile(fileName,true,true);
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wfile->write(onFileStruct->fileData,onFileStruct->finalDataLength);
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}
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catch(vfs::Exception& ex)
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{
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SGP_ERROR(ex.what());
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ScreenMsg( FONT_BCOLOR_BLUE, MSG_CHAT, MPClientMessage[70], targetFileName);
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}
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/*
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// Make sure it worked
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unsigned int hash1 = SuperFastHashFile(fileToSend);
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if (RakNet::BitStream::DoEndianSwap())
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RakNet::BitStream::ReverseBytesInPlace((unsigned char*) &hash1, sizeof(hash1));
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unsigned int hash2 = SuperFastHashFile(targetFileName);
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if (RakNet::BitStream::DoEndianSwap())
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RakNet::BitStream::ReverseBytesInPlace((unsigned char*) &hash2, sizeof(hash2));
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RakAssert(hash1==hash2);
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*/
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//ScreenMsg( FONT_BCOLOR_ORANGE, MSG_MPSYSTEM, L"Saved file local in %S", file);
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// Return true to have RakNet delete the memory allocated to hold this file.
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// False if you hold onto the memory, and plan to delete it yourself later
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return true;
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}
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// WANNE: FILE TRANSFER: This method gets called each periodically
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virtual void OnFileProgress(OnFileStruct *onFileStruct,unsigned int partCount,unsigned int partTotal,unsigned int partLength, char *firstDataChunk)
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{
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static UINT32 iNextTransferProgressUpdateTime;
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gCurrentTransferBytes += (INT32)(onFileStruct->finalDataLength * (float)(1.0f/(float)partTotal));
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if (guiBaseJA2NoPauseClock >= iNextTransferProgressUpdateTime)
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{
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char *relativeFname = ReplaceCharactersInString_Client(onFileStruct->fileName, server_fileTransferDirectoryPath,"");
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strcpy(gCurrentTransferFilename,relativeFname);
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iNextTransferProgressUpdateTime = guiBaseJA2NoPauseClock + 100;
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// update all clients of our file transfer progress
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INT8 currentProgress = (INT8)(100.0f * (float)((float)gCurrentTransferBytes/(float)gTotalTransferBytes));
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SetConnectScreenSubMessageA(gCurrentTransferFilename); // setting this also causes connect screen to refresh
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if (recieved_settings && CLIENT_NUM > 0 && CLIENT_NUM <= 4)
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{
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client_progress[CLIENT_NUM-1] = currentProgress;
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client_downloading[CLIENT_NUM-1] = 1;
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fDrawCharacterList = true;
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progress_struct prog;
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prog.client_num = CLIENT_NUM;
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prog.downloading = 1;
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prog.progress = currentProgress;
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client->RPC("sendDOWNLOADSTATUS",(const char*)&prog, (int)sizeof(progress_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
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}
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}
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/*INT16 currentProgress = 100 * partCount/partTotal;
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INT16 fileTransferProgressNew = 0;
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// WANNE: FILE TRANSFER: Only output (0, 25, 50, 75) percentage
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if (currentProgress < 25)
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fileTransferProgressNew = 0;
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else if (currentProgress < 50)
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fileTransferProgressNew = 25;
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else if (currentProgress < 75)
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fileTransferProgressNew = 50;
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else
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fileTransferProgressNew = 75;
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if (fileTransferProgressNew != fileTransferProgress)
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{
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char* targetFileName = ExtractFilename(onFileStruct->fileName);
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fileTransferProgress = fileTransferProgressNew;
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ScreenMsg( FONT_BCOLOR_BROWN, MSG_MPSYSTEM, MPClientMessage[59], targetFileName, fileTransferProgress);
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}*/
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//ScreenMsg( FONT_BLUE, MSG_MPSYSTEM, L"(%i%%) %S", 100*partCount/partTotal, onFileStruct->fileName);
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//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);
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//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);
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}
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virtual bool OnDownloadComplete(void)
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{
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//printf("Download complete.\n");
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if (serverSyncClientsDirectory)
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{
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ScreenMsg( FONT_RED, MSG_MPSYSTEM, MPClientMessage[60]);
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SetConnectScreenSubMessageW(MPClientMessage[60]); // setting this also causes connect screen to refresh
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//fileTransferProgress = 0;
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if(transferRules)
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{
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delete transferRules;
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transferRules = NULL;
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}
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if (recieved_settings && CLIENT_NUM > 0 && CLIENT_NUM <= 4)
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{
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// notify ourselves
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client_progress[CLIENT_NUM-1] = 0;
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client_downloading[CLIENT_NUM-1] = 0;
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// notify others
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progress_struct prog;
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prog.client_num = CLIENT_NUM;
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prog.downloading = 0; // notify clients we have finished
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prog.progress = 0;
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fDrawCharacterList = true;
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client->RPC("sendDOWNLOADSTATUS",(const char*)&prog, (int)sizeof(progress_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
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}
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}
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// 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!
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fClientReceivedAllFiles = TRUE;
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// Returning false automatically deallocates the automatically allocated handler that was created by DirectoryDeltaTransfer
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return false;
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}
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private:
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char *ExtractFilename(char *pathname)
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{
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char *s;
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if ((s=strrchr(pathname, '\\')) != NULL) s++;
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else if ((s=strrchr(pathname, '/')) != NULL) s++;
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else if ((s=strrchr(pathname, ':')) != NULL) s++;
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else s = pathname;
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return s;
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}
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// client has an ignore list too, as the server doesn't have to play by the rules
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static CTransferRules* transferRules;
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} transferCallback;
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CTransferRules* ClientTransferCB::transferRules = NULL;
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ClientTransferCB transferCBClient;
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// OJW - 20081222
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player_stats gMPPlayerStats[5];
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// OJW - 20090503 - get rid of compile error
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#pragma pack (1)
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typedef struct
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{
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UINT8 ubProfileID;
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int team;
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BOOLEAN fCopyProfileItemsOver;
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INT8 bTeam;
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} send_hire_struct;
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typedef struct
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{
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UINT8 ubProfileID;
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} send_dismiss_struct;
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typedef struct
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{
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UINT8 usSoldierID;
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FLOAT dNewXPos;
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FLOAT dNewYPos;
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} gui_pos;
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typedef struct
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{
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UINT8 usSoldierID;
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INT16 usNewDirection;
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} gui_dir;
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typedef struct
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{
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UINT8 tsnetbTeam;
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UINT8 tsubNextTeam;
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} turn_struct;
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typedef struct
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{
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SOLDIERCREATE_STRUCT standard_data;
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OBJECTTYPE slot[55];
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} AI_STRUCT;
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typedef struct
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{
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BULLET net_bullet;
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UINT16 usHandItem;
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}netb_struct;
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typedef struct
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{
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UINT8 ubID;
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INT8 bTeam;
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UINT8 gubOutOfTurnPersons;
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UINT8 gubOutOfTurnOrder[MAXMERCS];
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BOOLEAN fMarkInterruptOccurred;
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UINT8 Interrupted;
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} INT_STRUCT;
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typedef struct
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{
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UINT8 client_num;
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bool status;
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UINT8 ready_stage;
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} ready_struct;
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typedef struct
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{
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INT32 remote_id;
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INT32 local_id;
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}bullets_table;
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typedef struct
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{
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UINT8 ubResult;
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}kickR;
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typedef struct
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{
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UINT8 client_num;
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BOOLEAN bToAll;
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CHAR16 msg[512];
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} chat_msg;
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// OJW - 20091002 - explosions
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typedef struct
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{
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float dLifeSpan;
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float dX;
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float dY;
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float dZ;
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float dForceX;
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float dForceY;
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float dForceZ;
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UINT32 sTargetGridNo;
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UINT8 ubID;
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UINT8 ubActionCode;
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UINT32 uiActionData;
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UINT16 usItem;
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INT32 RealObjectID; // the local ID on the initiating client
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bool IsThrownGrenade; // could be mortar
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UINT32 uiPreRandomIndex;
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} physics_object;
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typedef struct
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{
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float dX;
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float dY;
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float dZ;
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INT32 sGridNo;
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bool bWasDud;
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UINT8 ubOwnerID;
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INT32 RealObjectID; // the local ID on the initiating client
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UINT32 uiPreRandomIndex; // send out our current pre-random index
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} grenade_result;
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typedef struct
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{
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UINT32 sGridNo;
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UINT8 ubID;
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UINT16 usItem;
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UINT8 ubItemStatus;
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UINT32 uiWorldIndex; // the local World Index of this bomb on its creators client
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UINT16 usFlags;
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UINT8 ubLevel;
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INT8 bDetonatorType;
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INT8 bDelayFreq;
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} explosive_obj;
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typedef struct
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{
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UINT8 ubID;
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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;
|
|
|
|
sCellX = CenterX( SNetPath->sAtGridNo );
|
|
sCellY = CenterY( SNetPath->sAtGridNo );
|
|
|
|
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
|
|
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
|
|
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, TAKE_DAMAGE_GAS, 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;
|
|
sCellX = CenterX( SUpdateNetworkSoldier->sAtGridNo );
|
|
sCellY = CenterY( SUpdateNetworkSoldier->sAtGridNo );
|
|
|
|
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
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// recieveDISCONNECT - Handle disconnection
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void recieveDISCONNECT(RPCParameters* rpcParameters)
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{
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// for starters - we shouldnt get a message for ourselves :)
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int cl_num = (int) *rpcParameters->input; // cl_num starts at 1
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wchar_t szPlayerName[30];
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memset(szPlayerName,0,30*sizeof(wchar_t));
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mbstowcs( szPlayerName,client_names[cl_num-1],30);
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[47], szPlayerName );
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// clear our records from this client
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memset(client_names[cl_num-1],NULL,sizeof(char)*30);
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memset(&client_ready[cl_num-1],0,sizeof(int));
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memset(&client_teams[cl_num-1],0,sizeof(int));
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if (guiCurrentScreen == MAP_SCREEN && !(gTacticalStatus.uiFlags & INCOMBAT))
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{
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// in the map screen and not in combat
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// refresh player list to remove from the game
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fDrawCharacterList = true; // set the character list to be redrawn
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fTeamPanelDirty = true; // redraw the background
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}
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else if (guiCurrentScreen == GAME_SCREEN) // <TODO> get a more valid check that the game is in progress here
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{
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// in tactical screen and in combat
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// kill the dead clients mercs out of the game
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UINT8 iNetbTeam = (cl_num)+5;
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UINT8 iubID_prefix = gTacticalStatus.Team[ iNetbTeam ].bFirstID;//over here now
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// kill any alive soldiers for the disconnected team
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt = 0;
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for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ )
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{
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if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) )
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{
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// Checkf for any more bacguys
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if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bTeam == iNetbTeam ) )
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{
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// KIll......
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pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, NOBODY, NOWHERE, 0, TRUE );
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}
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}
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}
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// if it was that teams turn then end it
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if(is_server)
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{
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if(gTacticalStatus.ubCurrentTeam==iNetbTeam)EndTurn( iNetbTeam+1 );
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}
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}
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}
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// OJW - 20090507
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// this function stores a reason from the server that we were disconnected
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void recieveDISCONNECTREASON(RPCParameters *rpcParameters )
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{
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CHAR16* reason = (CHAR16*)rpcParameters->input;
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wcscpy(gszDisconnectReason,reason);
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is_connected=false;
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auto_retry = false;
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}
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void disconnected_callback(UINT8 ubResult)
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{
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if (iDisconnectedScreen == MAP_SCREEN)
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{
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// clean up all resources and exit from map to main menu
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RequestTriggerExitFromMapscreen(MAP_EXIT_TO_MAINMENU);
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// game is restarted in HandleExitsFromMapScreen()
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}
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else if (iDisconnectedScreen == GAME_SCREEN)
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{
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// clean up all resources and exit from tactical to main menu
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LeaveTacticalScreen(MAINMENU_SCREEN);
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}
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else if (iDisconnectedScreen == OPTIONS_SCREEN)
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{
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// Re-initialise the game
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ReStartingGame();
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// clean up all resources and exit from options to main menu
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SetOptionsExitScreen( MAINMENU_SCREEN );
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}
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else if (iDisconnectedScreen == LAPTOP_SCREEN)
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{
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// Re-initialise the game
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ReStartingGame();
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// clean up all resources and exit from laptop to main menu
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SetPendingNewScreen(MAINMENU_SCREEN); // Laptop screen is always cleaned up on screen change in gameloop
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}
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else if (iDisconnectedScreen == MP_CONNECT_SCREEN)
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{
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// Re-initialise the game
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ReStartingGame();
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// else dont clean "everything" but still exit to main menu
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SetPendingNewScreen(MP_JOIN_SCREEN);
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}
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else
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{
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// Re-initialise the game
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ReStartingGame();
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// else dont clean "everything" but still exit to main menu
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SetPendingNewScreen(MAINMENU_SCREEN);
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}
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}
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// Gracefully handle self-disconnection of the client by Dropout
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void HandleClientConnectionLost()
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{
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if (guiCurrentScreen != MP_SCORE_SCREEN)
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{
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// cleanup client
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client_disconnect();
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auto_retry = false;
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if (is_server)
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server_disconnect();
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// connection lost, let user know via popup then quit to main menu
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iDisconnectedScreen = guiCurrentScreen;
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SGPRect CenteringRect= {0 + xResOffset, 0 + yResOffset, SCREEN_WIDTH - xResOffset, SCREEN_HEIGHT - yResOffset };
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if (wcscmp(gszDisconnectReason,L"")==0)
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{
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UINT32 giMPHMessageBox = DoMessageBox( MSG_BOX_BASIC_STYLE, MPClientMessage[48], guiCurrentScreen, ( UINT16 ) ( MSG_BOX_FLAG_OK | MSG_BOX_FLAG_USE_CENTERING_RECT ),disconnected_callback, &CenteringRect );
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}
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else
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{
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UINT32 giMPHMessageBox = DoMessageBox( MSG_BOX_BASIC_STYLE, gszDisconnectReason, guiCurrentScreen, ( UINT16 ) ( MSG_BOX_FLAG_OK | MSG_BOX_FLAG_USE_CENTERING_RECT ),disconnected_callback, &CenteringRect );
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}
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}
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else
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{
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// Tell the score screen it can continue
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gfMPSScoreScreenCanContinue = TRUE;
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}
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}
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void sendRT(void)
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{
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if(!requested)
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[32] );
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requested=true;
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real_struct rData;
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rData.bteam=netbTeam;
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client->RPC("sendREAL",(const char*)&rData, (int)sizeof(real_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
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}
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}
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void gotoRT(RPCParameters *rpcParameters)
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{
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getReal=true;//MAY NOT BE NEEDED ANY MORE
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gTacticalStatus.bConsNumTurnsNotSeen = 0;
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gTacticalStatus.ubCurrentTeam = OUR_TEAM;
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guiPendingOverrideEvent = LA_ENDUIOUTURNLOCK;
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ExitCombatMode();
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fInterfacePanelDirty = DIRTYLEVEL2;
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if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[34] );
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}
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else
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[33] );
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}
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getReal=false;
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}
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void startCombat(UINT8 ubStartingTeam)
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{
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sc_struct data;
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if(ubStartingTeam==0)
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ubStartingTeam=netbTeam;
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data.ubStartingTeam=ubStartingTeam;
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client->RPC("startCOMBAT",(const char*)&data, (int)sizeof(sc_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
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}
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void teamwiped ( void )
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{
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isOwnTeamWipedOut = true;
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sc_struct data;
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data.ubStartingTeam=netbTeam;
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client->RPC("sendWIPE",(const char*)&data, (int)sizeof(sc_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
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if (is_server)
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{
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// end the co-op game if all player teams have wiped
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if (cGameType==MP_TYPE_COOP)
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{
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iTeamsWiped++;
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if (iTeamsWiped >= cMaxClients)
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game_over();
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}
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}
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}
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void recieve_wipe (RPCParameters *rpcParameters)
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{
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sc_struct* data = (sc_struct*)rpcParameters->input;
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ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, MPClientMessage[75], TeamNameStrings[data->ubStartingTeam] );
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if(is_server)
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{
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if(gTacticalStatus.ubCurrentTeam==data->ubStartingTeam)EndTurn( data->ubStartingTeam+1 );
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// end the co-op game if all player teams have wiped
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if (cGameType==MP_TYPE_COOP)
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{
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iTeamsWiped++;
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if (iTeamsWiped >= cMaxClients)
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game_over();
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}
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}
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}
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void send_heal (SOLDIERTYPE *pSoldier )
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{
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heal data;
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data.ubID=pSoldier->ubID;
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data.bLife=pSoldier->stats.bLife;
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data.bBleeding=pSoldier->bBleeding;
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client->RPC("sendHEAL",(const char*)&data, (int)sizeof(heal)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
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}
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void recieve_heal (RPCParameters *rpcParameters)
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{
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heal* data = (heal*)rpcParameters->input;
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UINT16 healed;
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if((data->ubID >= ubID_prefix) && (data->ubID < (ubID_prefix+6)))
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healed = (data->ubID - ubID_prefix);
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else
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healed = data->ubID;
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SOLDIERTYPE *pSoldier = MercPtrs[ healed ];
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pSoldier->bBleeding=data->bBleeding;
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pSoldier->stats.bLife=data->bLife;
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#ifdef BETAVERSION
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ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"healing..." );
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#endif
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}
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void requestAIint(SOLDIERTYPE *pSoldier )
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{
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AIint data;
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data.ubID=pSoldier->ubID;
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data.bteam=netbTeam;
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#ifdef BETAVERSION
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ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"interrupt requested" );
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#endif
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client->RPC("rINT",(const char*)&data, (int)sizeof(AIint)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
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}
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void awardINT (RPCParameters *rpcParameters)
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{
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AIint* data= (AIint*)rpcParameters->input;
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SOLDIERTYPE *pSoldier = MercPtrs[ data->ubID ];
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StartInterrupt();
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#ifdef BETAVERSION
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ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"interrupt awarded" );
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#endif
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}
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void game_over()
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{
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// wait 3 seconds then notify all clients
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// reset
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isOwnTeamWipedOut = false;
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is_game_over = true;
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iScoreScreenTime = guiBaseJA2NoPauseClock + 5000;
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}
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// OJW - note: i dont use the internal timer callback for this because
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// death notices use it and i want all those to go through normally
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// so all clients have time to receive death notice of the last merc
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// which creates victory condition
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void send_gameover()
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{
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// handle the user calling the wrong function first
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if (!is_game_over)
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{
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game_over(); // start the event
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return;
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}
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// stop the event from firing again
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is_game_over = false;
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iScoreScreenTime = 0;
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// notify all the clients that the game is over
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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);
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}
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void recieveGAMEOVER(RPCParameters *rpcParameters)
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{
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player_stats* data= (player_stats*)rpcParameters->input;
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memcpy(gMPPlayerStats,data,sizeof(player_stats)*5);
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// fire the score screen
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StartScoreScreen();
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}
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//***************************
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//*** client connection*****
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//*************************
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void connect_client ( void )
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{
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if(!is_client)
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{
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ScreenMsg( FONT_BEIGE, MSG_MPSYSTEM, MPClientMessage[0] );
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client = RakNetworkFactory::GetRakPeerInterface();
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bool b = client->Startup(1,30,&SocketDescriptor(), 1);
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//RPC's
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REGISTER_STATIC_RPC(client, recievePATH);
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REGISTER_STATIC_RPC(client, recieveSTANCE);
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REGISTER_STATIC_RPC(client, recieveDIR);
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REGISTER_STATIC_RPC(client, recieveFIRE);
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REGISTER_STATIC_RPC(client, recieveHIT);
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REGISTER_STATIC_RPC(client, recieveHIRE);
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REGISTER_STATIC_RPC(client, recieveDISMISS);
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REGISTER_STATIC_RPC(client, recieveguiPOS);
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REGISTER_STATIC_RPC(client, recieveguiDIR);
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REGISTER_STATIC_RPC(client, recieveEndTurn);
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REGISTER_STATIC_RPC(client, recieveAI);
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REGISTER_STATIC_RPC(client, recieveSTOP);
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REGISTER_STATIC_RPC(client, recieveINTERRUPT);
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REGISTER_STATIC_RPC(client, recieveREADY);
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REGISTER_STATIC_RPC(client, recieveGUI);
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REGISTER_STATIC_RPC(client, recieveSETTINGS);
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REGISTER_STATIC_RPC(client, recieveDOWNLOADSTATUS);
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REGISTER_STATIC_RPC(client, recieveFILE_TRANSFER_SETTINGS);
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REGISTER_STATIC_RPC(client, recieveTEAMCHANGE);
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REGISTER_STATIC_RPC(client, recieveEDGECHANGE);
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REGISTER_STATIC_RPC(client, recieveMAPCHANGE);
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REGISTER_STATIC_RPC(client, recieveBULLET);
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REGISTER_STATIC_RPC(client, recieveGRENADE);
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REGISTER_STATIC_RPC(client, recieveGRENADERESULT);
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REGISTER_STATIC_RPC(client, recievePLANTEXPLOSIVE);
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REGISTER_STATIC_RPC(client, recieveDETONATEEXPLOSIVE);
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REGISTER_STATIC_RPC(client, recieveDISARMEXPLOSIVE);
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REGISTER_STATIC_RPC(client, recieveSPREADEFFECT);
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REGISTER_STATIC_RPC(client, recieveNEWSMOKEEFFECT);
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REGISTER_STATIC_RPC(client, recieveEXPLOSIONDAMAGE);
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REGISTER_STATIC_RPC(client, recieveSTATE);
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REGISTER_STATIC_RPC(client, recieveDEATH);
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REGISTER_STATIC_RPC(client, recievehitSTRUCT);
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REGISTER_STATIC_RPC(client, recievehitWINDOW);
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REGISTER_STATIC_RPC(client, recieveMISS);
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REGISTER_STATIC_RPC(client, resume_turn);
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REGISTER_STATIC_RPC(client, UpdateSoldierFromNetwork);
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REGISTER_STATIC_RPC(client, recieve_fireweapon);
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REGISTER_STATIC_RPC(client, recieve_door);
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REGISTER_STATIC_RPC(client, null_team);
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REGISTER_STATIC_RPC(client, gotoRT);
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REGISTER_STATIC_RPC(client, recieve_wipe);
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REGISTER_STATIC_RPC(client, recieve_heal);
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REGISTER_STATIC_RPC(client, awardINT);
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REGISTER_STATIC_RPC(client, recieveGAMEOVER);
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REGISTER_STATIC_RPC(client, recieveDISCONNECT);
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REGISTER_STATIC_RPC(client, recieveCHATMSG);
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REGISTER_STATIC_RPC(client, requestSETID);
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REGISTER_STATIC_RPC(client, recieveDISCONNECTREASON);
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//***
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if (b)
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{
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is_client=true;
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}
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else
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{
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ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[76]);
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}
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is_connected=false;
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}
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|
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//reconnect/connect
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if( !is_connected && !is_connecting)
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{
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gTacticalStatus.uiFlags&= (~SHOW_ALL_MERCS );
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|
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memset( &readyteamreg , 0 , sizeof (int) * 10);
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//OJW - 20081204
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memset ( &client_names,NULL,sizeof(int)*4);
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memset ( &client_ready,0,sizeof(int)*4);
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memset ( &client_teams,0,sizeof(int)*4);
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if (!gRandomStartingEdge)
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memset ( &client_edges,0,sizeof(int)*5);
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if (gRandomMercs)
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memset (random_mercs,0,sizeof(int)*7);
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memset( gMPPlayerStats,0,sizeof(player_stats)*5);
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memset ( &client_downloading,0,sizeof(int)*4);
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memset ( &client_progress,0,sizeof(int)*4);
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memset( &gszDisconnectReason,0,sizeof(CHAR16)*255);
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|
|
// ----------------------------
|
|
// Read from ja2_mp.ini
|
|
// ----------------------------
|
|
char serverIP[30];
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|
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CIniReader iniReader(JA2MP_INI_FILENAME);
|
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strncpy(serverIP, iniReader.ReadString(JA2MP_INI_INITIAL_SECTION,JA2MP_SERVER_IP, ""), 30);
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strncpy(cClientName, iniReader.ReadString(JA2MP_INI_INITIAL_SECTION,JA2MP_CLIENT_NAME, ""), 30);
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strncpy(cGameDataSyncDirectory, iniReader.ReadString(JA2MP_INI_INITIAL_SECTION,JA2MP_FILE_TRANSFER_DIRECTORY, "MULTIPLAYER/Servers/My Server"), 100);
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|
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vfs::PropertyContainer props;
|
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props.initFromIniFile(JA2MP_INI_FILENAME);
|
|
UINT16 serverPort = (UINT16)props.getIntProperty(JA2MP_INI_INITIAL_SECTION, JA2MP_SERVER_PORT, 60005);
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|
|
// ----------------------------
|
|
// Save to global values
|
|
// ----------------------------
|
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recieved_settings=0;
|
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recieved_transfer_settings=0;
|
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goahead = 0;
|
|
numready = 0;
|
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readystage = 0;
|
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status = 0;
|
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is_game_started = false;
|
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TEAM = 0;
|
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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;
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|
|
|
// 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);
|
|
} |