Files
source/Multiplayer/client.cpp
T

3982 lines
119 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#include "strategic.h"
#else
#include "builddefines.h"
#include "bullets.h"
#include <stdio.h>
#include <string.h>
#include "wcheck.h"
#include "stdlib.h"
#include "debug.h"
#include "math.h"
#include "worlddef.h"
#include "worldman.h"
#include "renderworld.h"
#include "Assignments.h"
#include "Soldier Control.h"
#include "Animation Control.h"
#include "Animation Data.h"
#include "Isometric Utils.h"
#include "Event Pump.h"
#include "Timer Control.h"
#include "Render Fun.h"
#include "Render Dirty.h"
#include "mousesystem.h"
#include "interface.h"
#include "sysutil.h"
#include "FileMan.h"
#include "points.h"
#include "Random.h"
#include "ai.h"
#include "Interactive Tiles.h"
#include "soldier ani.h"
#include "english.h"
#include "overhead.h"
#include "Soldier Profile.h"
#include "Game Clock.h"
#include "soldier create.h"
#include "Merc Hiring.h"
#include "Game Event Hook.h"
#include "message.h"
#include "strategicmap.h"
#include "strategic.h"
#include "items.h"
#include "Soldier Add.h"
#include "History.h"
#include "Squads.h"
#include "Strategic Merc Handler.h"
#include "Dialogue Control.h"
#include "Map Screen Interface.h"
#include "Map Screen Interface Map.h"
#include "screenids.h"
#include "jascreens.h"
#include "text.h"
#include "Merc Contract.h"
#include "LaptopSave.h"
#include "personnel.h"
#include "Auto Resolve.h"
#include "Map Screen Interface Bottom.h"
#include "Quests.h"
#include "GameSettings.h"
#include "Mercs.h"
#include "Handle Doors.h"
#include "Campaign Types.h"
#include "Tactical Save.h"
#include "BobbyRMailOrder.h"
#include "Finances.h"
#include "TeamTurns.h"
#include "gameloop.h"
#include "Options Screen.h"
#include "MPChatScreen.h"
#endif
#include "MessageIdentifiers.h"
#include "RakNetworkFactory.h"
#include "RakPeerInterface.h"
#include "RakNetStatistics.h"
#include "RakNetTypes.h"
#include "RakSleep.h"
#include "FileListTransfer.h"
#include "FileListTransferCBInterface.h"
#include "FileOperations.h"
#include "SuperFastHash.h"
#include "RakAssert.h"
#include "IncrementalReadInterface.h"
#include "BitStream.h"
#include <assert.h>
#include <cstdio>
#include <cstring>
#include <stdlib.h>
#include "music control.h"
#include "map edgepoints.h"
#include "fresh_header.h"
#include "network.h"
#include "opplist.h"
#include "tactical placement gui.h"
#include "prebattle interface.h"
// WANNE: FILE TRANSFER
STRING512 client_executableDirectory; // the clients executable dir
STRING512 server_executableDirectory; // the server executable dir
class ClientTransferCB : public FileListTransferCBInterface
{
public:
// This method gets called when all the data is received on the client.
// Now the file will be saved on the client
bool OnFile(OnFileStruct *onFileStruct)
{
STRING512 targetFileName;
ScreenMsg( FONT_BCOLOR_ORANGE, MSG_CHAT, L"(100%%) Got file from server: %S", onFileStruct->fileName);
//ScreenMsg( FONT_BCOLOR_ORANGE, MSG_CHAT, L"%i. (100%%) %i/%i %S %ib->%ib / %ib->%ib\n", onFileStruct->setID, onFileStruct->fileIndex+1, onFileStruct->setCount, onFileStruct->fileName, onFileStruct->compressedTransmissionLength, onFileStruct->finalDataLength, onFileStruct->setTotalCompressedTransmissionLength, onFileStruct->setTotalFinalLength);
// Replace server executable directory with client executable directory then we have the correct path
char* file = ReplaceString(onFileStruct->fileName, server_executableDirectory, client_executableDirectory);
/*
// Save the file in the clients executable dir!
strcpy(targetFileName, client_executableDirectory);
strcat(targetFileName, "\\");
// Only get the filename
char* file = ExtractFilename(onFileStruct->fileName);
*/
//strcat(targetFileName, file);
FILE *fp = fopen(file, "wb");
fwrite(onFileStruct->fileData, onFileStruct->finalDataLength, 1, fp);
fclose(fp);
/*
// Make sure it worked
unsigned int hash1 = SuperFastHashFile(fileToSend);
if (RakNet::BitStream::DoEndianSwap())
RakNet::BitStream::ReverseBytesInPlace((unsigned char*) &hash1, sizeof(hash1));
unsigned int hash2 = SuperFastHashFile(targetFileName);
if (RakNet::BitStream::DoEndianSwap())
RakNet::BitStream::ReverseBytesInPlace((unsigned char*) &hash2, sizeof(hash2));
RakAssert(hash1==hash2);
*/
ScreenMsg( FONT_BCOLOR_ORANGE, MSG_CHAT, L"Saved file local in %S", file);
// Return true to have RakNet delete the memory allocated to hold this file.
// False if you hold onto the memory, and plan to delete it yourself later
return true;
}
virtual void OnFileProgress(OnFileStruct *onFileStruct,unsigned int partCount,unsigned int partTotal,unsigned int partLength, char *firstDataChunk)
{
//ScreenMsg( FONT_BLUE, MSG_CHAT, L"(%i%%) %S", 100*partCount/partTotal, onFileStruct->fileName);
//ScreenMsg( FONT_BLUE, MSG_CHAT, L"%i (%i%%) %i/%i %S %ib->%ib / %ib->%ib\n", onFileStruct->setID, 100*partCount/partTotal, onFileStruct->fileIndex+1, onFileStruct->setCount, onFileStruct->fileName, onFileStruct->compressedTransmissionLength, onFileStruct->finalDataLength, onFileStruct->setTotalCompressedTransmissionLength, onFileStruct->setTotalFinalLength, firstDataChunk);
//printf("%i (%i%%) %i/%i %s %ib->%ib / %ib->%ib\n", onFileStruct->setID, 100*partCount/partTotal, onFileStruct->fileIndex+1, onFileStruct->setCount, onFileStruct->fileName, onFileStruct->compressedTransmissionLength, onFileStruct->finalDataLength, onFileStruct->setTotalCompressedTransmissionLength, onFileStruct->setTotalFinalLength, firstDataChunk);
}
virtual bool OnDownloadComplete(void)
{
//printf("Download complete.\n");
ScreenMsg( FONT_RED, MSG_CHAT, L"Download complete");
// Returning false automatically deallocates the automatically allocated handler that was created by DirectoryDeltaTransfer
return false;
}
private:
char *ExtractFilename(char *pathname)
{
char *s;
if ((s=strrchr(pathname, '\\')) != NULL) s++;
else if ((s=strrchr(pathname, '/')) != NULL) s++;
else if ((s=strrchr(pathname, ':')) != NULL) s++;
else s = pathname;
return s;
}
char *ReplaceString(char *str, char *orig, char *rep)
{
static char buffer[4096];
char *p;
if(!(p = strstr(str, orig))) // Is 'orig' even in 'str'?
return str;
strncpy(buffer, str, p-str); // Copy characters from 'str' start to 'orig' st$
buffer[p-str] = '\0';
sprintf(buffer+(p-str), "%s%s", rep, p+strlen(orig));
return buffer;
}
} transferCallback;
unsigned char GetPacketIdentifier(Packet *p);
unsigned char packetIdentifier;
#include "MessageBoxScreen.h"
#pragma pack(1)
#include "keys.h"
#include "new.h"
#include "Types.h"
#include "connect.h"
#include "message.h"
#include "Event pump.h"
#include "Soldier Init List.h"
#include "Overhead.h"
#include "weapons.h"
#include "Merc Hiring.h"
#include "soldier profile.h"
#include "environment.h"
#include "lighting.h"
#include "laptop.h"
#include "test_space.h"
#include "interface panels.h"
#include "game init.h"
#include "Debug Control.h"
extern INT8 SquadMovementGroups[ ];
RakPeerInterface *client;
// WANNE: FILE TRANSFER
FileListTransfer fltClient; // flt2
ClientTransferCB transferCBClient;
typedef struct
{
UINT8 ubProfileID;
int team;
BOOLEAN fCopyProfileItemsOver;
INT8 bTeam;
} send_hire_struct;
typedef struct
{
UINT8 usSoldierID;
FLOAT dNewXPos;
FLOAT dNewYPos;
} gui_pos;
typedef struct
{
UINT8 usSoldierID;
INT16 usNewDirection;
} gui_dir;
typedef struct
{
UINT8 tsnetbTeam;
UINT8 tsubNextTeam;
} turn_struct;
typedef struct
{
SOLDIERCREATE_STRUCT standard_data;
OBJECTTYPE slot[55];
} AI_STRUCT;
typedef struct
{
BULLET net_bullet;
UINT16 usHandItem;
}netb_struct;
typedef struct
{
UINT8 ubID;
INT8 bTeam;
UINT8 gubOutOfTurnPersons;
UINT8 gubOutOfTurnOrder[MAXMERCS];
BOOLEAN fMarkInterruptOccurred;
UINT8 Interrupted;
} INT_STRUCT;
typedef struct
{
UINT8 client_num;
bool status;
UINT8 ready_stage;
} ready_struct;
typedef struct
{
INT32 remote_id;
INT32 local_id;
}bullets_table;
typedef struct
{
UINT8 ubResult;
}kickR;
typedef struct
{
UINT8 client_num;
BOOLEAN bToAll;
CHAR16 msg[300];
} chat_msg;
bullets_table bTable[11][50];
char client_names[4][30];
// OJW - 20081204
int client_ready[4];
int client_edges[4];
int client_teams[4];
int random_mercs[7];
// OJW - 20081222
player_stats gMPPlayerStats[5];
INT32 MAX_MERCS;
int TEAM;
//int OP_TEAM_2;
//int OP_TEAM_3;
//int OP_TEAM_4;
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 = 5; // default is 5 retries
UINT32 giNextRetryTime = 0;
bool requested=false;
int tcount;
int kit[20];
bool DISABLE_MORALE;
int TESTING;
bool allowlaptop=false;
bool recieved_settings=false;
bool getReal=false;
//char CLIENT_NUM[30];
int CLIENT_NUM;
char SECT_EDGE[30];
char ckbag[100];
char CLIENT_NAME[30];
// OJW - 20081204
char SERVER_NAME[30];
int RANDOM_SPAWN;
int RANDOM_MERCS;
char SERVER_IP[30] ;
char SERVER_PORT[30];
int INVENTORY_MODE;
int REPORT_NAME;
int WEAPON_READIED_BONUS;
int ALLOW_CUSTOM_NIV;
int DISABLE_SPEC_MODE;
int ENEMY_ENABLED;
int CREATURE_ENABLED;
int MILITIA_ENABLED;
int CIV_ENABLED;
int ALLOW_EQUIP;
int SAME_MERC;
int PLAYER_BSIDE;
int START_TEAM_TURN;
bool goahead = 0;
int numready = 0;
int readystage = 0;
bool status = 0;
bool wiped;
bool lockedgui = 0;
FLOAT DAMAGE_MULTIPLIER;
//int INTERRUPTS;
int MAX_CLIENTS;
UINT16 crate_usMapPos;
INT16 crate_sGridX, crate_sGridY;
void overide_callback( UINT8 ubResult );
void kick_callback( UINT8 ubResult );
void turn_callback (UINT8 ubResult);
void ChatCallback (UINT8 ubResult);
// OJW - 20081222
void send_gameover( void );
void StartScoreScreen(); // this screen will send us to the multiplayer score screen
bool is_game_over = false;
UINT32 iScoreScreenTime = 0;
int iTeamsWiped = 0; // counts how many teams have wiped
//OJW - 20090210
int iDisconnectedScreen = 0;
//OJW - 20090302
int bClosingChatBoxToStartGame = false;
UINT32 iCCStartGameTime = 0;
// OJW - 20090317
bool is_game_started = false;
// 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 HireRandomMercs()
{
MERC_HIRE_STRUCT HireMercStruct;
for (int i=0; i < MAX_MERCS; 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, UINT16 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestartAnim )
{
if(pSoldier->ubID < 120)
{
//ScreenMsg( FONT_LTGREEN, MSG_CHAT, 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;
//if(fFromUI==255)SNetPath.ubNewState=255;
SNetPath.usCurrentPathIndex=pSoldier->pathing.usPathIndex;
memcpy(SNetPath.usPathData, pSoldier->pathing.usPathingData, sizeof(UINT16)*30);
SNetPath.usPathDataSize=pSoldier->pathing.usPathDataSize;
SNetPath.sDestGridNo=sDestGridNo;
//this stops soldier from advancing further than one square,and requests "clearance" for another after that... :)
//if(pSoldier->flags.fIsSoldierDelayed==FALSE)
//{
// pSoldier->flags.fIsSoldierDelayed=TRUE;
// request_ovh(pSoldier->ubID);
//}
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_CHAT, 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->fNoAPToFinishMove ) && !pSoldier->fPauseAllAnimation )
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_CHAT, 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, INT16 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)
{
EV_S_WEAPONHIT* SWeaponHit = (EV_S_WEAPONHIT*)rpcParameters->input;
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"recieveHIT" );
SOLDIERTYPE *pSoldier = MercPtrs[ SWeaponHit->usSoldierID ];
UINT16 usSoldierID;
UINT8 ubAttackerID;
if((SWeaponHit->usSoldierID >= ubID_prefix) && (SWeaponHit->usSoldierID < (ubID_prefix+7))) // within our netbTeam range...
usSoldierID = (SWeaponHit->usSoldierID - ubID_prefix);
else
usSoldierID = SWeaponHit->usSoldierID;
if((SWeaponHit->ubAttackerID >= ubID_prefix) && (SWeaponHit->ubAttackerID < (ubID_prefix+7)))
ubAttackerID = (SWeaponHit->ubAttackerID - ubID_prefix);
else
ubAttackerID = SWeaponHit->ubAttackerID;
//AddGameEvent( S_WEAPONHIT, 0, &SWeaponHit );
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;
RemoveBullet(iBullet);
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"removed bullet" );
}
}
void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver)
{
{
send_hire_struct sHireMerc;
sHireMerc.ubProfileID=ubCurrentSoldier;
//sHireMerc.iTotalContractLength=iTotalContractLength;
sHireMerc.team=TEAM;
sHireMerc.fCopyProfileItemsOver=fCopyProfileItemsOver;
sHireMerc.bTeam=netbTeam;
SOLDIERTYPE *pSoldier = MercPtrs[ iNewIndex ];
pSoldier->ubStrategicInsertionCode=(atoi(SECT_EDGE)); // this sets the param read from the ini for your starting sector edge...
if(ubCurrentSoldier==64)//slay
{
pSoldier->ubBodyType = REGMALE;
//pSoldier->EVENT_InitNewSoldierAnim( STANDING, 0 , TRUE );
gMercProfiles[ pSoldier->ubProfile ].ubBodyType = REGMALE;
}
ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[44], pSoldier->name);
AddCharacterToAnySquad( pSoldier );
AddSoldierToSector( pSoldier->ubID ); //add g\hired merc to sector so can access sector inv.
//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 );
}
}
//if (pSoldier->ubID==0)
//{
// ///create crate apon first hire
////crate_usMapPos = MAPROWCOLTOPOS( crate_sGridY, crate_sGridX );
//crate_usMapPos = ChooseMapEdgepoint(pSoldier->ubStrategicInsertionCode);
////crate_usMapPos = ChooseMapEdgepoint(atoi(SECT_EDGE));
//AddStructToUnLoadedMapTempFile( crate_usMapPos, SECONDOSTRUCT3, gsMercArriveSectorX, gsMercArriveSectorY, 0 );
//}
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 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;
memset( &MercCreateStruct, 0, sizeof( MercCreateStruct ) );
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(!SAME_MERC)gMercProfiles[ pSoldier->ubProfile ].bMercStatus = MERC_WORKING_ELSEWHERE;
pSoldier->bSide=0; //default coop only
gTacticalStatus.Team[MercCreateStruct.bTeam ].bSide=0;
if(MercCreateStruct.ubProfile==64)//slay
{
pSoldier->ubBodyType = REGMALE;
//pSoldier->EVENT_InitNewSoldierAnim( STANDING, 0 , TRUE );
gMercProfiles[ pSoldier->ubProfile ].ubBodyType = REGMALE;
}
if(PLAYER_BSIDE==0)//all vs all only
{
pSoldier->bSide=1;
gTacticalStatus.Team[MercCreateStruct.bTeam ].bSide=1;
}
if(PLAYER_BSIDE==1) //allow teams
{
if(sHireMerc->team != TEAM)
{
pSoldier->bSide=1;
gTacticalStatus.Team[MercCreateStruct.bTeam ].bSide=1;
}
}
AddSoldierToSector( iNewIndex );
if(REPORT_NAME==1)
{
ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[5],MercCreateStruct.bTeam-5,client_names[MercCreateStruct.bTeam-6],pSoldier->name );
}
else
{
ScreenMsg( FONT_LTGREEN, MSG_CHAT, 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;
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"guiPOS: %f , %f", dNewXPos,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)
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"recieveguiPOS" );
gui_pos* gnPOS = (gui_pos*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ gnPOS->usSoldierID ];
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"guiPOS: %f , %f", gnPOS->dNewXPos,gnPOS->dNewYPos);
INT16 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)
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"recieveguiDIR" );
gui_dir* gnDIR = (gui_dir*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ gnDIR->usSoldierID ];
pSoldier->EVENT_SetSoldierDirection( gnDIR->usNewDirection );
//pSoldier->ubInsertionDirection = pSoldier->bDirection;
}
void send_EndTurn( UINT8 ubNextTeam )
{
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"sendEndTurn" );
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;
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"recieveEndTurn" );
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 )
{
//ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"send_AI" );
//SOLDIERCREATE_STRUCT aaa = *pCreateStruct;
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.bBodyType = send_inv->standard_data.bBodyType;
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;
// WANNE - MP: I had to remove this line of code, because PADDINGSLOTS in the structure
// breaks the editor and leads to crashed of modifed maps!
//memcpy( new_standard_data.PADDINGSLOTS, send_inv->standard_data.PADDINGSLOTS, sizeof( INT8 ) * 14 );
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.ef1 = send_inv->standard_data.ef1;
//new_standard_data.ef2 = send_inv->standard_data.ef2;
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( INT16 ) * MAXPATROLGRIDS );
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++)
{
//OBJECTTYPE Object;
//new_standard_data.Inv[x]
//new_standard_data.Inv[x].fFlags = send_inv->slot[x].fFlags;
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.Inv[x] = Object;
}
new_standard_data.fPlayerPlan=1;
TacticalCreateSoldier( &new_standard_data, &iNewIndex );
pSoldier = &Menptr[iNewIndex];
pSoldier->flags.uiStatusFlags |= SOLDIER_PC;
AddSoldierToSector( iNewIndex );
//ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"recieveAI" );
}
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_CHAT, MPClientMessage[7],numready,MAX_CLIENTS );
// 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_CHAT, MPClientMessage[8],numready,MAX_CLIENTS );
// OJW - 20081204
client_ready[info.client_num-1]=0;
fDrawCharacterList = true; // set the character list to be redrawn
}
}
if(is_server && numready == MAX_CLIENTS) //all ready. and server tells all to load...
{
ScreenMsg( FONT_LTGREEN, MSG_CHAT, 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 == MAX_CLIENTS)
{
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_CHAT, MPClientMessage[10], info->client_num,client_names[info->client_num-1],numready,MAX_CLIENTS );
ScreenMsg( FONT_LTGREEN, MSG_CHAT, 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_CHAT, MPClientMessage[10], info->client_num,client_names[info->client_num-1],numready,MAX_CLIENTS );
// 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_CHAT, MPClientMessage[11], info->client_num,client_names[info->client_num-1],numready,MAX_CLIENTS );
// OJW - 20081204
client_ready[info->client_num-1]=0;
fDrawCharacterList = true; // set the character list to be redrawn
}
if(is_server && numready == MAX_CLIENTS) //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_CHAT, MPClientMessage[36] );
allowlaptop=1;
if (RANDOM_MERCS)
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++;
MAX_CLIENTS = 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==MAX_CLIENTS && 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);
}
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, 100, SCREEN_WIDTH - 100, 300 };
DoMessageBox( MSG_BOX_BASIC_STYLE, MPClientMessage[12], guiCurrentScreen, MSG_BOX_FLAG_OK | MSG_BOX_FLAG_USE_CENTERING_RECT, send_donegui, &CenterRect );
if(numready==MAX_CLIENTS && 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_CHAT, 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==MAX_CLIENTS && 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==MAX_CLIENTS && 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_CHAT, 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_CHAT, MPClientMessage[13]);
numready=0;
status=0;
}
}
void allowlaptop_callback ( UINT8 ubResult )
{
if(ubResult==2)
{
ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[36] );
allowlaptop=1;
ready_struct info;
info.client_num = CLIENT_NUM;
info.ready_stage=36;
info.status=1;
if (RANDOM_MERCS)
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++;
MAX_CLIENTS = 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_CHAT, MPClientMessage[14] );
}
else if(!allowlaptop && is_server)
{
// 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)
{
SGPRect CenterRect = { 100, 100, SCREEN_WIDTH - 100, 300 };
DoMessageBox( MSG_BOX_BASIC_STYLE, MPClientMessage[35], guiCurrentScreen, MSG_BOX_FLAG_YESNO | MSG_BOX_FLAG_USE_CENTERING_RECT, allowlaptop_callback, &CenterRect );
}
else
{
// notify the server that at least one other player must be connected
ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[51] );
}
}
else if(allowlaptop)
{
if ( NumberOfMercsOnPlayerTeam() ==0)
{
ScreenMsg( FONT_LTGREEN, MSG_CHAT, 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;
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;
// OJW - 20090205
iTeamsWiped = 0; // reset the number of wiped teams to Zero
UINT32 i;
for(i=0; i<4;i++)
{
CHAR16 name[255];
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];
swprintf(full, MPClientMessage[57],i+1,name);
memcpy( TeamTurnString[ (i+6) ] , full, sizeof( CHAR16) * 255 );
}
}
// 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_CHAT, 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;
/*memset( pObject, 0, sizeof( OBJECTTYPE ) * usNumberOfItems );*/
}
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;
//memcpy( &pObject[ uiCount ], &Object, sizeof( OBJECTTYPE ) );//fixed for NIV
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)
{
//ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"send_stop" );
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)
{
//ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"skipped" );
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)
{
//ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"recieve_stop" );
EV_S_STOP_MERC* SStopMerc =(EV_S_STOP_MERC*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ SStopMerc->usSoldierID ];
//INT16 sCellX, sCellY;
//sCellX = CenterX( SStopMerc->sGridNo );
//sCellY = CenterY( SStopMerc->sGridNo );
pSoldier->EVENT_InternalSetSoldierPosition( SStopMerc->sXPos, SStopMerc->sYPos,FALSE, FALSE, FALSE );
pSoldier->EVENT_SetSoldierDirection( SStopMerc->ubDirection );
//pSoldier->HaultSoldierFromSighting(TRUE);
pSoldier->AdjustNoAPToFinishMove( SStopMerc->fset );
//EVENT_StopMerc( pSoldier, SStopMerc->sGridNo, SStopMerc->bDirection );
//pSoldier->AdjustNoAPToFinishMove( TRUE );
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(gubOutOfTurnPersons>0)ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Sent Int: bTeam-%d ubID-%d", INT.bTeam,INT.ubID );
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);
}
void recieveINTERRUPT (RPCParameters *rpcParameters)
{
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
if(INT->bTeam==netbTeam)// ||pOpponent->bTeam==1 )//for us or AI
{
INT->bTeam=0;
INT->ubID=INT->ubID - ubID_prefix;
for(int i=0; i <= INT->gubOutOfTurnPersons; i++)
{
if((INT->gubOutOfTurnOrder[i] >= ubID_prefix) && (INT->gubOutOfTurnOrder[i] < (ubID_prefix+5)))
{
INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
}
}
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
}
if( INT->bTeam != 0)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[17] );
//stop moving merc who was interrupted and init UI bar
SOLDIERTYPE* pMerc = MercPtrs[ INT->ubID ];
//AdjustNoAPToFinishMove( pMerc, TRUE );
pMerc->HaultSoldierFromSighting(TRUE);
//pMerc->fTurningFromPronePosition = FALSE;// hmmm ??
FreezeInterfaceForEnemyTurn();
InitEnemyUIBar( 0, 0 );
fInterfacePanelDirty = DIRTYLEVEL2;
AddTopMessage( COMPUTER_TURN_MESSAGE, TeamTurnString[ INT->bTeam ] );
gTacticalStatus.fInterruptOccurred = TRUE;
}
//else if ( pOpponent->bTeam == 1)//
//{
// StartInterrupt();
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"ai is interrupted" );
//}
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" );
//prob never get here again, and can be removed later
}
else //start our interrupt turn
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[37] );
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
//SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
}
//if(INT->gubOutOfTurnPersons > 0)ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Recieved Int: bTeam-%d ubID-%d", INT->bTeam,INT->ubID );
}
void intAI (SOLDIERTYPE *pSoldier )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[17] );
//stop moving merc who was interrupted and init UI bar
//SOLDIERTYPE* pMerc = MercPtrs[ INT->ubID ];
////AdjustNoAPToFinishMove( pMerc, TRUE );
//pMerc->HaultSoldierFromSighting(TRUE);
//pMerc->fTurningFromPronePosition = FALSE;// hmmm ??
//FreezeInterfaceForEnemyTurn();
//InitEnemyUIBar( 0, 0 );
//fInterfacePanelDirty = DIRTYLEVEL2;
AddTopMessage( COMPUTER_TURN_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
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[18] );
for(int i=0; i <= INT->gubOutOfTurnPersons; i++)
{
if((INT->gubOutOfTurnOrder[i] >= ubID_prefix) && (INT->gubOutOfTurnOrder[i] < (ubID_prefix+5)))
{
INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
}
}
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
EndInterrupt( INT->fMarkInterruptOccurred );
}
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..." );
//maybe can add something.
}
}
void grid_display ( void ) //print mouse coordinates, helpfull for crate placement.
{
INT16 sGridX, sGridY;
UINT16 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 mp_help(void)
{
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, L" ");
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, MPHelp[2]);
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, MPHelp[3]);
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, L" ");
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, MPHelp[4]);
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, MPHelp[5]);
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, MPHelp[6]);
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, MPHelp[7]);
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, MPHelp[8]);
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, MPHelp[9]);
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, MPHelp[10]);
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, L" ");
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, MPHelp[11]);
}
void mp_help2(void)
{
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, L" ");
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, MPHelp[12]);
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, L" ");
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, MPHelp[13]);
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, MPHelp[14]);
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, MPHelp[15]);
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, L" ");
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, MPHelp[16]);
ScreenMsg( MSG_FONT_WHITE, MSG_CHAT, MPHelp[11]);
}
void manual_overide (void)//now bound to "7"
{
if(is_server)
{
//manual overide command for server
const STR16 msg = MPClientMessage[23];
SGPRect CenterRect = { 100, 100, SCREEN_WIDTH - 100, 300 };
DoMessageBox( MSG_BOX_BASIC_STYLE, msg, guiCurrentScreen, MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS | MSG_BOX_FLAG_USE_CENTERING_RECT, overide_callback, &CenterRect );
}
else ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, MPClientMessage[22] );
}
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_CHAT, 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 requestEXECUTABLE_DIR(void)
{
client->RPC("requestEXECUTABLE_DIR","", 0, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void requestSETTINGS(void)
{
client_info cl_name;
//cl_name.client_num=CLIENT_NUM;
strcpy(cl_name.client_name , CLIENT_NAME);
cl_name.team=TEAM;
cl_name.cl_edge=atoi(SECT_EDGE);
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);
}
// Get executable Directory from Server. This is used to get corret file location on client side
void recieveEXECUTABLE_DIR (RPCParameters *rpcParameters)
{
//unsigned char* test = rpcParameters->input;
// Now get directory
strcpy( server_executableDirectory, (const char*)rpcParameters->input );
//GetExecutableDirectory()
//server_executableDirectory = "TEST1";
//GetExecutableDirectory(server_executableDirectory);
}
void recieveSETTINGS (RPCParameters *rpcParameters) //recive settings from server
{
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) * 4);
memcpy( client_teams, cl_lan->client_teams , sizeof(int) * 4);
if(!recieved_settings && strcmp(cl_lan->client_name, CLIENT_NAME)==0)
{
// This settings packet contains information and settings specifically for us
recieved_settings=1;
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(SERVER_NAME,cl_lan->server_name);
RANDOM_MERCS = cl_lan->RANDOM_MERCS;
RANDOM_SPAWN = cl_lan->RANDOM_SPAWN;
if (RANDOM_SPAWN)
{
// store sector edge
_itoa(cl_lan->cl_edge,SECT_EDGE,10);
}
if(RANDOM_MERCS)
{
// copy the random merc list locally
memcpy(random_mercs,cl_lan->random_mercs,sizeof(int) * 7);
}
ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[2] );
MAX_CLIENTS=cl_lan->max_clients;
memcpy( ckbag, cl_lan->kitbag, sizeof(char)*100);
int cnt;
int numnum = 0;
int kitnum = 0;
char tempstring[4];
memset( &kit, 0, sizeof( int )*20 );
for(cnt=0; cnt < 100; cnt++)
{
char tempc = ckbag[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++;
//temp = atoi(tempstring);
}
}
DAMAGE_MULTIPLIER=cl_lan->damage_multiplier;
SAME_MERC=cl_lan->same_merc;
gsMercArriveSectorX=cl_lan->gsMercArriveSectorX;
gsMercArriveSectorY=cl_lan->gsMercArriveSectorY;
PLAYER_BSIDE=cl_lan->gsPLAYER_BSIDE;
DISABLE_MORALE=cl_lan->emorale;
ChangeSelectedMapSector( gsMercArriveSectorX, gsMercArriveSectorY, 0 );
CHAR16 str[128];
GetSectorIDString( gsMercArriveSectorX, gsMercArriveSectorY, 0, str, TRUE );
//new ---------
gGameOptions.fTurnTimeLimit=cl_lan->sofTurnTimeLimit;
INT32 secs_per_tick=cl_lan->secs_per_tick;
PLAYER_TEAM_TIMER_SEC_PER_TICKS=secs_per_tick;
INT32 clstarting_balance=cl_lan->starting_balance;//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.fIronManMode=cl_lan->sofIronManMode;
gGameOptions.ubBobbyRay=cl_lan->soubBobbyRay;
if(!cl_lan->soDis_Bobby)LaptopSaveInfo.fBobbyRSiteCanBeAccessed = TRUE;
if(!cl_lan->soDis_Equip)
ALLOW_EQUIP=TRUE;
MAX_MERCS=cl_lan->gsMAX_MERCS;
TESTING=cl_lan->TESTING;
REPORT_NAME=cl_lan->gsREPORT_NAME;
ScreenMsg( FONT_YELLOW, MSG_CHAT, MPClientMessage[24],str,MAX_CLIENTS,MAX_MERCS,PLAYER_BSIDE,SAME_MERC,DAMAGE_MULTIPLIER,gGameOptions.fTurnTimeLimit,secs_per_tick,cl_lan->soDis_Bobby,cl_lan->soDis_Equip,DISABLE_MORALE,TESTING);
if(TESTING) ScreenMsg( FONT_WHITE, MSG_CHAT, MPClientMessage[25] );
// 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->TIME*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;
// 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))
{
gubEnvLightValue = 12;
LightSetBaseLevel(gubEnvLightValue);
}
InitNewGameClock( );
WEAPON_READIED_BONUS=cl_lan->WEAPON_READIED_BONUS;
ALLOW_CUSTOM_NIV=cl_lan->ALLOW_CUSTOM_NIV;
DISABLE_SPEC_MODE=cl_lan->DISABLE_SPEC_MODE;
// We have to take the selected inventory mode from the server
if(ALLOW_CUSTOM_NIV==0)
{
gGameOptions.ubInventorySystem=cl_lan->sofNewInv;
}
// 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();
if (!RANDOM_SPAWN)
ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[26],cl_lan->client_num,szDefault,cl_lan->cl_edge,cl_lan->team );
else
ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[26],cl_lan->client_num,szDefault,L"?",cl_lan->team );
fDrawCharacterList = true; // set the character list to be redrawn
// if(PLAYER_BSIDE==0)ScreenMsg(FONT_LTGREEN,MSG_CHAT,MPClientMessage[27],cl_lan->cl_ops[0],cl_lan->cl_ops[1],cl_lan->cl_ops[2],cl_lan->cl_ops[3]);
//ScreenMsg(FONT_LTGREEN,MSG_CHAT,MPClientMessage[27],cl_lan->team);
strcpy(client_names[cl_lan->client_num-1],szDefault);
}
else
{
fDrawCharacterList = true; // set the character list to be redrawn
if (!RANDOM_SPAWN)
ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[26],cl_lan->client_num,szDefault,cl_lan->cl_edge,cl_lan->team );
else
ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[26],cl_lan->client_num,szDefault,L"?",cl_lan->team );
// ScreenMsg(FONT_LTGREEN,MSG_CHAT,MPClientMessage[27],cl_lan->team);
strcpy(client_names[cl_lan->client_num-1],szDefault);
}
}
void recieveTEAMCHANGE( RPCParameters *rpcParameters )
{
teamchange_struct* cl_lan = (teamchange_struct*)rpcParameters->input;
if (!can_teamchange())
{
// error
ScreenMsg( FONT_YELLOW, MSG_CHAT, 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_CHAT, 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
_itoa(cl_lan->newedge,SECT_EDGE,10);
}
}
}
void recieveMAPCHANGE( RPCParameters *rpcParameters )
{
mapchange_struct* cl_lan = (mapchange_struct*)rpcParameters->input;
if (!is_client || allowlaptop)
{
// error
ScreenMsg( FONT_YELLOW, MSG_CHAT, L"An error occured in recieveMAPCHANGE that should not occur");
}
else
{
// copy new map settings locally
gsMercArriveSectorX=cl_lan->gsMercArriveSectorX;
gsMercArriveSectorY=cl_lan->gsMercArriveSectorY;
ChangeSelectedMapSector( gsMercArriveSectorX, gsMercArriveSectorY, 0 );
gGameExternalOptions.iGameStartingTime= NUM_SEC_IN_DAY + int(cl_lan->TIME*3600);
CHAR16 str[128];
GetSectorIDString( gsMercArriveSectorX, gsMercArriveSectorY, 0, str, TRUE );
// notify clients of map change in console
ScreenMsg( FONT_YELLOW, MSG_CHAT, MPClientMessage[46],str);
}
}
void send_bullet( BULLET * pBullet,UINT16 usHandItem )
{
netb_struct netb;
netb.net_bullet=*pBullet;
netb.usHandItem=usHandItem;
//ScreenMsg( FONT_YELLOW, MSG_CHAT, 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=MercPtrs[ netb->net_bullet.ubFirerID ];
INT8 bTeam=pFirer->bTeam;
INT32 iBullet;
BULLET * pBullet;
iBullet = CreateBullet( netb->net_bullet.ubFirerID, 0, netb->net_bullet.usFlags,netb->usHandItem );
if (iBullet == -1)
{
ScreenMsg( FONT_YELLOW, MSG_CHAT, L"Failed to create bullet");
}
//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_CHAT, 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, 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);
//ScreenMsg( FONT_YELLOW, MSG_CHAT, L"sent state");
}
void recieveSTATE(RPCParameters *rpcParameters)
{
EV_S_CHANGESTATE* new_state = (EV_S_CHANGESTATE*)rpcParameters->input;
//ScreenMsg( FONT_YELLOW, MSG_CHAT, L"recieved state");
SOLDIERTYPE * pSoldier=MercPtrs[ new_state->usSoldierID ];
if(pSoldier->bActive)
{
if(new_state->usNewState==93)
{
pSoldier->EVENT_InternalSetSoldierPosition( new_state->sXPos, new_state->sYPos ,FALSE, FALSE, FALSE );
pSoldier->ChangeSoldierStance( ANIM_CROUCH );
pSoldier->EVENT_SetSoldierDirection( new_state->usNewDirection );
}
//if(new_state->usNewState==95)ScreenMsg( FONT_YELLOW, MSG_CHAT, L"All Bandaged.");
pSoldier->EVENT_InitNewSoldierAnim( new_state->usNewState, new_state->usStartingAniCode, new_state->fForce );
}
//AddGameEvent( S_CHANGESTATE, 0, &SChangeState );
//someday ;)
}
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;
CHAR16 pA_name[ 10 ];
INT8 pS_bTeam;
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 && PLAYER_BSIDE==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 && PLAYER_BSIDE==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->bTeam==1) ScreenMsg( FONT_YELLOW, MSG_CHAT, L"You Killed An Enemy AI");
else ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[28],pS_name,(pS_bTeam),client_names[(pS_bTeam-1)],pA_name,(pA_bTeam),client_names[(pA_bTeam-1)] );
#if _DEBUG
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
//ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[28],(pS_bTeam), pS_name,client_names[(pS_bTeam-1)],pA_name,(pA_bTeam),client_names[(pA_bTeam-1)] );
}
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+5)))
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;
ScreenMsg( FONT_YELLOW, MSG_CHAT, L"made merc corpse/dead");
RemoveManAsTarget(pSoldier);
TurnSoldierIntoCorpse( pSoldier, TRUE, TRUE );
if ( CheckForEndOfBattle( FALSE ) )
{
ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"All over red rover...");
}
if (pSoldier->bTeam==1) ScreenMsg( FONT_YELLOW, MSG_CHAT, L"An Enemy AI was killed...");
else ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[28],pS_name,(pS_bTeam),client_names[(pS_bTeam-1)],pA_name,(pA_bTeam),client_names[(pA_bTeam-1)] );
//ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[28],(pS_bTeam),pS_name,client_names[(pS_bTeam-1)],pA_name,(pA_bTeam),client_names[(pA_bTeam-1)] );
}
else
{
ScreenMsg( FONT_YELLOW, MSG_CHAT, L"merc allready corpse/dead");
if (pSoldier->bTeam==1) ScreenMsg( FONT_YELLOW, MSG_CHAT, L"An Enemy AI was killed...");
CheckForEndOfBattle( FALSE );
}
#if _DEBUG
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 = struct_hit.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 = window_hit.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 = shot_miss.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;
//ScreenMsg( FONT_YELLOW, MSG_CHAT, L"recieved structure hit");
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 );//, ScreenMsg( FONT_YELLOW, MSG_CHAT, L"bullet stopped");
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);//, ScreenMsg( FONT_YELLOW, MSG_CHAT, L"bullet removed");
//else ScreenMsg( FONT_YELLOW, MSG_CHAT, L"bullet left");
}
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 );
//ScreenMsg( FONT_YELLOW, MSG_CHAT, L"recieved window hit");
}
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 );
//ScreenMsg( FONT_YELLOW, MSG_CHAT, L"recieved shot miss");
}
void cheat_func(void)
{
if(TESTING)
{
ScreenMsg( FONT_YELLOW, MSG_CHAT, L"gTacticalStatus.uiFlags |= SHOW_ALL_MERCS");
gTacticalStatus.uiFlags |= SHOW_ALL_MERCS;
}
}
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 (PLAYER_BSIDE==1 && (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 (PLAYER_BSIDE != 1)
{
// 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_CHAT, MPClientMessage[40] );
if(!DISABLE_SPEC_MODE)
{
gTacticalStatus.uiFlags |= SHOW_ALL_MERCS;//hayden
ScreenMsg( FONT_YELLOW, MSG_CHAT, MPClientMessage[41] );
}
else ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"spectator mode disabled");
teamwiped();
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[42] );
}
if (PLAYER_BSIDE == 0)
{
// check game end for DeathMatch
return (numActiveSides > 1);
}
else if (PLAYER_BSIDE == 1)
{
// 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 (PLAYER_BSIDE == 2)
{
// 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;
//ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"update: %d ",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
//ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"sync ubid:%d grid %d to %d",pSoldier->ubID,pSoldier->sGridNo,SUpdateNetworkSoldier->sAtGridNo );
}
if(pSoldier->ubDirection != SUpdateNetworkSoldier->ubDirection)
{
pSoldier->EVENT_SetSoldierDesiredDirection( SUpdateNetworkSoldier->ubDirection );
//ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"sync ubid:%d dir %d to %d",pSoldier->ubID, pSoldier->ubDirection, SUpdateNetworkSoldier->ubDirection );
}
if(gAnimControl[ pSoldier->usAnimState ].ubEndHeight != SUpdateNetworkSoldier->ubNewStance && pSoldier->bCollapsed != TRUE)
{
pSoldier->ChangeSoldierStance( SUpdateNetworkSoldier->ubNewStance );
//ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"update stance");
}
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)
{
//manual overide command for server
const STR16 msg = L"Choose Client Number to Kick:";
SGPRect CenterRect = { 100, 100, SCREEN_WIDTH - 100, 300 };
DoMessageBox( MSG_BOX_BASIC_STYLE, msg, 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)
{
kickR kick;
kick.ubResult=ubResult+5;
//ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"kicking client " );
client->RPC("Snull_team",(const char*)&kick, (int)sizeof(kickR)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
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 );
}
}
void overide_turn (void)
{
if(is_server)
{
//manual overide command for server
//const STR16 msg = MPClientMessage[30];
CHAR16 Cmsg[255];
swprintf(Cmsg, MPClientMessage[30], client_names[0],client_names[1],client_names[2],client_names[3]);
SGPRect CenterRect = { 100, 100, SCREEN_WIDTH - 100, 300 };
DoMessageBox( MSG_BOX_BASIC_STYLE, Cmsg, guiCurrentScreen, MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS | MSG_BOX_FLAG_USE_CENTERING_RECT, turn_callback, &CenterRect );
}
else ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, MPClientMessage[22] );
}
void turn_callback (UINT8 ubResult)
{
if(is_server)
{
ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, MPClientMessage[31],ubResult );
if(!( gTacticalStatus.uiFlags & INCOMBAT ))
{
gTacticalStatus.uiFlags |= INCOMBAT;
}
if(ubResult ==1)EndTurn( 0 );
else EndTurn( ubResult+5 );
}
}
void send_fireweapon (EV_S_FIREWEAPON *SFireWeapon)
{
EV_S_FIREWEAPON sFire;
//sFire.usSoldierID=SFireWeapon->usSoldierID;
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;
//ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"recieve_fireweapon" );
//SFireWeapon.usSoldierID = pSoldier->ubID;
////SFireWeapon.uiUniqueId = pSoldier->uiUniqueSoldierIdValue;
//SFireWeapon.sTargetGridNo = pSoldier->sTargetGridNo;
//SFireWeapon.bTargetLevel = pSoldier->bTargetLevel;
//SFireWeapon.bTargetCubeLevel= pSoldier->bTargetCubeLevel;
//AddGameEvent( S_FIREWEAPON, 0, &SFireWeapon );
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, INT16 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 (PLAYER_BSIDE==1 && 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( FONT_LTGREEN, MSG_CHAT, cmsg->msg);
}
}
else
{
// display to all clients
ChatLogMessage( FONT_LTGREEN, MSG_CHAT, cmsg->msg);
}
}
/// OJW - 20081223
// recieveDISCONNECT - Handle disconnection
void recieveDISCONNECT(RPCParameters* rpcParameters)
{
// for starters - we shouldnt get a message for ourselves :)
int cl_num = (int) *rpcParameters->input; // cl_num starts at 1
wchar_t szPlayerName[30];
memset(szPlayerName,0,30*sizeof(wchar_t));
mbstowcs( szPlayerName,client_names[cl_num-1],30);
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[47], szPlayerName );
// clear our records from this client
memset(client_names[cl_num-1],NULL,sizeof(char)*30);
memset(&client_ready[cl_num-1],0,sizeof(int));
memset(&client_teams[cl_num-1],0,sizeof(int));
if (guiCurrentScreen == MAP_SCREEN && !(gTacticalStatus.uiFlags & INCOMBAT))
{
// in the map screen and not in combat
// refresh player list to remove from the game
fDrawCharacterList = true; // set the character list to be redrawn
fTeamPanelDirty = true; // redraw the background
}
else if (guiCurrentScreen == GAME_SCREEN) // <TODO> get a more valid check that the game is in progress here
{
// in tactical screen and in combat
// kill the dead clients mercs out of the game
UINT8 iNetbTeam = (cl_num)+5;
UINT8 iubID_prefix = gTacticalStatus.Team[ iNetbTeam ].bFirstID;//over here now
// kill any alive soldiers for the disconnected team
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ )
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) )
{
// Checkf for any more bacguys
if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bTeam == iNetbTeam ) )
{
// KIll......
pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, NOBODY, NOWHERE, 0, TRUE );
}
}
}
// if it was that teams turn then end it
if(is_server)
{
if(gTacticalStatus.ubCurrentTeam==iNetbTeam)EndTurn( iNetbTeam+1 );
}
}
}
void disconnected_callback(UINT8 ubResult)
{
if (iDisconnectedScreen == MAP_SCREEN)
{
// clean up all resources and exit from map to main menu
RequestTriggerExitFromMapscreen(MAP_EXIT_TO_MAINMENU);
// game is restarted in HandleExitsFromMapScreen()
}
else if (iDisconnectedScreen == GAME_SCREEN)
{
// clean up all resources and exit from tactical to main menu
LeaveTacticalScreen(MAINMENU_SCREEN);
}
else if (iDisconnectedScreen == OPTIONS_SCREEN)
{
// Re-initialise the game
ReStartingGame();
// clean up all resources and exit from options to main menu
SetOptionsExitScreen( MAINMENU_SCREEN );
}
else if (iDisconnectedScreen == LAPTOP_SCREEN)
{
// Re-initialise the game
ReStartingGame();
// clean up all resources and exit from laptop to main menu
SetPendingNewScreen(MAINMENU_SCREEN); // Laptop screen is always cleaned up on screen change in gameloop
}
else
{
// Re-initialise the game
ReStartingGame();
// else dont clean "everything" but still exit to main menu
SetPendingNewScreen(MAINMENU_SCREEN);
}
}
// Gracefully handle self-disconnection of the client by Dropout
void HandleClientConnectionLost()
{
if (guiCurrentScreen != MP_SCORE_SCREEN)
{
// cleanup client
client_disconnect();
auto_retry = false;
if (is_server)
server_disconnect();
// connection lost, let user know via popup then quit to main menu
iDisconnectedScreen = guiCurrentScreen;
SGPRect CenteringRect= {0, 0, SCREEN_WIDTH-1, SCREEN_HEIGHT-1 };
UINT32 giMPHMessageBox = DoMessageBox( MSG_BOX_BASIC_STYLE, (recieved_settings ? MPClientMessage[48] : MPClientMessage[55] ), guiCurrentScreen, ( UINT16 ) ( MSG_BOX_FLAG_OK | MSG_BOX_FLAG_USE_CENTERING_RECT ),disconnected_callback, &CenteringRect );
}
/*
// handle UI
if (guiCurrentScreen == MAP_SCREEN && !(gTacticalStatus.uiFlags & INCOMBAT))
{
// in the map screen and not in combat
// refresh player list to remove from the game
fDrawCharacterList = true; // set the character list to be redrawn
fTeamPanelDirty = true; // redraw the background
// <TODO> can set connection retries here if desired
}
else if (guiCurrentScreen == GAME_SCREEN) // <TODO> get a more valid check that the game is in progress here
{
// connection lost, let user know via popup then quit to main menu
SGPRect CenteringRect= {0, 0, SCREEN_WIDTH-1, SCREEN_HEIGHT-1 };
UINT32 giMPHMessageBox = DoMessageBox( MSG_BOX_BASIC_STYLE, MPClientMessage[48], MAINMENU_SCREEN, ( UINT16 ) ( MSG_BOX_FLAG_OK | MSG_BOX_FLAG_USE_CENTERING_RECT ), NULL, &CenteringRect );
if (is_networked)
{
// haydent
if (is_server)
server_disconnect();
client_disconnect();
}
//We want to reinitialize the game
ReStartingGame();
}*/
}
void sendRT(void)
{
if(!requested)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[32] );
requested=true;
real_struct rData;
rData.bteam=netbTeam;
client->RPC("sendREAL",(const char*)&rData, (int)sizeof(real_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
}
void gotoRT(RPCParameters *rpcParameters)
{
getReal=true;//MAY NOT BE NEEDED ANY MORE
gTacticalStatus.bConsNumTurnsNotSeen = 0;
gTacticalStatus.ubCurrentTeam = OUR_TEAM;
guiPendingOverrideEvent = LA_ENDUIOUTURNLOCK;
ExitCombatMode();
fInterfacePanelDirty = DIRTYLEVEL2;
if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[34] );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[33] );
}
getReal=false;
}
void startCombat(UINT8 ubStartingTeam)
{
sc_struct data;
if(ubStartingTeam==0)
ubStartingTeam=netbTeam;
data.ubStartingTeam=ubStartingTeam;
client->RPC("startCOMBAT",(const char*)&data, (int)sizeof(sc_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void teamwiped ( void )
{
sc_struct data;
data.ubStartingTeam=netbTeam;
client->RPC("sendWIPE",(const char*)&data, (int)sizeof(sc_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
if (is_server)
{
// end the co-op game if all player teams have wiped
if (PLAYER_BSIDE==MP_TYPE_COOP)
{
iTeamsWiped++;
if (iTeamsWiped >= MAX_CLIENTS)
game_over();
}
}
}
void recieve_wipe (RPCParameters *rpcParameters)
{
sc_struct* data = (sc_struct*)rpcParameters->input;
ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"Team #%d is wiped out.", data->ubStartingTeam );
if(is_server)
{
if(gTacticalStatus.ubCurrentTeam==data->ubStartingTeam)EndTurn( data->ubStartingTeam+1 );
// end the co-op game if all player teams have wiped
if (PLAYER_BSIDE==MP_TYPE_COOP)
{
iTeamsWiped++;
if (iTeamsWiped >= MAX_CLIENTS)
game_over();
}
}
}
void send_heal (SOLDIERTYPE *pSoldier )
{
heal data;
data.ubID=pSoldier->ubID;
data.bLife=pSoldier->stats.bLife;
data.bBleeding=pSoldier->bBleeding;
client->RPC("sendHEAL",(const char*)&data, (int)sizeof(heal)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void recieve_heal (RPCParameters *rpcParameters)
{
heal* data = (heal*)rpcParameters->input;
UINT16 healed;
if((data->ubID >= ubID_prefix) && (data->ubID < (ubID_prefix+5)))
healed = (data->ubID - ubID_prefix);
else
healed = data->ubID;
SOLDIERTYPE *pSoldier = MercPtrs[ healed ];
pSoldier->bBleeding=data->bBleeding;
pSoldier->stats.bLife=data->bLife;
ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"healing..." );
}
void requestAIint(SOLDIERTYPE *pSoldier )
{
AIint data;
data.ubID=pSoldier->ubID;
data.bteam=netbTeam;
ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"interrupt requested" );
client->RPC("rINT",(const char*)&data, (int)sizeof(AIint)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void awardINT (RPCParameters *rpcParameters)
{
AIint* data= (AIint*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ data->ubID ];
StartInterrupt();
//send_EndTurn(netbTeam);
ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"interrupt awarded" );
}
void game_over()
{
// wait 3 seconds then notify all clients
is_game_over = true;
iScoreScreenTime = guiBaseJA2NoPauseClock + 5000;
}
// OJW - note: i dont use the internal timer callback for this because
// death notices use it and i want all those to go through normally
// so all clients have time to receive death notice of the last merc
// which creates victory condition
void send_gameover()
{
// handle the user calling the wrong function first
if (!is_game_over)
{
game_over(); // start the event
return;
}
// stop the event from firing again
is_game_over = false;
iScoreScreenTime = 0;
// notify all the clients that the game is over
client->RPC("sendGAMEOVER",(const char*)&CLIENT_NUM, (int)sizeof(CLIENT_NUM)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void recieveGAMEOVER(RPCParameters *rpcParameters)
{
player_stats* data= (player_stats*)rpcParameters->input;
memcpy(gMPPlayerStats,data,sizeof(player_stats)*5);
// fire the score screen
StartScoreScreen();
}
//***************************
//*** client connection*****
//*************************
void connect_client ( void )
{
if(!is_client)
{
ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[0] );
client=RakNetworkFactory::GetRakPeerInterface();
bool b = client->Startup(1,30,&SocketDescriptor(), 1);
//RPC's
REGISTER_STATIC_RPC(client, recievePATH);
REGISTER_STATIC_RPC(client, recieveSTANCE);
REGISTER_STATIC_RPC(client, recieveDIR);
REGISTER_STATIC_RPC(client, recieveFIRE);
REGISTER_STATIC_RPC(client, recieveHIT);
REGISTER_STATIC_RPC(client, recieveHIRE);
REGISTER_STATIC_RPC(client, recieveguiPOS);
REGISTER_STATIC_RPC(client, recieveguiDIR);
REGISTER_STATIC_RPC(client, recieveEndTurn);
REGISTER_STATIC_RPC(client, recieveAI);
REGISTER_STATIC_RPC(client, recieveSTOP);
REGISTER_STATIC_RPC(client, recieveINTERRUPT);
REGISTER_STATIC_RPC(client, recieveREADY);
REGISTER_STATIC_RPC(client, recieveGUI);
REGISTER_STATIC_RPC(client, recieveSETTINGS);
REGISTER_STATIC_RPC(client, recieveEXECUTABLE_DIR);
REGISTER_STATIC_RPC(client, recieveTEAMCHANGE);
REGISTER_STATIC_RPC(client, recieveEDGECHANGE);
REGISTER_STATIC_RPC(client, recieveMAPCHANGE);
REGISTER_STATIC_RPC(client, recieveBULLET);
REGISTER_STATIC_RPC(client, recieveSTATE);
REGISTER_STATIC_RPC(client, recieveDEATH);
REGISTER_STATIC_RPC(client, recievehitSTRUCT);
REGISTER_STATIC_RPC(client, recievehitWINDOW);
REGISTER_STATIC_RPC(client, recieveMISS);
REGISTER_STATIC_RPC(client, resume_turn);
REGISTER_STATIC_RPC(client, UpdateSoldierFromNetwork);
REGISTER_STATIC_RPC(client, recieve_fireweapon);
REGISTER_STATIC_RPC(client, recieve_door);
REGISTER_STATIC_RPC(client, null_team);
REGISTER_STATIC_RPC(client, gotoRT);
REGISTER_STATIC_RPC(client, recieve_wipe);
REGISTER_STATIC_RPC(client, recieve_heal);
REGISTER_STATIC_RPC(client, awardINT);
REGISTER_STATIC_RPC(client, recieveGAMEOVER);
REGISTER_STATIC_RPC(client, recieveDISCONNECT);
REGISTER_STATIC_RPC(client, recieveCHATMSG);
//***
if (b)
{
//ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"Client started, waiting for connections...");
is_client=true;
GetExecutableDirectory(client_executableDirectory);
// WANNE: FILE TRANSFER
client->AttachPlugin(&fltClient);
client->SetSplitMessageProgressInterval(1);
}
else
{
ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"Client failed to start. Terminating.");
}
is_connected=false;
}
//reconnect/connect
if( !is_connected && !is_connecting)
{
recieved_settings=0;
goahead = 0;
numready = 0;
readystage = 0;
status = 0;
is_game_started = false;
gTacticalStatus.uiFlags&= (~SHOW_ALL_MERCS );
memset( &readyteamreg , 0 , sizeof (int) * 10);
//OJW - 20081204
memset ( &client_names,NULL,sizeof(int)*4);
memset ( &client_ready,0,sizeof(int)*4);
memset ( &client_teams,0,sizeof(int)*4);
if (!RANDOM_SPAWN)
memset ( &client_edges,0,sizeof(int)*4);
if (RANDOM_MERCS)
memset (random_mercs,0,sizeof(int)*7);
memset( gMPPlayerStats,0,sizeof(player_stats)*5);
//retrieve settings from Ja2_mp.ini
char ip[30];
char port[30];
// char client_number[30];
char sector_edge[30];
wiped=0;
//disable cheating
gubCheatLevel = 0;
//char c_x[30];
char clname[30];
MAX_CLIENTS=0;//reset server only set settings.
//INTERRUPTS=0;
DAMAGE_MULTIPLIER=0;
SAME_MERC=0;
DISABLE_SPEC_MODE=0;
GetPrivateProfileString( "Ja2_mp Settings","SERVER_IP", "", ip, MAX_PATH, "..\\Ja2_mp.ini" );
GetPrivateProfileString( "Ja2_mp Settings","SERVER_PORT", "", port, MAX_PATH, "..\\Ja2_mp.ini" );
// GetPrivateProfileString( "Ja2_mp Settings","CLIENT_NUM", "", client_number, MAX_PATH, "..\\Ja2_mp.ini" );
GetPrivateProfileString( "Ja2_mp Settings","SECTOR_EDGE", "", sector_edge, MAX_PATH, "..\\Ja2_mp.ini" );
//GetPrivateProfileString( "Ja2_mp Settings","CRATE_X", "", c_x, MAX_PATH, "..\\Ja2_mp.ini" );
GetPrivateProfileString( "Ja2_mp Settings","CLIENT_NAME", "", clname, MAX_PATH, "..\\Ja2_mp.ini" );
gGameOptions.ubInventorySystem = GetPrivateProfileInt( "Ja2_mp Settings","INVENTORY_MODE", INVENTORY_OLD, "..\\Ja2_mp.ini" );
char op1[30];
//char op2[30];
//char op3[30];
//char op4[30];
GetPrivateProfileString( "Ja2_mp Settings","TEAM", "", op1, MAX_PATH, "..\\Ja2_mp.ini" );
//GetPrivateProfileString( "Ja2_mp Settings","OP_TEAM_2", "", op2, MAX_PATH, "..\\Ja2_mp.ini" );
//GetPrivateProfileString( "Ja2_mp Settings","OP_TEAM_3", "", op3, MAX_PATH, "..\\Ja2_mp.ini" );
//GetPrivateProfileString( "Ja2_mp Settings","OP_TEAM_4", "", op4, MAX_PATH, "..\\Ja2_mp.ini" );
/*char stt[30];
GetPrivateProfileString( "Ja2_mp Settings","START_TEAM_TURN", "", stt, MAX_PATH, "..\\Ja2_mp.ini" );*/
TEAM=atoi(op1);
//OP_TEAM_2=atoi(op2);
// OP_TEAM_3=atoi(op3);
// OP_TEAM_4=atoi(op4);
strcpy( CLIENT_NAME, clname);
if(is_server)strcpy( SERVER_IP , "127.0.0.1" );
else strcpy( SERVER_IP , ip );
strcpy( SERVER_PORT, port );
/*if (is_server) strcpy( CLIENT_NUM, "1" );
else strcpy( CLIENT_NUM, client_number );*/
strcpy( SECT_EDGE, sector_edge);
//START_TEAM_TURN=atoi(stt);
//crate_sGridX = atoi(c_x);
// crate_sGridY = atoi(c_y);
/*netbTeam = (CLIENT_NUM)+5;
ubID_prefix = gTacticalStatus.Team[ netbTeam ].bFirstID;*/
//**********************
//here some nifty little tweaks
LaptopSaveInfo.guiNumberOfMercPaymentsInDays += 20;
LaptopSaveInfo.gubLastMercIndex = LAST_MERC_ID;
LaptopSaveInfo.ubLastMercAvailableId = 7;
gGameExternalOptions.fEnableSlayForever =1;
LaptopSaveInfo.gubPlayersMercAccountStatus = 4;
extern BOOLEAN gfTemporaryDisablingOfLoadPendingFlag;
gfTemporaryDisablingOfLoadPendingFlag = TRUE;
SetBookMark( AIM_BOOKMARK );
SetBookMark( BOBBYR_BOOKMARK );
//SetBookMark( IMP_BOOKMARK );
SetBookMark( MERC_BOOKMARK );
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;
//**********************
ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[1],SERVER_IP);
client->Connect(SERVER_IP, atoi(SERVER_PORT), 0,0);
is_connecting=true;
#if _DEBUG
MPDebugMsg( String ( "connect_client()\n" ) );
#endif
}
else if (is_connecting)
{
ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[4] );
}
else if (is_connected)
{
ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[3] );
}
}
void client_packet ( void )
{
Packet* p;
if (is_client)
{
p = client->Receive();
while(p)
{
//continue; // Didn't get any packets
// We got a packet, get the identifier with our handy function
packetIdentifier = GetPacketIdentifier(p);
//ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"packet recieved");
// Check if this is a network message packet
switch (packetIdentifier)
{
case ID_DISCONNECTION_NOTIFICATION:
// Connection lost normally
ScreenMsg( FONT_LTGREEN, MSG_CHAT, 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_LTGREEN, MSG_CHAT, 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_LTGREEN, MSG_CHAT, 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_LTGREEN, MSG_CHAT, 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_LTGREEN, MSG_CHAT, L"ID_REMOTE_NEW_INCOMING_CONNECTION");
break;
case ID_CONNECTION_ATTEMPT_FAILED:
ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"ID_CONNECTION_ATTEMPT_FAILED");
is_connected=false;
is_connecting=false;
//OJW - 20081224
// handle auto retry
if (auto_retry && giNumTries > 0)
ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[49],giNumTries); // we already tried once, let the user know we are retrying
else
ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[50],giNumTries); // we already tried once, let the user know we are retrying
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_LTGREEN, MSG_CHAT, 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_LTGREEN, MSG_CHAT, 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_LTGREEN, MSG_CHAT, L"ID_CONNECTION_REQUEST_ACCEPTED");
is_connected=true;
is_connecting=false;
// WANNE: FILE TRANSFER
// Get the server executable dir
requestEXECUTABLE_DIR();
requestSETTINGS();
// WANNE: FILE TRANSFER
Sleep(1000);
setID = fltClient.SetupReceive(&transferCBClient, false, p->systemAddress);
break;
case ID_NEW_INCOMING_CONNECTION:
//tells server client has connected
ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"ID_NEW_INCOMING_CONNECTION");
break;
case ID_MODIFIED_PACKET:
// Cheater!
ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"ID_MODIFIED_PACKET");
break;
default:
ScreenMsg( FONT_LTGREEN, MSG_CHAT, 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->Shutdown(300);
is_client = false;
is_connected=false;
is_connecting=false;
allowlaptop=false;
// clear local client cache
memset(client_names,0,sizeof(char)*4*30);
memset(client_edges,0,sizeof(int)*4);
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);
// We're done with the network
RakNetworkFactory::DestroyRakPeerInterface(client);
ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"client disconnected and shutdown");
#if _DEBUG
MPDebugMsg( "client_disconnect()\n" );
#endif
}
else
{
ScreenMsg( FONT_LTGREEN, MSG_CHAT, L"client is not running");
}
}
//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;
// store the setting locally
_itoa(newedge,SECT_EDGE,10);
}
else
{
ScreenMsg( FONT_LTBLUE, MSG_CHAT, gszMPMapscreenText[3]);
}
}
bool can_edgechange()
{
return (is_game_started != 1 && client_ready[CLIENT_NUM-1] == 0 && !allowlaptop && !RANDOM_SPAWN);
}
//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_CHAT, gszMPMapscreenText[4]);
}
}
bool can_teamchange()
{
return (is_game_started != 1 && client_ready[CLIENT_NUM-1] == 0 && !allowlaptop);
}
// 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,CLIENT_NAME,30);
cmsg.bToAll = gbChatSendToAll;
if (PLAYER_BSIDE==1 && !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);
}