Files
source/Multiplayer/connect.h
T
Wanne 8fa1c2a4e6 Merged Multiplayer UI patch from Zathras:
New Features
- Added hits, misses, accuracy to scoreboard
- Added in-game chat with history
- Added more options from the ini to the host screen, Use NIV and Enable
civillians
bugfixes
- Clients connecting at the same time controlling the wrong client
- Team Deathmatch working again
- Refreshing the player list after a player changes team / edge
- AI is always on for Co-op now
- There is now always a scoreboard in Co-op even when you lose.
- scores on the Co-op scoreboard have been fixed for all deaths including
bleeding
- Start Game button now only appears for server
- Fixed cleaning up game resources on disconnection
- Disabled the 1,2,3,4 keys for connecting / disconnecting
- Fixed victory conditions for all game modes
- Fixed players names getting copied into TeamTurnString each game resulting
in multiple names
- Fixed Assertion bug caused by the game sometimes calling
SetCurrentWorldSector more than once before placement of mercs
- Fixed a bug that was possible when merging items such as M14 and EBR stock
on mapscreen.
- Fixed bug with game starting while a player was in chat, closes chat
window when game is starting
- Fixed bug with game starting while a player was in the options screen, if
the player leaves the mapscreen while ready, they are set to unready
- Team and Spawn direction popups changed to use buttons to open/close them
- Disabled players joining after the laptop has been unlocked, as they would
be out of state with any hires


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2628 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2009-03-19 15:31:55 +00:00

149 lines
3.5 KiB
C

#pragma once
#include "Soldier Init List.h"
#include "Merc Hiring.h"
#include "event pump.h"
extern bool is_connected;
extern bool is_connecting;
extern bool is_client;
extern bool is_server;
extern bool is_networked;
extern bool is_host; // OJW - added 20081129
extern int PLAYER_TEAM_TIMER_SEC_PER_TICKS;
//extern char CLIENT_NUM[30];
extern int CLIENT_NUM;
extern int ENEMY_ENABLED;
extern int CREATURE_ENABLED;
extern int MILITIA_ENABLED;
extern int CIV_ENABLED;
extern int MAX_CLIENTS;
extern int SAME_MERC;
extern int PLAYER_BSIDE;
extern bool allowlaptop;
extern UINT8 netbTeam;
extern UINT8 ubID_prefix;
extern FLOAT DAMAGE_MULTIPLIER;
//OJW - 20081218
extern int RANDOM_SPAWN;
extern int RANDOM_MERCS;
//OJW - 20090317
extern bool is_game_started;
extern UINT16 crate_usMapPos;
//extern int INTERRUPTS;
extern int ALLOW_EQUIP;
extern INT32 MAX_MERCS;
void lockui (bool unlock);
void start_battle ( void );
void DropOffItemsInSector( UINT8 ubOrderNum );
void test_func2 ( void );
void mp_help (void);
void mp_help2 (void);
void grid_display ( void);
void send_loaded (void);
void send_donegui ( UINT8 ubResult );
UINT8 numenemyLAN( UINT8 ubSectorX, UINT8 ubSectorY );
void connect_client ( void );
void start_server (void);
void client_packet ( void );
void server_packet ( void );
void NetworkAutoStart(); // OJW - 20081130 - Automate connection functions
void server_disconnect (void);
void client_disconnect (void);
void DialogRemoved( UINT8 ubResult );
void manual_overide(void);
void send_path ( SOLDIERTYPE *pSoldier, UINT16 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestartAnim );
void send_stance ( SOLDIERTYPE *pSoldier, UINT8 ubDesiredStance );
void send_dir ( SOLDIERTYPE *pSoldier, UINT16 usDesiredDirection );
void send_fire( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo );
void send_hit( EV_S_WEAPONHIT *SWeaponHit );
void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver);
void send_gui_pos(SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos);
void send_gui_dir(SOLDIERTYPE *pSoldier, UINT16 usNewDirection);
void send_EndTurn( UINT8 ubNextTeam );
void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID );
void send_stop (EV_S_STOP_MERC *SStopMerc);
void send_interrupt(SOLDIERTYPE *pSoldier);
void OpenChatMsgBox(void);
BOOLEAN CheckConditionsForBattle( GROUP *pGroup ); // this comes from strategic movement.cpp
extern char client_names[4][30];
// OJW - 20081204
// I need to keep track of all the clients readyness, spawn edge and team
// <TODO> want to change this all to use client_info, but dont want to make sweeping
// changes to the codebase without talking to the other devs
extern int client_ready[4];
extern int client_teams[4];
extern int client_edges[4];
extern char SERVER_NAME[30];
//OJW - 20081224
extern bool auto_retry;
extern int giNumTries;
void send_settings();
void send_mapchange(); // added 20081201 by OJW
void send_teamchange( int newteam ); // send team a change
void send_edgechange( int newedge ); // send an edge change
bool can_teamchange(); // UI Checks
bool can_edgechange(); // UI Checks
void StartInterrupt( void );
// MP GameTypes
enum
{
MP_TYPE_DEATHMATCH,
MP_TYPE_TEAMDEATMATCH,
MP_TYPE_COOP,
NUM_MP_GAMETYPE
};
typedef struct
{
int kills;
int deaths;
int hits;
int misses;
} player_stats;
extern player_stats gMPPlayerStats[5];
extern void game_over( void );