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- //***************************************************************************
- //
- // multplyr.cpp - This file contains the MultiPlayer Class
- //
- //---------------------------------------------------------------------------//
- // Copyright (C) Microsoft Corporation. All rights reserved. //
- //===========================================================================//
- #ifndef MCLIB_H
- #include "mclib.h"
- #endif
- #include "crtdbg.h"
- #ifndef MULTPLYR_H
- #include "multplyr.h"
- #endif
- #ifndef TEAM_H
- #include "team.h"
- #endif
- #ifndef MOVER_H
- #include "mover.h"
- #endif
- #ifndef TURRET_H
- #include "turret.h"
- #endif
- #ifndef MISSION_H
- #include "mission.h"
- #endif
- #ifndef MECH_H
- #include "mech.h"
- #endif
- #ifndef GAMEOBJ_H
- #include "gameobj.h"
- #endif
- #ifndef OBJMGR_H
- #include "objmgr.h"
- #endif
- #ifndef LOGISTICSDATA_H
- #include "LogisticsData.h"
- #endif
- #ifndef BLDNG_H
- #include "bldng.h"
- #endif
- #ifndef TERROBJ_H
- #include "terrobj.h"
- #endif
- #ifndef MOVE_H
- #include "move.h"
- #endif
- #ifndef GROUP_H
- #include "group.h"
- #endif
- #ifndef COMNDR_H
- #include "comndr.h"
- #endif
- #ifndef CARNAGE_H
- #include "carnage.h"
- #endif
- #ifndef ARTLRY_H
- #include "artlry.h"
- #endif
- #ifndef CONTROLGUI_H
- #include "controlGui.h"
- #endif
- #ifndef LOGISTICS_H
- #include "logistics.h"
- #endif
- #include "MissionBegin.h"
- #ifndef PREFS_H
- #include "Prefs.h"
- #endif
- #ifndef MISSIONGUI_H
- #include "missiongui.h"
- #endif
- #ifndef GAMELOG_H
- #include "gamelog.h"
- #endif
- #include "dplay8.h"
- #include "MPParameterScreen.h"
- //#ifndef VERSION_H
- //#include "version.h"
- //#endif
- #include "..\resource.h"
- #ifdef USE_MISSION_RESULTS_SCREEN
- extern bool EventsToMissionResultsScreen;
- #else
- bool EventsToMissionResultsScreen = false;
- #endif
- #ifdef USE_LOGISTICS
- extern bool whackTimer;
- void CancelBool(long value);
- #endif
- #ifndef MPPREFS_H
- #include "mpprefs.h"
- #endif
- #ifdef USE_STRING_RESOURCES
- extern HINSTANCE thisInstance;
- long cLoadString (HINSTANCE hInstance, UINT uID, LPTSTR lpBuffer, int nBufferMax );
- #endif
- #include "gamesound.h"
- #define MAX_MSG_SIZE 10240
- extern CPrefs prefs;
- extern bool quitGame;
- extern float loadProgress;
- extern bool aborted;
- //***************************************************************************
- DWORD ServerPlayerNum = 1; //commanderId (or checkInId) of server
- bool MultiPlayer::launchedFromLobby = false;
- bool MultiPlayer::registerZone = false;
- long MultiPlayer::presetDropZones[MAX_MC_PLAYERS] = {-1, -1, -1, -1, -1, -1, -1, -1};
- long MultiPlayer::colors[MAX_COLORS] = {0};
- float ResourceBuildingRefreshRate = 60.0f;
- // {35DC7890-C5EF-4171-B0CF-4D5C7AE7C2D7}
- static const GUID MC2GUID = { 0x35dc7890, 0xc5ef, 0x4171, { 0xb0, 0xcf, 0x4d, 0x5c, 0x7a, 0xe7, 0xc2, 0xd7 } };
- // {1F8251BB-1436-44b3-A5B0-0FCF6858C176}
- static const GUID MC2DEMOGUID = { 0x1f8251bb, 0x1436, 0x44b3, { 0xa5, 0xb0, 0xf, 0xcf, 0x68, 0x58, 0xc1, 0x76 } };
- void* MC2NetLib = NULL;
- bool OnLAN = false;
- NETMESSAGE ReceiveMsg;
- //------------
- // EXTERN vars
- extern GameLog* CombatLog;
- extern GameLog* NetLog;
- extern bool LaunchedFromLobby;
- extern UserHeapPtr systemHeap;
- #ifdef _DEBUG
- //extern DebugFileStream Debug;
- #endif
- extern char* startupPakFile;
- // ConnectUsingDialog is a function defined in dpdialog.cpp.
- // It allows the user to choose the type of connection.
- //extern HRESULT ConnectUsingDialog(HINSTANCE );
- extern void SortMoverList (long numMovers, MoverPtr* moverList, Stuff::Vector3D dest);
- extern void killTheGame(void);
- #ifndef TERRAINEDIT
- extern DebuggerPtr debugger;
- #endif
- //------------
- // GLOBAL vars
- MultiPlayer* MPlayer = NULL;
- //extern long NumMissionScriptMessages;
- ///extern Scenario* scenario;
- ///extern Logistics* globalLogPtr;
- void DEBUGWINS_print (char* s, long window = 0);
- //***************************************************************************
- // MISC functions
- //***************************************************************************
- bool StartupNetworking (void) {
- return false;
- }
- //-----------------------------------------------------------------------------
- void ResetNetworking (void) {
- }
- //-----------------------------------------------------------------------------
- void ShutdownNetworking (void) {
- }
- //***************************************************************************
- // WORLD CHUNK class
- //***************************************************************************
- void* WorldChunk::operator new (size_t ourSize) {
- void* result = systemHeap->Malloc(ourSize);
- return(result);
- }
- //---------------------------------------------------------------------------
- void WorldChunk::operator delete (void* us) {
- systemHeap->Free(us);
- }
- //---------------------------------------------------------------------------
- void WorldChunk::buildMine (long worldCellR,
- long worldCellC,
- long teamId,
- long mineState,
- long explosionType) {
- }
- //---------------------------------------------------------------------------
- void WorldChunk::buildTerrainFire (GameObjectPtr object,
- long seconds) {
- }
- //---------------------------------------------------------------------------
- void WorldChunk::buildArtillery (long commanderId,
- long artilleryType,
- Stuff::Vector3D location,
- long seconds) {
- }
- //---------------------------------------------------------------------------
- void WorldChunk::buildMissionScriptMessage (long messageCode,
- long messageParam) {
- }
- //---------------------------------------------------------------------------
- void WorldChunk::buildPilotKillStat (
- long moverIndex,
- long vehicleClass) {
- }
- //--------------------------------------------------------------------------
- void WorldChunk::buildScore (long commanderID, long score) {
- }
- //--------------------------------------------------------------------------
- void WorldChunk::buildKillLoss (long killerCID, long loserCID) {
- }
- //--------------------------------------------------------------------------
- void WorldChunk::buildCaptureBuilding (BuildingPtr building, long newCommanderID) {
- }
- //---------------------------------------------------------------------------
- void WorldChunk::buildEndMission (void) {
- }
- //--------------------------------------------------------------------------
- void WorldChunk::pack (void) {
- }
- //---------------------------------------------------------------------------
-
- void WorldChunk::unpack (void) {
- }
- //---------------------------------------------------------------------------
- bool WorldChunk::equalTo (WorldChunkPtr chunk) {
- return false;
- }
- //***************************************************************************
- // MECHCOMMANDER MESSAGE handlers
- //***************************************************************************
- //***************************************************************************
- // MULTIPLAYER class
- //***************************************************************************
- void* MultiPlayer::operator new (size_t ourSize) {
- void* result = systemHeap->Malloc(ourSize);
- return(result);
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::operator delete (void* us) {
- systemHeap->Free(us);
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::init (void) {
- }
- //---------------------------------------------------------------------------
- long MultiPlayer:: setup (void) {
- return(MPLAYER_NO_ERR);
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::initUpdateFrequencies() {
- }
- //---------------------------------------------------------------------------
- long MultiPlayer::update (void) {
- return(MPLAYER_NO_ERR);
- }
- //---------------------------------------------------------------------------
- long MultiPlayer::beginSessionScan (char* ipAddress, bool persistent) {
- return(MPLAYER_NO_ERR);
- }
- //---------------------------------------------------------------------------
- long MultiPlayer::endSessionScan (void) {
- return(MPLAYER_NO_ERR);
- }
- //---------------------------------------------------------------------------
- MC2Session* MultiPlayer::getSessions (long& sessionCount) {
- return(NULL);
- }
- //---------------------------------------------------------------------------
- bool MultiPlayer::hostSession (char* sessionName, char* playerName, long mxPlayers) {
- return(true);
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::updateSessionData (MC2SessionData* sessionData) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::setLocked (bool set) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::setInProgress (bool set) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::setCancelled (bool set) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::addTeamScore (long teamID, long score) {
- }
- //---------------------------------------------------------------------------
- long MultiPlayer::joinSession (MC2Session* session, char* playerName) {
- return(MPLAYER_ERR_SESSION_NOT_FOUND);
- }
- //-----------------------------------------------------------------------------
- long MultiPlayer::closeSession (void) {
- return 0;
- }
- //-----------------------------------------------------------------------------
- void MultiPlayer::leaveSession (void) {
- }
- //-----------------------------------------------------------------------------
- long MultiPlayer::bootPlayer (NETPLAYER bootedPlayer) {
- return(MPLAYER_NO_ERR);
- }
- //-----------------------------------------------------------------------------
- bool MultiPlayer::waitTillStartLoading (void) {
- return(false);
- }
- //-----------------------------------------------------------------------------
- bool MultiPlayer::waitTillMechDataReceived (void) {
- return(false);
- }
- //-----------------------------------------------------------------------------
- bool MultiPlayer::waitTillMissionLoaded (void) {
- return(false);
- }
- //-----------------------------------------------------------------------------
- bool MultiPlayer::waitTillMissionSetup (void) {
- return(false);
- }
- //-----------------------------------------------------------------------------
- bool MultiPlayer::waitForSessionEntry (void) {
- sessionEntry = -1;
- return(sessionEntry == 1);
- }
- //-----------------------------------------------------------------------------
- bool MultiPlayer::playersReadyToLoad (void) {
- return(true);
- }
- //-----------------------------------------------------------------------------
- bool MultiPlayer::launchBrowser (const char* link) {
- return(false);
- }
- //-----------------------------------------------------------------------------
- void MultiPlayer::initParametersScreen (void) {
- }
- //-----------------------------------------------------------------------------
- void MultiPlayer::setDefaultPlayerInfo (void) {
- }
- //-----------------------------------------------------------------------------
- long MultiPlayer::setClosestColor (long colorIndex, long commanderID) {
- long curIndex = colorIndex;
- return(curIndex);
- }
- //-----------------------------------------------------------------------------
- long MultiPlayer::setNextFreeColor (long commanderID) {
- long i = 0;
- return(i);
- }
- //-----------------------------------------------------------------------------
- void MultiPlayer::setPlayerBaseColor (long commanderID, long colorIndex) {
- }
- //-----------------------------------------------------------------------------
- void MultiPlayer::setPlayerTeam (long commanderID, long teamID) {
- }
- //-----------------------------------------------------------------------------
- void MultiPlayer::setColor (long colorIndex, long commanderID) {
- }
- //-----------------------------------------------------------------------------
- MC2Player GetPlayersList[MAX_MC_PLAYERS];
- const MC2Player* MultiPlayer::getPlayers (long& playerCount) {
- return(NULL);
- }
- //-----------------------------------------------------------------------------
- void MultiPlayer::logMessage (NETMESSAGE* message, bool sent) {
- }
- //-----------------------------------------------------------------------------
- void MultiPlayer::sendMessage (NETPLAYER player,
- void* data,
- int dataSize,
- bool guaranteed,
- bool toSelf) {
- }
- //-----------------------------------------------------------------------------
- bool MultiPlayer::hostGame (char* sessionName, char* playerName, long nPlayers) {
- return(true);
- }
- //---------------------------------------------------------------------------
- long MultiPlayer::joinGame (char* ipAddress, char* sessionName, char* playerName) {
- return(MPLAYER_NO_ERR);
- }
- //-----------------------------------------------------------------------------
- void MultiPlayer::addToLocalMovers (MoverPtr mover) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::removeFromLocalMovers (MoverPtr mover) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::addToMoverRoster (MoverPtr mover) {
- for (long i = 0; i < MAX_MULTIPLAYER_MOVERS; i++)
- if (!moverRoster[i]) {
- moverRoster[i] = mover;
- mover->setNetRosterIndex(i);
- return;
- }
- STOP(("MultiPlayer.addToMoverRoster: too many movers"));
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::removeFromMoverRoster (MoverPtr mover) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::addToPlayerMoverRoster (long playerCommanderID, MoverPtr mover) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::removeFromPlayerMoverRoster (MoverPtr mover) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::addToTurretRoster (TurretPtr turret) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::initSpecialBuildings (char commandersToLoad[8][3]) {
- }
- //***************************************************************************
- // WORLD CHUNK maintenance functions
- //***************************************************************************
- long MultiPlayer::addWorldChunk (WorldChunkPtr chunk) {
- return(0);
- }
- //---------------------------------------------------------------------------
- long MultiPlayer::addMissionScriptMessageChunk (long code, long param) {
- return(0);
- }
- //---------------------------------------------------------------------------
- long MultiPlayer::addArtilleryChunk (long commanderId, long artilleryType, Stuff::Vector3D location, long seconds)
- {
- return(0);
- }
- //---------------------------------------------------------------------------
- long MultiPlayer::addMineChunk (long tileR, long tileC, long teamId, long mineState, long explosionType) {
- return(0);
- }
- //---------------------------------------------------------------------------
- long MultiPlayer::addLightOnFireChunk (GameObjectPtr object, long seconds) {
- return(0);
- }
- //---------------------------------------------------------------------------
- long MultiPlayer::addPilotKillStat (MoverPtr mover, long vehicleClass) {
- return(0);
- }
- //---------------------------------------------------------------------------
- long MultiPlayer::addScoreChunk (long commanderID, long score) {
- return(0);
- }
- //---------------------------------------------------------------------------
- long MultiPlayer::addKillLossChunk (long killerCID, long loserCID) {
- return(0);
- }
- //---------------------------------------------------------------------------
- long MultiPlayer::addEndMissionChunk (void) {
- return(0);
- }
- //---------------------------------------------------------------------------
- long MultiPlayer::addCaptureBuildingChunk (BuildingPtr building, long prevCommanderID, long newCommanderID) {
- return(0);
- }
- //---------------------------------------------------------------------------
- long MultiPlayer::grabWorldChunks (unsigned long* packedChunkBuffer) {
- return(0);
- }
- //---------------------------------------------------------------------------
- // WEAPON HIT CHUNK maintenance functions
- //---------------------------------------------------------------------------
- long MultiPlayer::addWeaponHitChunk (WeaponHitChunkPtr chunk) {
- return(0);
- }
- //---------------------------------------------------------------------------
- long MultiPlayer::addWeaponHitChunk (GameObjectPtr target, WeaponShotInfoPtr shotInfo, bool isRefit) {
- return(0);
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::grabWeaponHitChunks (unsigned long* packedChunkBuffer, long numChunks) {
- }
- //---------------------------------------------------------------------------
- // MESSAGE SENDERS
- //---------------------------------------------------------------------------
- void MultiPlayer::sendPlayerInfo (NETPLAYER receiver) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::sendPlayerCID (NETPLAYER receiver, unsigned char subType, char CID) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::sendPlayerUpdate (NETPLAYER receiver, long stage, long newCommanderID) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::sendMissionSettingsUpdate (NETPLAYER receiver) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::sendChat (NETPLAYER receiver, char team, char* chatMessage) {
- }
- void MultiPlayer::sendPlayerActionChat(NETPLAYER receiver, const char* playerName, unsigned long resID )
- {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::sendPlayerCheckIn (void) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::sendPlayerSetup (void) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::sendPlayerInsignia (char* insigniaFileName, unsigned char* insigniaData, long dataSize) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::sendMissionSetup (NETPLAYER receiver, long subType, CompressedMech* mechData) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::setServer (NETPLAYER player, char playerIPAddress[16]) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::sendStartMission (void) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::sendEndMission (long result) {
- }
- //---------------------------------------------------------------------------
- extern MoverPtr BringInReinforcement (long vehicleID, long rosterIndex, long commanderID, Stuff::Vector3D pos, bool exists);
- void MultiPlayer::sendReinforcement (long vehicleID, long rosterIndex, char pilotName[16], long commanderID, Stuff::Vector3D pos, unsigned char stage) {
- }
- //-----------------------------------------------------------------------------
- void MultiPlayer::sendNewServer (void) {
- }
- //-----------------------------------------------------------------------------
- void MultiPlayer::sendLeaveSession (char subType, char commanderID) {
- }
- //-----------------------------------------------------------------------------
- void MultiPlayer::sendPlayerOrder (TacticalOrderPtr tacOrder,
- bool needsSelection,
- long numMovers,
- MoverPtr* moverList,
- long numGroups,
- MoverGroupPtr* groupList,
- bool queuedOrder) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::sendHoldPosition (void) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::sendPlayerMoverGroup (long groupId,
- long numMovers,
- MoverPtr* moverList,
- long point) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::sendPlayerArtillery (long strikeType, Stuff::Vector3D location, long seconds) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::sendMoverUpdate (void) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::sendTurretUpdate (void) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::sendMoverWeaponFireUpdate (void) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::sendTurretWeaponFireUpdate (void) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::sendMoverCriticalUpdate (void) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::sendWeaponHitUpdate (void) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::sendWorldUpdate (void) {
- }
- //---------------------------------------------------------------------------
- // MESSAGE HANDLERS
- //---------------------------------------------------------------------------
- void MultiPlayer::handleChat (NETPLAYER sender, MCMSG_Chat* msg) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::handleMissionSettingsUpdate (NETPLAYER sender, MCMSG_MissionSettingsUpdate* msg) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::handlePlayerCID (NETPLAYER sender, MCMSG_PlayerCID* msg) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::handlePlayerUpdate (NETPLAYER sender, MCMSG_PlayerUpdate* msg) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::handleMissionSetup (NETPLAYER sender, MCMSG_MissionSetup* msg) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::handlePlayerInfo (NETPLAYER sender, MCMSG_PlayerInfo* msg) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::handlePlayerCheckIn (NETPLAYER sender, MCMSG_PlayerCheckIn* msg) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::handlePlayerSetup (NETPLAYER sender, MCMSG_PlayerSetup* msg) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::handlePlayerInsignia (NETPLAYER sender, MCMSG_PlayerInsignia* msg) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::handleStartMission (NETPLAYER sender) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::handleEndMission (NETPLAYER sender, MCMSG_EndMission* msg) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::handleReinforcement (NETPLAYER sender, MCMSG_Reinforcement* msg) {
- }
- //-----------------------------------------------------------------------------
- void MultiPlayer::handleNewServer (NETPLAYER sender, MCMSG_NewServer* msg) {
- }
- //-----------------------------------------------------------------------------
- void MultiPlayer::handleLeaveSession (NETPLAYER sender, MCMSG_LeaveSession* msg) {
- }
- //-----------------------------------------------------------------------------
- void MultiPlayer::handleHoldPosition (NETPLAYER sender, MCMSG_HoldPosition* msg) {
- }
- //-----------------------------------------------------------------------------
- void MultiPlayer::handlePlayerOrder (NETPLAYER sender, MCMSG_PlayerOrder* msg) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::handlePlayerMoverGroup (NETPLAYER sender, MCMSG_PlayerMoverGroup* msg) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::handlePlayerArtillery (NETPLAYER sender, MCMSG_PlayerArtillery* msg) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::handleMoverUpdate (NETPLAYER sender, MCMSG_MoverUpdate* msg) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::handleTurretUpdate (NETPLAYER sender, MCMSG_TurretUpdate* msg) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::handleMoverWeaponFireUpdate (NETPLAYER sender, MCMSG_MoverWeaponFireUpdate* msg) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::handleTurretWeaponFireUpdate (NETPLAYER sender, MCMSG_TurretWeaponFireUpdate* msg) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::handleMoverCriticalUpdate (NETPLAYER sender, MCMSG_MoverCriticalUpdate* msg) {
- }
- //---------------------------------------------------------------------------
- extern bool FromMP;
- void MultiPlayer::handleWeaponHitUpdate (NETPLAYER sender, MCMSG_WeaponHitUpdate* msg) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::handleWorldUpdate (NETPLAYER sender, MCMSG_WorldUpdate* msg) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::handlePlayerLeftSession (NETPLAYER leftPlayer) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::handleTerminateSession (void) {
- }
- //---------------------------------------------------------------------------
- bool MultiPlayer::isServerMissing (void) {
- return(false);
- }
- //---------------------------------------------------------------------------
- bool MultiPlayer::processGameMessage (NETMESSAGE* msg) {
- return(true);
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::processMessages (void) {
- }
- //-----------------------------------------------------------------------------
- // Misc. routines
- //-----------------------------------------------------------------------------
- void MultiPlayer::buildMoverRosterRLE (void) {
- }
- //---------------------------------------------------------------------------
- long MultiPlayer::updateClients (bool forceIt) {
- return(MPLAYER_NO_ERR);
- }
- //---------------------------------------------------------------------------
- bool MultiPlayer::calcMissionStatus (void) {
- return(true);
- }
- //-----------------------------------------------------------------------------
- int __cdecl sortPlayerRanks (const void* player1, const void* player2) {
- return(0);
- }
- //-----------------------------------------------------------------------------
- void MultiPlayer::calcPlayerRanks (void) {
- }
- //-----------------------------------------------------------------------------
- bool MultiPlayer::allPlayersCheckedIn (void) {
- return(true);
- }
- //---------------------------------------------------------------------------
- bool MultiPlayer::allPlayersReady (void) {
- return(true);
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::switchServers (void) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::calcDropZones (char dropZonesCID[MAX_MC_PLAYERS], char hqs[MAX_TEAMS]) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::initStartupParameters (bool fresh) {
- }
- //---------------------------------------------------------------------------
- extern char* GetTime();
- extern char *SpecialtySkillsTable[NUM_SPECIALTY_SKILLS];
- long MultiPlayer::saveTranscript (const char* fileName, bool debugging) {
- return(MPLAYER_NO_ERR);
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::destroy (void) {
- }
- //---------------------------------------------------------------------------
- void MultiPlayer::getChatMessages( char** buffer, long* playerIDs, long& count )
- {
- }
- void MultiPlayer::redistributeRP( )
- {
- }
- //***************************************************************************
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