multplyr.cpp 29 KB

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  1. //***************************************************************************
  2. //
  3. // multplyr.cpp - This file contains the MultiPlayer Class
  4. //
  5. //---------------------------------------------------------------------------//
  6. // Copyright (C) Microsoft Corporation. All rights reserved. //
  7. //===========================================================================//
  8. #ifndef MCLIB_H
  9. #include "mclib.h"
  10. #endif
  11. #include "crtdbg.h"
  12. #ifndef MULTPLYR_H
  13. #include "multplyr.h"
  14. #endif
  15. #ifndef TEAM_H
  16. #include "team.h"
  17. #endif
  18. #ifndef MOVER_H
  19. #include "mover.h"
  20. #endif
  21. #ifndef TURRET_H
  22. #include "turret.h"
  23. #endif
  24. #ifndef MISSION_H
  25. #include "mission.h"
  26. #endif
  27. #ifndef MECH_H
  28. #include "mech.h"
  29. #endif
  30. #ifndef GAMEOBJ_H
  31. #include "gameobj.h"
  32. #endif
  33. #ifndef OBJMGR_H
  34. #include "objmgr.h"
  35. #endif
  36. #ifndef LOGISTICSDATA_H
  37. #include "LogisticsData.h"
  38. #endif
  39. #ifndef BLDNG_H
  40. #include "bldng.h"
  41. #endif
  42. #ifndef TERROBJ_H
  43. #include "terrobj.h"
  44. #endif
  45. #ifndef MOVE_H
  46. #include "move.h"
  47. #endif
  48. #ifndef GROUP_H
  49. #include "group.h"
  50. #endif
  51. #ifndef COMNDR_H
  52. #include "comndr.h"
  53. #endif
  54. #ifndef CARNAGE_H
  55. #include "carnage.h"
  56. #endif
  57. #ifndef ARTLRY_H
  58. #include "artlry.h"
  59. #endif
  60. #ifndef CONTROLGUI_H
  61. #include "controlGui.h"
  62. #endif
  63. #ifndef LOGISTICS_H
  64. #include "logistics.h"
  65. #endif
  66. #include "MissionBegin.h"
  67. #ifndef PREFS_H
  68. #include "Prefs.h"
  69. #endif
  70. #ifndef MISSIONGUI_H
  71. #include "missiongui.h"
  72. #endif
  73. #ifndef GAMELOG_H
  74. #include "gamelog.h"
  75. #endif
  76. #include "dplay8.h"
  77. #include "MPParameterScreen.h"
  78. //#ifndef VERSION_H
  79. //#include "version.h"
  80. //#endif
  81. #include "..\resource.h"
  82. #ifdef USE_MISSION_RESULTS_SCREEN
  83. extern bool EventsToMissionResultsScreen;
  84. #else
  85. bool EventsToMissionResultsScreen = false;
  86. #endif
  87. #ifdef USE_LOGISTICS
  88. extern bool whackTimer;
  89. void CancelBool(long value);
  90. #endif
  91. #ifndef MPPREFS_H
  92. #include "mpprefs.h"
  93. #endif
  94. #ifdef USE_STRING_RESOURCES
  95. extern HINSTANCE thisInstance;
  96. long cLoadString (HINSTANCE hInstance, UINT uID, LPTSTR lpBuffer, int nBufferMax );
  97. #endif
  98. #include "gamesound.h"
  99. #define MAX_MSG_SIZE 10240
  100. extern CPrefs prefs;
  101. extern bool quitGame;
  102. extern float loadProgress;
  103. extern bool aborted;
  104. //***************************************************************************
  105. DWORD ServerPlayerNum = 1; //commanderId (or checkInId) of server
  106. bool MultiPlayer::launchedFromLobby = false;
  107. bool MultiPlayer::registerZone = false;
  108. long MultiPlayer::presetDropZones[MAX_MC_PLAYERS] = {-1, -1, -1, -1, -1, -1, -1, -1};
  109. long MultiPlayer::colors[MAX_COLORS] = {0};
  110. float ResourceBuildingRefreshRate = 60.0f;
  111. // {35DC7890-C5EF-4171-B0CF-4D5C7AE7C2D7}
  112. static const GUID MC2GUID = { 0x35dc7890, 0xc5ef, 0x4171, { 0xb0, 0xcf, 0x4d, 0x5c, 0x7a, 0xe7, 0xc2, 0xd7 } };
  113. // {1F8251BB-1436-44b3-A5B0-0FCF6858C176}
  114. static const GUID MC2DEMOGUID = { 0x1f8251bb, 0x1436, 0x44b3, { 0xa5, 0xb0, 0xf, 0xcf, 0x68, 0x58, 0xc1, 0x76 } };
  115. void* MC2NetLib = NULL;
  116. bool OnLAN = false;
  117. NETMESSAGE ReceiveMsg;
  118. //------------
  119. // EXTERN vars
  120. extern GameLog* CombatLog;
  121. extern GameLog* NetLog;
  122. extern bool LaunchedFromLobby;
  123. extern UserHeapPtr systemHeap;
  124. #ifdef _DEBUG
  125. //extern DebugFileStream Debug;
  126. #endif
  127. extern char* startupPakFile;
  128. // ConnectUsingDialog is a function defined in dpdialog.cpp.
  129. // It allows the user to choose the type of connection.
  130. //extern HRESULT ConnectUsingDialog(HINSTANCE );
  131. extern void SortMoverList (long numMovers, MoverPtr* moverList, Stuff::Vector3D dest);
  132. extern void killTheGame(void);
  133. #ifndef TERRAINEDIT
  134. extern DebuggerPtr debugger;
  135. #endif
  136. //------------
  137. // GLOBAL vars
  138. MultiPlayer* MPlayer = NULL;
  139. //extern long NumMissionScriptMessages;
  140. ///extern Scenario* scenario;
  141. ///extern Logistics* globalLogPtr;
  142. void DEBUGWINS_print (char* s, long window = 0);
  143. //***************************************************************************
  144. // MISC functions
  145. //***************************************************************************
  146. bool StartupNetworking (void) {
  147. return false;
  148. }
  149. //-----------------------------------------------------------------------------
  150. void ResetNetworking (void) {
  151. }
  152. //-----------------------------------------------------------------------------
  153. void ShutdownNetworking (void) {
  154. }
  155. //***************************************************************************
  156. // WORLD CHUNK class
  157. //***************************************************************************
  158. void* WorldChunk::operator new (size_t ourSize) {
  159. void* result = systemHeap->Malloc(ourSize);
  160. return(result);
  161. }
  162. //---------------------------------------------------------------------------
  163. void WorldChunk::operator delete (void* us) {
  164. systemHeap->Free(us);
  165. }
  166. //---------------------------------------------------------------------------
  167. void WorldChunk::buildMine (long worldCellR,
  168. long worldCellC,
  169. long teamId,
  170. long mineState,
  171. long explosionType) {
  172. }
  173. //---------------------------------------------------------------------------
  174. void WorldChunk::buildTerrainFire (GameObjectPtr object,
  175. long seconds) {
  176. }
  177. //---------------------------------------------------------------------------
  178. void WorldChunk::buildArtillery (long commanderId,
  179. long artilleryType,
  180. Stuff::Vector3D location,
  181. long seconds) {
  182. }
  183. //---------------------------------------------------------------------------
  184. void WorldChunk::buildMissionScriptMessage (long messageCode,
  185. long messageParam) {
  186. }
  187. //---------------------------------------------------------------------------
  188. void WorldChunk::buildPilotKillStat (
  189. long moverIndex,
  190. long vehicleClass) {
  191. }
  192. //--------------------------------------------------------------------------
  193. void WorldChunk::buildScore (long commanderID, long score) {
  194. }
  195. //--------------------------------------------------------------------------
  196. void WorldChunk::buildKillLoss (long killerCID, long loserCID) {
  197. }
  198. //--------------------------------------------------------------------------
  199. void WorldChunk::buildCaptureBuilding (BuildingPtr building, long newCommanderID) {
  200. }
  201. //---------------------------------------------------------------------------
  202. void WorldChunk::buildEndMission (void) {
  203. }
  204. //--------------------------------------------------------------------------
  205. void WorldChunk::pack (void) {
  206. }
  207. //---------------------------------------------------------------------------
  208. void WorldChunk::unpack (void) {
  209. }
  210. //---------------------------------------------------------------------------
  211. bool WorldChunk::equalTo (WorldChunkPtr chunk) {
  212. return false;
  213. }
  214. //***************************************************************************
  215. // MECHCOMMANDER MESSAGE handlers
  216. //***************************************************************************
  217. //***************************************************************************
  218. // MULTIPLAYER class
  219. //***************************************************************************
  220. void* MultiPlayer::operator new (size_t ourSize) {
  221. void* result = systemHeap->Malloc(ourSize);
  222. return(result);
  223. }
  224. //---------------------------------------------------------------------------
  225. void MultiPlayer::operator delete (void* us) {
  226. systemHeap->Free(us);
  227. }
  228. //---------------------------------------------------------------------------
  229. void MultiPlayer::init (void) {
  230. }
  231. //---------------------------------------------------------------------------
  232. long MultiPlayer:: setup (void) {
  233. return(MPLAYER_NO_ERR);
  234. }
  235. //---------------------------------------------------------------------------
  236. void MultiPlayer::initUpdateFrequencies() {
  237. }
  238. //---------------------------------------------------------------------------
  239. long MultiPlayer::update (void) {
  240. return(MPLAYER_NO_ERR);
  241. }
  242. //---------------------------------------------------------------------------
  243. long MultiPlayer::beginSessionScan (char* ipAddress, bool persistent) {
  244. return(MPLAYER_NO_ERR);
  245. }
  246. //---------------------------------------------------------------------------
  247. long MultiPlayer::endSessionScan (void) {
  248. return(MPLAYER_NO_ERR);
  249. }
  250. //---------------------------------------------------------------------------
  251. MC2Session* MultiPlayer::getSessions (long& sessionCount) {
  252. return(NULL);
  253. }
  254. //---------------------------------------------------------------------------
  255. bool MultiPlayer::hostSession (char* sessionName, char* playerName, long mxPlayers) {
  256. return(true);
  257. }
  258. //---------------------------------------------------------------------------
  259. void MultiPlayer::updateSessionData (MC2SessionData* sessionData) {
  260. }
  261. //---------------------------------------------------------------------------
  262. void MultiPlayer::setLocked (bool set) {
  263. }
  264. //---------------------------------------------------------------------------
  265. void MultiPlayer::setInProgress (bool set) {
  266. }
  267. //---------------------------------------------------------------------------
  268. void MultiPlayer::setCancelled (bool set) {
  269. }
  270. //---------------------------------------------------------------------------
  271. void MultiPlayer::addTeamScore (long teamID, long score) {
  272. }
  273. //---------------------------------------------------------------------------
  274. long MultiPlayer::joinSession (MC2Session* session, char* playerName) {
  275. return(MPLAYER_ERR_SESSION_NOT_FOUND);
  276. }
  277. //-----------------------------------------------------------------------------
  278. long MultiPlayer::closeSession (void) {
  279. return 0;
  280. }
  281. //-----------------------------------------------------------------------------
  282. void MultiPlayer::leaveSession (void) {
  283. }
  284. //-----------------------------------------------------------------------------
  285. long MultiPlayer::bootPlayer (NETPLAYER bootedPlayer) {
  286. return(MPLAYER_NO_ERR);
  287. }
  288. //-----------------------------------------------------------------------------
  289. bool MultiPlayer::waitTillStartLoading (void) {
  290. return(false);
  291. }
  292. //-----------------------------------------------------------------------------
  293. bool MultiPlayer::waitTillMechDataReceived (void) {
  294. return(false);
  295. }
  296. //-----------------------------------------------------------------------------
  297. bool MultiPlayer::waitTillMissionLoaded (void) {
  298. return(false);
  299. }
  300. //-----------------------------------------------------------------------------
  301. bool MultiPlayer::waitTillMissionSetup (void) {
  302. return(false);
  303. }
  304. //-----------------------------------------------------------------------------
  305. bool MultiPlayer::waitForSessionEntry (void) {
  306. sessionEntry = -1;
  307. return(sessionEntry == 1);
  308. }
  309. //-----------------------------------------------------------------------------
  310. bool MultiPlayer::playersReadyToLoad (void) {
  311. return(true);
  312. }
  313. //-----------------------------------------------------------------------------
  314. bool MultiPlayer::launchBrowser (const char* link) {
  315. return(false);
  316. }
  317. //-----------------------------------------------------------------------------
  318. void MultiPlayer::initParametersScreen (void) {
  319. }
  320. //-----------------------------------------------------------------------------
  321. void MultiPlayer::setDefaultPlayerInfo (void) {
  322. }
  323. //-----------------------------------------------------------------------------
  324. long MultiPlayer::setClosestColor (long colorIndex, long commanderID) {
  325. long curIndex = colorIndex;
  326. return(curIndex);
  327. }
  328. //-----------------------------------------------------------------------------
  329. long MultiPlayer::setNextFreeColor (long commanderID) {
  330. long i = 0;
  331. return(i);
  332. }
  333. //-----------------------------------------------------------------------------
  334. void MultiPlayer::setPlayerBaseColor (long commanderID, long colorIndex) {
  335. }
  336. //-----------------------------------------------------------------------------
  337. void MultiPlayer::setPlayerTeam (long commanderID, long teamID) {
  338. }
  339. //-----------------------------------------------------------------------------
  340. void MultiPlayer::setColor (long colorIndex, long commanderID) {
  341. }
  342. //-----------------------------------------------------------------------------
  343. MC2Player GetPlayersList[MAX_MC_PLAYERS];
  344. const MC2Player* MultiPlayer::getPlayers (long& playerCount) {
  345. return(NULL);
  346. }
  347. //-----------------------------------------------------------------------------
  348. void MultiPlayer::logMessage (NETMESSAGE* message, bool sent) {
  349. }
  350. //-----------------------------------------------------------------------------
  351. void MultiPlayer::sendMessage (NETPLAYER player,
  352. void* data,
  353. int dataSize,
  354. bool guaranteed,
  355. bool toSelf) {
  356. }
  357. //-----------------------------------------------------------------------------
  358. bool MultiPlayer::hostGame (char* sessionName, char* playerName, long nPlayers) {
  359. return(true);
  360. }
  361. //---------------------------------------------------------------------------
  362. long MultiPlayer::joinGame (char* ipAddress, char* sessionName, char* playerName) {
  363. return(MPLAYER_NO_ERR);
  364. }
  365. //-----------------------------------------------------------------------------
  366. void MultiPlayer::addToLocalMovers (MoverPtr mover) {
  367. }
  368. //---------------------------------------------------------------------------
  369. void MultiPlayer::removeFromLocalMovers (MoverPtr mover) {
  370. }
  371. //---------------------------------------------------------------------------
  372. void MultiPlayer::addToMoverRoster (MoverPtr mover) {
  373. for (long i = 0; i < MAX_MULTIPLAYER_MOVERS; i++)
  374. if (!moverRoster[i]) {
  375. moverRoster[i] = mover;
  376. mover->setNetRosterIndex(i);
  377. return;
  378. }
  379. STOP(("MultiPlayer.addToMoverRoster: too many movers"));
  380. }
  381. //---------------------------------------------------------------------------
  382. void MultiPlayer::removeFromMoverRoster (MoverPtr mover) {
  383. }
  384. //---------------------------------------------------------------------------
  385. void MultiPlayer::addToPlayerMoverRoster (long playerCommanderID, MoverPtr mover) {
  386. }
  387. //---------------------------------------------------------------------------
  388. void MultiPlayer::removeFromPlayerMoverRoster (MoverPtr mover) {
  389. }
  390. //---------------------------------------------------------------------------
  391. void MultiPlayer::addToTurretRoster (TurretPtr turret) {
  392. }
  393. //---------------------------------------------------------------------------
  394. void MultiPlayer::initSpecialBuildings (char commandersToLoad[8][3]) {
  395. }
  396. //***************************************************************************
  397. // WORLD CHUNK maintenance functions
  398. //***************************************************************************
  399. long MultiPlayer::addWorldChunk (WorldChunkPtr chunk) {
  400. return(0);
  401. }
  402. //---------------------------------------------------------------------------
  403. long MultiPlayer::addMissionScriptMessageChunk (long code, long param) {
  404. return(0);
  405. }
  406. //---------------------------------------------------------------------------
  407. long MultiPlayer::addArtilleryChunk (long commanderId, long artilleryType, Stuff::Vector3D location, long seconds)
  408. {
  409. return(0);
  410. }
  411. //---------------------------------------------------------------------------
  412. long MultiPlayer::addMineChunk (long tileR, long tileC, long teamId, long mineState, long explosionType) {
  413. return(0);
  414. }
  415. //---------------------------------------------------------------------------
  416. long MultiPlayer::addLightOnFireChunk (GameObjectPtr object, long seconds) {
  417. return(0);
  418. }
  419. //---------------------------------------------------------------------------
  420. long MultiPlayer::addPilotKillStat (MoverPtr mover, long vehicleClass) {
  421. return(0);
  422. }
  423. //---------------------------------------------------------------------------
  424. long MultiPlayer::addScoreChunk (long commanderID, long score) {
  425. return(0);
  426. }
  427. //---------------------------------------------------------------------------
  428. long MultiPlayer::addKillLossChunk (long killerCID, long loserCID) {
  429. return(0);
  430. }
  431. //---------------------------------------------------------------------------
  432. long MultiPlayer::addEndMissionChunk (void) {
  433. return(0);
  434. }
  435. //---------------------------------------------------------------------------
  436. long MultiPlayer::addCaptureBuildingChunk (BuildingPtr building, long prevCommanderID, long newCommanderID) {
  437. return(0);
  438. }
  439. //---------------------------------------------------------------------------
  440. long MultiPlayer::grabWorldChunks (unsigned long* packedChunkBuffer) {
  441. return(0);
  442. }
  443. //---------------------------------------------------------------------------
  444. // WEAPON HIT CHUNK maintenance functions
  445. //---------------------------------------------------------------------------
  446. long MultiPlayer::addWeaponHitChunk (WeaponHitChunkPtr chunk) {
  447. return(0);
  448. }
  449. //---------------------------------------------------------------------------
  450. long MultiPlayer::addWeaponHitChunk (GameObjectPtr target, WeaponShotInfoPtr shotInfo, bool isRefit) {
  451. return(0);
  452. }
  453. //---------------------------------------------------------------------------
  454. void MultiPlayer::grabWeaponHitChunks (unsigned long* packedChunkBuffer, long numChunks) {
  455. }
  456. //---------------------------------------------------------------------------
  457. // MESSAGE SENDERS
  458. //---------------------------------------------------------------------------
  459. void MultiPlayer::sendPlayerInfo (NETPLAYER receiver) {
  460. }
  461. //---------------------------------------------------------------------------
  462. void MultiPlayer::sendPlayerCID (NETPLAYER receiver, unsigned char subType, char CID) {
  463. }
  464. //---------------------------------------------------------------------------
  465. void MultiPlayer::sendPlayerUpdate (NETPLAYER receiver, long stage, long newCommanderID) {
  466. }
  467. //---------------------------------------------------------------------------
  468. void MultiPlayer::sendMissionSettingsUpdate (NETPLAYER receiver) {
  469. }
  470. //---------------------------------------------------------------------------
  471. void MultiPlayer::sendChat (NETPLAYER receiver, char team, char* chatMessage) {
  472. }
  473. void MultiPlayer::sendPlayerActionChat(NETPLAYER receiver, const char* playerName, unsigned long resID )
  474. {
  475. }
  476. //---------------------------------------------------------------------------
  477. void MultiPlayer::sendPlayerCheckIn (void) {
  478. }
  479. //---------------------------------------------------------------------------
  480. void MultiPlayer::sendPlayerSetup (void) {
  481. }
  482. //---------------------------------------------------------------------------
  483. void MultiPlayer::sendPlayerInsignia (char* insigniaFileName, unsigned char* insigniaData, long dataSize) {
  484. }
  485. //---------------------------------------------------------------------------
  486. void MultiPlayer::sendMissionSetup (NETPLAYER receiver, long subType, CompressedMech* mechData) {
  487. }
  488. //---------------------------------------------------------------------------
  489. void MultiPlayer::setServer (NETPLAYER player, char playerIPAddress[16]) {
  490. }
  491. //---------------------------------------------------------------------------
  492. void MultiPlayer::sendStartMission (void) {
  493. }
  494. //---------------------------------------------------------------------------
  495. void MultiPlayer::sendEndMission (long result) {
  496. }
  497. //---------------------------------------------------------------------------
  498. extern MoverPtr BringInReinforcement (long vehicleID, long rosterIndex, long commanderID, Stuff::Vector3D pos, bool exists);
  499. void MultiPlayer::sendReinforcement (long vehicleID, long rosterIndex, char pilotName[16], long commanderID, Stuff::Vector3D pos, unsigned char stage) {
  500. }
  501. //-----------------------------------------------------------------------------
  502. void MultiPlayer::sendNewServer (void) {
  503. }
  504. //-----------------------------------------------------------------------------
  505. void MultiPlayer::sendLeaveSession (char subType, char commanderID) {
  506. }
  507. //-----------------------------------------------------------------------------
  508. void MultiPlayer::sendPlayerOrder (TacticalOrderPtr tacOrder,
  509. bool needsSelection,
  510. long numMovers,
  511. MoverPtr* moverList,
  512. long numGroups,
  513. MoverGroupPtr* groupList,
  514. bool queuedOrder) {
  515. }
  516. //---------------------------------------------------------------------------
  517. void MultiPlayer::sendHoldPosition (void) {
  518. }
  519. //---------------------------------------------------------------------------
  520. void MultiPlayer::sendPlayerMoverGroup (long groupId,
  521. long numMovers,
  522. MoverPtr* moverList,
  523. long point) {
  524. }
  525. //---------------------------------------------------------------------------
  526. void MultiPlayer::sendPlayerArtillery (long strikeType, Stuff::Vector3D location, long seconds) {
  527. }
  528. //---------------------------------------------------------------------------
  529. void MultiPlayer::sendMoverUpdate (void) {
  530. }
  531. //---------------------------------------------------------------------------
  532. void MultiPlayer::sendTurretUpdate (void) {
  533. }
  534. //---------------------------------------------------------------------------
  535. void MultiPlayer::sendMoverWeaponFireUpdate (void) {
  536. }
  537. //---------------------------------------------------------------------------
  538. void MultiPlayer::sendTurretWeaponFireUpdate (void) {
  539. }
  540. //---------------------------------------------------------------------------
  541. void MultiPlayer::sendMoverCriticalUpdate (void) {
  542. }
  543. //---------------------------------------------------------------------------
  544. void MultiPlayer::sendWeaponHitUpdate (void) {
  545. }
  546. //---------------------------------------------------------------------------
  547. void MultiPlayer::sendWorldUpdate (void) {
  548. }
  549. //---------------------------------------------------------------------------
  550. // MESSAGE HANDLERS
  551. //---------------------------------------------------------------------------
  552. void MultiPlayer::handleChat (NETPLAYER sender, MCMSG_Chat* msg) {
  553. }
  554. //---------------------------------------------------------------------------
  555. void MultiPlayer::handleMissionSettingsUpdate (NETPLAYER sender, MCMSG_MissionSettingsUpdate* msg) {
  556. }
  557. //---------------------------------------------------------------------------
  558. void MultiPlayer::handlePlayerCID (NETPLAYER sender, MCMSG_PlayerCID* msg) {
  559. }
  560. //---------------------------------------------------------------------------
  561. void MultiPlayer::handlePlayerUpdate (NETPLAYER sender, MCMSG_PlayerUpdate* msg) {
  562. }
  563. //---------------------------------------------------------------------------
  564. void MultiPlayer::handleMissionSetup (NETPLAYER sender, MCMSG_MissionSetup* msg) {
  565. }
  566. //---------------------------------------------------------------------------
  567. void MultiPlayer::handlePlayerInfo (NETPLAYER sender, MCMSG_PlayerInfo* msg) {
  568. }
  569. //---------------------------------------------------------------------------
  570. void MultiPlayer::handlePlayerCheckIn (NETPLAYER sender, MCMSG_PlayerCheckIn* msg) {
  571. }
  572. //---------------------------------------------------------------------------
  573. void MultiPlayer::handlePlayerSetup (NETPLAYER sender, MCMSG_PlayerSetup* msg) {
  574. }
  575. //---------------------------------------------------------------------------
  576. void MultiPlayer::handlePlayerInsignia (NETPLAYER sender, MCMSG_PlayerInsignia* msg) {
  577. }
  578. //---------------------------------------------------------------------------
  579. void MultiPlayer::handleStartMission (NETPLAYER sender) {
  580. }
  581. //---------------------------------------------------------------------------
  582. void MultiPlayer::handleEndMission (NETPLAYER sender, MCMSG_EndMission* msg) {
  583. }
  584. //---------------------------------------------------------------------------
  585. void MultiPlayer::handleReinforcement (NETPLAYER sender, MCMSG_Reinforcement* msg) {
  586. }
  587. //-----------------------------------------------------------------------------
  588. void MultiPlayer::handleNewServer (NETPLAYER sender, MCMSG_NewServer* msg) {
  589. }
  590. //-----------------------------------------------------------------------------
  591. void MultiPlayer::handleLeaveSession (NETPLAYER sender, MCMSG_LeaveSession* msg) {
  592. }
  593. //-----------------------------------------------------------------------------
  594. void MultiPlayer::handleHoldPosition (NETPLAYER sender, MCMSG_HoldPosition* msg) {
  595. }
  596. //-----------------------------------------------------------------------------
  597. void MultiPlayer::handlePlayerOrder (NETPLAYER sender, MCMSG_PlayerOrder* msg) {
  598. }
  599. //---------------------------------------------------------------------------
  600. void MultiPlayer::handlePlayerMoverGroup (NETPLAYER sender, MCMSG_PlayerMoverGroup* msg) {
  601. }
  602. //---------------------------------------------------------------------------
  603. void MultiPlayer::handlePlayerArtillery (NETPLAYER sender, MCMSG_PlayerArtillery* msg) {
  604. }
  605. //---------------------------------------------------------------------------
  606. void MultiPlayer::handleMoverUpdate (NETPLAYER sender, MCMSG_MoverUpdate* msg) {
  607. }
  608. //---------------------------------------------------------------------------
  609. void MultiPlayer::handleTurretUpdate (NETPLAYER sender, MCMSG_TurretUpdate* msg) {
  610. }
  611. //---------------------------------------------------------------------------
  612. void MultiPlayer::handleMoverWeaponFireUpdate (NETPLAYER sender, MCMSG_MoverWeaponFireUpdate* msg) {
  613. }
  614. //---------------------------------------------------------------------------
  615. void MultiPlayer::handleTurretWeaponFireUpdate (NETPLAYER sender, MCMSG_TurretWeaponFireUpdate* msg) {
  616. }
  617. //---------------------------------------------------------------------------
  618. void MultiPlayer::handleMoverCriticalUpdate (NETPLAYER sender, MCMSG_MoverCriticalUpdate* msg) {
  619. }
  620. //---------------------------------------------------------------------------
  621. extern bool FromMP;
  622. void MultiPlayer::handleWeaponHitUpdate (NETPLAYER sender, MCMSG_WeaponHitUpdate* msg) {
  623. }
  624. //---------------------------------------------------------------------------
  625. void MultiPlayer::handleWorldUpdate (NETPLAYER sender, MCMSG_WorldUpdate* msg) {
  626. }
  627. //---------------------------------------------------------------------------
  628. void MultiPlayer::handlePlayerLeftSession (NETPLAYER leftPlayer) {
  629. }
  630. //---------------------------------------------------------------------------
  631. void MultiPlayer::handleTerminateSession (void) {
  632. }
  633. //---------------------------------------------------------------------------
  634. bool MultiPlayer::isServerMissing (void) {
  635. return(false);
  636. }
  637. //---------------------------------------------------------------------------
  638. bool MultiPlayer::processGameMessage (NETMESSAGE* msg) {
  639. return(true);
  640. }
  641. //---------------------------------------------------------------------------
  642. void MultiPlayer::processMessages (void) {
  643. }
  644. //-----------------------------------------------------------------------------
  645. // Misc. routines
  646. //-----------------------------------------------------------------------------
  647. void MultiPlayer::buildMoverRosterRLE (void) {
  648. }
  649. //---------------------------------------------------------------------------
  650. long MultiPlayer::updateClients (bool forceIt) {
  651. return(MPLAYER_NO_ERR);
  652. }
  653. //---------------------------------------------------------------------------
  654. bool MultiPlayer::calcMissionStatus (void) {
  655. return(true);
  656. }
  657. //-----------------------------------------------------------------------------
  658. int __cdecl sortPlayerRanks (const void* player1, const void* player2) {
  659. return(0);
  660. }
  661. //-----------------------------------------------------------------------------
  662. void MultiPlayer::calcPlayerRanks (void) {
  663. }
  664. //-----------------------------------------------------------------------------
  665. bool MultiPlayer::allPlayersCheckedIn (void) {
  666. return(true);
  667. }
  668. //---------------------------------------------------------------------------
  669. bool MultiPlayer::allPlayersReady (void) {
  670. return(true);
  671. }
  672. //---------------------------------------------------------------------------
  673. void MultiPlayer::switchServers (void) {
  674. }
  675. //---------------------------------------------------------------------------
  676. void MultiPlayer::calcDropZones (char dropZonesCID[MAX_MC_PLAYERS], char hqs[MAX_TEAMS]) {
  677. }
  678. //---------------------------------------------------------------------------
  679. void MultiPlayer::initStartupParameters (bool fresh) {
  680. }
  681. //---------------------------------------------------------------------------
  682. extern char* GetTime();
  683. extern char *SpecialtySkillsTable[NUM_SPECIALTY_SKILLS];
  684. long MultiPlayer::saveTranscript (const char* fileName, bool debugging) {
  685. return(MPLAYER_NO_ERR);
  686. }
  687. //---------------------------------------------------------------------------
  688. void MultiPlayer::destroy (void) {
  689. }
  690. //---------------------------------------------------------------------------
  691. void MultiPlayer::getChatMessages( char** buffer, long* playerIDs, long& count )
  692. {
  693. }
  694. void MultiPlayer::redistributeRP( )
  695. {
  696. }
  697. //***************************************************************************