warzone2100/lib/netplay/netplay.h

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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/*
* Netplay.h
*
* Alex Lee sep97.
*/
#ifndef _netplay_h
#define _netplay_h
#include "nettypes.h"
// ////////////////////////////////////////////////////////////////////////
// Include this file in your game to add multiplayer facilities.
// Constants
#define MaxMsgSize 8000 // max size of a message in bytes.
#define StringSize 64 // size of strings used.
#define MaxGames 12 // max number of concurrently playable games to allow.
#define SESSION_JOINDISABLED 1
typedef struct { //Available game storage... JUST FOR REFERENCE!
int32_t dwSize;
int32_t dwFlags;
char host[16]; // host ip address
int32_t dwMaxPlayers;
int32_t dwCurrentPlayers;
int32_t dwUser1;
int32_t dwUser2;
int32_t dwUser3;
int32_t dwUser4;
} SESSIONDESC;
// Games Storage Structures
typedef struct {
char name[StringSize];
SESSIONDESC desc;
} GAMESTRUCT;
// ////////////////////////////////////////////////////////////////////////
// Message information. ie. the packets sent between machines.
#define NET_ALL_PLAYERS 255
typedef struct {
uint16_t size; // used size of body
uint8_t type; // type of packet
uint8_t destination; // player to send to, or NET_ALL_PLAYERS
uint8_t source; // player it is sent from
char body[MaxMsgSize];
BOOL status; // If the packet compiled or not (this is _not_ sent!)
} NETMSG;
#define FILEMSG 254 // a file packet
// ////////////////////////////////////////////////////////////////////////
// Player information. Update using NETplayerinfo
typedef struct {
uint32_t dpid;
char name[StringSize];
// These are actually boolean values so uint8_t would suffice just as well.
// The problem is however that these where previously declared as BOOL,
// which is typedef'd as int, which on most platforms is equal to uint32_t.
uint32_t bHost;
} PLAYER;
// ////////////////////////////////////////////////////////////////////////
// all the luvly Netplay info....
typedef struct {
GAMESTRUCT games[MaxGames]; // the collection of games
PLAYER players[MAX_PLAYERS]; // the array of players.
uint32_t playercount; // number of players in game.
uint32_t dpidPlayer; // ID of player created
// booleans
uint32_t bComms; // actually do the comms?
uint32_t bHost; // TRUE if we are hosting the session
} NETPLAY;
// ////////////////////////////////////////////////////////////////////////
// variables
extern NETPLAY NetPlay;
extern NETMSG NetMsg;
// ////////////////////////////////////////////////////////////////////////
// functions available to you.
extern BOOL NETinit(BOOL bFirstCall); //init(guid can be NULL)
extern BOOL NETsend(NETMSG *msg, UDWORD player, BOOL guarantee);// send to player, possibly guaranteed
extern BOOL NETbcast(NETMSG *msg,BOOL guarantee); // broadcast to everyone, possibly guaranteed
extern BOOL NETrecv(NETMSG *msg); // recv a message if possible
extern UBYTE NETsendFile(BOOL newFile, char *fileName, UDWORD player); // send file chunk.
extern UBYTE NETrecvFile(void); // recv file chunk
extern BOOL NETclose (void); // close current game
extern BOOL NETshutdown(void); // leave the game in play.
extern UDWORD NETgetBytesSent(void); // return bytes sent/recv. call regularly for good results
extern UDWORD NETgetPacketsSent(void); // return packets sent/recv. call regularly for good results
extern UDWORD NETgetBytesRecvd(void); // return bytes sent/recv. call regularly for good results
extern UDWORD NETgetPacketsRecvd(void); // return packets sent/recv. call regularly for good results
extern UDWORD NETgetRecentBytesSent(void); // more immediate functions.
extern UDWORD NETgetRecentPacketsSent(void);
extern UDWORD NETgetRecentBytesRecvd(void);
// from netjoin.c
extern SDWORD NETgetGameFlags(UDWORD flag); // return one of the four flags(dword) about the game.
extern SDWORD NETgetGameFlagsUnjoined(UDWORD gameid, UDWORD flag); // return one of the four flags(dword) about the game.
extern BOOL NETsetGameFlags(UDWORD flag, SDWORD value); // set game flag(1-4) to value.
extern BOOL NEThaltJoining(void); // stop new players joining this game
extern BOOL NETfindGame(void); // find games being played(uses GAME_GUID);
extern BOOL NETjoinGame(UDWORD gameNumber, const char* playername); // join game given with playername
extern BOOL NEThostGame(const char* SessionName, const char* PlayerName,// host a game
SDWORD one, SDWORD two, SDWORD three, SDWORD four, UDWORD plyrs);
//from netusers.c
extern UDWORD NETplayerInfo(void); // count players in this game.
extern BOOL NETchangePlayerName(UDWORD dpid, char *newName);// change a players name.
extern void NETsetPacketDir(PACKETDIR dir);
extern PACKETDIR NETgetPacketDir(void);
#include "netlog.h"
extern void NETsetMasterserverName(const char* hostname);
extern void NETsetMasterserverPort(unsigned int port);
extern void NETsetGameserverPort(unsigned int port);
extern BOOL NETsetupTCPIP(const char *machine);
#endif