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"
typedef enum
{
NET_DROID, //0 a new droid
NET_DROIDINFO, //1 update a droid order.
NET_DROIDDEST, //2 issue a droid destruction
NET_DROIDMOVE, //3 move a droid, don't change anything else though..
NET_GROUPORDER, //4 order a group of droids.
NET_TEMPLATE, //5 a new template
NET_TEMPLATEDEST, //6 remove template
NET_FEATUREDEST, //7 destroy a game feature.
NET_PING, //8 ping players.
NET_CHECK_DROID, //9 check & update bot position and damage.
NET_CHECK_STRUCT, //10 check & update struct damage.
NET_CHECK_POWER, //11 power levels for a player.
NET_PLAYER_STATS, //12 player stats: HACK-NOTE: lib/netplay/netplay.c depends on this being 12
NET_BUILD, //13 build a new structure
NET_STRUCTDEST, //14 specify a strucutre to destroy
NET_BUILDFINISHED, //15 a building is complete.
NET_RESEARCH, //16 Research has been completed.
NET_TEXTMSG, //17 A simple text message between machines.
NET_LEAVING, //18 A player is leaving, (nicely)
NET_UNUSED_19,
NET_PLAYERCOMPLETE, //20 All Setup information about player x has been sent
NET_UNUSED_21,
NET_STRUCT, //22 a complete structure
NET_UNUSED_23,
NET_FEATURES, //24 information regarding features.
NET_PLAYERRESPONDING, //25 computer that sent this is now playing warzone!
NET_OPTIONS, //26 welcome a player to a game.
NET_KICK, //27 kick a player .
NET_SECONDARY, //28 set a droids secondary order
NET_FIREUP, //29 campaign game has started, we can go too.. Shortcut message, not to be used in dmatch.
NET_ALLIANCE, //30 alliance data.
NET_GIFT, //31 a luvly gift between players.
NET_DEMOLISH, //32 a demolish is complete.
NET_COLOURREQUEST, //33 player requests a colour change.
NET_ARTIFACTS, //34 artifacts randomly placed.
NET_DMATCHWIN, //35 winner of a deathmatch. NOTUSED
NET_SCORESUBMIT, //36 submission of scores to host.
NET_DESTROYXTRA, //37 destroy droid with destroyer intact.
NET_VTOL, //38 vtol rearmed
NET_UNUSED_39,
NET_WHITEBOARD, //40 whiteboard.
NET_SECONDARY_ALL, //41 complete secondary order.
NET_DROIDEMBARK, //42 droid embarked on a Transporter
NET_DROIDDISEMBARK, //43 droid disembarked from a Transporter
NET_RESEARCHSTATUS, //44 research state.
NET_LASSAT, //45 lassat firing.
NET_REQUESTMAP, //46 dont have map, please send it.
NET_AITEXTMSG, //47 chat between AIs
NET_TEAMS_ON, //48 locked teams mode
NET_BEACONMSG, //49 place beacon
NET_SET_TEAMS, //50 set locked teams
NET_TEAMREQUEST, //51 request team membership
NET_JOIN, //52 join a game
NET_ACCEPTED, //53 accepted into game
NET_PLAYER_INFO, //54 basic player info
NET_PLAYER_JOINED, //55 notice about player joining
NET_PLAYER_LEFT, //56 notice about player leaving
NET_GAME_FLAGS, //57 game flags
NET_READY_REQUEST, //58 player ready to start an mp game
NUM_GAME_PACKETS
} MESSAGE_TYPES;
// 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;
/**
* @NOTE when changing this structure, NETsendGAMESTRUCT, NETrecvGAMESTRUCT and
* the lobby server should be changed accordingly.
*/
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;
/// This is the hardcoded dpid (player ID) value for the hosting player.
#define HOST_DPID 1
// ////////////////////////////////////////////////////////////////////////
// variables
extern NETPLAY NetPlay;
extern NETMSG NetMsg;
// ////////////////////////////////////////////////////////////////////////
// functions available to you.
extern int NETinit(BOOL bFirstCall); // init
extern BOOL NETsend(NETMSG *msg, UDWORD player); // send to player
extern BOOL NETbcast(NETMSG *msg); // broadcast to everyone
extern BOOL NETrecv(uint8_t *type); // 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 int NETclose (void); // close current game
extern int 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.
#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