/* 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 this file in your game to add multiplayer facilities. // Constants #define MaxNumberOfPlayers 8 // max number of players in a game. #define MaxMsgSize 8000 // max size of a message in bytes. #define StringSize 64 // size of strings used. #define ConnectionSize 255 // max size of a connection description. #define MaxProtocols 12 // max number of returnable protocols. #define MaxGames 12 // max number of concurrently playable games to allow. //#define USE_DIRECTPLAY_PROTOCOL // use DX6 protocol. #define SESSION_JOINDISABLED 1 typedef struct { //Available game storage... JUST FOR REFERENCE! SDWORD dwSize; SDWORD dwFlags; char host[16]; // host ip address SDWORD dwMaxPlayers; SDWORD dwCurrentPlayers; SDWORD dwUser1; SDWORD dwUser2; SDWORD dwUser3; SDWORD 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 { unsigned short size; unsigned char paddedBytes; // numberofbytes appended for encryption unsigned char type; unsigned char destination; char body[MaxMsgSize]; } NETMSG, *LPNETMSG; #define ENCRYPTFLAG 100 // added to type to determine packet is encrypted. #define AUDIOMSG 255 // an audio packet (special message); #define FILEMSG 254 // a file packet // //////////////////////////////////////////////////////////////////////// // Player information. Update using NETplayerinfo typedef struct { UDWORD dpid; char name[StringSize]; BOOL bHost; // a bool. BOOL bSpectator; } PLAYER; // //////////////////////////////////////////////////////////////////////// // all the luvly Netplay info.... typedef struct { GAMESTRUCT games[MaxGames]; // the collection of games PLAYER players[MaxNumberOfPlayers]; // the array of players. UDWORD playercount; // number of players in game. UDWORD dpidPlayer; // ID of player created BOOL bComms; // actually do the comms? BOOL bHost; // TRUE if we are hosting the session BOOL bLobbyLaunched; // true if app launched by a lobby BOOL bSpectator; // true if just spectating BOOL bEncryptAllPackets; // set to true to encrypt all communications. UDWORD cryptKey[4]; // 4*32 bit encryption key BOOL bCaptureInUse; // true if someone is speaking. BOOL bAllowCaptureRecord; // true if speech can be recorded. BOOL bAllowCapturePlay; // true if speech can be played. } NETPLAY, *LPNETPLAY; // //////////////////////////////////////////////////////////////////////// // variables extern NETPLAY NetPlay; extern LPNETPLAY lpNetPlay; // //////////////////////////////////////////////////////////////////////// // functions available to you. extern BOOL NETinit(BOOL bFirstCall); //init(guid can be NULL) extern BOOL NETfindProtocol(BOOL Lob); //put connections in Protocols[] (Lobbies optional) extern BOOL NETselectProtocol(void * lpConnection); //choose one. 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, const char *fileName, UDWORD player); // send file chunk. extern UBYTE NETrecvFile(NETMSG *pMsg); // 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); extern UDWORD NETgetRecentPacketsRecvd(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(BOOL asynchronously); // 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 BOOL NETuseNetwork(BOOL val); // TURN on/off networking. extern UDWORD NETplayerInfo(void); // count players in this game. extern BOOL NETchangePlayerName(UDWORD dpid, char *newName);// change a players name. extern BOOL NETgetLocalPlayerData(UDWORD dpid, void *pData, SDWORD *pSize); extern BOOL NETgetGlobalPlayerData(UDWORD dpid, void *pData, SDWORD *pSize); extern BOOL NETsetLocalPlayerData(UDWORD dpid, void *pData, SDWORD size); extern BOOL NETsetGlobalPlayerData(UDWORD dpid, void *pData, SDWORD size); extern WZ_DECL_DEPRECATED BOOL NETspectate(void); // create a spectator extern WZ_DECL_DEPRECATED BOOL NETisSpectator(UDWORD dpid); // check for spectator status. #include "netlog.h" // from net audio. extern WZ_DECL_DEPRECATED BOOL NETinitPlaybackBuffer(void *pSoundBuffer); // playback extern WZ_DECL_DEPRECATED BOOL NETqueueIncomingAudio(void *pSoundData, SDWORD soundBytes,BOOL bStream); // encryption extern BOOL NETsetKey(UDWORD c1,UDWORD c2,UDWORD c3, UDWORD c4); extern NETMSG* NETmanglePacket(NETMSG *msg); extern void NETunmanglePacket(NETMSG *msg); extern BOOL NETmangleData(UDWORD *input, UDWORD *result, UDWORD dataSize); extern BOOL NETunmangleData(UDWORD *input, UDWORD *result, UDWORD dataSize); extern UDWORD NEThashFile(char *pFileName); extern UBYTE NEThashVal(UDWORD value); extern UDWORD NEThashBuffer(char *pData, UDWORD size); extern WZ_DECL_DEPRECATED BOOL NETcheckRegistryEntries (char *name,char *guid); extern WZ_DECL_DEPRECATED BOOL NETsetRegistryEntries (char *name,char *guid,char *file,char *cline,char *path,char *cdir); extern WZ_DECL_DEPRECATED BOOL NETconnectToLobby (LPNETPLAY lpNetPlay); extern void NETsetMasterserverName(const char* hostname); extern void NETsetMasterserverPort(unsigned int port); extern void NETsetGameserverPort(unsigned int port); // Some shortcuts to help you along! /* FIXME: This is _not_ portable! Bad, Pumpkin, bad! - Per */ #define NetAdd(m,pos,thing) \ memcpy(&(m.body[pos]),&(thing),sizeof(thing)) #define NetAddUint8(m,pos,thing) \ *((Uint8*)(&((m).body[(pos)]))) = (thing) #define NetAddUint16(m,pos,thing) \ *((Uint16*)(&((m).body[(pos)]))) = (thing) #define NetAddUint32(m,pos,thing) \ *((Uint32*)(&((m).body[(pos)]))) = (thing) #define NetAdd2(m,pos,thing) \ memcpy( &((*m).body[pos]), &(thing), sizeof(thing)) #define NetAddSt(m,pos,stri) \ strcpy(&(m.body[pos]),stri) #define NetGet(m,pos,thing) \ memcpy(&(thing),&(m->body[pos]),sizeof(thing)) #define NetGetUint8(m,pos,thing) \ (thing) = *((Uint8*)(&((m)->body[(pos)]))) #define NetGetUint16(m,pos,thing) \ (thing) = *((Uint16*)(&((m)->body[(pos)]))) #define NetGetUint32(m,pos,thing) \ (thing) = *((Uint32*)(&((m)->body[(pos)]))) #endif