/* 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 */ /* * Alex Lee 1997/98, Pumpkin Studios, Bath. */ #ifndef __INCLUDED_SRC_MULTIPLAY_H__ #define __INCLUDED_SRC_MULTIPLAY_H__ #include "group.h" // ///////////////////////////////////////////////////////////////////////////////////////////////// // Game Options Structure. Enough info to completely describe the static stuff in amultiplay game. typedef struct { uint8_t type; // DMATCH/CAMPAIGN/SKIRMISH/TEAMPLAY etc... char map[128]; // name of multiplayer map being used. char version[8]; // version of warzone uint8_t maxPlayers; // max players to allow char name[128]; // game name (to be used) BOOL fog; uint32_t power; // power level for arena game uint8_t base; // clean/base/base&defence uint8_t alliance; // no/yes/AIs vs Humans uint8_t skDiff[MAX_PLAYERS]; // skirmish game difficulty settings. } MULTIPLAYERGAME; typedef struct { UBYTE id; UBYTE limit; } MULTISTRUCTLIMITS; // info used inside games. typedef struct { UDWORD PingTimes[MAX_PLAYERS]; // store for pings. BOOL localOptionsReceived; // used to show if we have game options yet.. BOOL localJoiningInProgress; // used before we know our player number. BOOL JoiningInProgress[MAX_PLAYERS]; BOOL bHostSetup; UDWORD startTime; UDWORD numStructureLimits; // number of limits MULTISTRUCTLIMITS *pStructureLimits; // limits chunk. UDWORD skScores[MAX_PLAYERS][2]; // score+kills for local skirmish players. char phrases[5][255]; // 5 favourite text messages. } MULTIPLAYERINGAME; // //////////////////////////////////////////////////////////////////////////// // Game Options and stats. extern MULTIPLAYERGAME game; // the game description. extern MULTIPLAYERINGAME ingame; // the game description. extern BOOL bMultiPlayer; // true when more than 1 player. extern UDWORD selectedPlayer; extern SDWORD player2dpid[MAX_PLAYERS]; // note this is of type DPID, not DWORD extern BOOL openchannels[MAX_PLAYERS]; extern UBYTE bDisplayMultiJoiningStatus; // draw load progress? // //////////////////////////////////////////////////////////////////////////// // defines // Max bit-rate, set for a 28.8KB/s modem (we have hardcore fans!) #define MAX_BYTESPERSEC 3400 #define ANYPLAYER 99 #define ONEPLAYER 98 #define CAMPAIGN 12 #define SKIRMISH 14 #define MULTI_SKIRMISH2 18 #define MULTI_SKIRMISH3 19 #define MULTI_CAMPAIGN2 15 #define MULTI_CAMPAIGN3 16 #define CAMP_CLEAN 0 // campaign subtypes #define CAMP_BASE 1 #define CAMP_WALLS 2 #define DEATHMATCHTEMPLATES 4 // game templates are stored in player x. #define CAMPAIGNTEMPLATES 5 #define PING_LO 0 // this ping is kickin'. #define PING_MED 600 // this ping is crusin'. #define PING_HI 1200 // this ping is crawlin'. #define PING_LIMIT 2000 // if ping is bigger than this, then worry and panic. #define LEV_LOW 400 // how many points to allocate for res levels??? #define LEV_MED 700 #define LEV_HI 1000 #define DIFF_SLIDER_STOPS 20 //max number of stops for the multiplayer difficulty slider // functions extern WZ_DECL_WARN_UNUSED_RESULT BASE_OBJECT *IdToPointer(UDWORD id,UDWORD player); extern WZ_DECL_WARN_UNUSED_RESULT STRUCTURE *IdToStruct(UDWORD id,UDWORD player); extern WZ_DECL_WARN_UNUSED_RESULT BOOL IdToDroid(UDWORD id, UDWORD player, DROID **psDroid); extern WZ_DECL_WARN_UNUSED_RESULT FEATURE *IdToFeature(UDWORD id,UDWORD player); extern WZ_DECL_WARN_UNUSED_RESULT DROID_TEMPLATE *IdToTemplate(UDWORD tempId,UDWORD player); extern WZ_DECL_WARN_UNUSED_RESULT DROID_TEMPLATE *NameToTemplate(const char *sName,UDWORD player); extern char *getPlayerName (UDWORD player); extern BOOL setPlayerName (UDWORD player, const char *sName); extern char *getPlayerColourName(SDWORD player); extern BOOL isHumanPlayer (UDWORD player); //to tell if the player is a computer or not. extern BOOL myResponsibility (UDWORD player); extern BOOL responsibleFor (UDWORD player, UDWORD playerinquestion); extern UDWORD whosResponsible (UDWORD player); extern Vector3i cameraToHome (UDWORD player,BOOL scroll); extern SDWORD dpidToPlayer (SDWORD dpid); extern char playerName[MAX_PLAYERS][MAX_STR_LENGTH]; //Array to store all player names (humans and AIs) extern BOOL multiPlayerLoop (void); // for loop.c extern BOOL recvMessage (void); extern BOOL sendTemplate (DROID_TEMPLATE *t); extern BOOL SendDestroyTemplate (DROID_TEMPLATE *t); extern BOOL SendResearch (UBYTE player,UDWORD index); extern BOOL SendDestroyFeature (FEATURE *pF); // send a destruct feature message. extern BOOL sendTextMessage (const char *pStr,BOOL cast); // send a text message extern BOOL sendAIMessage (char *pStr, UDWORD player, UDWORD to); //send AI message extern BOOL turnOffMultiMsg (BOOL bDoit); extern UBYTE sendMap (void); extern BOOL multiplayerWinSequence(BOOL firstCall); ///////////////////////////////////////////////////////// // definitions of functions in multiplay's other c files. // Buildings . multistruct extern BOOL sendBuildStarted (STRUCTURE *psStruct, DROID *psDroid); extern BOOL SendDestroyStructure(STRUCTURE *s); extern BOOL SendBuildFinished (STRUCTURE *psStruct); extern BOOL sendLasSat (UBYTE player, STRUCTURE *psStruct, BASE_OBJECT *psObj); // droids . multibot extern BOOL SendDroid (const DROID_TEMPLATE* pTemplate, uint32_t x, uint32_t y, uint8_t player, uint32_t id); extern BOOL SendDestroyDroid (const DROID* psDroid); extern BOOL SendDemolishFinished(STRUCTURE *psS,DROID *psD); extern BOOL SendDroidInfo (const DROID* psDroid, DROID_ORDER order, uint32_t x, uint32_t y, const BASE_OBJECT* psObj); extern BOOL SendDroidMove (const DROID* psDroid, uint32_t x, uint32_t y, BOOL formation); extern BOOL SendGroupOrderSelected(uint8_t player, uint32_t x, uint32_t y, const BASE_OBJECT* psObj); extern BOOL SendCmdGroup (DROID_GROUP *psGroup, UWORD x, UWORD y, BASE_OBJECT *psObj); extern BOOL SendGroupOrderGroup(const DROID_GROUP* psGroup, DROID_ORDER order, uint32_t x, uint32_t y, const BASE_OBJECT* psObj); extern BOOL sendDroidSecondary (const DROID* psDroid, SECONDARY_ORDER sec, SECONDARY_STATE state); extern BOOL sendDroidSecondaryAll(const DROID* psDroid); extern BOOL sendDroidEmbark (const DROID* psDroid, const DROID* psTransporter); extern BOOL sendDroidDisEmbark (const DROID* psDroid, const DROID* psTransporter); extern BOOL sendHappyVtol (const DROID* psDroid); // Startup. mulitopt extern BOOL multiTemplateSetup (void); extern BOOL multiShutdown (void); extern BOOL sendLeavingMsg (void); extern BOOL hostCampaign (char *sGame, char *sPlayer); extern BOOL joinCampaign (UDWORD gameNumber, char *playername); extern void playerResponding (void); extern BOOL multiGameInit (void); extern BOOL multiGameShutdown (void); extern BOOL copyTemplateSet (UDWORD from,UDWORD to); extern BOOL addTemplateSet (UDWORD from,UDWORD to); extern BOOL addTemplate (UDWORD player,DROID_TEMPLATE *psNew); // syncing. extern BOOL sendCheck (void); //send/recv check info extern BOOL sendScoreCheck (void); //score check only(frontend) extern BOOL sendPing (void); // allow game to request pings. extern BOOL ForceDroidSync( DROID* droidToSend ); // force a sync on a droid to happen // multijoin extern void modifyResources (POWER_GEN_FUNCTION* psFunction); extern BOOL sendReseachStatus (STRUCTURE *psBuilding ,UDWORD index, UBYTE player, BOOL bStart); extern void displayAIMessage (char *pStr, SDWORD from, SDWORD to); //make AI process a message /* for multiplayer message stack */ extern UDWORD msgStackPush(SDWORD CBtype, SDWORD plFrom, SDWORD plTo, const char *tStr, SDWORD x, SDWORD y, DROID *psDroid); extern BOOL isMsgStackEmpty(void); extern BOOL msgStackGetFrom(SDWORD *psVal); extern BOOL msgStackGetTo(SDWORD *psVal); extern BOOL msgStackGetMsg(char *psVal); extern BOOL msgStackPop(void); extern SDWORD msgStackGetCount(void); extern void msgStackReset(void); extern BOOL msgStackGetDroid(DROID **ppsDroid); extern BOOL sendBeacon(int32_t locX, int32_t locY, int32_t forPlayer, int32_t sender, const char* pStr); extern BOOL msgStackFireTop(void); extern bool multiplayPlayersReady (bool bNotifyStatus); extern void startMultiplayerGame (void); extern void resetReadyStatus (bool bSendOptions); extern BOOL bPlayerReadyGUI[MAX_PLAYERS]; #endif // __INCLUDED_SRC_MULTIPLAY_H__