/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2009 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" // Lobby Connection errors typedef enum { ERROR_NOERROR, ERROR_CONNECTION, ERROR_FULL, ERROR_CHEAT, ERROR_KICKED, ERROR_WRONGVESION, ERROR_WRONGPASSWORD // NOTE WRONG_PASSWORD results in conflict } LOBBY_ERROR_TYPES; 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_UNUSED_18, //18 NET_UNUSED_19, //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_LEAVING, //56 A player is leaving, (nicely) NET_PLAYER_DROPPED, //57 notice about player dropped / disconnected NET_GAME_FLAGS, //58 game flags NET_READY_REQUEST, //59 player ready to start an mp game //60 to prevent conflict NET_VERSION_CHECK = 61, //61 version check NET_REQUEST_VERSION, //62 Host requests version check NET_REQUEST_PASSWORD, //63 Host requests password NET_PASSWORD_CHECK, //64 password check NUM_GAME_PACKETS // *MUST* be last. } MESSAGE_TYPES; // Constants // @NOTE / FIXME: We need a way to detect what should happen if the msg buffer exceeds this. #define MaxMsgSize 8192 // 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 extra_string_size 255 // extra 255 char for future use #define modlist_string_size 255 // For a concatenated list of mods #define SESSION_JOINDISABLED 1 typedef struct { //Available game storage... JUST FOR REFERENCE! int32_t dwSize; int32_t dwFlags; char host[40]; // host's ip address (can fit a full IPv4 and IPv6 address + terminating NUL) int32_t dwMaxPlayers; int32_t dwCurrentPlayers; int32_t dwUserFlags[4]; } SESSIONDESC; /** * @note when changing this structure, NETsendGAMESTRUCT, NETrecvGAMESTRUCT and * the lobby server should be changed accordingly. */ typedef struct { char name[StringSize]; SESSIONDESC desc; // END of old GAMESTRUCT format // NOTE: do NOT save the following items in game.c--it will break savegames. char misc[StringSize]; // misc string (future use) char extra[extra_string_size]; // extra string (future use) char versionstring[StringSize]; // char modlist[modlist_string_size]; // ??? uint32_t GAMESTRUCT_VERSION; // version of this structure uint32_t game_version_major; // uint32_t game_version_minor; // uint32_t privateGame; // if true, it is a private game uint32_t pureGame; // NO mods allowed if true uint32_t Mods; // number of concatenated mods? uint32_t future1; // for future use uint32_t future2; // for future use uint32_t future3; // for future use uint32_t future4; // for future use } 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]; // msg buffer 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 char gamePassword[StringSize]; // bool GamePassworded; // if we have a password or not. bool ShowedMOTD; // only want to show this once char MOTDbuffer[255]; // buffer for MOTD } 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 int32_t NETgetGameFlagsUnjoined(unsigned int gameid, unsigned int 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 const char* NETgetMasterserverName(void); extern void NETsetMasterserverPort(unsigned int port); extern unsigned int NETgetMasterserverPort(void); extern void NETsetGameserverPort(unsigned int port); extern unsigned int NETgetGameserverPort(void); extern BOOL NETsetupTCPIP(const char *machine); extern void NETsetGamePassword(const char *password); #endif