/* 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