224 lines
9.2 KiB
C
224 lines
9.2 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2013 Warzone 2100 Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/*
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* Alex Lee 1997/98, Pumpkin Studios, Bath.
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*/
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#ifndef __INCLUDED_SRC_MULTIPLAY_H__
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#define __INCLUDED_SRC_MULTIPLAY_H__
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#include "featuredef.h"
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#include "group.h"
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#include "featuredef.h"
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#include "droid.h" // For INITIAL_DROID_ORDERS.
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#include "levels.h" // For LevelHashSize.
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// /////////////////////////////////////////////////////////////////////////////////////////////////
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// Game Options Structure. Enough info to completely describe the static stuff in a multiplayer game.
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// Also used for skirmish games. And sometimes for campaign. Should be moved somewhere else.
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struct MULTIPLAYERGAME
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{
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uint8_t type; // DMATCH/CAMPAIGN/SKIRMISH/TEAMPLAY etc...
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bool scavengers; // whether scavengers are on or off
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char map[128]; // name of multiplayer map being used.
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uint8_t maxPlayers; // max players to allow
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char name[128]; // game name (to be used)
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Sha256 hash; ///< Hash of map file. Zero if built in.
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uint32_t power; // power level for arena game
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uint8_t base; // clean/base/base&defence
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uint8_t alliance; // no/yes/locked
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uint8_t skDiff[MAX_PLAYERS]; // skirmish game difficulty settings. 0x0=OFF 0xff=HUMAN
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bool mapHasScavengers;
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bool isMapMod; // if a map has mods
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};
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struct MULTISTRUCTLIMITS
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{
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uint32_t id;
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uint32_t limit;
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};
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// info used inside games.
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struct MULTIPLAYERINGAME
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{
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UDWORD PingTimes[MAX_PLAYERS]; // store for pings.
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bool localOptionsReceived; // used to show if we have game options yet..
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bool localJoiningInProgress; // used before we know our player number.
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bool JoiningInProgress[MAX_PLAYERS];
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bool DataIntegrity[MAX_PLAYERS];
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bool bHostSetup;
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int32_t TimeEveryoneIsInGame;
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bool isAllPlayersDataOK;
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UDWORD startTime;
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UDWORD numStructureLimits; // number of limits
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MULTISTRUCTLIMITS *pStructureLimits; // limits chunk.
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uint8_t flags; ///< Bitmask, shows which structures are disabled.
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UDWORD skScores[MAX_PLAYERS][2]; // score+kills for local skirmish players.
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char phrases[5][255]; // 5 favourite text messages.
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};
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enum STRUCTURE_INFO
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{
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STRUCTUREINFO_MANUFACTURE,
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STRUCTUREINFO_CANCELPRODUCTION,
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STRUCTUREINFO_HOLDPRODUCTION,
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STRUCTUREINFO_RELEASEPRODUCTION,
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STRUCTUREINFO_HOLDRESEARCH,
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STRUCTUREINFO_RELEASERESEARCH
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};
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// ////////////////////////////////////////////////////////////////////////////
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// Game Options and stats.
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extern MULTIPLAYERGAME game; // the game description.
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extern MULTIPLAYERINGAME ingame; // the game description.
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extern bool bMultiPlayer; // true when more than 1 player.
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extern bool bMultiMessages; // == bMultiPlayer unless multi messages are disabled
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extern bool openchannels[MAX_PLAYERS];
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extern UBYTE bDisplayMultiJoiningStatus; // draw load progress?
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// ////////////////////////////////////////////////////////////////////////////
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// defines
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// Bitmask for client lobby
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#define NO_VTOLS 1
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#define NO_TANKS 2
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#define NO_BORGS 4
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#define ANYPLAYER 99
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#define CAMP_CLEAN 0 // campaign subtypes
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#define CAMP_BASE 1
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#define CAMP_WALLS 2
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#define PING_LIMIT 4000 // If ping is bigger than this, then worry and panic, and don't even try showing the ping.
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#define LEV_LOW 0
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#define LEV_MED 1
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#define LEV_HI 2
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#define DIFF_SLIDER_STOPS 20 //max number of stops for the multiplayer difficulty slider
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#define MAX_KICK_REASON 80 // max array size for the reason your kicking someone
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// functions
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extern WZ_DECL_WARN_UNUSED_RESULT BASE_OBJECT *IdToPointer(UDWORD id,UDWORD player);
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extern WZ_DECL_WARN_UNUSED_RESULT STRUCTURE *IdToStruct(UDWORD id,UDWORD player);
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extern WZ_DECL_WARN_UNUSED_RESULT DROID *IdToDroid(UDWORD id, UDWORD player);
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extern WZ_DECL_WARN_UNUSED_RESULT FEATURE *IdToFeature(UDWORD id,UDWORD player);
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extern WZ_DECL_WARN_UNUSED_RESULT DROID_TEMPLATE *IdToTemplate(UDWORD tempId,UDWORD player);
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extern const char* getPlayerName(int player);
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extern bool setPlayerName(int player, const char *sName);
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extern const char* getPlayerColourName(int player);
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extern bool isHumanPlayer(int player); //to tell if the player is a computer or not.
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extern bool myResponsibility(int player);
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extern bool responsibleFor(int player, int playerinquestion);
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extern int whosResponsible(int player);
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bool canGiveOrdersFor(int player, int playerInQuestion);
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int scavengerSlot(); // Returns the player number that scavengers would have if they were enabled.
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int scavengerPlayer(); // Returns the player number that the scavengers have, or -1 if disabled.
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extern Vector3i cameraToHome (UDWORD player,bool scroll);
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extern char playerName[MAX_PLAYERS][MAX_STR_LENGTH]; //Array to store all player names (humans and AIs)
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extern bool multiPlayerLoop (void); // for loop.c
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extern bool recvMessage (void);
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bool sendTemplate(uint32_t player, DROID_TEMPLATE *t);
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extern bool SendDestroyTemplate(DROID_TEMPLATE *t, uint8_t player);
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extern bool SendResearch(uint8_t player, uint32_t index, bool trigger);
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extern bool SendDestroyFeature (FEATURE *pF); // send a destruct feature message.
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extern bool sendTextMessage(const char *pStr, bool cast, uint32_t from = selectedPlayer); // send a text message
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void printConsoleNameChange(const char *oldName, const char *newName); ///< Print message to console saying a name changed.
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extern void turnOffMultiMsg (bool bDoit);
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extern void sendMap(void);
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extern bool multiplayerWinSequence(bool firstCall);
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/////////////////////////////////////////////////////////
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// definitions of functions in multiplay's other c files.
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// Buildings . multistruct
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extern bool SendDestroyStructure(STRUCTURE *s);
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extern bool SendBuildFinished (STRUCTURE *psStruct);
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extern bool sendLasSat (UBYTE player, STRUCTURE *psStruct, BASE_OBJECT *psObj);
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void sendStructureInfo (STRUCTURE *psStruct, STRUCTURE_INFO structureInfo, DROID_TEMPLATE *psTempl);
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// droids . multibot
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extern bool SendDroid(DROID_TEMPLATE* pTemplate, uint32_t x, uint32_t y, uint8_t player, uint32_t id, const INITIAL_DROID_ORDERS *initialOrders);
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extern bool SendDestroyDroid (const DROID* psDroid);
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void sendQueuedDroidInfo(void); ///< Actually sends the droid orders which were queued by SendDroidInfo.
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void sendDroidInfo(DROID *psDroid, DroidOrder const &order, bool add);
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extern bool SendCmdGroup (DROID_GROUP *psGroup, UWORD x, UWORD y, BASE_OBJECT *psObj);
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extern bool sendDroidSecondary (const DROID* psDroid, SECONDARY_ORDER sec, SECONDARY_STATE state);
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bool sendDroidDisembark(DROID const *psTransporter, DROID const *psDroid);
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// Startup. mulitopt
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extern bool multiShutdown (void);
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extern bool sendLeavingMsg (void);
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extern bool hostCampaign (char *sGame, char *sPlayer);
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extern bool joinGame (const char* host, uint32_t port);
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extern void playerResponding (void);
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extern bool multiGameInit (void);
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extern bool multiGameShutdown (void);
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extern bool addTemplate (UDWORD player,DROID_TEMPLATE *psNew);
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extern bool addTemplateToList(DROID_TEMPLATE *psNew, DROID_TEMPLATE **ppList);
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void addTemplateBack(unsigned player, DROID_TEMPLATE *psNew);
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// syncing.
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extern bool sendScoreCheck (void); //score check only(frontend)
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extern bool sendPing (void); // allow game to request pings.
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extern void HandleBadParam(const char *msg, const int from, const int actual);
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// multijoin
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extern bool sendResearchStatus (STRUCTURE *psBuilding, UDWORD index, UBYTE player, bool bStart);
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extern void displayAIMessage (char *pStr, SDWORD from, SDWORD to); //make AI process a message
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/* for multiplayer message stack */
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extern UDWORD msgStackPush(SDWORD CBtype, SDWORD plFrom, SDWORD plTo, const char *tStr, SDWORD x, SDWORD y, DROID *psDroid);
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extern bool isMsgStackEmpty(void);
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extern bool msgStackGetFrom(SDWORD *psVal);
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extern bool msgStackGetTo(SDWORD *psVal);
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extern bool msgStackGetMsg(char *psVal);
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extern bool msgStackPop(void);
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extern SDWORD msgStackGetCount(void);
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extern void msgStackReset(void);
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extern bool msgStackGetDroid(DROID **ppsDroid);
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extern bool sendBeacon(int32_t locX, int32_t locY, int32_t forPlayer, int32_t sender, const char* pStr);
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extern bool msgStackFireTop(void);
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extern bool multiplayPlayersReady (bool bNotifyStatus);
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extern void startMultiplayerGame (void);
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extern void resetReadyStatus (bool bSendOptions);
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STRUCTURE *findResearchingFacilityByResearchIndex(unsigned player, unsigned index);
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void sendSyncRequest(int32_t req_id, int32_t x, int32_t y, BASE_OBJECT *psObj, BASE_OBJECT *psObj2);
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#endif // __INCLUDED_SRC_MULTIPLAY_H__
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