Use enum for multiplayer message numbers
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50
main/multi.c
50
main/multi.c
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@ -159,53 +159,9 @@ char PowerupsInMine[MAX_POWERUP_TYPES],MaxPowerupsAllowed[MAX_POWERUP_TYPES];
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extern fix ThisLevelTime;
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extern void init_player_stats_new_ship(ubyte pnum);
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static const int message_length[MULTI_MAX_TYPE+1] = {
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25, // POSITION
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4, // REAPPEAR
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8, // FIRE
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5, // KILL
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4, // REMOVE_OBJECT
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57, // PLAYER_EXPLODE
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37, // MESSAGE (MAX_MESSAGE_LENGTH = 40)
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2, // QUIT
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4, // PLAY_SOUND
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37, // BEGIN_SYNC
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4, // CONTROLCEN
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5, // CLAIM ROBOT
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4, // END_SYNC
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2, // CLOAK
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3, // ENDLEVEL_START
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4, // DOOR_OPEN
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2, // CREATE_EXPLOSION
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16, // CONTROLCEN_FIRE
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57, // PLAYER_DROP
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19, // CREATE_POWERUP
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9, // MISSILE_TRACK
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2, // DE-CLOAK
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2, // MENU_CHOICE
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28, // ROBOT_POSITION (shortpos_length (23) + 5 = 28)
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8, // ROBOT_EXPLODE
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5, // ROBOT_RELEASE
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18, // ROBOT_FIRE
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6, // SCORE
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6, // CREATE_ROBOT
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3, // TRIGGER
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10, // BOSS_ACTIONS
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27, // ROBOT_POWERUPS
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7, // HOSTAGE_DOOR
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2+24, //SAVE_GAME (ubyte slot, uint id, char name[20])
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2+4, //RESTORE_GAME (ubyte slot, uint id)
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-1, // MULTI_REQ_PLAYER - NEVER USED
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-1, // MULTI_SEND_PLAYER - NEVER USED
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MAX_POWERUP_TYPES+1, // MULTI_POWCAP_UPDATE
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5, // MULTI_HEARTBEAT
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9, // MULTI_KILLGOALS
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2, // MULTI_DO_BOUNTY
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3, // MULTI_TYPING_STATE
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3, // MULTI_GMODE_UPDATE
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7, // MULTI_KILL_HOST
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5, // MULTI_KILL_CLIENT
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3, // MULTI_RANK
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static const int message_length[] = {
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#define define_message_length(NAME,SIZE) (SIZE),
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for_each_multiplayer_command(, define_message_length, )
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};
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void multi_reset_player_object(object *objp);
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97
main/multi.h
97
main/multi.h
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@ -64,56 +64,59 @@ extern int multi_protocol; // set and determinate used protocol
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#define MULTI_PROTO_UDP 1 // UDP protocol
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// What version of the multiplayer protocol is this? Increment each time something drastic changes in Multiplayer without the version number changes. Can be reset to 0 each time the version of the game changes
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#define MULTI_PROTO_VERSION 5
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#define MULTI_PROTO_VERSION 6
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// PROTOCOL VARIABLES AND DEFINES - END
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#define MULTI_POSITION 0
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#define MULTI_REAPPEAR 1
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#define MULTI_FIRE 2
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#define MULTI_KILL 3
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#define MULTI_REMOVE_OBJECT 4
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#define MULTI_PLAYER_EXPLODE 5
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#define MULTI_MESSAGE 6
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#define MULTI_QUIT 7
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#define MULTI_PLAY_SOUND 8
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#define MULTI_BEGIN_SYNC 9
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#define MULTI_CONTROLCEN 10
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#define MULTI_ROBOT_CLAIM 11
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#define MULTI_END_SYNC 12
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#define MULTI_CLOAK 13
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#define MULTI_ENDLEVEL_START 14
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#define MULTI_DOOR_OPEN 15
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#define MULTI_CREATE_EXPLOSION 16
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#define MULTI_CONTROLCEN_FIRE 17
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#define MULTI_PLAYER_DROP 18
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#define MULTI_CREATE_POWERUP 19
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#define MULTI_CONSISTENCY 20
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#define MULTI_DECLOAK 21
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#define MULTI_MENU_CHOICE 22
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#define MULTI_ROBOT_POSITION 23
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#define MULTI_ROBOT_EXPLODE 24
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#define MULTI_ROBOT_RELEASE 25
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#define MULTI_ROBOT_FIRE 26
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#define MULTI_SCORE 27
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#define MULTI_CREATE_ROBOT 28
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#define MULTI_TRIGGER 29
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#define MULTI_BOSS_ACTIONS 30
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#define MULTI_CREATE_ROBOT_POWERUPS 31
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#define MULTI_HOSTAGE_DOOR 32
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#define MULTI_SAVE_GAME 33
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#define MULTI_RESTORE_GAME 34
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#define MULTI_REQ_PLAYER 35 // NEVER USED
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#define MULTI_SEND_PLAYER 36 // NEVER USED
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#define MULTI_POWCAP_UPDATE 37
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#define MULTI_HEARTBEAT 38
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#define MULTI_KILLGOALS 39
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#define MULTI_DO_BOUNTY 40
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#define MULTI_TYPING_STATE 41
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#define MULTI_GMODE_UPDATE 42
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#define MULTI_KILL_HOST 43
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#define MULTI_KILL_CLIENT 44
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#define MULTI_RANK 45
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#define define_multiplayer_command(NAME,SIZE) NAME,
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#define for_each_multiplayer_command(BEFORE,VALUE,AFTER) \
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BEFORE \
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VALUE(MULTI_POSITION , 25) \
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VALUE(MULTI_REAPPEAR , 4) \
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VALUE(MULTI_FIRE , 8) \
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VALUE(MULTI_KILL , 5) \
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VALUE(MULTI_REMOVE_OBJECT , 4) \
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VALUE(MULTI_MESSAGE , 37) /* (MAX_MESSAGE_LENGTH = 40) */ \
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VALUE(MULTI_QUIT , 2) \
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VALUE(MULTI_PLAY_SOUND , 4) \
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VALUE(MULTI_CONTROLCEN , 4) \
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VALUE(MULTI_ROBOT_CLAIM , 5) \
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VALUE(MULTI_END_SYNC , 4) \
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VALUE(MULTI_CLOAK , 2) \
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VALUE(MULTI_ENDLEVEL_START , 3) \
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VALUE(MULTI_CREATE_EXPLOSION , 2) \
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VALUE(MULTI_CONTROLCEN_FIRE , 16) \
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VALUE(MULTI_CREATE_POWERUP , 19) \
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VALUE(MULTI_DECLOAK , 2) \
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VALUE(MULTI_MENU_CHOICE , 2) \
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VALUE(MULTI_ROBOT_POSITION , 5+sizeof(shortpos)) \
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VALUE(MULTI_PLAYER_EXPLODE , 57) \
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VALUE(MULTI_BEGIN_SYNC , 37) \
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VALUE(MULTI_DOOR_OPEN , 4) \
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VALUE(MULTI_PLAYER_DROP , 57) \
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VALUE(MULTI_ROBOT_EXPLODE , 8) \
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VALUE(MULTI_ROBOT_RELEASE , 5) \
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VALUE(MULTI_ROBOT_FIRE , 18) \
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VALUE(MULTI_SCORE , 6) \
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VALUE(MULTI_CREATE_ROBOT , 6) \
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VALUE(MULTI_TRIGGER , 3) \
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VALUE(MULTI_BOSS_ACTIONS , 10) \
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VALUE(MULTI_CREATE_ROBOT_POWERUPS, 27) \
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VALUE(MULTI_HOSTAGE_DOOR , 7) \
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VALUE(MULTI_SAVE_GAME , 2+24) /* (ubyte slot, uint id, char name[20]) */ \
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VALUE(MULTI_RESTORE_GAME , 2+4) /* (ubyte slot, uint id) */ \
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VALUE(MULTI_HEARTBEAT , 5) \
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VALUE(MULTI_KILLGOALS , 9) \
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VALUE(MULTI_POWCAP_UPDATE , MAX_POWERUP_TYPES+1) \
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VALUE(MULTI_DO_BOUNTY , 2) \
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VALUE(MULTI_TYPING_STATE , 3) \
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VALUE(MULTI_GMODE_UPDATE , 3) \
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VALUE(MULTI_KILL_HOST , 7) \
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VALUE(MULTI_KILL_CLIENT , 5) \
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VALUE(MULTI_RANK , 3) \
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AFTER
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for_each_multiplayer_command(enum {, define_multiplayer_command, });
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#define MAX_MULTI_MESSAGE_LEN 90 //didn't change it, just moved it up
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