dxx-rebirth/common/main/multi.h
2014-01-25 21:59:39 +00:00

540 lines
17 KiB
C

/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Defines and exported variables for multi.c
*
*/
#ifndef _MULTI_H
#define _MULTI_H
#include "player.h"
#include "mission.h"
#include "newmenu.h"
#include "powerup.h"
#include "object.h"
#ifdef USE_UDP
#ifdef _WIN32
#ifdef _WIN32_WINNT
#undef _WIN32_WINNT
#endif
#define _WIN32_WINNT 0x0501 // for get/freeaddrinfo()
#include <winsock2.h>
#include <ws2tcpip.h>
#include <io.h>
#else
#include <sys/socket.h>
#include <netinet/in.h>
#include <netdb.h>
#include <arpa/inet.h>
#include <unistd.h>
#include <stdint.h>
#include <sys/time.h>
#endif
#ifdef __cplusplus
#ifdef IPv6
#define _sockaddr sockaddr_in6
#define _af AF_INET6
#define _pf PF_INET6
#else
#define _sockaddr sockaddr_in
#define _af AF_INET
#define _pf PF_INET
#endif
#endif
// PROTOCOL VARIABLES AND DEFINES
extern int multi_protocol; // set and determinate used protocol
#define MULTI_PROTO_UDP 1 // UDP protocol
// What version of the multiplayer protocol is this? Increment each time something drastic changes in Multiplayer without the version number changes. Reset to 0 each time the version of the game changes
#define MULTI_PROTO_VERSION 13
// PROTOCOL VARIABLES AND DEFINES - END
// limits for Packets (i.e. positional updates) per sec
#define MIN_PPS 5
#define MAX_PPS 40
#define MAX_MESSAGE_LEN 35
#if defined(DXX_BUILD_DESCENT_I)
#define MAX_NET_CREATE_OBJECTS 20
#define MAX_MULTI_MESSAGE_LEN 90 //didn't change it, just moved it up
#elif defined(DXX_BUILD_DESCENT_II)
#define MAX_NET_CREATE_OBJECTS 40
#define MAX_MULTI_MESSAGE_LEN 120
#endif
#define NETGAME_ANARCHY 0
#define NETGAME_TEAM_ANARCHY 1
#define NETGAME_ROBOT_ANARCHY 2
#define NETGAME_COOPERATIVE 3
#if defined(DXX_BUILD_DESCENT_II)
#define NETGAME_CAPTURE_FLAG 4
#define NETGAME_HOARD 5
#define NETGAME_TEAM_HOARD 6
#endif
#define NETGAME_BOUNTY 7
#define NETSTAT_MENU 0
#define NETSTAT_PLAYING 1
#define NETSTAT_BROWSING 2
#define NETSTAT_WAITING 3
#define NETSTAT_STARTING 4
#define NETSTAT_ENDLEVEL 5
#define CONNECT_DISCONNECTED 0
#define CONNECT_PLAYING 1
#define CONNECT_WAITING 2
#define CONNECT_DIED_IN_MINE 3
#define CONNECT_FOUND_SECRET 4
#define CONNECT_ESCAPE_TUNNEL 5
#define CONNECT_END_MENU 6
#if defined(DXX_BUILD_DESCENT_II)
#define CONNECT_KMATRIX_WAITING 7 // Like CONNECT_WAITING but used especially in kmatrix.c to seperate "escaped" and "waiting"
#endif
// reasons for a packet with type PID_DUMP
#define DUMP_CLOSED 0 // no new players allowed after game started
#define DUMP_FULL 1 // player cound maxed out
#define DUMP_ENDLEVEL 2
#define DUMP_DORK 3
#define DUMP_ABORTED 4
#define DUMP_CONNECTED 5 // never used
#define DUMP_LEVEL 6
#define DUMP_KICKED 7
#define DUMP_PKTTIMEOUT 8
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
#define for_each_netflag_value(VALUE) \
VALUE(NETFLAG_DOLASER, "Laser upgrade") \
VALUE(NETFLAG_DOQUAD, "Quad Lasers") \
VALUE(NETFLAG_DOVULCAN, "Vulcan cannon") \
VALUE(NETFLAG_DOSPREAD, "Spreadfire cannon") \
VALUE(NETFLAG_DOPLASMA, "Plasma cannon") \
VALUE(NETFLAG_DOFUSION, "Fusion cannon") \
VALUE(NETFLAG_DOHOMING, "Homing Missiles") \
VALUE(NETFLAG_DOPROXIM, "Proximity Bombs") \
VALUE(NETFLAG_DOSMART, "Smart Missiles") \
VALUE(NETFLAG_DOMEGA, "Mega Missiles") \
VALUE(NETFLAG_DOCLOAK, "Cloaking") \
VALUE(NETFLAG_DOINVUL, "Invulnerability") \
D2X_MP_NETFLAGS(VALUE) \
#define MULTI_GAME_TYPE_COUNT 8
#if defined(DXX_BUILD_DESCENT_I)
#define MULTI_GAME_NAME_LENGTH 13
#define MULTI_ALLOW_POWERUP_TEXT_LENGTH 18
#define MULTI_ALLOW_POWERUP_MAX 12
#define D2X_MP_NETFLAGS(VALUE)
#elif defined(DXX_BUILD_DESCENT_II)
#define MULTI_GAME_NAME_LENGTH 17
#define MULTI_ALLOW_POWERUP_TEXT_LENGTH 21
#define MULTI_ALLOW_POWERUP_MAX 26
#define D2X_MP_NETFLAGS(VALUE) \
VALUE(NETFLAG_DOSUPERLASER, "Super lasers") \
VALUE(NETFLAG_DOGAUSS, "Gauss cannon") \
VALUE(NETFLAG_DOHELIX, "Helix cannon") \
VALUE(NETFLAG_DOPHOENIX, "Phoenix cannon") \
VALUE(NETFLAG_DOOMEGA, "Omega cannon") \
VALUE(NETFLAG_DOFLASH, "Flash Missiles") \
VALUE(NETFLAG_DOGUIDED, "Guided Missiles") \
VALUE(NETFLAG_DOSMARTMINE, "Smart Mines") \
VALUE(NETFLAG_DOMERCURY, "Mercury Missiles") \
VALUE(NETFLAG_DOSHAKER, "EarthShaker Missiles") \
VALUE(NETFLAG_DOAFTERBURNER, "Afterburners") \
VALUE(NETFLAG_DOAMMORACK, "Ammo rack") \
VALUE(NETFLAG_DOCONVERTER, "Energy Converter") \
VALUE(NETFLAG_DOHEADLIGHT, "Headlight") \
#endif
#define define_netflag_bit_enum(NAME,STR) BIT_##NAME,
#define define_netflag_bit_mask(NAME,STR) NAME = (1 << BIT_##NAME),
#define define_netflag_powerup_mask(NAME,STR) | (NAME)
enum { for_each_netflag_value(define_netflag_bit_enum) };
// Bitmask for netgame_info->AllowedItems to set allowed items in Netgame
enum { for_each_netflag_value(define_netflag_bit_mask) };
enum { NETFLAG_DOPOWERUP = 0 for_each_netflag_value(define_netflag_powerup_mask) };
extern const char multi_allow_powerup_text[MULTI_ALLOW_POWERUP_MAX][MULTI_ALLOW_POWERUP_TEXT_LENGTH];
extern const char GMNames[MULTI_GAME_TYPE_COUNT][MULTI_GAME_NAME_LENGTH];
extern const char GMNamesShrt[MULTI_GAME_TYPE_COUNT][8];
extern ubyte multibuf[MAX_MULTI_MESSAGE_LEN+4];
extern int Net_create_objnums[MAX_NET_CREATE_OBJECTS];
extern int Net_create_loc;
extern char PowerupsInMine[MAX_POWERUP_TYPES],
MaxPowerupsAllowed[MAX_POWERUP_TYPES];
#endif
enum msgsend_state_t {
msgsend_none,
msgsend_typing,
msgsend_automap,
};
enum deres_type_t {
deres_explode,
deres_drop,
};
// Exported functions
extern int GetMyNetRanking();
extern void ClipRank (ubyte *rank);
int objnum_remote_to_local(int remote_obj, int owner);
int objnum_local_to_remote(int local_obj, sbyte *owner);
void map_objnum_local_to_remote(int local, int remote, int owner);
void map_objnum_local_to_local(int objnum);
void reset_network_objects();
int multi_objnum_is_past(int objnum);
void multi_do_ping_frame();
void multi_init_objects(void);
void multi_show_player_list(void);
void multi_do_protocol_frame(int force, int listen);
void multi_do_frame(void);
void multi_send_fire(int laser_gun, int laser_level, int laser_flags, int laser_fired, short laser_track, int is_bomb_objnum);
void multi_send_destroy_controlcen(int objnum, int player);
void multi_send_endlevel_start(int);
void multi_send_player_deres(deres_type_t type);
void multi_send_message(void);
void multi_send_position(int objnum);
void multi_send_reappear();
void multi_send_kill(objptridx_t objnum);
void multi_send_remobj(objptridx_t objnum);
void multi_send_door_open(int segnum, int side,ubyte flag);
void multi_send_create_explosion(int player_num);
void multi_send_controlcen_fire(vms_vector *to_target, int gun_num, int objnum);
void multi_send_cloak(void);
void multi_send_decloak(void);
void multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos);
void multi_send_play_sound(int sound_num, fix volume);
void multi_send_score(void);
void multi_send_trigger(int trigger);
void multi_send_hostage_door_status(int wallnum);
#if defined(DXX_BUILD_DESCENT_II)
extern char Multi_is_guided;
void multi_send_flags(char);
void multi_send_drop_weapon (int objnum,int seed);
void multi_send_drop_marker (int player,vms_vector position,char messagenum,char text[]);
void multi_send_markers();
void multi_send_guided_info (object *miss,char);
void multi_send_orb_bonus( char pnum );
void multi_send_got_orb( char pnum );
void multi_send_effect_blowup(short segnum, int side, vms_vector *pnt);
#endif
void multi_add_lifetime_kills(void);
void multi_send_bounty( void );
void multi_endlevel_score(void);
void multi_consistency_error(int reset);
void multi_prep_level(void);
int multi_level_sync(void);
int multi_endlevel(int *secret);
int multi_endlevel_poll1(newmenu *menu, d_event *event, unused_newmenu_userdata_t *userdata);
int multi_endlevel_poll2( newmenu *menu, d_event *event, unused_newmenu_userdata_t *userdata );
void multi_send_endlevel_packet();
void multi_leave_game(void);
void multi_process_data(const ubyte *dat, int len);
void multi_process_bigdata(const ubyte *buf, unsigned len);
void multi_do_death(int objnum);
void multi_send_message_dialog(void);
int multi_delete_extra_objects(void);
void multi_make_ghost_player(int objnum);
void multi_make_player_ghost(int objnum);
void multi_reset_player_object(objptridx_t objp);
void multi_define_macro(int key);
void multi_send_macro(int key);
int multi_get_kill_list(int *plist);
void multi_new_game(void);
void multi_sort_kill_list(void);
void multi_reset_stuff(void);
int get_team(int pnum);
int multi_maybe_disable_friendly_fire(object *killer);
void multi_initiate_save_game();
void multi_initiate_restore_game();
void multi_disconnect_player(int pnum);
void multi_object_to_object_rw(object *obj, object_rw *obj_rw);
void multi_object_rw_to_object(object_rw *obj_rw, object *obj);
#if defined(DXX_BUILD_DESCENT_I)
static inline void multi_send_got_flag (char a) { (void)a; }
#elif defined(DXX_BUILD_DESCENT_II)
void multi_send_got_flag (char);
#endif
// Exported variables
extern int Network_status;
extern grs_bitmap Orb_icons[2];
// IMPORTANT: These variables needed for player rejoining done by protocol-specific code
extern int Network_send_objects;
extern int Network_send_object_mode;
extern int Network_send_objnum;
extern int Network_rejoined;
extern int Network_sending_extras;
extern int VerifyPlayerJoined;
extern int Player_joining_extras;
extern int Network_player_added;
extern short kill_matrix[MAX_PLAYERS][MAX_PLAYERS];
extern short team_kills[2];
extern int multi_goto_secret;
extern ushort my_segments_checksum;
//do we draw the kill list on the HUD?
extern int Show_kill_list;
extern int Show_reticle_name;
extern fix Show_kill_list_timer;
// Used to send network messages
extern char Network_message[MAX_MESSAGE_LEN];
extern int Network_message_reciever;
// Which player 'owns' each local object for network purposes
extern sbyte object_owner[MAX_OBJECTS];
extern int multi_quit_game;
extern msgsend_state_t multi_sending_message[MAX_PLAYERS];
extern int multi_defining_message;
extern int multi_message_input_sub(int key);
extern void multi_send_message_start();
void multi_send_msgsend_state(msgsend_state_t state);
extern int multi_powerup_is_4pack(int);
extern int PhallicLimit,PhallicMan;
extern int Bounty_target;
extern bitmap_index multi_player_textures[MAX_PLAYERS][N_PLAYER_SHIP_TEXTURES];
extern const char RankStrings[10][14];
// Globals for protocol-bound Refuse-functions
extern char RefuseThisPlayer,WaitForRefuseAnswer,RefuseTeam,RefusePlayerName[12];
extern fix64 RefuseTimeLimit;
#define REFUSE_INTERVAL (F1_0*8)
struct bit_game_flags {
unsigned closed : 1;
unsigned : 1;
unsigned show_on_map : 1;
/*
* These #define are written to .NGP files and to the network.
* Changing them breaks ABI compatibility.
* The bit flags need not match in value, and are converted below in
* pack_game_flags / unpack_game_flags.
*/
#define NETGAME_FLAG_CLOSED 1
#define NETGAME_FLAG_SHOW_MAP 4
#if defined(DXX_BUILD_DESCENT_II)
unsigned hoard : 1;
unsigned team_hoard : 1;
unsigned endlevel : 1;
unsigned forming : 1;
#define NETGAME_FLAG_HOARD 8
#define NETGAME_FLAG_TEAM_HOARD 16
#define NETGAME_FLAG_REALLY_ENDLEVEL 32
#define NETGAME_FLAG_REALLY_FORMING 64
#endif
} __pack__;
struct packed_game_flags
{
unsigned char value;
};
static inline bit_game_flags unpack_game_flags(const packed_game_flags *p)
{
bit_game_flags flags;
flags.closed = !!(p->value & NETGAME_FLAG_CLOSED);
flags.show_on_map = !!(p->value & NETGAME_FLAG_SHOW_MAP);
#if defined(DXX_BUILD_DESCENT_II)
flags.hoard = !!(p->value & NETGAME_FLAG_HOARD);
flags.team_hoard = !!(p->value & NETGAME_FLAG_TEAM_HOARD);
flags.endlevel = !!(p->value & NETGAME_FLAG_REALLY_ENDLEVEL);
flags.forming = !!(p->value & NETGAME_FLAG_REALLY_FORMING);
#endif
return flags;
}
static inline packed_game_flags pack_game_flags(const bit_game_flags *flags)
{
packed_game_flags p;
p.value =
(flags->closed ? NETGAME_FLAG_CLOSED : 0) |
(flags->show_on_map ? NETGAME_FLAG_SHOW_MAP : 0) |
#if defined(DXX_BUILD_DESCENT_II)
(flags->hoard ? NETGAME_FLAG_HOARD : 0) |
(flags->team_hoard ? NETGAME_FLAG_TEAM_HOARD : 0) |
(flags->endlevel ? NETGAME_FLAG_REALLY_ENDLEVEL : 0) |
(flags->forming ? NETGAME_FLAG_REALLY_FORMING : 0) |
#endif
0;
return p;
}
#define NETGAME_NAME_LEN 15
extern struct netgame_info Netgame;
int multi_i_am_master(void);
int multi_who_is_master(void);
void change_playernum_to(int new_pnum);
// Multiplayer powerup capping
extern void multi_powcap_count_powerups_in_mine(void);
extern void multi_powcap_cap_objects();
extern void multi_do_powcap_update();
extern void multi_send_powcap_update();
extern void multi_send_kill_goal_counts();
void multi_check_for_killgoal_winner();
#if defined(DXX_BUILD_DESCENT_II)
extern void multi_send_stolen_items();
extern void multi_send_trigger_specific(char pnum,char trig);
extern void multi_send_door_open_specific(int pnum,int segnum, int side,ubyte flag);
extern void multi_send_wall_status_specific (int pnum,int wallnum,ubyte type,ubyte flags,ubyte state);
extern void multi_send_light_specific (int pnum,int segnum,ubyte val);
void multi_send_capture_bonus (char pnum);
int multi_all_players_alive();
void multi_send_seismic (fix64,fix64);
void multi_send_drop_blobs(char);
void multi_send_sound_function (char,char);
void DropFlag();
int multi_powerup_is_allowed (int);
void multi_send_finish_game ();
void init_hoard_data();
void multi_apply_goal_textures();
int HoardEquipped();
#ifdef EDITOR
void save_hoard_data(void);
#endif
#endif
//how to encode missiles & flares in weapon packets
#define MISSILE_ADJUST 100
#define FLARE_ADJUST 127
/*
* The Network Players structure
* Contains protocol-specific data with designated prefixes and general player-related data.
* Note that not all of these infos will be sent to other users - some are used and/or set locally, only.
*/
struct netplayer_info
{
#if defined(USE_UDP)
union
{
#ifdef USE_UDP
struct
{
struct _sockaddr addr; // IP address of this peer
ubyte isyou; // This flag is set true while sending info to tell player his designated (re)join position
} udp;
#endif
} protocol;
#endif
char callsign[CALLSIGN_LEN+1];
sbyte connected;
ubyte rank;
fix ping;
fix64 LastPacketTime;
} __pack__;
/*
* The Network Game structure
* Contains protocol-specific data with designated prefixes and general game-related data.
* Note that not all of these infos will be sent to clients - some are used and/or set locally, only.
*/
struct netgame_info
{
#if defined(USE_UDP)
union
{
#ifdef USE_UDP
struct
{
struct _sockaddr addr; // IP address of this netgame's host
short program_iver[4]; // IVER of program for version checking
sbyte valid; // Status of Netgame info: -1 = Failed, Wrong version; 0 = No info, yet; 1 = Success
fix GameID;
} udp;
#endif
} protocol;
#endif
struct netplayer_info players[MAX_PLAYERS+4];
char game_name[NETGAME_NAME_LEN+1];
char mission_title[MISSION_NAME_LEN+1];
char mission_name[9];
int levelnum;
ubyte gamemode;
ubyte RefusePlayers;
ubyte difficulty;
ubyte game_status;
ubyte numplayers;
ubyte max_numplayers;
ubyte numconnected;
bit_game_flags game_flag;
ubyte team_vector;
u_int32_t AllowedItems;
/*
* Only used in Descent II, but defined in both for historical
* reasons
*/
short Allow_marker_view;
short AlwaysLighting;
/* End Descent II */
short ShowEnemyNames;
short BrightPlayers;
short InvulAppear;
char team_name[2][CALLSIGN_LEN+1];
int locations[MAX_PLAYERS];
short kills[MAX_PLAYERS][MAX_PLAYERS];
ushort segments_checksum;
short team_kills[2];
short killed[MAX_PLAYERS];
short player_kills[MAX_PLAYERS];
int KillGoal;
fix PlayTimeAllowed;
fix level_time;
int control_invul_time;
int monitor_vector;
int player_score[MAX_PLAYERS];
ubyte player_flags[MAX_PLAYERS];
short PacketsPerSec;
ubyte PacketLossPrevention;
ubyte NoFriendlyFire;
#ifdef USE_TRACKER
ubyte Tracker;
#endif
} __pack__;
#endif
#endif /* _MULTI_H */