dxx-rebirth/d2x-rebirth/main/multi.h

487 lines
15 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 "gameseq.h"
#include "piggy.h"
#include "newmenu.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 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. Can be reset to 0 each time the version of the game changes
#define MULTI_PROTO_VERSION 5
// PROTOCOL VARIABLES AND DEFINES - END
#define MAX_MESSAGE_LEN 35
#define MULTI_POSITION 0
#define MULTI_REAPPEAR 1
#define MULTI_FIRE 2
#define MULTI_KILL 3
#define MULTI_REMOVE_OBJECT 4
#define MULTI_PLAYER_EXPLODE 5
#define MULTI_MESSAGE 6
#define MULTI_QUIT 7
#define MULTI_PLAY_SOUND 8
#define MULTI_BEGIN_SYNC 9
#define MULTI_CONTROLCEN 10
#define MULTI_ROBOT_CLAIM 11
#define MULTI_END_SYNC 12
#define MULTI_CLOAK 13
#define MULTI_ENDLEVEL_START 14
#define MULTI_DOOR_OPEN 15
#define MULTI_CREATE_EXPLOSION 16
#define MULTI_CONTROLCEN_FIRE 17
#define MULTI_PLAYER_DROP 18
#define MULTI_CREATE_POWERUP 19
#define MULTI_CONSISTENCY 20
#define MULTI_DECLOAK 21
#define MULTI_MENU_CHOICE 22
#define MULTI_ROBOT_POSITION 23
#define MULTI_ROBOT_EXPLODE 24
#define MULTI_ROBOT_RELEASE 25
#define MULTI_ROBOT_FIRE 26
#define MULTI_SCORE 27
#define MULTI_CREATE_ROBOT 28
#define MULTI_TRIGGER 29
#define MULTI_BOSS_ACTIONS 30
#define MULTI_CREATE_ROBOT_POWERUPS 31
#define MULTI_HOSTAGE_DOOR 32
#define MULTI_SAVE_GAME 33
#define MULTI_RESTORE_GAME 34
#define MULTI_REQ_PLAYER 35 // NEVER USED
#define MULTI_SEND_PLAYER 36 // NEVER USED
#define MULTI_MARKER 37
#define MULTI_DROP_WEAPON 38
#define MULTI_GUIDED 39
#define MULTI_STOLEN_ITEMS 40
#define MULTI_WALL_STATUS 41 // send to new players
#define MULTI_HEARTBEAT 42
#define MULTI_KILLGOALS 43
#define MULTI_SEISMIC 44
#define MULTI_LIGHT 45
#define MULTI_START_TRIGGER 46
#define MULTI_FLAGS 47
#define MULTI_DROP_BLOB 48
#define MULTI_POWCAP_UPDATE 49
#define MULTI_ACTIVE_DOOR 50
#define MULTI_SOUND_FUNCTION 51
#define MULTI_CAPTURE_BONUS 52
#define MULTI_GOT_FLAG 53
#define MULTI_DROP_FLAG 54
#define MULTI_ROBOT_CONTROLS 55 // NEVER USED
#define MULTI_FINISH_GAME 56
#define MULTI_RANK 57
#define MULTI_MODEM_PING 58
#define MULTI_MODEM_PING_RETURN 59
#define MULTI_ORB_BONUS 60
#define MULTI_GOT_ORB 61
#define MULTI_DROP_ORB 62
#define MULTI_PLAY_BY_PLAY 63
#define MULTI_DO_BOUNTY 64
#define MULTI_TYPING_STATE 65
#define MULTI_GMODE_UPDATE 66
#define MULTI_KILL_HOST 67
#define MULTI_KILL_CLIENT 68
#define MULTI_MAX_TYPE 68
#define MAX_NET_CREATE_OBJECTS 40
#define MAX_MULTI_MESSAGE_LEN 120
#define NETGAME_ANARCHY 0
#define NETGAME_TEAM_ANARCHY 1
#define NETGAME_ROBOT_ANARCHY 2
#define NETGAME_COOPERATIVE 3
#define NETGAME_CAPTURE_FLAG 4
#define NETGAME_HOARD 5
#define NETGAME_TEAM_HOARD 6
#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
#define CONNECT_KMATRIX_WAITING 7 // Like CONNECT_WAITING but used especially in kmatrix.c to seperate "escaped" and "waiting"
// 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
// Bitmask for netgame_info->AllowedItems to set allowed items in Netgame
#define NETFLAG_DOLASER 1
#define NETFLAG_DOSUPERLASER 2
#define NETFLAG_DOQUAD 4
#define NETFLAG_DOVULCAN 8
#define NETFLAG_DOGAUSS 16
#define NETFLAG_DOSPREAD 32
#define NETFLAG_DOHELIX 64
#define NETFLAG_DOPLASMA 128
#define NETFLAG_DOPHOENIX 256
#define NETFLAG_DOFUSION 512
#define NETFLAG_DOOMEGA 1024
#define NETFLAG_DOFLASH 2048
#define NETFLAG_DOHOMING 4096
#define NETFLAG_DOGUIDED 8192
#define NETFLAG_DOPROXIM 16384
#define NETFLAG_DOSMARTMINE 32768
#define NETFLAG_DOSMART 65536
#define NETFLAG_DOMERCURY 131072
#define NETFLAG_DOMEGA 262144
#define NETFLAG_DOSHAKER 524288
#define NETFLAG_DOCLOAK 1048576
#define NETFLAG_DOINVUL 2097152
#define NETFLAG_DOAFTERBURNER 4194304
#define NETFLAG_DOAMMORACK 8388608
#define NETFLAG_DOCONVERTER 16777216
#define NETFLAG_DOHEADLIGHT 33554432
#define NETFLAG_DOPOWERUP 67108863 // mask for all powerup flags
#define MULTI_ALLOW_POWERUP_MAX 26
extern char *multi_allow_powerup_text[MULTI_ALLOW_POWERUP_MAX];
// 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_flags(char);
void multi_send_fire(int laser_gun, int laser_level, int laser_flags, int laser_fired, short laser_track);
void multi_send_destroy_controlcen(int objnum, int player);
void multi_send_endlevel_start(int);
void multi_send_player_explode(char type);
void multi_send_message(void);
void multi_send_position(int objnum);
void multi_send_reappear();
void multi_send_kill(int objnum);
void multi_send_remobj(int objnum);
void multi_send_quit(int why);
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_audio_taunt(int taunt_num);
void multi_send_score(void);
void multi_send_trigger(int trigger);
void multi_send_hostage_door_status(int wallnum);
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_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, void *userdata);
int multi_endlevel_poll2( newmenu *menu, d_event *event, void *userdata );
void multi_send_endlevel_packet();
void multi_leave_game(void);
void multi_process_data(char *dat, int len);
void multi_process_bigdata(char *buf, int 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(object *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);
void multi_send_data(char *buf, int len, int priority);
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);
// Exported variables
extern int Network_status;
// 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 char multibuf[MAX_MULTI_MESSAGE_LEN+4];
extern int who_killed_controlcen;
extern int Net_create_objnums[MAX_NET_CREATE_OBJECTS];
extern int Net_create_loc;
extern short kill_matrix[MAX_PLAYERS][MAX_PLAYERS];
extern short team_kills[2];
extern int multi_goto_secret;
extern char *GMNames[9];
extern char *GMNamesShrt[9];
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 int multi_sending_message[MAX_PLAYERS];
extern int multi_defining_message;
extern int multi_message_input_sub(int key);
extern void multi_send_message_start();
extern int multi_powerup_is_4pack(int);
extern void multi_send_orb_bonus( char pnum );
extern void multi_send_got_orb( char pnum );
extern void multi_add_lifetime_kills(void);
extern int PhallicLimit,PhallicMan;
extern int Bounty_target;
extern bitmap_index multi_player_textures[MAX_PLAYERS][N_PLAYER_SHIP_TEXTURES];
extern char *RankStrings[];
// Globals for protocol-bound Refuse-functions
extern char RefuseThisPlayer,WaitForRefuseAnswer,RefuseTeam,RefusePlayerName[12];
extern fix64 RefuseTimeLimit;
#define REFUSE_INTERVAL (F1_0*8)
#define NETGAME_FLAG_CLOSED 1
#define NETGAME_FLAG_SHOW_ID 2
#define NETGAME_FLAG_SHOW_MAP 4
#define NETGAME_FLAG_HOARD 8
#define NETGAME_FLAG_TEAM_HOARD 16
#define NETGAME_FLAG_REALLY_ENDLEVEL 32
#define NETGAME_FLAG_REALLY_FORMING 64
#define NETGAME_NAME_LEN 15
#define NETGAME_AUX_SIZE 20 // Amount of extra data for the network protocol to store in the netgame packet
extern struct netgame_info Netgame;
extern struct AllNetPlayers_info NetPlayers;
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_stolen_items();
extern void multi_send_kill_goal_counts();
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);
//how to encode missiles & flares in weapon packets
#define MISSILE_ADJUST 100
#define FLARE_ADJUST 127
int HoardEquipped();
#ifdef EDITOR
void save_hoard_data(void);
#endif
/*
* 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.
*/
typedef 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__ netplayer_info;
/*
* 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.
*/
typedef 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;
ubyte game_flags;
ubyte team_vector;
u_int32_t AllowedItems;
short Allow_marker_view;
short AlwaysLighting;
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 ShortPackets;
ubyte PacketLossPrevention;
ubyte NoFriendlyFire;
#ifdef USE_TRACKER
ubyte Tracker;
#endif
} __pack__ netgame_info;
#endif /* _MULTI_H */