311 lines
9.1 KiB
C
311 lines
9.1 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Defines and exported variables for multi.c
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*
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*/
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#ifndef _MULTI_H
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#define _MULTI_H
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#ifdef SHAREWARE
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#define MAX_MESSAGE_LEN 25
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#else
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#define MAX_MESSAGE_LEN 35
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#define SHAREWARE_MAX_MESSAGE_LEN 25
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#endif
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#ifdef NETWORK
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// Defines
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#include "gameseq.h"
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#include "piggy.h"
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//added 03/05/99 Matt Mueller
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#include "compare.h"
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//end addition -MM
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// What version of the multiplayer protocol is this?
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#ifdef SHAREWARE
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#define MULTI_PROTO_VERSION 1
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#else
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#define MULTI_PROTO_VERSION 2
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#endif
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#define MULTI_PROTO_D1X_VER 4 // Increment everytime we change networking features
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//Incrementing this seems the only way possible. Still stays backwards compitible.
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#define MULTI_PROTO_D1X_MINOR 1
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// How many simultaneous network players do we support?
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#define MAX_NUM_NET_PLAYERS 8
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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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#ifndef SHAREWARE
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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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#endif
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#define MULTI_SAVE_GAME 33 // obsolete
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#define MULTI_RESTORE_GAME 34 // obsolete
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#define MULTI_REQ_PLAYER 35 // Someone requests my player structure
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#define MULTI_SEND_PLAYER 36 // Sending someone my player structure
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#define MULTI_PLAYER_POWERUP_COUNT 37
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#define MULTI_START_POWERUP_COUNT 38
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#define MULTI_POS_FIRE 39
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#define MULTI_POS_PLAYER_EXPLODE 40
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#ifndef SHAREWARE
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#define MULTI_MAX_TYPE 40
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#else
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#define MULTI_MAX_TYPE 25 //22
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#endif
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#define MAX_MULTI_MESSAGE_LEN 90 //didn't change it, just moved it up
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#ifdef SHAREWARE
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#define MAX_NET_CREATE_OBJECTS 19
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#else
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#define MAX_NET_CREATE_OBJECTS 20
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#endif
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#define MISSILE_ADJUST 6
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// Exported functions
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int objnum_remote_to_local(int remote_obj, int owner);
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int objnum_local_to_remote(int local_obj, sbyte *owner);
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void map_objnum_local_to_remote(int local, int remote, int owner);
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void map_objnum_local_to_local(int objnum);
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void multi_init_objects(void);
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void multi_show_player_list(void);
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void multi_do_frame(void);
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void multi_send_fire(int pl);
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void multi_send_destroy_controlcen(int objnum, int player);
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void multi_send_endlevel_start(int);
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void multi_send_player_explode(char type);
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void multi_send_message(void);
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void multi_send_position(int objnum);
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void multi_send_reappear();
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void multi_send_kill(int objnum);
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void multi_send_remobj(int objnum);
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void multi_send_quit(int why);
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void multi_send_door_open(int segnum, int side);
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void multi_send_create_explosion(int player_num);
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void multi_send_controlcen_fire(vms_vector *to_target, int gun_num, int objnum);
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void multi_send_cloak(void);
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void multi_send_decloak(void);
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void multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos);
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void multi_send_play_sound(int sound_num, fix volume);
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void multi_send_audio_taunt(int taunt_num);
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void multi_send_score(void);
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void multi_send_trigger(int trigger);
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void multi_send_hostage_door_status(int wallnum);
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void multi_send_netplayer_stats_request(ubyte player_num);
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void multi_send_player_powerup_count();
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void multi_send_start_powerup_count();
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void multi_endlevel_score(void);
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void multi_prep_level(void);
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int multi_endlevel(int *secret);
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int multi_menu_poll(void);
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void multi_leave_game(void);
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void multi_process_data(char *dat, int len);
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void multi_process_bigdata(char *buf, int len);
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void multi_do_death(int objnum);
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void multi_send_message_dialog(void);
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int multi_delete_extra_objects(void);
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void multi_make_ghost_player(int objnum);
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void multi_make_player_ghost(int objnum);
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void multi_define_macro(int key);
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void multi_send_macro(int key);
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int multi_get_kill_list(int *plist);
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void multi_new_game(void);
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void multi_sort_kill_list(void);
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void multi_reset_stuff(void);
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//edit 03/04/99 Matt Mueller - some debug code.. ignore if you wish.
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void
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multi_send_data_real(unsigned char *buf, int len, int repeat,char *file,char *func,int line);
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#ifndef __FUNCTION__
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#define __FUNCTION__ ((char *) 0)
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#endif
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//multi_send_data(unsigned char *buf, int len, int repeat);
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#define multi_send_data(buf, len, repeat) multi_send_data_real(buf, len, repeat, __FILE__,__FUNCTION__,__LINE__)
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//end edit -MM
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int get_team(int pnum);
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// Exported variables
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extern int Network_active;
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extern int Network_laser_gun;
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extern int Network_laser_fired;
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extern int Network_laser_level;
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extern int Network_laser_flags;
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extern int message_length[MULTI_MAX_TYPE+1];
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extern unsigned char multibuf[MAX_MULTI_MESSAGE_LEN+4];
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extern short Network_laser_track;
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extern int who_killed_controlcen;
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extern int Net_create_objnums[MAX_NET_CREATE_OBJECTS];
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extern int Net_create_loc;
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extern short kill_matrix[MAX_NUM_NET_PLAYERS][MAX_NUM_NET_PLAYERS];
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extern short team_kills[2];
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extern int multi_goto_secret;
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//do we draw the kill list on the HUD?
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extern int Show_kill_list;
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extern int Show_reticle_name;
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extern fix Show_kill_list_timer;
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// Used to send network messages
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extern char Network_message[MAX_MESSAGE_LEN];
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extern int Network_message_reciever;
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// Used to map network to local object numbers
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extern short remote_to_local[MAX_NUM_NET_PLAYERS][MAX_OBJECTS]; // Network object num for each
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extern short local_to_remote[MAX_OBJECTS]; // Local object num for each network objnum
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extern sbyte object_owner[MAX_OBJECTS]; // Who 'owns' each local object for network purposes
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extern int multi_in_menu; // Flag to tell if we're executing GameLoop from within a newmenu.
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extern int multi_leave_menu;
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extern int multi_quit_game;
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extern int multi_sending_message;
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extern int multi_defining_message;
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extern void multi_message_input_sub();
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extern void multi_send_message_start();
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extern void multi_message_feedback();
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extern int control_invul_time;
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#define N_PLAYER_SHIP_TEXTURES 6
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extern bitmap_index multi_player_textures[MAX_NUM_NET_PLAYERS][N_PLAYER_SHIP_TEXTURES];
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#define NETGAME_FLAG_CLOSED 1
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#define NETGAME_FLAG_SHOW_ID 2
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#define NETGAME_FLAG_SHOW_MAP 4
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#define NETGAME_NAME_LEN 15
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#define NETPLAYER_ORIG_SIZE 22
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#define NETPLAYER_D1X_SIZE 22 /* D1X version removes last char from callsign */
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typedef struct netplayer_info {
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char callsign[CALLSIGN_LEN+1];
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ubyte server[4];
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ubyte node[6];
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ushort socket;
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sbyte connected;
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#ifndef SHAREWARE
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/* following D1X only */
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ubyte sub_protocol;
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#endif
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} __pack__ netplayer_info;
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typedef struct netgame_info {
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ubyte type;
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char game_name[NETGAME_NAME_LEN+1];
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char team_name[2][CALLSIGN_LEN+1];
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ubyte gamemode;
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ubyte difficulty;
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ubyte game_status;
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ubyte numplayers;
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ubyte max_numplayers;
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ubyte game_flags;
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netplayer_info players[MAX_PLAYERS];
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int locations[MAX_PLAYERS];
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short kills[MAX_PLAYERS][MAX_PLAYERS];
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int levelnum;
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ubyte protocol_version;
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ubyte team_vector;
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ushort segments_checksum;
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short team_kills[2];
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short killed[MAX_PLAYERS];
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short player_kills[MAX_PLAYERS];
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fix level_time;
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int control_invul_time;
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int monitor_vector;
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int player_score[MAX_PLAYERS];
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ubyte player_flags[MAX_PLAYERS];
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char mission_name[9];
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char mission_title[MISSION_NAME_LEN+1];
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// from protocol v 3.0
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ubyte packets_per_sec;
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uint flags;
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ubyte subprotocol; // constant for given version
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ubyte required_subprotocol; // depends on game mode etc.
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} __pack__ netgame_info;
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extern struct netgame_info Netgame;
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int network_i_am_master(void);
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void change_playernum_to(int new_pnum);
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extern uint multi_allow_powerup;
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extern int HUD_init_message(char * format, ...);
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#endif
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#endif
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