dxx-rebirth/main/multi.h

670 lines
19 KiB
C

/* $Id: multi.h,v 1.13 2003-10-21 09:50:56 schaffner Exp $ */
/*
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
*
* Old Log:
* Revision 2.3 1995/04/03 08:49:50 john
* Added code to get someone's player struct.
*
* Revision 2.2 1995/03/27 12:59:17 john
* Initial version of multiplayer save games.
*
* Revision 2.1 1995/03/21 14:39:06 john
* Ifdef'd out the NETWORK code.
*
* Revision 2.0 1995/02/27 11:28:34 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.74 1995/02/11 11:36:42 rob
* Added new var.
*
* Revision 1.73 1995/02/08 18:17:41 rob
* Added prototype for reset function.
*
* Revision 1.72 1995/02/05 14:37:42 rob
* Made object mapping more efficient.
*
* Revision 1.71 1995/02/01 18:07:36 rob
* Change object mapping to int functions.
*
* Revision 1.70 1995/02/01 12:55:00 rob
* Changed message type.
*
* Revision 1.69 1995/01/31 12:46:12 rob
* Fixed a bug with object overflow handling.
*
* Revision 1.68 1995/01/27 11:15:13 rob
* removed extern of variable no longer in multi.c
*
* Revision 1.67 1995/01/24 11:53:13 john
* Added better macro defining code.
*
* Revision 1.66 1995/01/24 11:32:03 john
* Added new defining macro method.
*
* Revision 1.65 1995/01/23 17:17:06 john
* Added multi_sending_message.
*
* Revision 1.64 1995/01/23 16:02:42 rob
* Added prototype for mission select function.
*
* Revision 1.63 1995/01/18 19:01:21 rob
* Added new message for hostage door sync.
*
* Revision 1.62 1995/01/14 18:39:57 rob
* Added new message type for dropping robot powerups.
*
* Revision 1.61 1995/01/12 21:41:13 rob
* Fixed incompat. with 1.0 and 1.1.
*
* Revision 1.60 1995/01/04 21:40:55 rob
* Added new type for boss actions in coop.
*
* Revision 1.59 1995/01/04 11:38:09 rob
* Fixed problem with lost character in messages.
*
* Revision 1.58 1995/01/03 20:12:44 rob
* Made max message length in shareware = 40.
*
* Revision 1.57 1995/01/03 14:27:25 rob
* ADded trigger messages.
*
* Revision 1.56 1995/01/02 20:08:21 rob
* Added robot creation.
*
* Revision 1.55 1995/01/02 14:41:30 rob
* Added score syncing.
*
* Revision 1.54 1994/12/21 21:02:01 rob
* Added new message type for ROBOT_FIRE
*
* Revision 1.53 1994/12/21 17:27:25 rob
* Changed the format for send_create_powerup messages.
*
*
* Revision 1.52 1994/12/20 20:41:39 rob
* ADded robot release message type.
*
* Revision 1.51 1994/12/19 19:00:12 rob
* Changed buf to multibuf so it can be safely externed.
*
* Revision 1.50 1994/12/19 16:41:14 rob
* Added new message types for robot support.
* Added prototype for external use of multi_send_data (from multibot.c)
*
* Revision 1.49 1994/12/11 13:30:13 rob
* Added new variables to get players out of nested menus.
*
* Revision 1.48 1994/12/11 01:58:57 rob
* Added variable to track menu deth..
*
* Revision 1.47 1994/12/08 12:41:17 rob
* Added audio taunts.
*
* Revision 1.46 1994/12/07 21:53:12 rob
* Fixing sequencing bugginess in modem/serial.
*
* Revision 1.45 1994/12/07 16:46:58 rob
* Added prototype.
*
* Revision 1.44 1994/12/01 12:22:31 rob
* Added de-cloak message for demo.
*
* Revision 1.43 1994/12/01 00:54:14 rob
* Added variable for tracking homing missiles.
*
* Revision 1.42 1994/11/30 16:04:39 rob
* Added show reticle name variable for team games.
*
* Revision 1.41 1994/11/29 19:33:38 rob
* Team support.
*
* Revision 1.40 1994/11/29 12:49:37 rob
* Added more team support stuff.
*
* Revision 1.39 1994/11/28 21:20:49 rob
* Cleaned up the .h file, removed an unused function.
*
* Revision 1.38 1994/11/28 21:04:50 rob
* Added support for network sound-casting.
*
* Revision 1.37 1994/11/28 14:02:08 rob
* Added protocol versioning for registered versus shareware.
*
* Revision 1.36 1994/11/28 13:30:04 rob
* Added a define for protocol version.
*
* Revision 1.35 1994/11/22 19:19:48 rob
* remove unused function.
*
* Revision 1.34 1994/11/22 18:47:34 rob
* Added hooks for modem support for secret levels.
*
* Revision 1.33 1994/11/22 17:10:50 rob
* Fix for secret levels in network play mode.
*
* Revision 1.32 1994/11/21 16:00:28 rob
* Added secret-level hooks.
*
* Revision 1.31 1994/11/18 18:28:50 rob
* Added new function for multiplayer score screen.
*
* Revision 1.30 1994/11/18 16:31:05 rob
* Added kill list timer variable.
*
* Revision 1.29 1994/11/17 16:38:15 rob
* Added creation of net powerups.
*
* Revision 1.28 1994/11/17 13:37:33 rob
* Added prototype for multi_new_game.
*
* Revision 1.27 1994/11/17 12:58:45 rob
* Added kill matrix.
*
* Revision 1.26 1994/11/16 20:35:24 rob
* Changed explosion hook.
*
* Revision 1.25 1994/11/15 21:31:13 rob
* Bumped max message size, was giving modem.c fits.
*
* Revision 1.24 1994/11/15 19:28:37 matt
* Added prototypes
*
* Revision 1.23 1994/11/14 17:22:19 rob
* Added extern for message macros.
*
* Revision 1.22 1994/11/11 18:16:44 rob
* Made multi_menu_poll return a value to exit menus.
*
* Revision 1.21 1994/11/11 11:06:19 rob
* Added prototype for multi_menu_poll.
*
* Revision 1.20 1994/11/10 21:48:41 rob
* Changed multi_endlevel to return an int.
*
* Revision 1.19 1994/11/08 17:48:14 rob
* Fixing endlevel stuff.
*
* Revision 1.18 1994/11/07 17:49:07 rob
* Changed prototype for object mapping funcs.
*
* Revision 1.17 1994/11/07 15:46:32 rob
* Changed the way remote object number mapping works, and it was a real
* pain in the ass.. I think it will work more reliably now.
*
* Revision 1.16 1994/11/04 19:53:01 rob
* Added a new message type for Player_leave 'explosions'.
* Added a prototype for function moved over from network.c
*
* Revision 1.15 1994/11/02 18:02:33 rob
* Added message type for control center firing.
*
* Revision 1.14 1994/11/02 11:38:00 rob
* Added player-in-process-of-dying explosions to network game.
*
* Revision 1.13 1994/11/01 19:31:44 rob
* Bumped max_net_create_objects to 20 to accomodate a fully equipped
* character blowing up.
*
* Revision 1.12 1994/10/31 13:48:02 rob
* Fixed bug in opening doors over network/modem. Added a new message
* type to multi.c that communicates door openings across the net.
* Changed includes in multi.c and wall.c to accomplish this.
*
* Revision 1.11 1994/10/09 20:08:20 rob
* Added some exported func prototypes.
* Changed max net message length to 25 (from 30).
* Removed some message types no longer used.
*
* Revision 1.10 1994/10/08 20:06:10 rob
* fixed a typo.
*
* Revision 1.9 1994/10/08 19:59:43 rob
* Moved MAX_MESSAGE_LEN to here.
*
* Revision 1.8 1994/10/07 23:09:54 rob
* Fixed some prototypes.
*
* Revision 1.7 1994/10/07 18:11:19 rob
* Added multi_do_death to multi.c.
*
* Revision 1.6 1994/10/07 16:14:32 rob
* Added new message type for player reappear
*
* Revision 1.5 1994/10/07 12:58:17 rob
* Added multi_leave_game.
*
* Revision 1.4 1994/10/07 12:17:17 rob
* Fixed some stuff in multi_do_frame and exported the message_length
* array.
*
* Revision 1.3 1994/10/07 11:10:17 john
* Added function to parse multiple messages into individual
* messages.
*
* Revision 1.2 1994/10/07 10:28:06 rob
* Headers and stuff for multi.c (obviously)
*
* Revision 1.1 1994/10/06 16:07:39 rob
* Initial revision
*
*
*/
#ifndef _MULTI_H
#define _MULTI_H
#define MAX_MESSAGE_LEN 35
// Defines
#include "gameseq.h"
#include "piggy.h"
// What version of the multiplayer protocol is this?
#ifdef SHAREWARE
#define MULTI_PROTO_VERSION 3
#else
#define MULTI_PROTO_VERSION 4
#endif
// Protocol versions:
// 1 Descent Shareware
// 2 Descent Registered/Commercial
// 3 Descent II Shareware
// 4 Descent II Commercial
// Save multiplayer games?
#define MULTI_SAVE
// How many simultaneous network players do we support?
#define MAX_NUM_NET_PLAYERS 8
#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 // Someone requests my player structure
#define MULTI_SEND_PLAYER 36 // Sending someone my player structure
#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_POWERUP_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
#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_MAX_TYPE 63
#define MAX_NET_CREATE_OBJECTS 40
#define MAX_MULTI_MESSAGE_LEN 120
// Exported functions
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();
void multi_init_objects(void);
void multi_show_player_list(void);
void multi_do_frame(void);
void multi_send_flags(char);
void multi_send_fire(void);
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_netplayer_stats_request(ubyte player_num);
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_guided_info (object *miss,char);
void multi_endlevel_score(void);
void multi_prep_level(void);
int multi_endlevel(int *secret);
int multi_menu_poll(void);
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_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);
int multi_choose_mission(int *anarchy_only);
void multi_reset_stuff(void);
void multi_send_data(char *buf, int len, int repeat);
int get_team(int pnum);
// Exported variables
extern int Network_active;
extern int Network_laser_gun;
extern int Network_laser_fired;
extern int Network_laser_level;
extern int Network_laser_flags;
extern int Netlife_kills,Netlife_killed;
extern int message_length[MULTI_MAX_TYPE+1];
extern char multibuf[MAX_MULTI_MESSAGE_LEN+4];
extern short Network_laser_track;
extern int who_killed_controlcen;
extern int Net_create_objnums[MAX_NET_CREATE_OBJECTS];
extern int Net_create_loc;
extern short kill_matrix[MAX_NUM_NET_PLAYERS][MAX_NUM_NET_PLAYERS];
extern short team_kills[2];
extern int multi_goto_secret;
//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 char Network_message_macro[4][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_in_menu; // Flag to tell if we're executing GameLoop from within a newmenu.
extern int multi_leave_menu;
extern int multi_quit_game;
extern int multi_sending_message;
extern int multi_defining_message;
extern void 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 control_invul_time;
#define N_PLAYER_SHIP_TEXTURES 6
extern bitmap_index multi_player_textures[MAX_NUM_NET_PLAYERS][N_PLAYER_SHIP_TEXTURES];
#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
enum comp_type {DOS,WIN_32,WIN_95,MAC} __pack__ ;
// sigh...the socket structure member was moved away from it's friends.
// I'll have to create a union for appletalk network info with just
// the server and node members since I cannot change the order ot these
// members.
typedef struct netplayer_info {
char callsign[CALLSIGN_LEN+1];
union {
struct {
ubyte server[4];
ubyte node[6];
} ipx;
struct {
ushort net;
ubyte node;
ubyte socket;
} appletalk;
} network;
ubyte version_major;
ubyte version_minor;
enum comp_type computer_type;
sbyte connected;
ushort socket;
ubyte rank;
} __pack__ netplayer_info;
typedef struct AllNetPlayers_info
{
char type;
int Security;
struct netplayer_info players[MAX_PLAYERS+4];
} __pack__ AllNetPlayers_info;
typedef struct netgame_info {
ubyte type;
int Security;
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 protocol_version;
ubyte version_major;
ubyte version_minor;
ubyte team_vector;
// change the order of the bit fields for the mac compiler.
// doing so will mean I don't have to do screwy things to
// send this as network information
#ifndef WORDS_BIGENDIAN
short DoMegas:1;
short DoSmarts:1;
short DoFusions:1;
short DoHelix:1;
short DoPhoenix:1;
short DoAfterburner:1;
short DoInvulnerability:1;
short DoCloak:1;
short DoGauss:1;
short DoVulcan:1;
short DoPlasma:1;
short DoOmega:1;
short DoSuperLaser:1;
short DoProximity:1;
short DoSpread:1;
short DoSmartMine:1;
short DoFlash:1;
short DoGuided:1;
short DoEarthShaker:1;
short DoMercury:1;
short Allow_marker_view:1;
short AlwaysLighting:1;
short DoAmmoRack:1;
short DoConverter:1;
short DoHeadlight:1;
short DoHoming:1;
short DoLaserUpgrade:1;
short DoQuadLasers:1;
short ShowAllNames:1;
short BrightPlayers:1;
short invul:1;
short bitfield_not_used2:1;
#else
short DoSmartMine:1;
short DoSpread:1;
short DoProximity:1;
short DoSuperLaser:1;
short DoOmega:1;
short DoPlasma:1;
short DoVulcan:1;
short DoGauss:1;
short DoCloak:1;
short DoInvulnerability:1;
short DoAfterburner:1;
short DoPhoenix:1;
short DoHelix:1;
short DoFusions:1;
short DoSmarts:1;
short DoMegas:1;
short bitfield_not_used2:1;
short invul:1;
short BrightPlayers:1;
short ShowAllNames:1;
short DoQuadLasers:1;
short DoLaserUpgrade:1;
short DoHoming:1;
short DoHeadlight:1;
short DoConverter:1;
short DoAmmoRack:1;
short AlwaysLighting:1;
short Allow_marker_view:1;
short DoMercury:1;
short DoEarthShaker:1;
short DoGuided:1;
short DoFlash:1;
#endif
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 AuxData[NETGAME_AUX_SIZE]; // Storage for protocol-specific data (e.g., multicast session and port)
} __pack__ netgame_info;
extern struct netgame_info Netgame;
extern struct AllNetPlayers_info NetPlayers;
int network_i_am_master(void);
void change_playernum_to(int new_pnum);
//how to encode missiles & flares in weapon packets
#define MISSILE_ADJUST 100
#define FLARE_ADJUST 127
#endif /* _MULTI_H */