9bd1ba7c47
which included commits to RCS files with non-trunk default branches.
419 lines
12 KiB
C
419 lines
12 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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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#ifndef _MULTI_H
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#define _MULTI_H
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#define MAX_MESSAGE_LEN 35
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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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// What version of the multiplayer protocol is this?
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#ifdef SHAREWARE
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#define MULTI_PROTO_VERSION 3
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#else
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#define MULTI_PROTO_VERSION 4
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#endif
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// Protocol versions:
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// 1 Descent Shareware
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// 2 Descent Registered/Commercial
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// 3 Descent II Shareware
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// 4 Descent II Commercial
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// Save multiplayer games?
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#define MULTI_SAVE
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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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#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 // 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_MARKER 37
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#define MULTI_DROP_WEAPON 38
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#define MULTI_GUIDED 39
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#define MULTI_STOLEN_ITEMS 40
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#define MULTI_WALL_STATUS 41 // send to new players
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#define MULTI_HEARTBEAT 42
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#define MULTI_KILLGOALS 43
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#define MULTI_SEISMIC 44
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#define MULTI_LIGHT 45
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#define MULTI_START_TRIGGER 46
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#define MULTI_FLAGS 47
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#define MULTI_DROP_BLOB 48
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#define MULTI_POWERUP_UPDATE 49
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#define MULTI_ACTIVE_DOOR 50
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#define MULTI_SOUND_FUNCTION 51
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#define MULTI_CAPTURE_BONUS 52
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#define MULTI_GOT_FLAG 53
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#define MULTI_DROP_FLAG 54
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#define MULTI_ROBOT_CONTROLS 55
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#define MULTI_FINISH_GAME 56
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#define MULTI_RANK 57
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#define MULTI_MODEM_PING 58
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#define MULTI_MODEM_PING_RETURN 59
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#define MULTI_ORB_BONUS 60
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#define MULTI_GOT_ORB 61
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#define MULTI_DROP_ORB 62
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#define MULTI_PLAY_BY_PLAY 63
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#define MULTI_MAX_TYPE 63
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#define MAX_NET_CREATE_OBJECTS 40
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#define MAX_MULTI_MESSAGE_LEN 120
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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, byte *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_flags(char);
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void multi_send_fire(void);
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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,ubyte flag);
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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_drop_weapon (int objnum,int seed);
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void multi_send_drop_marker (int player,vms_vector position,char messagenum,char text[]);
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void multi_send_guided_info (object *miss,char);
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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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int multi_choose_mission(int *anarchy_only);
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void multi_reset_stuff(void);
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void multi_send_data(char *buf, int len, int repeat);
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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 Netlife_kills,Netlife_killed;
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extern int message_length[MULTI_MAX_TYPE+1];
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extern 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 char Network_message_macro[4][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 byte 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( int key );
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extern void multi_send_message_start();
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extern int multi_powerup_is_4pack(int );
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extern void multi_send_orb_bonus( char pnum );
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extern void multi_send_got_orb( char pnum );
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extern void multi_add_lifetime_kills(void);
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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_FLAG_HOARD 8
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#define NETGAME_FLAG_TEAM_HOARD 16
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#define NETGAME_FLAG_REALLY_ENDLEVEL 32
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#define NETGAME_FLAG_REALLY_FORMING 64
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#define NETGAME_NAME_LEN 15
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enum comp_type {DOS,WIN_32,WIN_95,MAC};
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// sigh...the socket structure member was moved away from it's friends.
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// I'll have to create a union for appletalk network info with just
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// the server and node members since I cannot change the order ot these
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// members.
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typedef struct netplayer_info {
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char callsign[CALLSIGN_LEN+1];
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union {
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struct {
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ubyte server[4];
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ubyte node[6];
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} ipx;
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struct {
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ushort net;
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ubyte node;
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ubyte socket;
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} appletalk;
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} network;
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ubyte version_major;
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ubyte version_minor;
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enum comp_type computer_type;
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byte connected;
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ushort socket;
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ubyte rank;
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} netplayer_info;
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typedef struct AllNetPlayers_info
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{
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char type;
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int Security;
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struct netplayer_info players[MAX_PLAYERS+4];
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} AllNetPlayers_info;
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typedef struct netgame_info {
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ubyte type;
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int Security;
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char game_name[NETGAME_NAME_LEN+1];
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char mission_title[MISSION_NAME_LEN+1];
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char mission_name[9];
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int levelnum;
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ubyte gamemode;
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ubyte RefusePlayers;
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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 numconnected;
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ubyte game_flags;
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ubyte protocol_version;
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ubyte version_major;
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ubyte version_minor;
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ubyte team_vector;
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// change the order of the bit fields for the mac compiler.
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// doing so will mean I don't have to do screwy things to
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// send this as network information
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#ifndef MACINTOSH
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short DoMegas:1;
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short DoSmarts:1;
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short DoFusions:1;
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short DoHelix:1;
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short DoPhoenix:1;
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short DoAfterburner:1;
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short DoInvulnerability:1;
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short DoCloak:1;
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short DoGauss:1;
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short DoVulcan:1;
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short DoPlasma:1;
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short DoOmega:1;
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short DoSuperLaser:1;
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short DoProximity:1;
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short DoSpread:1;
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short DoSmartMine:1;
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short DoFlash:1;
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short DoGuided:1;
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short DoEarthShaker:1;
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short DoMercury:1;
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short Allow_marker_view:1;
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short AlwaysLighting:1;
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short DoAmmoRack:1;
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short DoConverter:1;
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short DoHeadlight:1;
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short DoHoming:1;
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short DoLaserUpgrade:1;
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short DoQuadLasers:1;
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short ShowAllNames:1;
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short BrightPlayers:1;
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short invul:1;
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#else
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short DoSmartMine:1;
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short DoSpread:1;
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short DoProximity:1;
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short DoSuperLaser:1;
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short DoOmega:1;
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short DoPlasma:1;
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short DoVulcan:1;
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short DoGauss:1;
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short DoCloak:1;
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short DoInvulnerability:1;
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short DoAfterburner:1;
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short DoPhoenix:1;
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short DoHelix:1;
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short DoFusions:1;
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short DoSmarts:1;
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short DoMegas:1;
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short bitfield_not_used2:1;
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short invul:1;
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short BrightPlayers:1;
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short ShowAllNames:1;
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short DoQuadLasers:1;
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short DoLaserUpgrade:1;
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short DoHoming:1;
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short DoHeadlight:1;
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short DoConverter:1;
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short DoAmmoRack:1;
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short AlwaysLighting:1;
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short Allow_marker_view:1;
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short DoMercury:1;
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short DoEarthShaker:1;
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short DoGuided:1;
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short DoFlash:1;
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#endif
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char team_name[2][CALLSIGN_LEN+1];
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int locations[MAX_PLAYERS];
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short kills[MAX_PLAYERS][MAX_PLAYERS];
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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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int KillGoal;
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fix PlayTimeAllowed;
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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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short PacketsPerSec;
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ubyte ShortPackets;
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} netgame_info;
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extern struct netgame_info Netgame;
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extern struct AllNetPlayers_info NetPlayers;
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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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//how to encode missiles & flares in weapon packets
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#define MISSILE_ADJUST 100
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#define FLARE_ADJUST 127
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#endif
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#endif
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