dxx-rebirth/main/multi.h

432 lines
14 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 1993-1998 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 "vers_id.h"
#include "powerup.h"
#include "newmenu.h"
// Need these for non network builds too -Chris
#define MAX_MESSAGE_LEN 35
#define MAX_NUM_NET_PLAYERS 8 // How many simultaneous network players do we support?
#ifdef USE_UDP
#ifdef _WIN32
#include <winsock.h>
#include <io.h>
#else
#include <sys/socket.h>
#include <netinet/in.h>
#include <netdb.h>
#include <arpa/inet.h>
#include <unistd.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_IPX 1 // IPX-type protocol (IPX, KALI)
#define MULTI_PROTO_UDP 2 // UDP protocol
// What version of the multiplayer protocol is this?
// Protocol versions:
// 1 Descent Shareware
// 2 Descent Registered/Commercial
// 3 Descent II Shareware
// 4 Descent II Commercial
#define MULTI_PROTO_VERSION 2
// these two defines should become obsolete due to strict version checking in UDP
#define MULTI_PROTO_D1X_VER 7 // Increment everytime we change networking features - based on ubyte, must never be > 255
#define MULTI_PROTO_D1X_MINOR 1 //Incrementing this seems the only way possible. Still stays backwards compitible.
// PROTOCOL VARIABLES AND DEFINES - END
#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 // obsolete
#define MULTI_RESTORE_GAME 34 // obsolete
#define MULTI_REQ_PLAYER 35 // Someone requests my player structure
#define MULTI_SEND_PLAYER 36 // Sending someone my player structure
#define MULTI_PLAYER_POWERUP_COUNT 37
#define MULTI_START_POWERUP_COUNT 38
#define MULTI_MAX_TYPE 38
#define MAX_MULTI_MESSAGE_LEN 90 //didn't change it, just moved it up
#define MAX_NET_CREATE_OBJECTS 20
#define MISSILE_ADJUST 6
#define NETGAME_ANARCHY 0
#define NETGAME_TEAM_ANARCHY 1
#define NETGAME_ROBOT_ANARCHY 2
#define NETGAME_COOPERATIVE 3
#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
// 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
// Bitmask for netgame_info->AllowedItems to set allowed items in Netgame
#define NETFLAG_DOLASER 1 // 0x0000001
#define NETFLAG_DOQUAD 2 // 0x0000002
#define NETFLAG_DOVULCAN 4 // 0x0000004
#define NETFLAG_DOSPREAD 8 // 0x0000008
#define NETFLAG_DOPLASMA 16 // 0x0000010
#define NETFLAG_DOFUSION 32 // 0x0000020
#define NETFLAG_DOHOMING 64 // 0x0000040
#define NETFLAG_DOSMART 128 // 0x0000080
#define NETFLAG_DOMEGA 256 // 0x0000100
#define NETFLAG_DOPROXIM 512 // 0x0000200
#define NETFLAG_DOCLOAK 1024 // 0x0000400
#define NETFLAG_DOINVUL 2048 // 0x0000800
#define NETFLAG_DOPOWERUP 4095 // 0x0000fff mask for all powerup flags
#define MULTI_ALLOW_POWERUP_MAX 12
int multi_allow_powerup_mask[MAX_POWERUP_TYPES];
extern char *multi_allow_powerup_text[MULTI_ALLOW_POWERUP_MAX];
// 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);
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();
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);
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_player_powerup_count();
void multi_send_start_powerup_count();
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();
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_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(unsigned char *buf, int len, int priority);
int get_team(int pnum);
// Exported variables
extern int PacketUrgent;
extern int Network_status;
extern int Network_laser_gun;
extern int Network_laser_fired;
extern int Network_laser_level;
extern int Network_laser_flags;
// 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_new_game;
extern int Network_player_added;
extern int message_length[MULTI_MAX_TYPE+1];
extern unsigned 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;
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;
// Used to map network to local object numbers
extern short remote_to_local[MAX_NUM_NET_PLAYERS][MAX_OBJECTS]; // Network object num for each
extern short local_to_remote[MAX_OBJECTS]; // Local object num for each network objnum
extern sbyte object_owner[MAX_OBJECTS]; // Who 'owns' each local object for network purposes
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 void multi_message_feedback();
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_NAME_LEN 15
#define NETPLAYER_ORIG_SIZE 22
#define NETPLAYER_D1X_SIZE 22 /* D1X version removes last char from callsign */
int multi_i_am_master(void);
int multi_who_is_master(void);
void change_playernum_to(int new_pnum);
// Globals for protocol-bound Refuse-functions
extern char RefuseThisPlayer,WaitForRefuseAnswer,RefuseTeam,RefusePlayerName[12];
extern fix RefuseTimeLimit;
#define REFUSE_INTERVAL (F1_0*8)
extern uint multi_allow_powerup;
extern struct netgame_info Netgame;
/*
* The Network Players structure
* Contains both IPX- and UDP-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.
* Even if some variables are not UDP-specific, they might be used in IPX as well to maintain backwards compability.
*/
typedef struct netplayer_info
{
#if defined(USE_UDP) || defined(USE_IPX)
union
{
#ifdef USE_IPX
struct
{
ubyte server[4];
ubyte node[6];
ushort socket;
} ipx;
#endif
#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];
ubyte version_major;
ubyte version_minor;
sbyte connected;
ubyte rank;
fix ping;
fix LastPacketTime;
} __pack__ netplayer_info;
/*
* The Network Game structure
* Contains both IPX- and UDP-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.
* Even if some variables are not UDP-specific, they might be used in IPX as well to maintain backwards compability.
*/
typedef struct netgame_info
{
#if defined(USE_UDP) || defined(USE_IPX)
union
{
#ifdef USE_IPX
struct
{
ubyte Game_pkt_type;
ubyte protocol_version;
} ipx;
#endif
#ifdef USE_UDP
struct
{
struct _sockaddr addr; // IP address of this netgame's host
short program_iver[3]; // IVER of program for version checking
sbyte valid; // Status of Netgame info: -1 = Failed, Wrong version; 0 = No info, yet; 1 = Success
} udp;
#endif
} protocol;
#endif
ubyte version_major; // Game content data version major (unused in D1)
ubyte version_minor; // Game content data version minor (unused in D1)
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; // (unused in D1)
short AlwaysLighting; // (unused in D1)
short ShowAllNames; // (unused in D1 - solved with Show_reticle_name by Client)
short BrightPlayers; // (unused in D1)
short InvulAppear; // (unused in D1)
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; // (unused in D1)
fix PlayTimeAllowed; // (unused in D1)
fix level_time;
int control_invul_time;
int monitor_vector;
int player_score[MAX_PLAYERS];
ubyte player_flags[MAX_PLAYERS];
short PacketsPerSec;
ubyte PacketLossPrevention;
} __pack__ netgame_info;
#endif /* _MULTI_H */