dxx-rebirth/main/multi.h
Bradley Bell 9bd1ba7c47 This commit was generated by cvs2svn to compensate for changes in r2,
which included commits to RCS files with non-trunk default branches.
2001-01-19 03:30:16 +00:00

419 lines
12 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.
*/
#ifndef _MULTI_H
#define _MULTI_H
#define MAX_MESSAGE_LEN 35
#ifdef NETWORK
// 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, byte *owner);
void map_objnum_local_to_remote(int local, int remote, int owner);
void map_objnum_local_to_local(int objnum);
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;
// 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 byte object_owner[MAX_OBJECTS]; // Who 'owns' each local object for network purposes
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
enum comp_type {DOS,WIN_32,WIN_95,MAC};
// 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;
byte connected;
ushort socket;
ubyte rank;
} netplayer_info;
typedef struct AllNetPlayers_info
{
char type;
int Security;
struct netplayer_info players[MAX_PLAYERS+4];
} 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 MACINTOSH
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;
#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;
} 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
#endif