dxx-rebirth/common/main/multi.h
2023-01-14 19:05:37 +00:00

956 lines
28 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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
*
*/
#pragma once
#include <span>
#include <type_traits>
#include "dxxsconf.h"
#include "fwd-partial_range.h"
#include "player.h"
#include "player-callsign.h"
#include "player-flags.h"
#include "fwd-weapon.h"
#include "mission.h"
#include "powerup.h"
#include "fwd-object.h"
#include "fwd-piggy.h"
#include "fwd-robot.h"
#include "fwd-segment.h"
#include "fwd-wall.h"
#include "window.h"
#include "game.h"
#include "gameplayopt.h"
#ifdef _WIN32
#include <winsock2.h>
#include <ws2tcpip.h>
#include <io.h>
#else
#include <sys/socket.h>
#include <netinet/in.h>
#include <netdb.h>
#include <arpa/inet.h>
#include <unistd.h>
#include <stdint.h>
#include <sys/time.h>
#endif
#include <stdexcept>
#include "digi.h"
#include "pack.h"
#include "ntstring.h"
#include "compiler-static_assert.h"
#include <array>
#ifdef dsx
#include "backports-ranges.h"
#endif
namespace dcx {
struct _sockaddr
{
union {
sockaddr sa;
sockaddr_in sin;
#if DXX_USE_IPv6
sockaddr_in6 sin6;
#define DXX_IPv6(v4,v6) v6
#else
#define DXX_IPv6(v4,v6) v4
#endif
};
using presentation_buffer = std::array<char, DXX_IPv6(INET_ADDRSTRLEN, INET6_ADDRSTRLEN)>;
static constexpr std::integral_constant<int, DXX_IPv6(AF_INET, AF_INET6)> address_family{};
#undef DXX_IPv6
};
// PROTOCOL VARIABLES AND DEFINES
enum class network_game_type : uint8_t
{
anarchy,
team_anarchy,
robot_anarchy,
cooperative,
capture_flag,
hoard,
team_hoard,
bounty,
};
enum class multiplayer_data_priority : uint8_t
{
_0,
_1,
_2,
};
/* These values are sent over the network. If new values are added or existing
* entries are renumbered, the multiplayer protocol version must be changed.
*/
enum class kick_player_reason : uint8_t
{
// reasons for a packet with type UPID_DUMP
closed, // no new players allowed after game started
full, // player count maxed out
endlevel,
dork,
aborted,
connected, // never used
level,
kicked,
pkttimeout,
};
}
#define MULTI_PROTO_UDP 1 // UDP protocol
// What version of the multiplayer protocol is this? Increment each time something drastic changes in Multiplayer without the version number changes. Reset to 0 each time the version of the game changes
#define MULTI_PROTO_VERSION static_cast<uint16_t>(16)
// PROTOCOL VARIABLES AND DEFINES - END
// limits for Packets (i.e. positional updates) per sec
#define DEFAULT_PPS 30
#define MIN_PPS 5
#define MAX_PPS 40
#define MAX_MESSAGE_LEN 35
#if defined(DXX_BUILD_DESCENT_I)
#define MAX_NET_CREATE_OBJECTS 20
#define MAX_MULTI_MESSAGE_LEN 90 //didn't change it, just moved it up
#elif defined(DXX_BUILD_DESCENT_II)
#define MAX_NET_CREATE_OBJECTS 40
#define MAX_MULTI_MESSAGE_LEN 120
#endif
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
#define NETFLAG_LABEL_QUAD "Quad Lasers"
#define NETFLAG_LABEL_VULCAN "Vulcan cannon"
#define NETFLAG_LABEL_SPREAD "Spreadfire cannon"
#define NETFLAG_LABEL_PLASMA "Plasma cannon"
#define NETFLAG_LABEL_FUSION "Fusion cannon"
#define for_each_netflag_value(VALUE) \
VALUE(NETFLAG_DOLASER, "Laser upgrade") \
VALUE(NETFLAG_DOQUAD, NETFLAG_LABEL_QUAD) \
VALUE(NETFLAG_DOVULCAN, NETFLAG_LABEL_VULCAN) \
VALUE(NETFLAG_DOSPREAD, NETFLAG_LABEL_SPREAD) \
VALUE(NETFLAG_DOPLASMA, NETFLAG_LABEL_PLASMA) \
VALUE(NETFLAG_DOFUSION, NETFLAG_LABEL_FUSION) \
VALUE(NETFLAG_DOHOMING, "Homing Missiles") \
VALUE(NETFLAG_DOPROXIM, "Proximity Bombs") \
VALUE(NETFLAG_DOSMART, "Smart Missiles") \
VALUE(NETFLAG_DOMEGA, "Mega Missiles") \
VALUE(NETFLAG_DOCLOAK, "Cloaking") \
VALUE(NETFLAG_DOINVUL, "Invulnerability") \
D2X_MP_NETFLAGS(VALUE) \
#define for_each_netgrant_value(VALUE) \
VALUE(NETGRANT_QUAD, NETFLAG_LABEL_QUAD) \
VALUE(NETGRANT_VULCAN, NETFLAG_LABEL_VULCAN) \
VALUE(NETGRANT_SPREAD, NETFLAG_LABEL_SPREAD) \
VALUE(NETGRANT_PLASMA, NETFLAG_LABEL_PLASMA) \
VALUE(NETGRANT_FUSION, NETFLAG_LABEL_FUSION) \
D2X_MP_NETGRANT(VALUE)
#define MULTI_GAME_TYPE_COUNT 8
namespace dsx {
#if defined(DXX_BUILD_DESCENT_I)
constexpr std::integral_constant<unsigned, 13> MULTI_GAME_NAME_LENGTH{};
constexpr std::integral_constant<unsigned, 18> MULTI_ALLOW_POWERUP_TEXT_LENGTH{};
#define MULTI_ALLOW_POWERUP_MAX 12
#define D2X_MP_NETFLAGS(VALUE)
#define DXX_GRANT_LASER_LEVEL_BITS 2
#define D2X_MP_NETGRANT(VALUE)
#elif defined(DXX_BUILD_DESCENT_II)
constexpr std::integral_constant<unsigned, 17> MULTI_GAME_NAME_LENGTH{};
constexpr std::integral_constant<unsigned, 21> MULTI_ALLOW_POWERUP_TEXT_LENGTH{};
#define MULTI_ALLOW_POWERUP_MAX 26
#define NETFLAG_LABEL_GAUSS "Gauss cannon"
#define NETFLAG_LABEL_HELIX "Helix cannon"
#define NETFLAG_LABEL_PHOENIX "Phoenix cannon"
#define NETFLAG_LABEL_OMEGA "Omega cannon"
#define NETFLAG_LABEL_AFTERBURNER "Afterburners"
#define NETFLAG_LABEL_AMMORACK "Ammo rack"
#define NETFLAG_LABEL_CONVERTER "Energy Converter"
#define NETFLAG_LABEL_HEADLIGHT "Headlight"
#define D2X_MP_NETFLAGS(VALUE) \
VALUE(NETFLAG_DOSUPERLASER, "Super lasers") \
VALUE(NETFLAG_DOGAUSS, NETFLAG_LABEL_GAUSS) \
VALUE(NETFLAG_DOHELIX, NETFLAG_LABEL_HELIX) \
VALUE(NETFLAG_DOPHOENIX, NETFLAG_LABEL_PHOENIX) \
VALUE(NETFLAG_DOOMEGA, NETFLAG_LABEL_OMEGA) \
VALUE(NETFLAG_DOFLASH, "Flash Missiles") \
VALUE(NETFLAG_DOGUIDED, "Guided Missiles") \
VALUE(NETFLAG_DOSMARTMINE, "Smart Mines") \
VALUE(NETFLAG_DOMERCURY, "Mercury Missiles") \
VALUE(NETFLAG_DOSHAKER, "Earthshaker Missiles") \
VALUE(NETFLAG_DOAFTERBURNER, NETFLAG_LABEL_AFTERBURNER) \
VALUE(NETFLAG_DOAMMORACK, NETFLAG_LABEL_AMMORACK) \
VALUE(NETFLAG_DOCONVERTER, NETFLAG_LABEL_CONVERTER) \
VALUE(NETFLAG_DOHEADLIGHT, NETFLAG_LABEL_HEADLIGHT)
#define DXX_GRANT_LASER_LEVEL_BITS 3
#define D2X_MP_NETGRANT(VALUE) \
VALUE(NETGRANT_GAUSS, NETFLAG_LABEL_GAUSS) \
VALUE(NETGRANT_HELIX, NETFLAG_LABEL_HELIX) \
VALUE(NETGRANT_PHOENIX, NETFLAG_LABEL_PHOENIX) \
VALUE(NETGRANT_OMEGA, NETFLAG_LABEL_OMEGA) \
VALUE(NETGRANT_AFTERBURNER, NETFLAG_LABEL_AFTERBURNER) \
VALUE(NETGRANT_AMMORACK, NETFLAG_LABEL_AMMORACK) \
VALUE(NETGRANT_CONVERTER, NETFLAG_LABEL_CONVERTER) \
VALUE(NETGRANT_HEADLIGHT, NETFLAG_LABEL_HEADLIGHT)
#endif
namespace multi {
struct dispatch_table
{
constexpr const dispatch_table *operator->() const
{
return this;
}
virtual void send_data(std::span<const uint8_t> data, multiplayer_data_priority) const = 0;
virtual void send_data_direct(std::span<const uint8_t> data, playernum_t pnum, int needack) const = 0;
virtual int objnum_is_past(objnum_t objnum) const = 0;
virtual void do_protocol_frame(int force, int listen) const = 0;
virtual window_event_result level_sync() const = 0;
virtual void send_endlevel_packet() const = 0;
virtual void kick_player(const _sockaddr &dump_addr, kick_player_reason why) const = 0;
virtual void disconnect_player(int playernum) const = 0;
virtual int end_current_level(
#if defined(DXX_BUILD_DESCENT_I)
next_level_request_secret_flag *secret
#endif
) const = 0;
virtual void leave_game() const = 0;
};
}
#define define_netflag_bit_enum(NAME,STR) BIT_##NAME,
#define define_netflag_bit_mask(NAME,STR) NAME = (1 << BIT_##NAME),
#define define_netflag_powerup_mask(NAME,STR) | (NAME)
enum netflag_bit : uint8_t
{
for_each_netflag_value(define_netflag_bit_enum)
};
// Bitmask for netgame_info->AllowedItems to set allowed items in Netgame
enum netflag_flag :
#if defined(DXX_BUILD_DESCENT_I)
uint16_t
#elif defined(DXX_BUILD_DESCENT_II)
uint32_t
#endif
{
for_each_netflag_value(define_netflag_bit_mask)
};
enum netgrant_bit : uint8_t
{
BIT_NETGRANT_LASER = DXX_GRANT_LASER_LEVEL_BITS - 1,
for_each_netgrant_value(define_netflag_bit_enum)
BIT_NETGRANT_MAXIMUM
};
enum netgrant_flag :
#if defined(DXX_BUILD_DESCENT_I)
uint8_t
#elif defined(DXX_BUILD_DESCENT_II)
uint16_t
#endif
{
for_each_netgrant_value(define_netflag_bit_mask)
};
#undef define_netflag_bit_enum
#undef define_netflag_bit_mask
struct packed_spawn_granted_items
{
#if defined(DXX_BUILD_DESCENT_I)
typedef uint8_t mask_type;
#elif defined(DXX_BUILD_DESCENT_II)
typedef uint16_t mask_type;
#endif
mask_type mask;
static_assert(BIT_NETGRANT_MAXIMUM <= sizeof(mask) << 3, "mask too small");
packed_spawn_granted_items() = default;
constexpr packed_spawn_granted_items(mask_type m) :
mask(m)
{
}
template <unsigned U>
constexpr packed_spawn_granted_items(std::integral_constant<unsigned, U>) :
mask(U)
{
assert_equal(U, static_cast<mask_type>(U), "truncation error");
}
explicit operator bool() const { return mask; }
bool has_quad_laser() const { return mask & NETGRANT_QUAD; }
#if defined(DXX_BUILD_DESCENT_II)
bool has_afterburner() const { return mask & NETGRANT_AFTERBURNER; }
#endif
};
class packed_netduplicate_items
{
public:
enum
{
primary_shift = 0,
primary_width = 3,
secondary_shift = primary_shift + primary_width,
secondary_width = 3,
#if defined(DXX_BUILD_DESCENT_II)
accessory_shift = secondary_shift + secondary_width,
accessory_width = 3,
#endif
};
private:
#if defined(DXX_BUILD_DESCENT_I)
typedef uint8_t count_type;
#elif defined(DXX_BUILD_DESCENT_II)
typedef uint16_t count_type;
#endif
count_type count;
template <uint_fast32_t shift, uint_fast32_t width>
uint_fast32_t get_sub_field() const
{
static_assert(shift + width <= sizeof(count) << 3, "shift+width too big");
constexpr auto low_mask = (1 << width) - 1;
return (count >> shift) & low_mask;
}
public:
template <uint_fast32_t shift, uint_fast32_t width>
void set_sub_field(uint_fast32_t value)
{
constexpr auto low_mask = (1 << width) - 1;
constexpr auto shifted_mask = low_mask << shift;
count = (count & ~shifted_mask) | (value << shift);
}
#define DEFINE_ACCESSOR(N) \
uint_fast32_t get_##N##_count() const \
{ \
return get_sub_field<N##_shift, N##_width>(); \
} \
void set_##N##_count(uint_fast32_t value) \
{ \
set_sub_field<N##_shift, N##_width>(value); \
}
DEFINE_ACCESSOR(primary);
DEFINE_ACCESSOR(secondary);
#if defined(DXX_BUILD_DESCENT_II)
DEFINE_ACCESSOR(accessory);
#endif
count_type get_packed_field() const
{
return count;
}
void set_packed_field(count_type c)
{
count = c;
}
};
static inline laser_level map_granted_flags_to_laser_level(const packed_spawn_granted_items &grant)
{
/* Laser level in lowest bits */
return laser_level{static_cast<uint8_t>(grant.mask & ((1 << DXX_GRANT_LASER_LEVEL_BITS) - 1))};
}
player_flags map_granted_flags_to_player_flags(packed_spawn_granted_items grant);
uint_fast32_t map_granted_flags_to_primary_weapon_flags(packed_spawn_granted_items grant);
uint16_t map_granted_flags_to_vulcan_ammo(packed_spawn_granted_items grant);
void multi_digi_link_sound_to_pos(int soundnum, vcsegptridx_t segnum, sidenum_t sidenum, const vms_vector &pos, int forever, fix max_volume);
void multi_object_to_object_rw(const object &obj, object_rw *obj_rw);
void multi_object_rw_to_object(const object_rw *obj_rw, object &obj);
using GMNames_array = std::array<char[MULTI_GAME_NAME_LENGTH], MULTI_GAME_TYPE_COUNT>;
extern const GMNames_array GMNames;
using multi_allow_powerup_text_array = std::array<char[MULTI_ALLOW_POWERUP_TEXT_LENGTH], MULTI_ALLOW_POWERUP_MAX>;
extern const multi_allow_powerup_text_array multi_allow_powerup_text;
extern const std::array<char[8], MULTI_GAME_TYPE_COUNT> GMNamesShrt;
}
namespace dcx {
extern std::array<objnum_t, MAX_NET_CREATE_OBJECTS> Net_create_objnums;
extern unsigned Net_create_loc;
int multi_maybe_disable_friendly_fire(const object_base *attacker);
}
namespace dsx {
void multi_send_fire(const vms_matrix &orient, int laser_gun, laser_level, int laser_flags, objnum_t laser_track, imobjptridx_t is_bomb_objnum);
void multi_send_destroy_controlcen(objnum_t objnum, playernum_t player);
void multi_send_position(object &objnum);
void multi_send_kill(vmobjptridx_t objnum);
void multi_send_remobj(vmobjidx_t objnum);
void multi_send_door_open(vcsegidx_t segnum, sidenum_t side, wall_flags flag);
void multi_send_drop_weapon(vmobjptridx_t objnum,int seed);
void multi_reset_player_object(object &objp);
}
#endif
enum class msgsend_state : uint8_t {
none,
typing,
automap,
};
enum deres_type_t {
deres_explode,
deres_drop,
};
// Exported functions
struct owned_remote_objnum
{
int8_t owner;
uint16_t objnum;
};
enum class trgnum_t : uint8_t;
objnum_t objnum_remote_to_local(uint16_t remote_obj, int8_t owner);
owned_remote_objnum objnum_local_to_remote(objnum_t local);
void map_objnum_local_to_remote(objnum_t local, int remote, int owner);
void map_objnum_local_to_local(objnum_t objnum);
void reset_network_objects();
void multi_do_ping_frame();
void multi_init_objects(void);
window_event_result multi_do_frame();
#ifdef dsx
namespace dsx {
enum class multi_endlevel_type : bool
{
normal,
#if defined(DXX_BUILD_DESCENT_I)
secret,
#endif
};
#if defined(DXX_BUILD_DESCENT_I)
void multi_send_endlevel_start(multi_endlevel_type);
#elif defined(DXX_BUILD_DESCENT_II)
void multi_send_endlevel_start();
static inline void multi_send_endlevel_start(multi_endlevel_type)
{
multi_send_endlevel_start();
}
#endif
void multi_send_player_deres(deres_type_t type);
void multi_send_create_powerup(powerup_type_t powerup_type, vcsegidx_t segnum, vcobjidx_t objnum, const vms_vector &pos);
}
void multi_send_play_sound(int sound_num, fix volume, sound_stack once);
#endif
void multi_send_reappear();
void multi_send_create_explosion(playernum_t);
void multi_send_controlcen_fire(const vms_vector &to_target, int gun_num, objnum_t objnum);
namespace dcx {
void multi_send_cloak(void);
void multi_send_decloak(void);
}
void multi_digi_play_sample(int sndnum, fix max_volume);
void multi_digi_play_sample_once(int soundnum, fix max_volume);
void multi_send_score(void);
void multi_send_trigger(trgnum_t trigger);
#if defined(DXX_BUILD_DESCENT_II)
namespace dsx {
void multi_send_flags(playernum_t);
struct marker_message_text_t;
void multi_send_drop_marker(unsigned player, const vms_vector &position, player_marker_index messagenum, const marker_message_text_t &text);
void multi_send_markers();
void multi_send_guided_info (const object_base &miss, char);
void multi_send_orb_bonus(playernum_t pnum, uint8_t);
void multi_send_got_orb(playernum_t pnum);
void multi_send_effect_blowup(vcsegidx_t segnum, sidenum_t side, const vms_vector &pnt);
#ifndef RELEASE
void multi_add_lifetime_kills(int count);
#endif
}
#endif
void multi_send_bounty( void );
void multi_consistency_error(int reset);
window_event_result multi_level_sync();
#ifdef dsx
namespace dsx {
void multi_send_vulcan_weapon_ammo_adjust(const vmobjptridx_t objnum);
void multi_send_hostage_door_status(vcwallptridx_t wallnum);
void multi_prep_level_objects(const d_powerup_info_array &Powerup_info, const d_vclip_array &Vclip);
void multi_prep_level_player();
void multi_leave_game(void);
void multi_process_bigdata(const d_level_shared_robot_info_state &LevelSharedRobotInfoState, playernum_t pnum, std::span<const uint8_t> buf);
void multi_make_ghost_player(playernum_t);
void multi_make_player_ghost(playernum_t);
}
#endif
void multi_define_macro(int key);
void multi_send_macro(int key);
int multi_get_kill_list(playernum_array_t &sorted_kills);
void multi_new_game(void);
#ifdef dsx
namespace dsx {
void multi_sort_kill_list(void);
}
#endif
void multi_reset_stuff(void);
int get_team(playernum_t pnum);
void multi_disconnect_player(playernum_t);
#ifdef dsx
namespace dsx {
void multi_initiate_save_game();
void multi_initiate_restore_game();
void multi_execute_save_game(d_game_unique_state::save_slot slot, const d_game_unique_state::savegame_description &desc, ranges::subrange<const player *> player_range);
#if defined(DXX_BUILD_DESCENT_I)
static inline void multi_send_got_flag (playernum_t) {}
#elif defined(DXX_BUILD_DESCENT_II)
void multi_send_got_flag (playernum_t);
#endif
}
#endif
// Exported variables
namespace dcx {
/* These values are sent over the network. If they are changed, the
* multiplayer protocol version must be updated.
*/
enum class network_state : uint8_t
{
menu,
playing,
browsing,
waiting,
starting,
endlevel,
};
std::optional<network_state> build_network_state_from_untrusted(uint8_t untrusted);
extern network_state Network_status;
// 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_sending_extras;
extern int VerifyPlayerJoined;
extern int Player_joining_extras;
extern int Network_player_added;
extern per_player_array<per_player_array<uint16_t>> kill_matrix;
extern per_team_array<int16_t> team_kills;
extern ushort my_segments_checksum;
//do we draw the kill list on the HUD?
enum class show_kill_list_mode : int8_t
{
None,
_1,
efficiency = 2,
team_kills = 3,
};
extern show_kill_list_mode Show_kill_list;
extern int Show_reticle_name;
extern fix Show_kill_list_timer;
// Used to send network messages
extern ntstring<MAX_MESSAGE_LEN - 1> Network_message;
extern int Network_message_reciever;
// Which player 'owns' each local object for network purposes
extern std::array<sbyte, MAX_OBJECTS> object_owner;
extern int multi_quit_game;
extern per_player_array<msgsend_state> multi_sending_message;
extern int multi_defining_message;
vms_vector multi_get_vector(const uint8_t *buf);
void multi_put_vector(uint8_t *buf, const vms_vector &v);
}
extern void multi_send_message_start();
void multi_send_msgsend_state(msgsend_state state);
#if defined(DXX_BUILD_DESCENT_II)
namespace dsx {
extern std::array<grs_main_bitmap, 2> Orb_icons;
struct hoard_highest_record
{
unsigned points;
unsigned player = UINT_MAX;
};
extern hoard_highest_record hoard_highest_record_stats;
}
#endif
namespace dcx {
extern playernum_t Bounty_target;
extern per_player_array<std::array<bitmap_index, N_PLAYER_SHIP_TEXTURES>> multi_player_textures;
#define GetRankStringWithSpace(I) (PlayerCfg.NoRankings ? std::pair<const char *, const char *>("", "") : std::pair<const char *, const char *>(RankStrings[I], " "))
// Globals for protocol-bound Refuse-functions
extern char RefuseThisPlayer,WaitForRefuseAnswer,RefuseTeam,RefusePlayerName[12];
extern fix64 RefuseTimeLimit;
#define REFUSE_INTERVAL (F1_0*8)
}
#ifdef dsx
namespace dsx {
struct bit_game_flags {
unsigned closed : 1;
unsigned : 1;
unsigned show_on_map : 1;
/*
* These #define are written to .NGP files and to the network.
* Changing them breaks ABI compatibility.
* The bit flags need not match in value, and are converted below in
* pack_game_flags / unpack_game_flags.
*/
#define NETGAME_FLAG_CLOSED 1
#define NETGAME_FLAG_SHOW_MAP 4
#if defined(DXX_BUILD_DESCENT_II)
unsigned hoard : 1;
unsigned team_hoard : 1;
unsigned endlevel : 1;
unsigned forming : 1;
#define NETGAME_FLAG_HOARD 8
#define NETGAME_FLAG_TEAM_HOARD 16
#define NETGAME_FLAG_REALLY_ENDLEVEL 32
#define NETGAME_FLAG_REALLY_FORMING 64
#endif
} __pack__;
}
namespace dcx {
struct packed_game_flags
{
unsigned char value;
};
#if DXX_USE_TRACKER
enum TrackerNATHolePunchWarn : uint8_t
{
Unset,
UserEnabledHP,
UserRejectedHP,
};
#endif
}
namespace dsx {
static inline bit_game_flags unpack_game_flags(const packed_game_flags *p)
{
bit_game_flags flags;
flags.closed = !!(p->value & NETGAME_FLAG_CLOSED);
flags.show_on_map = !!(p->value & NETGAME_FLAG_SHOW_MAP);
#if defined(DXX_BUILD_DESCENT_II)
flags.hoard = !!(p->value & NETGAME_FLAG_HOARD);
flags.team_hoard = !!(p->value & NETGAME_FLAG_TEAM_HOARD);
flags.endlevel = !!(p->value & NETGAME_FLAG_REALLY_ENDLEVEL);
flags.forming = !!(p->value & NETGAME_FLAG_REALLY_FORMING);
#endif
return flags;
}
static inline packed_game_flags pack_game_flags(const bit_game_flags *flags)
{
packed_game_flags p;
p.value =
(flags->closed ? NETGAME_FLAG_CLOSED : 0) |
(flags->show_on_map ? NETGAME_FLAG_SHOW_MAP : 0) |
#if defined(DXX_BUILD_DESCENT_II)
(flags->hoard ? NETGAME_FLAG_HOARD : 0) |
(flags->team_hoard ? NETGAME_FLAG_TEAM_HOARD : 0) |
(flags->endlevel ? NETGAME_FLAG_REALLY_ENDLEVEL : 0) |
(flags->forming ? NETGAME_FLAG_REALLY_FORMING : 0) |
#endif
0;
return p;
}
#define NETGAME_NAME_LEN 25
extern struct netgame_info Netgame;
}
#endif
#define multi_i_am_master() (Player_num == 0)
void change_playernum_to(playernum_t new_pnum);
// Multiplayer powerup capping
void MultiLevelInv_InitializeCount();
void MultiLevelInv_Recount();
#ifdef dsx
namespace dsx {
extern bool MultiLevelInv_AllowSpawn(powerup_type_t powerup_type);
uint_fast32_t multi_powerup_is_allowed(const unsigned id, const unsigned AllowedItems);
uint_fast32_t multi_powerup_is_allowed(const unsigned id, const unsigned AllowedItems, const unsigned SpawnGrantedItems);
void show_netgame_info(const netgame_info &netgame);
void multi_send_player_inventory(multiplayer_data_priority priority);
const char *multi_common_deny_save_game(const fvcobjptr &vcobjptr, ranges::subrange<const player *> player_range);
const char *multi_interactive_deny_save_game(const fvcobjptr &vcobjptr, ranges::subrange<const player *> player_range, const d_level_unique_control_center_state &);
void multi_check_for_killgoal_winner(const d_robot_info_array &Robot_info);
}
#endif
extern void multi_send_kill_goal_counts();
#if defined(DXX_BUILD_DESCENT_II)
namespace dsx {
extern void multi_send_stolen_items();
void multi_send_trigger_specific(playernum_t pnum, trgnum_t trig);
void multi_send_door_open_specific(playernum_t pnum, vcsegidx_t segnum, sidenum_t side, wall_flags flag);
void multi_send_wall_status_specific(playernum_t pnum, wallnum_t wallnum, uint8_t type, wall_flags flags, wall_state state);
void multi_send_light_specific (playernum_t pnum, vcsegptridx_t segnum, sidemask_t val);
void multi_send_capture_bonus (playernum_t pnum);
int multi_all_players_alive(const fvcobjptr &, ranges::subrange<const player *>);
void multi_send_seismic(fix);
void multi_send_drop_blobs(playernum_t);
void multi_send_sound_function (char,char);
void DropFlag();
void multi_send_finish_game ();
void init_hoard_data(d_vclip_array &Vclip);
void multi_apply_goal_textures();
void multi_send_escort_goal(const d_unique_buddy_state &);
int HoardEquipped();
#if DXX_USE_EDITOR
void save_hoard_data(void);
#endif
}
#endif
//how to encode missiles & flares in weapon packets
#define MISSILE_ADJUST 100
#define FLARE_ADJUST 127
/*
* The Network Players structure
* Contains protocol-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.
*/
struct netplayer_info : prohibit_void_ptr<netplayer_info>
{
enum class player_rank : uint8_t
{
None,
Cadet,
Ensign,
Lieutenant,
LtCommander,
Commander,
Captain,
ViceAdmiral,
Admiral,
Demigod
};
#if DXX_USE_UDP
union
{
#if DXX_USE_UDP
struct
{
struct _sockaddr addr; // IP address of this peer
} udp;
#endif
} protocol;
#endif
callsign_t callsign;
player_connection_status connected;
player_rank rank;
fix ping;
fix64 LastPacketTime;
};
#ifdef dsx
#if defined(DXX_BUILD_DESCENT_II)
struct ThiefModifier
{
enum Flags : uint8_t {
Absent = 1,
NoEnergyWeapons,
};
};
#endif
namespace dsx {
/*
* The Network Game structure
* Contains protocol-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.
*/
struct netgame_info : prohibit_void_ptr<netgame_info>
{
static constexpr std::integral_constant<unsigned, (0 for_each_netflag_value(define_netflag_powerup_mask))> MaskAllKnownAllowedItems{};
#undef define_netflag_powerup_mask
using play_time_allowed_abi_ratio = std::ratio<5 * 60>;
#if DXX_USE_UDP
union
{
#if DXX_USE_UDP
struct
{
struct _sockaddr addr; // IP address of this netgame's host
std::array<short, 4> program_iver; // IVER of program for version checking
sbyte valid; // Status of Netgame info: -1 = Failed, Wrong version; 0 = No info, yet; 1 = Success
uint8_t your_index; // Tell player his designated (re)join position in players[]
fix GameID;
} udp;
#endif
} protocol;
#endif
ntstring<NETGAME_NAME_LEN> game_name;
ntstring<MISSION_NAME_LEN> mission_title;
ntstring<8> mission_name;
int levelnum;
Difficulty_level_type difficulty;
network_game_type gamemode;
ubyte RefusePlayers;
network_state game_status;
ubyte numplayers;
ubyte max_numplayers;
ubyte numconnected;
bit_game_flags game_flag;
ubyte team_vector;
uint8_t SecludedSpawns;
uint8_t MouselookFlags;
uint8_t PitchLockFlags;
uint32_t AllowedItems;
packed_spawn_granted_items SpawnGrantedItems;
packed_netduplicate_items DuplicatePowerups;
unsigned ShufflePowerupSeed;
d_mp_gameplay_options MPGameplayOptions;
#if defined(DXX_BUILD_DESCENT_II)
uint8_t Allow_marker_view;
uint8_t AlwaysLighting;
uint8_t ThiefModifierFlags;
uint8_t AllowGuidebot;
#endif
uint8_t ShowEnemyNames;
uint8_t BrightPlayers;
uint8_t InvulAppear;
ushort segments_checksum;
int KillGoal;
/* The UI enforces that this steps in units of 5 minutes, but for
* efficiency, it is stored as ticks (1 second = F1_0). The UI
* imposes a maximum value that is small enough that overflow is
* impossible.
*/
d_time_fix PlayTimeAllowed;
fix level_time;
int control_invul_time;
int monitor_vector;
short PacketsPerSec;
ubyte PacketLossPrevention;
ubyte NoFriendlyFire;
per_team_array<callsign_t> team_name;
per_player_array<uint32_t> locations;
per_player_array<per_player_array<uint16_t>> kills;
per_team_array<int16_t> team_kills;
per_player_array<uint16_t> killed;
per_player_array<uint16_t> player_kills;
per_player_array<uint32_t> player_score;
per_player_array<player_flags> net_player_flags;
per_player_array<netplayer_info> players;
#if DXX_USE_TRACKER
ubyte Tracker;
TrackerNATHolePunchWarn TrackerNATWarned;
#endif
};
/*
* Structure holding all powerup types we want to keep track of. Used to cap or respawn powerups and keep the level inventory steady.
* Using uint32_t because we don't count powerup units but what the powerup contains (1 or 4 missiles, vulcam amount, etc) so we can keep track of overhead.
* I'm sorry if this isn't very optimized but I found this easier to handle than a single variable per powerup.
*/
struct multi_level_inv
{
std::array<uint32_t, MAX_POWERUP_TYPES> Initial; // initial (level start) count of this powerup type
std::array<uint32_t, MAX_POWERUP_TYPES> Current; // current count of this powerup type
std::array<fix, MAX_POWERUP_TYPES> RespawnTimer; // incremented by FrameTime if initial-current > 0 and triggers respawn after 2 seconds. Since we deal with a certain delay from clients, their inventory updates may happen a while after they remove the powerup object and we do not want to respawn it on accident during that time window!
};
namespace multi
{
struct level_checksum_mismatch : std::runtime_error
{
level_checksum_mismatch() :
runtime_error("level checksum mismatch")
{
}
};
struct local_player_not_playing : std::runtime_error
{
local_player_not_playing() :
runtime_error("local player not playing")
{
}
};
}
}
#endif
netplayer_info::player_rank GetMyNetRanking();
namespace dcx {
extern const enumerated_array<char[16], 10, netplayer_info::player_rank> RankStrings;
netplayer_info::player_rank build_rank_from_untrusted(uint8_t untrusted);
}
/* Stub for mods that remap player colors */
static inline unsigned get_player_color(unsigned pnum)
{
return pnum;
}
static inline unsigned get_team_color(unsigned tnum)
{
return tnum;
}
static inline unsigned get_player_or_team_color(unsigned pnum)
{
return Game_mode & GM_TEAM
? get_team_color(get_team(pnum))
: get_player_color(pnum);
}
#define PUT_INTEL_SEGNUM(D,S) ( DXX_BEGIN_COMPOUND_STATEMENT { \
const segnum_t PUT_INTEL_SEGNUM = S; \
PUT_INTEL_SHORT(D, static_cast<uint16_t>(PUT_INTEL_SEGNUM)); \
} DXX_END_COMPOUND_STATEMENT )