2 * $Logfile: /Freespace2/code/Network/multi_options.h $
8 * Revision 1.2 2002/05/26 20:22:48 theoddone33
9 * Most of network/ works
11 * Revision 1.1.1.1 2002/05/03 03:28:12 root
15 * 6 4/20/99 6:39p Dave
16 * Almost done with artillery targeting. Added support for downloading
17 * images on the PXO screen.
19 * 5 2/19/99 2:55p Dave
20 * Temporary checking to report the winner of a squad war match.
22 * 4 2/12/99 6:16p Dave
23 * Pre-mission Squad War code is 95% done.
25 * 3 11/19/98 4:19p Dave
26 * Put IPX sockets back in psnet. Consolidated all multiplayer config
29 * 2 10/07/98 10:53a Dave
32 * 1 10/07/98 10:50a Dave
34 * 12 7/07/98 2:49p Dave
37 * 11 5/03/98 7:04p Dave
38 * Make team vs. team work mores smoothly with standalone. Change how host
39 * interacts with standalone for picking missions. Put in a time limit for
40 * ingame join ship select. Fix ingame join ship select screen for Vasudan
43 * 10 5/03/98 2:52p Dave
44 * Removed multiplayer furball mode.
46 * 9 4/30/98 12:57a Dave
47 * Put in new mode for ship/weapon selection. Rearranged how game querying
50 * 8 4/22/98 5:53p Dave
51 * Large reworking of endgame sequencing. Updated multi host options
52 * screen for new artwork. Put in checks for host or team captains leaving
55 * 7 4/16/98 11:39p Dave
56 * Put in first run of new multiplayer options screen. Still need to
59 * 6 4/09/98 11:01p Dave
60 * Put in new multi host options screen. Tweaked multiplayer options a
63 * 5 4/09/98 5:43p Dave
64 * Remove all command line processing from the demo. Began work fixing up
65 * the new multi host options screen.
67 * 4 4/06/98 10:24p Dave
68 * Fixed up Netgame.respawn for the standalone case.
70 * 3 4/06/98 6:37p Dave
71 * Put in max_observers netgame server option. Make sure host is always
72 * defaulted to alpha 1 or zeta 1. Changed create game so that MAX_PLAYERS
73 * can always join but need to be kicked before commit can happen. Put in
74 * support for server ending a game and notifying clients of a special
77 * 2 3/31/98 4:51p Dave
78 * Removed medals screen and multiplayer buttons from demo version. Put in
79 * new pilot popup screen. Make ships in mp team vs. team have proper team
80 * ids. Make mp respawns a permanent option saved in the player file.
82 * 1 3/30/98 6:24p Dave
88 #ifndef _MULTI_NETGAME_OPTIONS_HEADER_FILE
89 #define _MULTI_NETGAME_OPTIONS_HEADER_FILE
93 // ----------------------------------------------------------------------------------
94 // MULTI OPTIONS DEFINES/VARS
102 #define STD_PASSWD_LEN 16
103 #define STD_NAME_LEN 32
104 #define MULTI_OPTIONS_STRING_LEN 256
105 typedef struct multi_global_options {
107 int protocol; // selected network protocol
108 ushort port; // port we're running on - for allowing multiple servers on one machine
109 int log; // use a logfile
110 int datarate_cap; // datarate cap for OBJ_UPDATE_HIGH
111 char user_tracker_ip[MULTI_OPTIONS_STRING_LEN]; // ip address of user tracker
112 char game_tracker_ip[MULTI_OPTIONS_STRING_LEN]; // ip address of game tracker
113 char pxo_ip[MULTI_OPTIONS_STRING_LEN]; // ip address of pxo chat server
114 char pxo_rank_url[MULTI_OPTIONS_STRING_LEN]; // URL of pxo rankings page
115 char pxo_create_url[MULTI_OPTIONS_STRING_LEN]; // URL of pxo create account page
116 char pxo_verify_url[MULTI_OPTIONS_STRING_LEN]; // URL of pxo account validation page
117 char pxo_banner_url[MULTI_OPTIONS_STRING_LEN]; // URL of pxo banner files
119 // standalone only options
120 int std_max_players; // max players allowed on the standalone
121 int std_datarate; // some OBJ_UPDATE_* value
122 int std_voice; // should standalone allow voice
123 char std_passwd[STD_PASSWD_LEN]; // standalone host password
124 char std_pname[STD_NAME_LEN]; // permanent name for the standalone - if any
125 int std_framecap; // standalone frame cap
126 } multi_global_options;
128 extern multi_global_options Multi_options_g;
130 // local (netplayer - nonserver) options - maintained on individual clients and on the server (no need for other clients to know this guy's settings)
131 #define MAX_OBJ_UPDATE_LEVELS 4 // the # of object update levels there are
132 #define OBJ_UPDATE_LOW 0 // low object updates
133 #define OBJ_UPDATE_MEDIUM 1 // medium object updates
134 #define OBJ_UPDATE_HIGH 2 // high object updates
135 #define OBJ_UPDATE_LAN 3 // ultra-high updates - no capping at all
137 #define MLO_FLAG_ACCEPT_PIX (1<<0) // accept pix from server (pilot pics, squadron logos, etc)
138 #define MLO_FLAG_NO_VOICE (1<<1) // turn off voice altogether
139 #define MLO_FLAG_LOCAL_BROADCAST (1<<2) // broadcast on the local subnet when looking for games
140 #define MLO_FLAG_FLUSH_CACHE (1<<3) // flush the multidata cache before every game
141 #define MLO_FLAG_XFER_MULTIDATA (1<<4) // xfer mission files to the multidata cache directory
142 #define MLO_FLAG_TEMP_CLOSED (1<<5) // send to standalone to tell him to toggle the temp closed status
144 // BE AWARE : any changes made to this structure will mess with the player file. it will have to be upped!!!!
145 typedef struct multi_local_options {
146 int flags; // misc player options
147 int obj_update_level; // one off the flags above indicating how often to refresh objects
148 } multi_local_options;
150 // server options - maintained on the server _and_ clients
151 #define MSO_SQUAD_RANK 0 // only highest ranking players can message
152 #define MSO_SQUAD_LEADER 1 // only wingleaders can message
153 #define MSO_SQUAD_ANY 2 // anyone can message
154 #define MSO_SQUAD_HOST 3 // only the host can message
156 #define MSO_END_RANK 0 // only the highest ranking players and the host can end the mission
157 #define MSO_END_LEADER 1 // only team/wing leaders and the host can end the mission
158 #define MSO_END_ANY 2 // any player can end the mission
159 #define MSO_END_HOST 3 // only the host can end the mission
161 #define MSO_FLAG_INGAME_XFER (1<<0) // netgame allows file xfers to ingame joiners
162 #define MSO_FLAG_ACCEPT_PIX (1<<1) // netgame allows pilot pix, squad logos
163 #define MSO_FLAG_NO_VOICE (1<<2) // netgame is disallowing voice altogether
164 #define MSO_FLAG_SS_LEADERS (1<<3) // in ship/weapon select, only host or team captains can modify ships
166 // BE AWARE : any changes made to this structure will mess with the player file. it will have to be upped!!!!
167 typedef struct multi_server_options {
168 // misc settings and flags
169 ubyte squad_set; // see MSO_SQUAD_*
170 ubyte endgame_set; // see MSO_END_*
171 int flags; // see MSO_FLAG_*
173 // default respawn count
176 // default max # of observers
179 // default skill level
183 ubyte voice_qos; // voice quality of sound
184 int voice_token_wait; // min time between token gets for a given player
185 int voice_record_time; // max duration for voice recording (in ms)
188 fix mission_time_limit; // mission time limit (set to -1 for no limit)
191 int kill_limit; // kill limit for a furball mission
192 } multi_server_options;
195 // ----------------------------------------------------------------------------------
196 // MULTI OPTIONS FUNCTIONS
199 // load in the config file
200 void multi_options_read_config();
202 // set netgame defaults
203 // NOTE : should be used when creating a newpilot
204 void multi_options_set_netgame_defaults(multi_server_options *options);
206 // set local netplayer defaults
207 // NOTE : should be used when creating a newpilot
208 void multi_options_set_local_defaults(multi_local_options *options);
210 // fill in the passed netgame options struct with the data from my player file data (only host/server should do this)
211 void multi_options_netgame_load(multi_server_options *options);
213 // fill in the passed local options struct with the data from my player file data (all machines except standalone should do this)
214 void multi_options_local_load(multi_local_options *options, net_player *pxo_pl);
216 // update everyone on the current netgame options
217 void multi_options_update_netgame();
219 // update everyone with my local settings
220 void multi_options_update_local();
222 // update the standalone with the settings I have picked at the "start game" screen
223 void multi_options_update_start_game(netgame_info *ng);
225 // update the standalone with the mission settings I have picked (mission filename, etc)
226 void multi_options_update_mission(netgame_info *ng, int campaign_mode);
229 // ----------------------------------------------------------------------------------
230 // MULTI OPTIONS FUNCTIONS
233 // process an incoming multi options packet
234 void multi_options_process_packet(unsigned char *data, header *hinfo);