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11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
15 * $Source: /cvs/cvsroot/d2x/main/multi.h,v $
18 * $Date: 2001-10-25 02:15:56 $
20 * FIXME: put description here
22 * $Log: not supported by cvs2svn $
29 #define MAX_MESSAGE_LEN 35
35 // What version of the multiplayer protocol is this?
38 #define MULTI_PROTO_VERSION 3
40 #define MULTI_PROTO_VERSION 4
44 // 1 Descent Shareware
45 // 2 Descent Registered/Commercial
46 // 3 Descent II Shareware
47 // 4 Descent II Commercial
49 // Save multiplayer games?
53 // How many simultaneous network players do we support?
55 #define MAX_NUM_NET_PLAYERS 8
57 #define MULTI_POSITION 0
58 #define MULTI_REAPPEAR 1
61 #define MULTI_REMOVE_OBJECT 4
62 #define MULTI_PLAYER_EXPLODE 5
63 #define MULTI_MESSAGE 6
65 #define MULTI_PLAY_SOUND 8
66 #define MULTI_BEGIN_SYNC 9
67 #define MULTI_CONTROLCEN 10
68 #define MULTI_ROBOT_CLAIM 11
69 #define MULTI_END_SYNC 12
70 #define MULTI_CLOAK 13
71 #define MULTI_ENDLEVEL_START 14
72 #define MULTI_DOOR_OPEN 15
73 #define MULTI_CREATE_EXPLOSION 16
74 #define MULTI_CONTROLCEN_FIRE 17
75 #define MULTI_PLAYER_DROP 18
76 #define MULTI_CREATE_POWERUP 19
77 #define MULTI_CONSISTENCY 20
78 #define MULTI_DECLOAK 21
79 #define MULTI_MENU_CHOICE 22
80 #define MULTI_ROBOT_POSITION 23
81 #define MULTI_ROBOT_EXPLODE 24
82 #define MULTI_ROBOT_RELEASE 25
83 #define MULTI_ROBOT_FIRE 26
84 #define MULTI_SCORE 27
85 #define MULTI_CREATE_ROBOT 28
86 #define MULTI_TRIGGER 29
87 #define MULTI_BOSS_ACTIONS 30
88 #define MULTI_CREATE_ROBOT_POWERUPS 31
89 #define MULTI_HOSTAGE_DOOR 32
91 #define MULTI_SAVE_GAME 33
92 #define MULTI_RESTORE_GAME 34
94 #define MULTI_REQ_PLAYER 35 // Someone requests my player structure
95 #define MULTI_SEND_PLAYER 36 // Sending someone my player structure
96 #define MULTI_MARKER 37
97 #define MULTI_DROP_WEAPON 38
98 #define MULTI_GUIDED 39
99 #define MULTI_STOLEN_ITEMS 40
100 #define MULTI_WALL_STATUS 41 // send to new players
101 #define MULTI_HEARTBEAT 42
102 #define MULTI_KILLGOALS 43
103 #define MULTI_SEISMIC 44
104 #define MULTI_LIGHT 45
105 #define MULTI_START_TRIGGER 46
106 #define MULTI_FLAGS 47
107 #define MULTI_DROP_BLOB 48
108 #define MULTI_POWERUP_UPDATE 49
109 #define MULTI_ACTIVE_DOOR 50
110 #define MULTI_SOUND_FUNCTION 51
111 #define MULTI_CAPTURE_BONUS 52
112 #define MULTI_GOT_FLAG 53
113 #define MULTI_DROP_FLAG 54
114 #define MULTI_ROBOT_CONTROLS 55
115 #define MULTI_FINISH_GAME 56
116 #define MULTI_RANK 57
117 #define MULTI_MODEM_PING 58
118 #define MULTI_MODEM_PING_RETURN 59
119 #define MULTI_ORB_BONUS 60
120 #define MULTI_GOT_ORB 61
121 #define MULTI_DROP_ORB 62
122 #define MULTI_PLAY_BY_PLAY 63
124 #define MULTI_MAX_TYPE 63
126 #define MAX_NET_CREATE_OBJECTS 40
128 #define MAX_MULTI_MESSAGE_LEN 120
130 // Exported functions
132 int objnum_remote_to_local(int remote_obj, int owner);
133 int objnum_local_to_remote(int local_obj, byte *owner);
134 void map_objnum_local_to_remote(int local, int remote, int owner);
135 void map_objnum_local_to_local(int objnum);
137 void multi_init_objects(void);
138 void multi_show_player_list(void);
139 void multi_do_frame(void);
142 void multi_send_flags(char);
143 void multi_send_fire(void);
144 void multi_send_destroy_controlcen(int objnum, int player);
145 void multi_send_endlevel_start(int);
146 void multi_send_player_explode(char type);
147 void multi_send_message(void);
148 void multi_send_position(int objnum);
149 void multi_send_reappear();
150 void multi_send_kill(int objnum);
151 void multi_send_remobj(int objnum);
152 void multi_send_quit(int why);
153 void multi_send_door_open(int segnum, int side,ubyte flag);
154 void multi_send_create_explosion(int player_num);
155 void multi_send_controlcen_fire(vms_vector *to_target, int gun_num, int objnum);
156 void multi_send_cloak(void);
157 void multi_send_decloak(void);
158 void multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos);
159 void multi_send_play_sound(int sound_num, fix volume);
160 void multi_send_audio_taunt(int taunt_num);
161 void multi_send_score(void);
162 void multi_send_trigger(int trigger);
163 void multi_send_hostage_door_status(int wallnum);
164 void multi_send_netplayer_stats_request(ubyte player_num);
165 void multi_send_drop_weapon (int objnum,int seed);
166 void multi_send_drop_marker (int player,vms_vector position,char messagenum,char text[]);
167 void multi_send_guided_info (object *miss,char);
170 void multi_endlevel_score(void);
171 void multi_prep_level(void);
172 int multi_endlevel(int *secret);
173 int multi_menu_poll(void);
174 void multi_leave_game(void);
175 void multi_process_data(char *dat, int len);
176 void multi_process_bigdata(char *buf, int len);
177 void multi_do_death(int objnum);
178 void multi_send_message_dialog(void);
179 int multi_delete_extra_objects(void);
180 void multi_make_ghost_player(int objnum);
181 void multi_make_player_ghost(int objnum);
182 void multi_define_macro(int key);
183 void multi_send_macro(int key);
184 int multi_get_kill_list(int *plist);
185 void multi_new_game(void);
186 void multi_sort_kill_list(void);
187 int multi_choose_mission(int *anarchy_only);
188 void multi_reset_stuff(void);
190 void multi_send_data(char *buf, int len, int repeat);
192 int get_team(int pnum);
194 // Exported variables
197 extern int Network_active;
198 extern int Network_laser_gun;
199 extern int Network_laser_fired;
200 extern int Network_laser_level;
201 extern int Network_laser_flags;
202 extern int Netlife_kills,Netlife_killed;
204 extern int message_length[MULTI_MAX_TYPE+1];
205 extern char multibuf[MAX_MULTI_MESSAGE_LEN+4];
206 extern short Network_laser_track;
208 extern int who_killed_controlcen;
210 extern int Net_create_objnums[MAX_NET_CREATE_OBJECTS];
211 extern int Net_create_loc;
213 extern short kill_matrix[MAX_NUM_NET_PLAYERS][MAX_NUM_NET_PLAYERS];
214 extern short team_kills[2];
216 extern int multi_goto_secret;
218 //do we draw the kill list on the HUD?
219 extern int Show_kill_list;
220 extern int Show_reticle_name;
221 extern fix Show_kill_list_timer;
223 // Used to send network messages
225 extern char Network_message[MAX_MESSAGE_LEN];
226 extern char Network_message_macro[4][MAX_MESSAGE_LEN];
227 extern int Network_message_reciever;
229 // Used to map network to local object numbers
231 extern short remote_to_local[MAX_NUM_NET_PLAYERS][MAX_OBJECTS]; // Network object num for each
232 extern short local_to_remote[MAX_OBJECTS]; // Local object num for each network objnum
233 extern byte object_owner[MAX_OBJECTS]; // Who 'owns' each local object for network purposes
235 extern int multi_in_menu; // Flag to tell if we're executing GameLoop from within a newmenu.
236 extern int multi_leave_menu;
237 extern int multi_quit_game;
239 extern int multi_sending_message;
240 extern int multi_defining_message;
241 extern void multi_message_input_sub( int key );
242 extern void multi_send_message_start();
244 extern int multi_powerup_is_4pack(int );
245 extern void multi_send_orb_bonus( char pnum );
246 extern void multi_send_got_orb( char pnum );
247 extern void multi_add_lifetime_kills(void);
249 extern int control_invul_time;
251 #define N_PLAYER_SHIP_TEXTURES 6
253 extern bitmap_index multi_player_textures[MAX_NUM_NET_PLAYERS][N_PLAYER_SHIP_TEXTURES];
255 #define NETGAME_FLAG_CLOSED 1
256 #define NETGAME_FLAG_SHOW_ID 2
257 #define NETGAME_FLAG_SHOW_MAP 4
258 #define NETGAME_FLAG_HOARD 8
259 #define NETGAME_FLAG_TEAM_HOARD 16
260 #define NETGAME_FLAG_REALLY_ENDLEVEL 32
261 #define NETGAME_FLAG_REALLY_FORMING 64
263 #define NETGAME_NAME_LEN 15
265 enum comp_type {DOS,WIN_32,WIN_95,MAC};
267 // sigh...the socket structure member was moved away from it's friends.
268 // I'll have to create a union for appletalk network info with just
269 // the server and node members since I cannot change the order ot these
272 typedef struct netplayer_info {
273 char callsign[CALLSIGN_LEN+1];
288 enum comp_type computer_type;
297 typedef struct AllNetPlayers_info
301 struct netplayer_info players[MAX_PLAYERS+4];
302 } AllNetPlayers_info;
304 typedef struct netgame_info {
307 char game_name[NETGAME_NAME_LEN+1];
308 char mission_title[MISSION_NAME_LEN+1];
309 char mission_name[9];
316 ubyte max_numplayers;
319 ubyte protocol_version;
324 // change the order of the bit fields for the mac compiler.
325 // doing so will mean I don't have to do screwy things to
326 // send this as network information
334 short DoAfterburner:1;
335 short DoInvulnerability:1;
341 short DoSuperLaser:1;
347 short DoEarthShaker:1;
349 short Allow_marker_view:1;
350 short AlwaysLighting:1;
355 short DoLaserUpgrade:1;
356 short DoQuadLasers:1;
357 short ShowAllNames:1;
358 short BrightPlayers:1;
364 short DoSuperLaser:1;
370 short DoInvulnerability:1;
371 short DoAfterburner:1;
378 short bitfield_not_used2:1;
380 short BrightPlayers:1;
381 short ShowAllNames:1;
382 short DoQuadLasers:1;
383 short DoLaserUpgrade:1;
388 short AlwaysLighting:1;
389 short Allow_marker_view:1;
391 short DoEarthShaker:1;
396 char team_name[2][CALLSIGN_LEN+1];
397 int locations[MAX_PLAYERS];
398 short kills[MAX_PLAYERS][MAX_PLAYERS];
399 ushort segments_checksum;
401 short killed[MAX_PLAYERS];
402 short player_kills[MAX_PLAYERS];
406 int control_invul_time;
408 int player_score[MAX_PLAYERS];
409 ubyte player_flags[MAX_PLAYERS];
415 extern struct netgame_info Netgame;
416 extern struct AllNetPlayers_info NetPlayers;
418 int network_i_am_master(void);
419 void change_playernum_to(int new_pnum);
421 //how to encode missiles & flares in weapon packets
422 #define MISSILE_ADJUST 100
423 #define FLARE_ADJUST 127