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15 * $Source: /cvs/cvsroot/d2x/main/multi.h,v $
18 * $Date: 2002-02-14 09:24:19 $
20 * FIXME: put description here
22 * $Log: not supported by cvs2svn $
23 * Revision 1.3 2002/02/13 10:39:21 bradleyb
24 * Lotsa networking stuff from d1x
26 * Revision 1.2 2001/10/25 02:15:56 bradleyb
27 * conditionalize including multi.h and network.h, fix backslashes
35 #define MAX_MESSAGE_LEN 35
41 // What version of the multiplayer protocol is this?
44 #define MULTI_PROTO_VERSION 3
46 #define MULTI_PROTO_VERSION 4
49 // 1 Descent Shareware
50 // 2 Descent Registered/Commercial
51 // 3 Descent II Shareware
52 // 4 Descent II Commercial
54 #define MULTI_PROTO_D2X_VER 5
56 //edit 4/18/99 Matt Mueller - Needed to add data onto netgame_lite packet for flags.
57 //Incrementing this seems the only way possible. Still stays backwards compitible.
58 #define MULTI_PROTO_D2X_MINOR 1
61 // Save multiplayer games?
65 // How many simultaneous network players do we support?
67 #define MAX_NUM_NET_PLAYERS 8
69 #define MULTI_POSITION 0
70 #define MULTI_REAPPEAR 1
73 #define MULTI_REMOVE_OBJECT 4
74 #define MULTI_PLAYER_EXPLODE 5
75 #define MULTI_MESSAGE 6
77 #define MULTI_PLAY_SOUND 8
78 #define MULTI_BEGIN_SYNC 9
79 #define MULTI_CONTROLCEN 10
80 #define MULTI_ROBOT_CLAIM 11
81 #define MULTI_END_SYNC 12
82 #define MULTI_CLOAK 13
83 #define MULTI_ENDLEVEL_START 14
84 #define MULTI_DOOR_OPEN 15
85 #define MULTI_CREATE_EXPLOSION 16
86 #define MULTI_CONTROLCEN_FIRE 17
87 #define MULTI_PLAYER_DROP 18
88 #define MULTI_CREATE_POWERUP 19
89 #define MULTI_CONSISTENCY 20
90 #define MULTI_DECLOAK 21
91 #define MULTI_MENU_CHOICE 22
92 #define MULTI_ROBOT_POSITION 23
93 #define MULTI_ROBOT_EXPLODE 24
94 #define MULTI_ROBOT_RELEASE 25
95 #define MULTI_ROBOT_FIRE 26
96 #define MULTI_SCORE 27
97 #define MULTI_CREATE_ROBOT 28
98 #define MULTI_TRIGGER 29
99 #define MULTI_BOSS_ACTIONS 30
100 #define MULTI_CREATE_ROBOT_POWERUPS 31
101 #define MULTI_HOSTAGE_DOOR 32
103 #define MULTI_SAVE_GAME 33
104 #define MULTI_RESTORE_GAME 34
106 #define MULTI_REQ_PLAYER 35 // Someone requests my player structure
107 #define MULTI_SEND_PLAYER 36 // Sending someone my player structure
108 #define MULTI_MARKER 37
109 #define MULTI_DROP_WEAPON 38
110 #define MULTI_GUIDED 39
111 #define MULTI_STOLEN_ITEMS 40
112 #define MULTI_WALL_STATUS 41 // send to new players
113 #define MULTI_HEARTBEAT 42
114 #define MULTI_KILLGOALS 43
115 #define MULTI_SEISMIC 44
116 #define MULTI_LIGHT 45
117 #define MULTI_START_TRIGGER 46
118 #define MULTI_FLAGS 47
119 #define MULTI_DROP_BLOB 48
120 #define MULTI_POWERUP_UPDATE 49
121 #define MULTI_ACTIVE_DOOR 50
122 #define MULTI_SOUND_FUNCTION 51
123 #define MULTI_CAPTURE_BONUS 52
124 #define MULTI_GOT_FLAG 53
125 #define MULTI_DROP_FLAG 54
126 #define MULTI_ROBOT_CONTROLS 55
127 #define MULTI_FINISH_GAME 56
128 #define MULTI_RANK 57
129 #define MULTI_MODEM_PING 58
130 #define MULTI_MODEM_PING_RETURN 59
131 #define MULTI_ORB_BONUS 60
132 #define MULTI_GOT_ORB 61
133 #define MULTI_DROP_ORB 62
134 #define MULTI_PLAY_BY_PLAY 63
136 #define MULTI_MAX_TYPE 63
138 #define MAX_NET_CREATE_OBJECTS 40
140 #define MAX_MULTI_MESSAGE_LEN 120
142 // Exported functions
144 int objnum_remote_to_local(int remote_obj, int owner);
145 int objnum_local_to_remote(int local_obj, byte *owner);
146 void map_objnum_local_to_remote(int local, int remote, int owner);
147 void map_objnum_local_to_local(int objnum);
149 void multi_init_objects(void);
150 void multi_show_player_list(void);
151 void multi_do_frame(void);
154 void multi_send_flags(char);
155 void multi_send_fire(void);
156 void multi_send_destroy_controlcen(int objnum, int player);
157 void multi_send_endlevel_start(int);
158 void multi_send_player_explode(char type);
159 void multi_send_message(void);
160 void multi_send_position(int objnum);
161 void multi_send_reappear();
162 void multi_send_kill(int objnum);
163 void multi_send_remobj(int objnum);
164 void multi_send_quit(int why);
165 void multi_send_door_open(int segnum, int side,ubyte flag);
166 void multi_send_create_explosion(int player_num);
167 void multi_send_controlcen_fire(vms_vector *to_target, int gun_num, int objnum);
168 void multi_send_cloak(void);
169 void multi_send_decloak(void);
170 void multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos);
171 void multi_send_play_sound(int sound_num, fix volume);
172 void multi_send_audio_taunt(int taunt_num);
173 void multi_send_score(void);
174 void multi_send_trigger(int trigger);
175 void multi_send_hostage_door_status(int wallnum);
176 void multi_send_netplayer_stats_request(ubyte player_num);
177 void multi_send_drop_weapon (int objnum,int seed);
178 void multi_send_drop_marker (int player,vms_vector position,char messagenum,char text[]);
179 void multi_send_guided_info (object *miss,char);
182 void multi_endlevel_score(void);
183 void multi_prep_level(void);
184 int multi_endlevel(int *secret);
185 int multi_menu_poll(void);
186 void multi_leave_game(void);
187 void multi_process_data(char *dat, int len);
188 void multi_process_bigdata(char *buf, int len);
189 void multi_do_death(int objnum);
190 void multi_send_message_dialog(void);
191 int multi_delete_extra_objects(void);
192 void multi_make_ghost_player(int objnum);
193 void multi_make_player_ghost(int objnum);
194 void multi_define_macro(int key);
195 void multi_send_macro(int key);
196 int multi_get_kill_list(int *plist);
197 void multi_new_game(void);
198 void multi_sort_kill_list(void);
199 int multi_choose_mission(int *anarchy_only);
200 void multi_reset_stuff(void);
202 void multi_send_data(char *buf, int len, int repeat);
204 int get_team(int pnum);
206 // Exported variables
209 extern int Network_active;
210 extern int Network_laser_gun;
211 extern int Network_laser_fired;
212 extern int Network_laser_level;
213 extern int Network_laser_flags;
214 extern int Netlife_kills,Netlife_killed;
216 extern int message_length[MULTI_MAX_TYPE+1];
217 extern char multibuf[MAX_MULTI_MESSAGE_LEN+4];
218 extern short Network_laser_track;
220 extern int who_killed_controlcen;
222 extern int Net_create_objnums[MAX_NET_CREATE_OBJECTS];
223 extern int Net_create_loc;
225 extern short kill_matrix[MAX_NUM_NET_PLAYERS][MAX_NUM_NET_PLAYERS];
226 extern short team_kills[2];
228 extern int multi_goto_secret;
230 //do we draw the kill list on the HUD?
231 extern int Show_kill_list;
232 extern int Show_reticle_name;
233 extern fix Show_kill_list_timer;
235 // Used to send network messages
237 extern char Network_message[MAX_MESSAGE_LEN];
238 extern char Network_message_macro[4][MAX_MESSAGE_LEN];
239 extern int Network_message_reciever;
241 // Used to map network to local object numbers
243 extern short remote_to_local[MAX_NUM_NET_PLAYERS][MAX_OBJECTS]; // Network object num for each
244 extern short local_to_remote[MAX_OBJECTS]; // Local object num for each network objnum
245 extern byte object_owner[MAX_OBJECTS]; // Who 'owns' each local object for network purposes
247 extern int multi_in_menu; // Flag to tell if we're executing GameLoop from within a newmenu.
248 extern int multi_leave_menu;
249 extern int multi_quit_game;
251 extern int multi_sending_message;
252 extern int multi_defining_message;
253 extern void multi_message_input_sub( int key );
254 extern void multi_send_message_start();
256 extern int multi_powerup_is_4pack(int );
257 extern void multi_send_orb_bonus( char pnum );
258 extern void multi_send_got_orb( char pnum );
259 extern void multi_add_lifetime_kills(void);
261 extern int control_invul_time;
263 #define N_PLAYER_SHIP_TEXTURES 6
265 extern bitmap_index multi_player_textures[MAX_NUM_NET_PLAYERS][N_PLAYER_SHIP_TEXTURES];
267 #define NETGAME_FLAG_CLOSED 1
268 #define NETGAME_FLAG_SHOW_ID 2
269 #define NETGAME_FLAG_SHOW_MAP 4
270 #define NETGAME_FLAG_HOARD 8
271 #define NETGAME_FLAG_TEAM_HOARD 16
272 #define NETGAME_FLAG_REALLY_ENDLEVEL 32
273 #define NETGAME_FLAG_REALLY_FORMING 64
275 #define NETGAME_NAME_LEN 15
277 enum comp_type {DOS,WIN_32,WIN_95,MAC};
279 // sigh...the socket structure member was moved away from it's friends.
280 // I'll have to create a union for appletalk network info with just
281 // the server and node members since I cannot change the order ot these
284 typedef struct netplayer_info {
285 char callsign[CALLSIGN_LEN+1];
300 enum comp_type computer_type;
308 /* following D2X only */
313 typedef struct AllNetPlayers_info
317 struct netplayer_info players[MAX_PLAYERS+4];
318 } AllNetPlayers_info;
320 typedef struct netgame_info {
323 char game_name[NETGAME_NAME_LEN+1];
324 char mission_title[MISSION_NAME_LEN+1];
325 char mission_name[9];
332 ubyte max_numplayers;
335 ubyte protocol_version;
340 // change the order of the bit fields for the mac compiler.
341 // doing so will mean I don't have to do screwy things to
342 // send this as network information
350 short DoAfterburner:1;
351 short DoInvulnerability:1;
357 short DoSuperLaser:1;
363 short DoEarthShaker:1;
365 short Allow_marker_view:1;
366 short AlwaysLighting:1;
371 short DoLaserUpgrade:1;
372 short DoQuadLasers:1;
373 short ShowAllNames:1;
374 short BrightPlayers:1;
380 short DoSuperLaser:1;
386 short DoInvulnerability:1;
387 short DoAfterburner:1;
394 short bitfield_not_used2:1;
396 short BrightPlayers:1;
397 short ShowAllNames:1;
398 short DoQuadLasers:1;
399 short DoLaserUpgrade:1;
404 short AlwaysLighting:1;
405 short Allow_marker_view:1;
407 short DoEarthShaker:1;
412 char team_name[2][CALLSIGN_LEN+1];
413 int locations[MAX_PLAYERS];
414 short kills[MAX_PLAYERS][MAX_PLAYERS];
415 ushort segments_checksum;
417 short killed[MAX_PLAYERS];
418 short player_kills[MAX_PLAYERS];
422 int control_invul_time;
424 int player_score[MAX_PLAYERS];
425 ubyte player_flags[MAX_PLAYERS];
428 // from protocol v 3.0 (d1x)
429 // ubyte packets_per_sec;
431 ubyte subprotocol; // constant for given version
432 ubyte required_subprotocol; // depends on game mode etc.
433 } __pack__ netgame_info;
435 extern struct netgame_info Netgame;
436 extern struct AllNetPlayers_info NetPlayers;
438 int network_i_am_master(void);
439 void change_playernum_to(int new_pnum);
441 //how to encode missiles & flares in weapon packets
442 #define MISSILE_ADJUST 100
443 #define FLARE_ADJUST 127