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17 #define MAX_MESSAGE_LEN 35
25 // What version of the multiplayer protocol is this?
28 #define MULTI_PROTO_VERSION 3
30 #define MULTI_PROTO_VERSION 4
34 // 1 Descent Shareware
35 // 2 Descent Registered/Commercial
36 // 3 Descent II Shareware
37 // 4 Descent II Commercial
39 // Save multiplayer games?
43 // How many simultaneous network players do we support?
45 #define MAX_NUM_NET_PLAYERS 8
47 #define MULTI_POSITION 0
48 #define MULTI_REAPPEAR 1
51 #define MULTI_REMOVE_OBJECT 4
52 #define MULTI_PLAYER_EXPLODE 5
53 #define MULTI_MESSAGE 6
55 #define MULTI_PLAY_SOUND 8
56 #define MULTI_BEGIN_SYNC 9
57 #define MULTI_CONTROLCEN 10
58 #define MULTI_ROBOT_CLAIM 11
59 #define MULTI_END_SYNC 12
60 #define MULTI_CLOAK 13
61 #define MULTI_ENDLEVEL_START 14
62 #define MULTI_DOOR_OPEN 15
63 #define MULTI_CREATE_EXPLOSION 16
64 #define MULTI_CONTROLCEN_FIRE 17
65 #define MULTI_PLAYER_DROP 18
66 #define MULTI_CREATE_POWERUP 19
67 #define MULTI_CONSISTENCY 20
68 #define MULTI_DECLOAK 21
69 #define MULTI_MENU_CHOICE 22
70 #define MULTI_ROBOT_POSITION 23
71 #define MULTI_ROBOT_EXPLODE 24
72 #define MULTI_ROBOT_RELEASE 25
73 #define MULTI_ROBOT_FIRE 26
74 #define MULTI_SCORE 27
75 #define MULTI_CREATE_ROBOT 28
76 #define MULTI_TRIGGER 29
77 #define MULTI_BOSS_ACTIONS 30
78 #define MULTI_CREATE_ROBOT_POWERUPS 31
79 #define MULTI_HOSTAGE_DOOR 32
81 #define MULTI_SAVE_GAME 33
82 #define MULTI_RESTORE_GAME 34
84 #define MULTI_REQ_PLAYER 35 // Someone requests my player structure
85 #define MULTI_SEND_PLAYER 36 // Sending someone my player structure
86 #define MULTI_MARKER 37
87 #define MULTI_DROP_WEAPON 38
88 #define MULTI_GUIDED 39
89 #define MULTI_STOLEN_ITEMS 40
90 #define MULTI_WALL_STATUS 41 // send to new players
91 #define MULTI_HEARTBEAT 42
92 #define MULTI_KILLGOALS 43
93 #define MULTI_SEISMIC 44
94 #define MULTI_LIGHT 45
95 #define MULTI_START_TRIGGER 46
96 #define MULTI_FLAGS 47
97 #define MULTI_DROP_BLOB 48
98 #define MULTI_POWERUP_UPDATE 49
99 #define MULTI_ACTIVE_DOOR 50
100 #define MULTI_SOUND_FUNCTION 51
101 #define MULTI_CAPTURE_BONUS 52
102 #define MULTI_GOT_FLAG 53
103 #define MULTI_DROP_FLAG 54
104 #define MULTI_ROBOT_CONTROLS 55
105 #define MULTI_FINISH_GAME 56
106 #define MULTI_RANK 57
107 #define MULTI_MODEM_PING 58
108 #define MULTI_MODEM_PING_RETURN 59
109 #define MULTI_ORB_BONUS 60
110 #define MULTI_GOT_ORB 61
111 #define MULTI_DROP_ORB 62
112 #define MULTI_PLAY_BY_PLAY 63
114 #define MULTI_MAX_TYPE 63
116 #define MAX_NET_CREATE_OBJECTS 40
118 #define MAX_MULTI_MESSAGE_LEN 120
120 // Exported functions
122 int objnum_remote_to_local(int remote_obj, int owner);
123 int objnum_local_to_remote(int local_obj, byte *owner);
124 void map_objnum_local_to_remote(int local, int remote, int owner);
125 void map_objnum_local_to_local(int objnum);
127 void multi_init_objects(void);
128 void multi_show_player_list(void);
129 void multi_do_frame(void);
132 void multi_send_flags(char);
133 void multi_send_fire(void);
134 void multi_send_destroy_controlcen(int objnum, int player);
135 void multi_send_endlevel_start(int);
136 void multi_send_player_explode(char type);
137 void multi_send_message(void);
138 void multi_send_position(int objnum);
139 void multi_send_reappear();
140 void multi_send_kill(int objnum);
141 void multi_send_remobj(int objnum);
142 void multi_send_quit(int why);
143 void multi_send_door_open(int segnum, int side,ubyte flag);
144 void multi_send_create_explosion(int player_num);
145 void multi_send_controlcen_fire(vms_vector *to_target, int gun_num, int objnum);
146 void multi_send_cloak(void);
147 void multi_send_decloak(void);
148 void multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos);
149 void multi_send_play_sound(int sound_num, fix volume);
150 void multi_send_audio_taunt(int taunt_num);
151 void multi_send_score(void);
152 void multi_send_trigger(int trigger);
153 void multi_send_hostage_door_status(int wallnum);
154 void multi_send_netplayer_stats_request(ubyte player_num);
155 void multi_send_drop_weapon (int objnum,int seed);
156 void multi_send_drop_marker (int player,vms_vector position,char messagenum,char text[]);
157 void multi_send_guided_info (object *miss,char);
160 void multi_endlevel_score(void);
161 void multi_prep_level(void);
162 int multi_endlevel(int *secret);
163 int multi_menu_poll(void);
164 void multi_leave_game(void);
165 void multi_process_data(char *dat, int len);
166 void multi_process_bigdata(char *buf, int len);
167 void multi_do_death(int objnum);
168 void multi_send_message_dialog(void);
169 int multi_delete_extra_objects(void);
170 void multi_make_ghost_player(int objnum);
171 void multi_make_player_ghost(int objnum);
172 void multi_define_macro(int key);
173 void multi_send_macro(int key);
174 int multi_get_kill_list(int *plist);
175 void multi_new_game(void);
176 void multi_sort_kill_list(void);
177 int multi_choose_mission(int *anarchy_only);
178 void multi_reset_stuff(void);
180 void multi_send_data(char *buf, int len, int repeat);
182 int get_team(int pnum);
184 // Exported variables
187 extern int Network_active;
188 extern int Network_laser_gun;
189 extern int Network_laser_fired;
190 extern int Network_laser_level;
191 extern int Network_laser_flags;
192 extern int Netlife_kills,Netlife_killed;
194 extern int message_length[MULTI_MAX_TYPE+1];
195 extern char multibuf[MAX_MULTI_MESSAGE_LEN+4];
196 extern short Network_laser_track;
198 extern int who_killed_controlcen;
200 extern int Net_create_objnums[MAX_NET_CREATE_OBJECTS];
201 extern int Net_create_loc;
203 extern short kill_matrix[MAX_NUM_NET_PLAYERS][MAX_NUM_NET_PLAYERS];
204 extern short team_kills[2];
206 extern int multi_goto_secret;
208 //do we draw the kill list on the HUD?
209 extern int Show_kill_list;
210 extern int Show_reticle_name;
211 extern fix Show_kill_list_timer;
213 // Used to send network messages
215 extern char Network_message[MAX_MESSAGE_LEN];
216 extern char Network_message_macro[4][MAX_MESSAGE_LEN];
217 extern int Network_message_reciever;
219 // Used to map network to local object numbers
221 extern short remote_to_local[MAX_NUM_NET_PLAYERS][MAX_OBJECTS]; // Network object num for each
222 extern short local_to_remote[MAX_OBJECTS]; // Local object num for each network objnum
223 extern byte object_owner[MAX_OBJECTS]; // Who 'owns' each local object for network purposes
225 extern int multi_in_menu; // Flag to tell if we're executing GameLoop from within a newmenu.
226 extern int multi_leave_menu;
227 extern int multi_quit_game;
229 extern int multi_sending_message;
230 extern int multi_defining_message;
231 extern void multi_message_input_sub( int key );
232 extern void multi_send_message_start();
234 extern int multi_powerup_is_4pack(int );
235 extern void multi_send_orb_bonus( char pnum );
236 extern void multi_send_got_orb( char pnum );
237 extern void multi_add_lifetime_kills(void);
239 extern int control_invul_time;
241 #define N_PLAYER_SHIP_TEXTURES 6
243 extern bitmap_index multi_player_textures[MAX_NUM_NET_PLAYERS][N_PLAYER_SHIP_TEXTURES];
245 #define NETGAME_FLAG_CLOSED 1
246 #define NETGAME_FLAG_SHOW_ID 2
247 #define NETGAME_FLAG_SHOW_MAP 4
248 #define NETGAME_FLAG_HOARD 8
249 #define NETGAME_FLAG_TEAM_HOARD 16
250 #define NETGAME_FLAG_REALLY_ENDLEVEL 32
251 #define NETGAME_FLAG_REALLY_FORMING 64
253 #define NETGAME_NAME_LEN 15
255 enum comp_type {DOS,WIN_32,WIN_95,MAC};
257 // sigh...the socket structure member was moved away from it's friends.
258 // I'll have to create a union for appletalk network info with just
259 // the server and node members since I cannot change the order ot these
262 typedef struct netplayer_info {
263 char callsign[CALLSIGN_LEN+1];
278 enum comp_type computer_type;
287 typedef struct AllNetPlayers_info
291 struct netplayer_info players[MAX_PLAYERS+4];
292 } AllNetPlayers_info;
294 typedef struct netgame_info {
297 char game_name[NETGAME_NAME_LEN+1];
298 char mission_title[MISSION_NAME_LEN+1];
299 char mission_name[9];
306 ubyte max_numplayers;
309 ubyte protocol_version;
314 // change the order of the bit fields for the mac compiler.
315 // doing so will mean I don't have to do screwy things to
316 // send this as network information
324 short DoAfterburner:1;
325 short DoInvulnerability:1;
331 short DoSuperLaser:1;
337 short DoEarthShaker:1;
339 short Allow_marker_view:1;
340 short AlwaysLighting:1;
345 short DoLaserUpgrade:1;
346 short DoQuadLasers:1;
347 short ShowAllNames:1;
348 short BrightPlayers:1;
354 short DoSuperLaser:1;
360 short DoInvulnerability:1;
361 short DoAfterburner:1;
368 short bitfield_not_used2:1;
370 short BrightPlayers:1;
371 short ShowAllNames:1;
372 short DoQuadLasers:1;
373 short DoLaserUpgrade:1;
378 short AlwaysLighting:1;
379 short Allow_marker_view:1;
381 short DoEarthShaker:1;
386 char team_name[2][CALLSIGN_LEN+1];
387 int locations[MAX_PLAYERS];
388 short kills[MAX_PLAYERS][MAX_PLAYERS];
389 ushort segments_checksum;
391 short killed[MAX_PLAYERS];
392 short player_kills[MAX_PLAYERS];
396 int control_invul_time;
398 int player_score[MAX_PLAYERS];
399 ubyte player_flags[MAX_PLAYERS];
405 extern struct netgame_info Netgame;
406 extern struct AllNetPlayers_info NetPlayers;
408 int network_i_am_master(void);
409 void change_playernum_to(int new_pnum);
411 //how to encode missiles & flares in weapon packets
412 #define MISSILE_ADJUST 100
413 #define FLARE_ADJUST 127