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5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Defines and exported variables for multi.c
23 #define MAX_MESSAGE_LEN 35
29 // What version of the multiplayer protocol is this?
32 #define MULTI_PROTO_VERSION 3
34 #define MULTI_PROTO_VERSION 4
38 // 1 Descent Shareware
39 // 2 Descent Registered/Commercial
40 // 3 Descent II Shareware
41 // 4 Descent II Commercial
43 // Save multiplayer games?
47 // How many simultaneous network players do we support?
49 #define MAX_NUM_NET_PLAYERS 8
51 #define MULTI_POSITION 0
52 #define MULTI_REAPPEAR 1
55 #define MULTI_REMOVE_OBJECT 4
56 #define MULTI_PLAYER_EXPLODE 5
57 #define MULTI_MESSAGE 6
59 #define MULTI_PLAY_SOUND 8
60 #define MULTI_BEGIN_SYNC 9
61 #define MULTI_CONTROLCEN 10
62 #define MULTI_ROBOT_CLAIM 11
63 #define MULTI_END_SYNC 12
64 #define MULTI_CLOAK 13
65 #define MULTI_ENDLEVEL_START 14
66 #define MULTI_DOOR_OPEN 15
67 #define MULTI_CREATE_EXPLOSION 16
68 #define MULTI_CONTROLCEN_FIRE 17
69 #define MULTI_PLAYER_DROP 18
70 #define MULTI_CREATE_POWERUP 19
71 #define MULTI_CONSISTENCY 20
72 #define MULTI_DECLOAK 21
73 #define MULTI_MENU_CHOICE 22
74 #define MULTI_ROBOT_POSITION 23
75 #define MULTI_ROBOT_EXPLODE 24
76 #define MULTI_ROBOT_RELEASE 25
77 #define MULTI_ROBOT_FIRE 26
78 #define MULTI_SCORE 27
79 #define MULTI_CREATE_ROBOT 28
80 #define MULTI_TRIGGER 29
81 #define MULTI_BOSS_ACTIONS 30
82 #define MULTI_CREATE_ROBOT_POWERUPS 31
83 #define MULTI_HOSTAGE_DOOR 32
85 #define MULTI_SAVE_GAME 33
86 #define MULTI_RESTORE_GAME 34
88 #define MULTI_REQ_PLAYER 35 // Someone requests my player structure
89 #define MULTI_SEND_PLAYER 36 // Sending someone my player structure
90 #define MULTI_MARKER 37
91 #define MULTI_DROP_WEAPON 38
92 #define MULTI_GUIDED 39
93 #define MULTI_STOLEN_ITEMS 40
94 #define MULTI_WALL_STATUS 41 // send to new players
95 #define MULTI_HEARTBEAT 42
96 #define MULTI_KILLGOALS 43
97 #define MULTI_SEISMIC 44
98 #define MULTI_LIGHT 45
99 #define MULTI_START_TRIGGER 46
100 #define MULTI_FLAGS 47
101 #define MULTI_DROP_BLOB 48
102 #define MULTI_POWERUP_UPDATE 49
103 #define MULTI_ACTIVE_DOOR 50
104 #define MULTI_SOUND_FUNCTION 51
105 #define MULTI_CAPTURE_BONUS 52
106 #define MULTI_GOT_FLAG 53
107 #define MULTI_DROP_FLAG 54
108 #define MULTI_ROBOT_CONTROLS 55
109 #define MULTI_FINISH_GAME 56
110 #define MULTI_RANK 57
111 #define MULTI_MODEM_PING 58
112 #define MULTI_MODEM_PING_RETURN 59
113 #define MULTI_ORB_BONUS 60
114 #define MULTI_GOT_ORB 61
115 #define MULTI_DROP_ORB 62
116 #define MULTI_PLAY_BY_PLAY 63
118 #define MULTI_MAX_TYPE 63
120 #define MAX_NET_CREATE_OBJECTS 40
122 #define MAX_MULTI_MESSAGE_LEN 120
124 // Exported functions
126 int objnum_remote_to_local(int remote_obj, int owner);
127 int objnum_local_to_remote(int local_obj, sbyte *owner);
128 void map_objnum_local_to_remote(int local, int remote, int owner);
129 void map_objnum_local_to_local(int objnum);
130 void reset_network_objects();
132 void multi_init_objects(void);
133 void multi_show_player_list(void);
134 void multi_do_frame(void);
137 void multi_send_flags(char);
138 void multi_send_fire(void);
139 void multi_send_destroy_controlcen(int objnum, int player);
140 void multi_send_endlevel_start(int);
141 void multi_send_player_explode(char type);
142 void multi_send_message(void);
143 void multi_send_position(int objnum);
144 void multi_send_reappear();
145 void multi_send_kill(int objnum);
146 void multi_send_remobj(int objnum);
147 void multi_send_quit(int why);
148 void multi_send_door_open(int segnum, int side,ubyte flag);
149 void multi_send_create_explosion(int player_num);
150 void multi_send_controlcen_fire(vms_vector *to_target, int gun_num, int objnum);
151 void multi_send_cloak(void);
152 void multi_send_decloak(void);
153 void multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos);
154 void multi_send_play_sound(int sound_num, fix volume);
155 void multi_send_audio_taunt(int taunt_num);
156 void multi_send_score(void);
157 void multi_send_trigger(int trigger);
158 void multi_send_hostage_door_status(int wallnum);
159 void multi_send_netplayer_stats_request(ubyte player_num);
160 void multi_send_drop_weapon (int objnum,int seed);
161 void multi_send_drop_marker (int player,vms_vector position,char messagenum,char text[]);
162 void multi_send_guided_info (object *miss,char);
165 void multi_endlevel_score(void);
166 void multi_prep_level(void);
167 int multi_endlevel(int *secret);
168 int multi_menu_poll(void);
169 void multi_leave_game(void);
170 void multi_process_data(char *dat, int len);
171 void multi_process_bigdata(char *buf, int len);
172 void multi_do_death(int objnum);
173 void multi_send_message_dialog(void);
174 int multi_delete_extra_objects(void);
175 void multi_make_ghost_player(int objnum);
176 void multi_make_player_ghost(int objnum);
177 void multi_define_macro(int key);
178 void multi_send_macro(int key);
179 int multi_get_kill_list(int *plist);
180 void multi_new_game(void);
181 void multi_sort_kill_list(void);
182 void multi_reset_stuff(void);
184 void multi_send_data(char *buf, int len, int repeat);
186 int get_team(int pnum);
188 // Exported variables
191 extern int Network_active;
192 extern int Network_laser_gun;
193 extern int Network_laser_fired;
194 extern int Network_laser_level;
195 extern int Network_laser_flags;
196 extern int Netlife_kills,Netlife_killed;
198 extern int message_length[MULTI_MAX_TYPE+1];
199 extern char multibuf[MAX_MULTI_MESSAGE_LEN+4];
200 extern short Network_laser_track;
202 extern int who_killed_controlcen;
204 extern int Net_create_objnums[MAX_NET_CREATE_OBJECTS];
205 extern int Net_create_loc;
207 extern short kill_matrix[MAX_NUM_NET_PLAYERS][MAX_NUM_NET_PLAYERS];
208 extern short team_kills[2];
210 extern int multi_goto_secret;
212 //do we draw the kill list on the HUD?
213 extern int Show_kill_list;
214 extern int Show_reticle_name;
215 extern fix Show_kill_list_timer;
217 // Used to send network messages
219 extern char Network_message[MAX_MESSAGE_LEN];
220 extern char Network_message_macro[4][MAX_MESSAGE_LEN];
221 extern int Network_message_reciever;
223 // Which player 'owns' each local object for network purposes
224 extern sbyte object_owner[MAX_OBJECTS];
226 extern int multi_in_menu; // Flag to tell if we're executing GameLoop from within a newmenu.
227 extern int multi_leave_menu;
228 extern int multi_quit_game;
230 extern int multi_sending_message;
231 extern int multi_defining_message;
232 extern void multi_message_input_sub( int key );
233 extern void multi_send_message_start();
234 extern void multi_send_message_end();
236 extern int multi_powerup_is_4pack(int );
237 extern void multi_send_orb_bonus( char pnum );
238 extern void multi_send_got_orb( char pnum );
239 extern void multi_add_lifetime_kills(void);
241 extern int control_invul_time;
243 #define N_PLAYER_SHIP_TEXTURES 6
245 extern bitmap_index multi_player_textures[MAX_NUM_NET_PLAYERS][N_PLAYER_SHIP_TEXTURES];
247 #define NETGAME_FLAG_CLOSED 1
248 #define NETGAME_FLAG_SHOW_ID 2
249 #define NETGAME_FLAG_SHOW_MAP 4
250 #define NETGAME_FLAG_HOARD 8
251 #define NETGAME_FLAG_TEAM_HOARD 16
252 #define NETGAME_FLAG_REALLY_ENDLEVEL 32
253 #define NETGAME_FLAG_REALLY_FORMING 64
255 #define NETGAME_NAME_LEN 15
256 #define NETGAME_AUX_SIZE 20 // Amount of extra data for the network protocol to store in the netgame packet
258 enum comp_type {DOS,WIN_32,WIN_95,MAC} __pack__ ;
260 // sigh...the socket structure member was moved away from it's friends.
261 // I'll have to create a union for appletalk network info with just
262 // the server and node members since I cannot change the order ot these
265 typedef struct netplayer_info {
266 char callsign[CALLSIGN_LEN+1];
281 enum comp_type computer_type;
288 } __pack__ netplayer_info;
290 typedef struct AllNetPlayers_info
294 struct netplayer_info players[MAX_PLAYERS+4];
295 } __pack__ AllNetPlayers_info;
297 typedef struct netgame_info {
300 char game_name[NETGAME_NAME_LEN+1];
301 char mission_title[MISSION_NAME_LEN+1];
302 char mission_name[9];
309 ubyte max_numplayers;
312 ubyte protocol_version;
317 // change the order of the bit fields for the mac compiler.
318 // doing so will mean I don't have to do screwy things to
319 // send this as network information
321 #ifndef WORDS_BIGENDIAN
327 short DoAfterburner:1;
328 short DoInvulnerability:1;
334 short DoSuperLaser:1;
340 short DoEarthShaker:1;
342 short Allow_marker_view:1;
343 short AlwaysLighting:1;
348 short DoLaserUpgrade:1;
349 short DoQuadLasers:1;
350 short ShowAllNames:1;
351 short BrightPlayers:1;
353 short bitfield_not_used2:1;
358 short DoSuperLaser:1;
364 short DoInvulnerability:1;
365 short DoAfterburner:1;
372 short bitfield_not_used2:1;
374 short BrightPlayers:1;
375 short ShowAllNames:1;
376 short DoQuadLasers:1;
377 short DoLaserUpgrade:1;
382 short AlwaysLighting:1;
383 short Allow_marker_view:1;
385 short DoEarthShaker:1;
390 char team_name[2][CALLSIGN_LEN+1];
391 int locations[MAX_PLAYERS];
392 short kills[MAX_PLAYERS][MAX_PLAYERS];
393 ushort segments_checksum;
395 short killed[MAX_PLAYERS];
396 short player_kills[MAX_PLAYERS];
400 int control_invul_time;
402 int player_score[MAX_PLAYERS];
403 ubyte player_flags[MAX_PLAYERS];
406 ubyte AuxData[NETGAME_AUX_SIZE]; // Storage for protocol-specific data (e.g., multicast session and port)
408 } __pack__ netgame_info;
410 extern struct netgame_info Netgame;
411 extern struct AllNetPlayers_info NetPlayers;
413 int network_i_am_master(void);
414 void change_playernum_to(int new_pnum);
416 //how to encode missiles & flares in weapon packets
417 #define MISSILE_ADJUST 100
418 #define FLARE_ADJUST 127
421 void save_hoard_data(void);
424 #endif /* _MULTI_H */