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- /*
- THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
- SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
- END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
- ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
- IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
- SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
- FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
- CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
- AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
- COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
- */
- /*
- * $Source: f:/miner/source/main/rcs/multi.h $
- * $Revision: 2.3 $
- * $Author: john $
- * $Date: 1995/04/03 08:49:50 $
- *
- * Defines and exported variables for multi.c
- *
- * $Log: multi.h $
- * Revision 2.3 1995/04/03 08:49:50 john
- * Added code to get someone's player struct.
- *
- * Revision 2.2 1995/03/27 12:59:17 john
- * Initial version of multiplayer save games.
- *
- * Revision 2.1 1995/03/21 14:39:06 john
- * Ifdef'd out the NETWORK code.
- *
- * Revision 2.0 1995/02/27 11:28:34 john
- * New version 2.0, which has no anonymous unions, builds with
- * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
- *
- * Revision 1.74 1995/02/11 11:36:42 rob
- * Added new var.
- *
- * Revision 1.73 1995/02/08 18:17:41 rob
- * Added prototype for reset function.
- *
- * Revision 1.72 1995/02/05 14:37:42 rob
- * Made object mapping more efficient.
- *
- * Revision 1.71 1995/02/01 18:07:36 rob
- * Change object mapping to int functions.
- *
- * Revision 1.70 1995/02/01 12:55:00 rob
- * Changed message type.
- *
- * Revision 1.69 1995/01/31 12:46:12 rob
- * Fixed a bug with object overflow handling.
- *
- * Revision 1.68 1995/01/27 11:15:13 rob
- * removed extern of variable no longer in multi.c
- *
- * Revision 1.67 1995/01/24 11:53:13 john
- * Added better macro defining code.
- *
- * Revision 1.66 1995/01/24 11:32:03 john
- * Added new defining macro method.
- *
- * Revision 1.65 1995/01/23 17:17:06 john
- * Added multi_sending_message.
- *
- * Revision 1.64 1995/01/23 16:02:42 rob
- * Added prototype for mission select function.
- *
- * Revision 1.63 1995/01/18 19:01:21 rob
- * Added new message for hostage door sync.
- *
- * Revision 1.62 1995/01/14 18:39:57 rob
- * Added new message type for dropping robot powerups.
- *
- * Revision 1.61 1995/01/12 21:41:13 rob
- * Fixed incompat. with 1.0 and 1.1.
- *
- * Revision 1.60 1995/01/04 21:40:55 rob
- * Added new type for boss actions in coop.
- *
- * Revision 1.59 1995/01/04 11:38:09 rob
- * Fixed problem with lost character in messages.
- *
- * Revision 1.58 1995/01/03 20:12:44 rob
- * Made max message length in shareware = 40.
- *
- * Revision 1.57 1995/01/03 14:27:25 rob
- * ADded trigger messages.
- *
- * Revision 1.56 1995/01/02 20:08:21 rob
- * Added robot creation.
- *
- * Revision 1.55 1995/01/02 14:41:30 rob
- * Added score syncing.
- *
- * Revision 1.54 1994/12/21 21:02:01 rob
- * Added new message type for ROBOT_FIRE
- *
- * Revision 1.53 1994/12/21 17:27:25 rob
- * Changed the format for send_create_powerup messages.
- *
- *
- * Revision 1.52 1994/12/20 20:41:39 rob
- * ADded robot release message type.
- *
- * Revision 1.51 1994/12/19 19:00:12 rob
- * Changed buf to multibuf so it can be safely externed.
- *
- * Revision 1.50 1994/12/19 16:41:14 rob
- * Added new message types for robot support.
- * Added prototype for external use of multi_send_data (from multibot.c)
- *
- * Revision 1.49 1994/12/11 13:30:13 rob
- * Added new variables to get players out of nested menus.
- *
- * Revision 1.48 1994/12/11 01:58:57 rob
- * Added variable to track menu deth..
- *
- * Revision 1.47 1994/12/08 12:41:17 rob
- * Added audio taunts.
- *
- * Revision 1.46 1994/12/07 21:53:12 rob
- * Fixing sequencing bugginess in modem/serial.
- *
- * Revision 1.45 1994/12/07 16:46:58 rob
- * Added prototype.
- *
- * Revision 1.44 1994/12/01 12:22:31 rob
- * Added de-cloak message for demo.
- *
- * Revision 1.43 1994/12/01 00:54:14 rob
- * Added variable for tracking homing missiles.
- *
- * Revision 1.42 1994/11/30 16:04:39 rob
- * Added show reticle name variable for team games.
- *
- * Revision 1.41 1994/11/29 19:33:38 rob
- * Team support.
- *
- * Revision 1.40 1994/11/29 12:49:37 rob
- * Added more team support stuff.
- *
- * Revision 1.39 1994/11/28 21:20:49 rob
- * Cleaned up the .h file, removed an unused function.
- *
- * Revision 1.38 1994/11/28 21:04:50 rob
- * Added support for network sound-casting.
- *
- * Revision 1.37 1994/11/28 14:02:08 rob
- * Added protocol versioning for registered versus shareware.
- *
- * Revision 1.36 1994/11/28 13:30:04 rob
- * Added a define for protocol version.
- *
- * Revision 1.35 1994/11/22 19:19:48 rob
- * remove unused function.
- *
- * Revision 1.34 1994/11/22 18:47:34 rob
- * Added hooks for modem support for secret levels.
- *
- * Revision 1.33 1994/11/22 17:10:50 rob
- * Fix for secret levels in network play mode.
- *
- * Revision 1.32 1994/11/21 16:00:28 rob
- * Added secret-level hooks.
- *
- * Revision 1.31 1994/11/18 18:28:50 rob
- * Added new function for multiplayer score screen.
- *
- * Revision 1.30 1994/11/18 16:31:05 rob
- * Added kill list timer variable.
- *
- * Revision 1.29 1994/11/17 16:38:15 rob
- * Added creation of net powerups.
- *
- * Revision 1.28 1994/11/17 13:37:33 rob
- * Added prototype for multi_new_game.
- *
- * Revision 1.27 1994/11/17 12:58:45 rob
- * Added kill matrix.
- *
- * Revision 1.26 1994/11/16 20:35:24 rob
- * Changed explosion hook.
- *
- * Revision 1.25 1994/11/15 21:31:13 rob
- * Bumped max message size, was giving modem.c fits.
- *
- * Revision 1.24 1994/11/15 19:28:37 matt
- * Added prototypes
- *
- * Revision 1.23 1994/11/14 17:22:19 rob
- * Added extern for message macros.
- *
- * Revision 1.22 1994/11/11 18:16:44 rob
- * Made multi_menu_poll return a value to exit menus.
- *
- * Revision 1.21 1994/11/11 11:06:19 rob
- * Added prototype for multi_menu_poll.
- *
- * Revision 1.20 1994/11/10 21:48:41 rob
- * Changed multi_endlevel to return an int.
- *
- * Revision 1.19 1994/11/08 17:48:14 rob
- * Fixing endlevel stuff.
- *
- * Revision 1.18 1994/11/07 17:49:07 rob
- * Changed prototype for object mapping funcs.
- *
- * Revision 1.17 1994/11/07 15:46:32 rob
- * Changed the way remote object number mapping works, and it was a real
- * pain in the ass.. I think it will work more reliably now.
- *
- * Revision 1.16 1994/11/04 19:53:01 rob
- * Added a new message type for Player_leave 'explosions'.
- * Added a prototype for function moved over from network.c
- *
- * Revision 1.15 1994/11/02 18:02:33 rob
- * Added message type for control center firing.
- *
- * Revision 1.14 1994/11/02 11:38:00 rob
- * Added player-in-process-of-dying explosions to network game.
- *
- * Revision 1.13 1994/11/01 19:31:44 rob
- * Bumped max_net_create_objects to 20 to accomodate a fully equipped
- * character blowing up.
- *
- * Revision 1.12 1994/10/31 13:48:02 rob
- * Fixed bug in opening doors over network/modem. Added a new message
- * type to multi.c that communicates door openings across the net.
- * Changed includes in multi.c and wall.c to accomplish this.
- *
- * Revision 1.11 1994/10/09 20:08:20 rob
- * Added some exported func prototypes.
- * Changed max net message length to 25 (from 30).
- * Removed some message types no longer used.
- *
- * Revision 1.10 1994/10/08 20:06:10 rob
- * fixed a typo.
- *
- * Revision 1.9 1994/10/08 19:59:43 rob
- * Moved MAX_MESSAGE_LEN to here.
- *
- * Revision 1.8 1994/10/07 23:09:54 rob
- * Fixed some prototypes.
- *
- * Revision 1.7 1994/10/07 18:11:19 rob
- * Added multi_do_death to multi.c.
- *
- * Revision 1.6 1994/10/07 16:14:32 rob
- * Added new message type for player reappear
- *
- * Revision 1.5 1994/10/07 12:58:17 rob
- * Added multi_leave_game.
- *
- * Revision 1.4 1994/10/07 12:17:17 rob
- * Fixed some stuff in multi_do_frame and exported the message_length
- * array.
- *
- * Revision 1.3 1994/10/07 11:10:17 john
- * Added function to parse multiple messages into individual
- * messages.
- *
- * Revision 1.2 1994/10/07 10:28:06 rob
- * Headers and stuff for multi.c (obviously)
- *
- * Revision 1.1 1994/10/06 16:07:39 rob
- * Initial revision
- *
- *
- */
- #ifndef _MULTI_H
- #define _MULTI_H
- #ifdef SHAREWARE
- #define MAX_MESSAGE_LEN 25
- #else
- #define MAX_MESSAGE_LEN 35
- #define SHAREWARE_MAX_MESSAGE_LEN 25
- #endif
- #ifdef NETWORK
- // Defines
- #include "gameseq.h"
- #include "piggy.h"
- // What version of the multiplayer protocol is this?
- #ifdef SHAREWARE
- #define MULTI_PROTO_VERSION 1
- #else
- #define MULTI_PROTO_VERSION 2
- #endif
- // How many simultaneous network players do we support?
- #define MAX_NUM_NET_PLAYERS 8
- #define MULTI_POSITION 0
- #define MULTI_REAPPEAR 1
- #define MULTI_FIRE 2
- #define MULTI_KILL 3
- #define MULTI_REMOVE_OBJECT 4
- #define MULTI_PLAYER_EXPLODE 5
- #define MULTI_MESSAGE 6
- #define MULTI_QUIT 7
- #define MULTI_PLAY_SOUND 8
- #define MULTI_BEGIN_SYNC 9
- #define MULTI_CONTROLCEN 10
- #define MULTI_ROBOT_CLAIM 11
- #define MULTI_END_SYNC 12
- #define MULTI_CLOAK 13
- #define MULTI_ENDLEVEL_START 14
- #define MULTI_DOOR_OPEN 15
- #define MULTI_CREATE_EXPLOSION 16
- #define MULTI_CONTROLCEN_FIRE 17
- #define MULTI_PLAYER_DROP 18
- #define MULTI_CREATE_POWERUP 19
- #define MULTI_CONSISTENCY 20
- #define MULTI_DECLOAK 21
- #define MULTI_MENU_CHOICE 22
- #ifndef SHAREWARE
- #define MULTI_ROBOT_POSITION 23
- #define MULTI_ROBOT_EXPLODE 24
- #define MULTI_ROBOT_RELEASE 25
- #define MULTI_ROBOT_FIRE 26
- #define MULTI_SCORE 27
- #define MULTI_CREATE_ROBOT 28
- #define MULTI_TRIGGER 29
- #define MULTI_BOSS_ACTIONS 30
- #define MULTI_CREATE_ROBOT_POWERUPS 31
- #define MULTI_HOSTAGE_DOOR 32
- #endif
- #define MULTI_SAVE_GAME 33
- #define MULTI_RESTORE_GAME 34
- #define MULTI_REQ_PLAYER 35 // Someone requests my player structure
- #define MULTI_SEND_PLAYER 36 // Sending someone my player structure
- #ifndef SHAREWARE
- #define MULTI_MAX_TYPE 36
- #else
- #define MULTI_MAX_TYPE 22
- #endif
- #ifdef SHAREWARE
- #define MAX_NET_CREATE_OBJECTS 19
- #else
- #define MAX_NET_CREATE_OBJECTS 20
- #endif
- #define MAX_MULTI_MESSAGE_LEN 90
- // Exported functions
- int objnum_remote_to_local(int remote_obj, int owner);
- int objnum_local_to_remote(int local_obj, byte *owner);
- void map_objnum_local_to_remote(int local, int remote, int owner);
- void map_objnum_local_to_local(int objnum);
- void multi_init_objects(void);
- void multi_show_player_list(void);
- void multi_do_frame(void);
- void multi_send_fire(void);
- void multi_send_destroy_controlcen(int objnum, int player);
- void multi_send_endlevel_start(int);
- void multi_send_player_explode(char type);
- void multi_send_message(void);
- void multi_send_position(int objnum);
- void multi_send_reappear();
- void multi_send_kill(int objnum);
- void multi_send_remobj(int objnum);
- void multi_send_quit(int why);
- void multi_send_door_open(int segnum, int side);
- void multi_send_create_explosion(int player_num);
- void multi_send_controlcen_fire(vms_vector *to_target, int gun_num, int objnum);
- void multi_send_cloak(void);
- void multi_send_decloak(void);
- void multi_send_create_powerup(int powerup_type, int segnum, int objnum, vms_vector *pos);
- void multi_send_play_sound(int sound_num, fix volume);
- void multi_send_audio_taunt(int taunt_num);
- void multi_send_score(void);
- void multi_send_trigger(int trigger);
- void multi_send_hostage_door_status(int wallnum);
- void multi_send_netplayer_stats_request(ubyte player_num);
- void multi_endlevel_score(void);
- void multi_prep_level(void);
- int multi_endlevel(int *secret);
- int multi_menu_poll(void);
- void multi_leave_game(void);
- void multi_process_data(char *dat, int len);
- void multi_process_bigdata(char *buf, int len);
- void multi_do_death(int objnum);
- void multi_send_message_dialog(void);
- int multi_delete_extra_objects(void);
- void multi_make_ghost_player(int objnum);
- void multi_make_player_ghost(int objnum);
- void multi_define_macro(int key);
- void multi_send_macro(int key);
- int multi_get_kill_list(int *plist);
- void multi_new_game(void);
- void multi_sort_kill_list(void);
- int multi_choose_mission(int *anarchy_only);
- void multi_reset_stuff(void);
- void multi_send_data(char *buf, int len, int repeat);
- int get_team(int pnum);
- // Exported variables
- extern int Network_active;
- extern int Network_laser_gun;
- extern int Network_laser_fired;
- extern int Network_laser_level;
- extern int Network_laser_flags;
- extern int message_length[MULTI_MAX_TYPE+1];
- extern char multibuf[MAX_MULTI_MESSAGE_LEN+4];
- extern short Network_laser_track;
- extern int who_killed_controlcen;
- extern int Net_create_objnums[MAX_NET_CREATE_OBJECTS];
- extern int Net_create_loc;
- extern short kill_matrix[MAX_NUM_NET_PLAYERS][MAX_NUM_NET_PLAYERS];
- extern short team_kills[2];
- extern int multi_goto_secret;
- //do we draw the kill list on the HUD?
- extern int Show_kill_list;
- extern int Show_reticle_name;
- extern fix Show_kill_list_timer;
- // Used to send network messages
- extern char Network_message[MAX_MESSAGE_LEN];
- extern char Network_message_macro[4][MAX_MESSAGE_LEN];
- extern int Network_message_reciever;
- // Used to map network to local object numbers
- extern short remote_to_local[MAX_NUM_NET_PLAYERS][MAX_OBJECTS]; // Network object num for each
- extern short local_to_remote[MAX_OBJECTS]; // Local object num for each network objnum
- extern byte object_owner[MAX_OBJECTS]; // Who 'owns' each local object for network purposes
- extern int multi_in_menu; // Flag to tell if we're executing GameLoop from within a newmenu.
- extern int multi_leave_menu;
- extern int multi_quit_game;
- extern int multi_sending_message;
- extern int multi_defining_message;
- extern void multi_message_input_sub( int key );
- extern void multi_send_message_start();
- extern int control_invul_time;
- #define N_PLAYER_SHIP_TEXTURES 6
- extern bitmap_index multi_player_textures[MAX_NUM_NET_PLAYERS][N_PLAYER_SHIP_TEXTURES];
- #define NETGAME_FLAG_CLOSED 1
- #define NETGAME_FLAG_SHOW_ID 2
- #define NETGAME_FLAG_SHOW_MAP 4
- #define NETGAME_NAME_LEN 15
- typedef struct netplayer_info {
- char callsign[CALLSIGN_LEN+1];
- ubyte server[4];
- ubyte node[6];
- ushort socket;
- byte connected;
- } netplayer_info;
- typedef struct netgame_info {
- ubyte type;
- char game_name[NETGAME_NAME_LEN+1];
- char team_name[2][CALLSIGN_LEN+1];
- ubyte gamemode;
- ubyte difficulty;
- ubyte game_status;
- ubyte numplayers;
- ubyte max_numplayers;
- ubyte game_flags;
- netplayer_info players[MAX_PLAYERS];
- int locations[MAX_PLAYERS];
- short kills[MAX_PLAYERS][MAX_PLAYERS];
- int levelnum;
- ubyte protocol_version;
- ubyte team_vector;
- ushort segments_checksum;
- short team_kills[2];
- short killed[MAX_PLAYERS];
- short player_kills[MAX_PLAYERS];
- #ifndef SHAREWARE
- fix level_time;
- int control_invul_time;
- int monitor_vector;
- int player_score[MAX_PLAYERS];
- ubyte player_flags[MAX_PLAYERS];
- char mission_name[9];
- char mission_title[MISSION_NAME_LEN+1];
- #endif
- } netgame_info;
- extern struct netgame_info Netgame;
- int network_i_am_master(void);
- void change_playernum_to(int new_pnum);
- #endif
- #endif
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