Files
devilutionX/Source/multi.h
T
Gleb Mazovetskiy 3d308983a8 Migrate to libmpq
libmpq is a much simpler alternative to StormLib for reading MPQ archives.

We use our own fork of libmpq: https://github.com/diasurgical/libmpq

Impact:

* DevilutionX is now a lot more portable. Unlike StormLib, libmpq only
  needs platform-specific code for Windows.
* Locks around file access **removed** (instead we duplicate the file descriptor for streamed audio only).
* RAM usage is **300 KiB** lower than StormLib.
* Stripped release linux_x86_64 binary is **32 KiB** smaller.
* Amiga build now hangs instead of crashing.
2021-11-06 23:51:42 +00:00

64 lines
1.7 KiB
C++

/**
* @file multi.h
*
* Interface of functions for keeping multiplayer games in sync.
*/
#pragma once
#include <cstdint>
#include "msg.h"
namespace devilution {
// must be unsigned to generate unsigned comparisons with pnum
#define MAX_PLRS 4
struct GameData {
int32_t size;
/** Used to initialise the seed table for dungeon levels so players in multiplayer games generate the same layout */
uint32_t dwSeed;
uint32_t programid;
uint8_t versionMajor;
uint8_t versionMinor;
uint8_t versionPatch;
_difficulty nDifficulty;
uint8_t nTickRate;
uint8_t bRunInTown;
uint8_t bTheoQuest;
uint8_t bCowQuest;
uint8_t bFriendlyFire;
};
extern bool gbSomebodyWonGameKludge;
extern char szPlayerDescript[128];
extern uint16_t sgwPackPlrOffsetTbl[MAX_PLRS];
extern BYTE gbActivePlayers;
extern bool gbGameDestroyed;
extern GameData sgGameInitInfo;
extern bool gbSelectProvider;
extern bool gbIsMultiplayer;
extern char szPlayerName[128];
extern bool PublicGame;
extern BYTE gbDeltaSender;
extern uint32_t player_state[MAX_PLRS];
void NetSendLoPri(int playerId, const byte *data, size_t size);
void NetSendHiPri(int playerId, const byte *data, size_t size);
void multi_send_msg_packet(uint32_t pmask, const byte *data, size_t size);
void multi_msg_countdown();
void multi_player_left(int pnum, int reason);
void multi_net_ping();
/**
* @return Always true for singleplayer
*/
bool multi_handle_delta();
void multi_process_network_packets();
void multi_send_zero_packet(int pnum, _cmd_id bCmd, const byte *data, size_t size);
void NetClose();
bool NetInit(bool bSinglePlayer);
void recv_plrinfo(int pnum, const TCmdPlrInfoHdr &header, bool recv);
} // namespace devilution