/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #ifndef MULTI_UTIL_H #define MULTI_UTIL_H #include "network/psnet2.h" // prototypes instead of headers :) struct net_player; struct net_addr; class player; struct button_info; struct join_request; struct physics_info; class object; struct active_game; class ship; struct server_item; class ship_info; class p_object; // two types of signatures that we can request, permanent signatures are all below 5000. non-permanent are above 5000 #define MULTI_SIG_SHIP 1 #define MULTI_SIG_ASTEROID 2 #define MULTI_SIG_NON_PERMANENT 3 #define MULTI_SIG_DEBRIS 4 #define MULTI_SIG_WAYPOINT 5 // Added for dynamic waypoints in multiplayer missions extern ushort multi_assign_network_signature( int what_kind ); extern ushort multi_get_next_network_signature( int what_kind ); extern void multi_set_network_signature( ushort signature, int what_kind ); extern void stuff_netplayer_info( net_player *nplayer, net_addr *addr, int ship_class, player *pplayer ); extern int find_player(net_addr* addr); extern int find_player_no_port(net_addr *addr); extern int find_player_id(short player_id); extern int find_player_socket(PSNET_SOCKET_RELIABLE sock); // note this is only valid to do on a server! extern int multi_find_player_by_object( object *obj ); extern int multi_find_player_by_signature( int signature ); extern int multi_find_player_by_callsign(const char *callsign); extern int multi_find_player_by_net_signature(ushort net_signature); extern int multi_find_player_by_parse_object(p_object *p_objp ); extern int multi_find_player_by_ship_name(const char *ship_name, bool inc_respawning = false); extern void multi_create_player(int player_num, player *pl, const char* name, net_addr* addr, int ship_class, short id); extern int multi_find_open_netplayer_slot(); extern int multi_find_open_player_slot(); extern void delete_player(int player_num, int kicked_reason = -1); extern int multi_get_player_ship(int np_index); extern int multi_num_players(); extern int multi_num_observers(); extern int multi_num_connections(); extern const char* multi_random_death_word(); extern const char* multi_random_chat_start(); extern int multi_ship_class_lookup(const char* ship_name); extern ushort netmisc_calc_checksum( void * vptr, int len ); extern void fill_net_addr(net_addr* addr, ubyte* address, ushort port); extern char* get_text_address( char * text, ubyte * address ); extern object *multi_get_network_object( ushort net_signature ); // find a network object void multi_find_ingame_join_pos(object *new_obj); // return size of packed matrix void multi_pack_orient_matrix(ubyte *data,matrix *m); // return bytes processed void multi_unpack_orient_matrix(ubyte *data,matrix *m); // catchall to do any necessary client-side simulation processing or master side process for menu pauses, etc. void multi_do_client_warp(float frame_time); void multi_assign_player_ship( int net_player_num, object *objp, int ship_class ); // ------------------------------------------------------------------- // ship status change functions (used both client and server side) int lookup_ship_status(net_player *p, int unique_id, int remove=0); // auto-remove if remove == 1 void remove_ship_status_item(net_player *p, int id); void add_net_button_info(net_player *p, button_info *bi, int unique_id); // called client-side every frame void multi_maybe_send_ship_status(); // will be used server side _and_ client side. void multi_apply_ship_status(net_player *p,button_info *bi, int locally); void multiplayer_match_target_speed(net_player *p); void server_verify_filesig(short player_id, ushort sum_sig, int length_sig); int server_all_filesigs_ok(); void multi_untag_player_ships(); // broadcast alltime stats to everyone in the game void multi_broadcast_stats(int stats_code); int multi_netplayer_state_check(int state, int ignore_standalone = 0); int multi_netplayer_state_check2(int state, int state2, int ignore_standalone = 0); int multi_netplayer_state_check3(int state, int state2, int state3, int ignore_standalone = 0); int multi_netplayer_flag_check(int flags, int ignore_standalone = 0); void multi_eval_socket_error(PSNET_SOCKET sock, int error); void multi_maybe_send_repair_info(object *dest_obj, object *source_objp, int code); int multi_is_valid_unknown_packet(ubyte type); // create a bogus object for the standalone void multi_create_standalone_object(); // determine whether (as a server), you should be rebroadcasting certain messages to everyone in the game int multi_message_should_broadcast(int type); // the active game list manager functions active_game *multi_new_active_game( void ); active_game *multi_update_active_games(active_game *ag); void multi_free_active_games(); server_item *multi_new_server_item( void ); void multi_free_server_list(); // netgame options evaluation stuff int multi_can_message(net_player *p); int multi_can_end_mission(net_player *p); int multi_eval_join_request(join_request *jr,net_addr *addr); // called by any machine (client, host, server, standalone, etc), to begin warping out all player objects void multi_warpout_all_players(); // determine the highest rank of any of the players in the game int multi_get_highest_rank(); // called on the machine of the player who hit alt+j void multi_handle_end_mission_request(); // called to handle any special cases where a player is in some submenu when he needs to get pushed into some other state void multi_handle_state_special(); // called by the file xfer subsytem when we start receiving a file void multi_file_xfer_notify(int handle); // return the lag/disconnected status of the game int multi_query_lag_status(); // process a valid join request void multi_process_valid_join_request(join_request *jr, net_addr *who_from, int ingame_join_team = -1); // if a player is trying to join a restricted game, evaluate the keypress (accept or not, etc) int multi_process_restricted_keys(int k); // determine the status of available player ships (use team_0 for non team vs. team situations) void multi_player_ships_available(int *team_0, int *team_1); // server should update the player's bank/link status with the data in the passed ship void multi_server_update_player_weapons(net_player *pl, ship *shipp); // flush the multidata cache directory void multi_flush_multidata_cache(); // flush all data from a previous mission before starting the next void multi_flush_mission_stuff(); // should we ignore all controls and keypresses because of some multiplayer int multi_ignore_controls(int key = -1); // if the kill limit has been reached by any given player int multi_kill_limit_reached(); // display a chat message (write to the correct spot - hud, standalone gui, chatbox, etc) void multi_display_chat_msg(const char *msg, int player_index, int add_id); // fill in Current_file_checksum and Current_file_length void multi_get_mission_checksum(const char *filename); // Packs/unpacks an object position. // Returns number of bytes read or written. int multi_pack_unpack_position(int write, ubyte *data, vec3d *pos); // Packs/unpacks an orientation matrix. // Returns number of bytes read or written. int multi_pack_unpack_orient(int write, ubyte *data, angles *angles_out); // Packs/unpacks velocity // Returns number of bytes read or written. int multi_pack_unpack_vel(int write, ubyte *data, matrix *orient, physics_info *pi); // Packs/unpacks rotational velocity // Returns number of bytes read or written. int multi_pack_unpack_rotvel(int write, ubyte *data, physics_info *pi); // Cyborg17 - Packs/unpacks desired velocity and rotational velocity. int multi_pack_unpack_desired_vel_and_desired_rotvel(int write, bool full_physics, ubyte* data, physics_info* pi, vec3d* local_desired_vel); // Cyborg17 - Compresses the list of subsystems, so that we don't have to mark each one with a ubyte int multi_pack_unpack_subsystem_list(bool write, ubyte* data, SCP_vector* flags, SCP_vector* subsys_data); char multi_unit_to_char(float unit); float multi_char_to_unit(float val); // if we should render our ping time to the server in a multiplayer game int multi_show_ingame_ping(); // if Game_current_mission_filename is a builtin multiplayer mission int multi_is_builtin_mission(); int multi_get_connection_speed(); // if we're in tracker mode, do a validation update on all known missions void multi_update_valid_missions(); // get a new id# for a player short multi_get_new_id(); // Karajorma - sends the player to the correct debrief for this game type void send_debrief_event(); // Karajorma - Performs any cleanup needed by missions which don't end with a warpout. void multi_handle_sudden_mission_end(); // Send a ping to make sure the mission doesn't timeout during loading. void multi_send_anti_timeout_ping(); // make a bunch of fake players - don't rely on this to be very safe - its mostly used for interface testing #ifndef NDEBUG void multi_make_fake_players(int count); #endif #endif