/* * 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. * */ /* * $Logfile: /Freespace2/code/Network/multi_options.h $ * $Revision: 2.4 $ * $Date: 2005-07-13 03:35:32 $ * $Author: Goober5000 $ * * $Log: not supported by cvs2svn $ * Revision 2.3 2004/08/11 05:06:29 Kazan * added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this * * Revision 2.2 2004/03/05 09:02:02 Goober5000 * Uber pass at reducing #includes * --Goober5000 * * Revision 2.1 2003/09/23 02:42:54 Kazan * ##KAZAN## - FS2NetD Support! (FS2 Open PXO) -- Game Server Listing, and mission validation completed - stats storing to come - needs fs2open_pxo.cfg file [VP-able] * * Revision 2.0 2002/06/03 04:02:26 penguin * Warpcore CVS sync * * Revision 1.1 2002/05/02 18:03:11 mharris * Initial checkin - converted filenames and includes to lower case * * * 6 4/20/99 6:39p Dave * Almost done with artillery targeting. Added support for downloading * images on the PXO screen. * * 5 2/19/99 2:55p Dave * Temporary checking to report the winner of a squad war match. * * 4 2/12/99 6:16p Dave * Pre-mission Squad War code is 95% done. * * 3 11/19/98 4:19p Dave * Put IPX sockets back in psnet. Consolidated all multiplayer config * files into one. * * 2 10/07/98 10:53a Dave * Initial checkin. * * 1 10/07/98 10:50a Dave * * 12 7/07/98 2:49p Dave * UI bug fixes. * * 11 5/03/98 7:04p Dave * Make team vs. team work mores smoothly with standalone. Change how host * interacts with standalone for picking missions. Put in a time limit for * ingame join ship select. Fix ingame join ship select screen for Vasudan * ship icons. * * 10 5/03/98 2:52p Dave * Removed multiplayer furball mode. * * 9 4/30/98 12:57a Dave * Put in new mode for ship/weapon selection. Rearranged how game querying * is done a bit. * * 8 4/22/98 5:53p Dave * Large reworking of endgame sequencing. Updated multi host options * screen for new artwork. Put in checks for host or team captains leaving * midgame. * * 7 4/16/98 11:39p Dave * Put in first run of new multiplayer options screen. Still need to * complete final tab. * * 6 4/09/98 11:01p Dave * Put in new multi host options screen. Tweaked multiplayer options a * bit. * * 5 4/09/98 5:43p Dave * Remove all command line processing from the demo. Began work fixing up * the new multi host options screen. * * 4 4/06/98 10:24p Dave * Fixed up Netgame.respawn for the standalone case. * * 3 4/06/98 6:37p Dave * Put in max_observers netgame server option. Make sure host is always * defaulted to alpha 1 or zeta 1. Changed create game so that MAX_PLAYERS * can always join but need to be kicked before commit can happen. Put in * support for server ending a game and notifying clients of a special * condition. * * 2 3/31/98 4:51p Dave * Removed medals screen and multiplayer buttons from demo version. Put in * new pilot popup screen. Make ships in mp team vs. team have proper team * ids. Make mp respawns a permanent option saved in the player file. * * 1 3/30/98 6:24p Dave * * * $NoKeywords: $ */ #ifndef _MULTI_NETGAME_OPTIONS_HEADER_FILE #define _MULTI_NETGAME_OPTIONS_HEADER_FILE // ---------------------------------------------------------------------------------- // MULTI OPTIONS DEFINES/VARS // #include "globalincs/pstypes.h" struct header; struct netgame_info; struct net_player; // global options #define STD_PASSWD_LEN 16 #define STD_NAME_LEN 32 #define MULTI_OPTIONS_STRING_LEN 256 typedef struct multi_global_options { // common options int protocol; // selected network protocol ushort port; // port we're running on - for allowing multiple servers on one machine int log; // use a logfile int datarate_cap; // datarate cap for OBJ_UPDATE_HIGH char user_tracker_ip[MULTI_OPTIONS_STRING_LEN]; // ip address of user tracker char game_tracker_ip[MULTI_OPTIONS_STRING_LEN]; // ip address of game tracker char pxo_ip[MULTI_OPTIONS_STRING_LEN]; // ip address of pxo chat server char pxo_rank_url[MULTI_OPTIONS_STRING_LEN]; // URL of pxo rankings page char pxo_create_url[MULTI_OPTIONS_STRING_LEN]; // URL of pxo create account page char pxo_verify_url[MULTI_OPTIONS_STRING_LEN]; // URL of pxo account validation page char pxo_banner_url[MULTI_OPTIONS_STRING_LEN]; // URL of pxo banner files // standalone only options int std_max_players; // max players allowed on the standalone int std_datarate; // some OBJ_UPDATE_* value int std_voice; // should standalone allow voice char std_passwd[STD_PASSWD_LEN]; // standalone host password char std_pname[STD_NAME_LEN]; // permanent name for the standalone - if any int std_framecap; // standalone frame cap } multi_global_options; extern multi_global_options Multi_options_g; // local (netplayer - nonserver) options - maintained on individual clients and on the server (no need for other clients to know this guy's settings) #define MAX_OBJ_UPDATE_LEVELS 4 // the # of object update levels there are #define OBJ_UPDATE_LOW 0 // low object updates #define OBJ_UPDATE_MEDIUM 1 // medium object updates #define OBJ_UPDATE_HIGH 2 // high object updates #define OBJ_UPDATE_LAN 3 // ultra-high updates - no capping at all #define MLO_FLAG_ACCEPT_PIX (1<<0) // accept pix from server (pilot pics, squadron logos, etc) #define MLO_FLAG_NO_VOICE (1<<1) // turn off voice altogether #define MLO_FLAG_LOCAL_BROADCAST (1<<2) // broadcast on the local subnet when looking for games #define MLO_FLAG_FLUSH_CACHE (1<<3) // flush the multidata cache before every game #define MLO_FLAG_XFER_MULTIDATA (1<<4) // xfer mission files to the multidata cache directory #define MLO_FLAG_TEMP_CLOSED (1<<5) // send to standalone to tell him to toggle the temp closed status // BE AWARE : any changes made to this structure will mess with the player file. it will have to be upped!!!! typedef struct multi_local_options { int flags; // misc player options int obj_update_level; // one off the flags above indicating how often to refresh objects } multi_local_options; // server options - maintained on the server _and_ clients #define MSO_SQUAD_RANK 0 // only highest ranking players can message #define MSO_SQUAD_LEADER 1 // only wingleaders can message #define MSO_SQUAD_ANY 2 // anyone can message #define MSO_SQUAD_HOST 3 // only the host can message #define MSO_END_RANK 0 // only the highest ranking players and the host can end the mission #define MSO_END_LEADER 1 // only team/wing leaders and the host can end the mission #define MSO_END_ANY 2 // any player can end the mission #define MSO_END_HOST 3 // only the host can end the mission #define MSO_FLAG_INGAME_XFER (1<<0) // netgame allows file xfers to ingame joiners #define MSO_FLAG_ACCEPT_PIX (1<<1) // netgame allows pilot pix, squad logos #define MSO_FLAG_NO_VOICE (1<<2) // netgame is disallowing voice altogether #define MSO_FLAG_SS_LEADERS (1<<3) // in ship/weapon select, only host or team captains can modify ships // BE AWARE : any changes made to this structure will mess with the player file. it will have to be upped!!!! typedef struct multi_server_options { // misc settings and flags ubyte squad_set; // see MSO_SQUAD_* ubyte endgame_set; // see MSO_END_* int flags; // see MSO_FLAG_* // default respawn count uint respawn; // default max # of observers ubyte max_observers; // default skill level ubyte skill_level; // voice settings ubyte voice_qos; // voice quality of sound int voice_token_wait; // min time between token gets for a given player int voice_record_time; // max duration for voice recording (in ms) // time limit fix mission_time_limit; // mission time limit (set to -1 for no limit) // kill limit int kill_limit; // kill limit for a furball mission } multi_server_options; // ---------------------------------------------------------------------------------- // MULTI OPTIONS FUNCTIONS // // load in the config file void multi_options_read_config(); // set netgame defaults // NOTE : should be used when creating a newpilot void multi_options_set_netgame_defaults(multi_server_options *options); // set local netplayer defaults // NOTE : should be used when creating a newpilot void multi_options_set_local_defaults(multi_local_options *options); // fill in the passed netgame options struct with the data from my player file data (only host/server should do this) void multi_options_netgame_load(multi_server_options *options); // fill in the passed local options struct with the data from my player file data (all machines except standalone should do this) void multi_options_local_load(multi_local_options *options, net_player *pxo_pl); // update everyone on the current netgame options void multi_options_update_netgame(); // update everyone with my local settings void multi_options_update_local(); // update the standalone with the settings I have picked at the "start game" screen void multi_options_update_start_game(netgame_info *ng); // update the standalone with the mission settings I have picked (mission filename, etc) void multi_options_update_mission(netgame_info *ng, int campaign_mode); // ---------------------------------------------------------------------------------- // MULTI OPTIONS FUNCTIONS // // process an incoming multi options packet void multi_options_process_packet(unsigned char *data, header *hinfo); #endif