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I've tested this through compiling and through hand checking. Normalises line endings in ALL files to \n.
77 lines
3.7 KiB
C
77 lines
3.7 KiB
C
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#ifndef _MULTI_ENDGAME_HEADER_FILE
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#define _MULTI_ENDGAME_HEADER_FILE
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// ----------------------------------------------------------------------------------------------------------
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// Put all functions/data related to leaving a netgame, handling players leaving, handling the server leaving,
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// and notifying the user of all of these actions, here.
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//
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// ----------------------------------------------------------------------------------------------------------
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// MULTI ENDGAME DEFINES/VARS
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//
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// defines for calling multi_quit_game(...)
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#define PROMPT_NONE 0 // don't prompt anyone when quitting (multi_quit_game)
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#define PROMPT_HOST 1 // prompt the host when quitting (multi_quit_game)
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#define PROMPT_CLIENT 2 // prompt the client when quitting (multi_quit_game)
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#define PROMPT_ALL 3 // prompt any players when quitting (multi_quit_game)
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// notification defines for calling multi_quit_game(...)
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#define MULTI_END_NOTIFY_NONE (-1) // no notification code
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#define MULTI_END_NOTIFY_KICKED 1 // player was kicked
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#define MULTI_END_NOTIFY_SERVER_LEFT 2 // server has left the game
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#define MULTI_END_NOTIFY_FILE_REJECTED 3 // mission file was rejected by the server
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#define MULTI_END_NOTIFY_EARLY_END 4 // game ended while the ingame joiner was joining
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#define MULTI_END_NOTIFY_INGAME_TIMEOUT 5 // waited too long in the ship select screen
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#define MULTI_END_NOTIFY_KICKED_BAD_XFER 6 // kicked because file xfer failed
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#define MULTI_END_NOTIFY_KICKED_CANT_XFER 7 // kicked because can't xfer a builtin mission
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#define MULTI_END_NOTIFY_KICKED_INGAME_ENDED 8 // kicked because was ingame joining in an ending game
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// error defines for calling multi_quit_game(...)
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#define MULTI_END_ERROR_NONE (-1) // no error code
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#define MULTI_END_ERROR_CONTACT_LOST 1 // contact with the server has been lost
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#define MULTI_END_ERROR_CONNECT_FAIL 2 // failed to connect to the server
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#define MULTI_END_ERROR_LOAD_FAIL 3 // failed to load the mission properly
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#define MULTI_END_ERROR_INGAME_SHIP 4 // unable to create ingame join player ship
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#define MULTI_END_ERROR_INGAME_BOGUS 5 // received bogus data on ingame join
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#define MULTI_END_ERROR_STRANS_FAIL 6 // server transfer failed (obsolete)
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#define MULTI_END_ERROR_SHIP_ASSIGN 7 // server had problems assigning players to ships
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#define MULTI_END_ERROR_HOST_LEFT 8 // host has left a standalone game
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#define MULTI_END_ERROR_XFER_FAIL 9 // mission file xfer failed on the client
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#define MULTI_END_ERROR_WAVE_COUNT 10 // illegal data found in mission when parsing
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#define MULTI_END_ERROR_TEAM0_EMPTY 11 // all of team 0 has left
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#define MULTI_END_ERROR_TEAM1_EMPTY 12 // all of team 1 has left
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#define MULTI_END_ERROR_CAPTAIN_LEFT 13 // captain of a team has left while not ingame
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// ----------------------------------------------------------------------------------------------------------
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// MULTI ENDGAME FUNCTIONS
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//
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// initialize the endgame processor (call when joining/starting a new netgame)
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void multi_endgame_init();
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// process all endgame related events
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void multi_endgame_process();
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// if the game has been flagged as ended (ie, its going to be reset)
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int multi_endgame_ending();
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// general quit function, with optional notification, error, and winsock error codes
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// return 0 if the act was cancelled, 1 if it was accepted
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int multi_quit_game(int prompt,int notify_code = MULTI_END_NOTIFY_NONE,int err_code = MULTI_END_ERROR_NONE,int wsa_error = -1);
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#endif
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