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197 lines
7.5 KiB
C
197 lines
7.5 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_NETGAME_OPTIONS_HEADER_FILE
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#define _MULTI_NETGAME_OPTIONS_HEADER_FILE
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#include "globalincs/pstypes.h"
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#include "psnet2.h"
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// local (netplayer - nonserver) options - maintained on individual clients and on the server (no need for other clients to know this guy's settings)
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#define MAX_OBJ_UPDATE_LEVELS 4 // the # of object update levels there are
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#define OBJ_UPDATE_LOW 0 // low object updates
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#define OBJ_UPDATE_MEDIUM 1 // medium object updates
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#define OBJ_UPDATE_HIGH 2 // high object updates
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#define OBJ_UPDATE_LAN 3 // ultra-high updates - no capping at all
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struct header;
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struct netgame_info;
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struct net_player;
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// global options
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#define STD_PASSWD_LEN 16
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#define STD_NAME_LEN 32
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#define MULTI_OPTIONS_STRING_LEN 256
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typedef struct multi_global_options {
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// common options
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int protocol; // selected network protocol
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ushort port; // port we're running on - for allowing multiple servers on one machine
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int log; // use a logfile
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int datarate_cap; // datarate cap for OBJ_UPDATE_HIGH
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char user_tracker_ip[MULTI_OPTIONS_STRING_LEN]; // ip address of user tracker
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char game_tracker_ip[MULTI_OPTIONS_STRING_LEN]; // ip address of game tracker
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int pxo;
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char pxo_ip[MULTI_OPTIONS_STRING_LEN]; // ip address of pxo chat server
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char pxo_rank_url[MULTI_OPTIONS_STRING_LEN]; // URL of pxo rankings page
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char pxo_create_url[MULTI_OPTIONS_STRING_LEN]; // URL of pxo create account page
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char pxo_verify_url[MULTI_OPTIONS_STRING_LEN]; // URL of pxo account validation page
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char pxo_banner_url[MULTI_OPTIONS_STRING_LEN]; // URL of pxo banner files
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// standalone only options
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int std_max_players; // max players allowed on the standalone
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int std_datarate; // some OBJ_UPDATE_* value
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int std_voice; // should standalone allow voice
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char std_passwd[STD_PASSWD_LEN+1]; // standalone host password
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char std_pname[STD_NAME_LEN+1]; // permanent name for the standalone - if any
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int std_framecap; // standalone frame cap
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ushort webapiPort;
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SCP_string webapiUsername;
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SCP_string webapiPassword;
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SCP_string webuiRootDirectory;
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void reset() {
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protocol = 1;//NET_TCP
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pxo = 0;
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port = DEFAULT_GAME_PORT;
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log = 0;
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datarate_cap = 11000;//OO_HIGH_RATE_DEFAULT;
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strcpy_s(user_tracker_ip, "");
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strcpy_s(game_tracker_ip, "");
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strcpy_s(pxo_ip, "");
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strcpy_s(pxo_rank_url, "");
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strcpy_s(pxo_create_url, "");
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strcpy_s(pxo_verify_url, "");
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strcpy_s(pxo_banner_url, "");
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// standalone values
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std_max_players = -1;
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std_datarate = OBJ_UPDATE_HIGH;
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std_voice = 1;
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memset(std_passwd, 0, STD_PASSWD_LEN+1);
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memset(std_pname, 0, STD_NAME_LEN+1);
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std_framecap = 30;
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webapiPort = 8080;
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webapiUsername = "admin";
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webapiPassword = "admin";
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webuiRootDirectory = "";
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}
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} multi_global_options;
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extern multi_global_options Multi_options_g;
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#define MLO_FLAG_ACCEPT_PIX (1<<0) // accept pix from server (pilot pics, squadron logos, etc)
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#define MLO_FLAG_NO_VOICE (1<<1) // turn off voice altogether
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#define MLO_FLAG_LOCAL_BROADCAST (1<<2) // broadcast on the local subnet when looking for games
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#define MLO_FLAG_FLUSH_CACHE (1<<3) // flush the multidata cache before every game
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#define MLO_FLAG_XFER_MULTIDATA (1<<4) // xfer mission files to the multidata cache directory
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#define MLO_FLAG_TEMP_CLOSED (1<<5) // send to standalone to tell him to toggle the temp closed status
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// BE AWARE : any changes made to this structure will mess with the player file. it will have to be upped!!!!
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typedef struct multi_local_options {
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int flags; // misc player options
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int obj_update_level; // one off the flags above indicating how often to refresh objects
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} multi_local_options;
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// server options - maintained on the server _and_ clients
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#define MSO_SQUAD_RANK 0 // only highest ranking players can message
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#define MSO_SQUAD_LEADER 1 // only wingleaders can message
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#define MSO_SQUAD_ANY 2 // anyone can message
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#define MSO_SQUAD_HOST 3 // only the host can message
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#define MSO_END_RANK 0 // only the highest ranking players and the host can end the mission
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#define MSO_END_LEADER 1 // only team/wing leaders and the host can end the mission
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#define MSO_END_ANY 2 // any player can end the mission
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#define MSO_END_HOST 3 // only the host can end the mission
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#define MSO_FLAG_INGAME_XFER (1<<0) // netgame allows file xfers to ingame joiners
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#define MSO_FLAG_ACCEPT_PIX (1<<1) // netgame allows pilot pix, squad logos
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#define MSO_FLAG_NO_VOICE (1<<2) // netgame is disallowing voice altogether
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#define MSO_FLAG_SS_LEADERS (1<<3) // in ship/weapon select, only host or team captains can modify ships
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// BE AWARE : any changes made to this structure will mess with the player file. it will have to be upped!!!!
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typedef struct multi_server_options {
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// misc settings and flags
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ubyte squad_set; // see MSO_SQUAD_*
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ubyte endgame_set; // see MSO_END_*
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int flags; // see MSO_FLAG_*
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// default respawn count
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uint respawn;
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// default max # of observers
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ubyte max_observers;
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// default skill level
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ubyte skill_level;
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// voice settings
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ubyte voice_qos; // voice quality of sound
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int voice_token_wait; // min time between token gets for a given player
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int voice_record_time; // max duration for voice recording (in ms)
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// time limit
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fix mission_time_limit; // mission time limit (set to -1 for no limit)
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// kill limit
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int kill_limit; // kill limit for a furball mission
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} multi_server_options;
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// ----------------------------------------------------------------------------------
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// MULTI OPTIONS FUNCTIONS
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//
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// load in the config file
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void multi_options_read_config();
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// set netgame defaults
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// NOTE : should be used when creating a newpilot
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void multi_options_set_netgame_defaults(multi_server_options *options);
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// set local netplayer defaults
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// NOTE : should be used when creating a newpilot
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void multi_options_set_local_defaults(multi_local_options *options);
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// fill in the passed netgame options struct with the data from my player file data (only host/server should do this)
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void multi_options_netgame_load(multi_server_options *options);
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// fill in the passed local options struct with the data from my player file data (all machines except standalone should do this)
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void multi_options_local_load(multi_local_options *options, net_player *pxo_pl);
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// update everyone on the current netgame options
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void multi_options_update_netgame();
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// update everyone with my local settings
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void multi_options_update_local();
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// update the standalone with the settings I have picked at the "start game" screen
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void multi_options_update_start_game(netgame_info *ng);
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// update the standalone with the mission settings I have picked (mission filename, etc)
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void multi_options_update_mission(netgame_info *ng, int campaign_mode);
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// ----------------------------------------------------------------------------------
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// MULTI OPTIONS FUNCTIONS
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//
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// process an incoming multi options packet
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void multi_options_process_packet(unsigned char *data, header *hinfo);
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#endif
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