Files
source/Multiplayer/connect.h
T
BeatAroundTheBuscherandGitHub ed00830202 Fixes Upper/Lower Casing for include paths (#487)
* Fixing upper/lower case for includes

types.h, zconf.h and zlib.h were renamed so that global includes like Types.h
are not used.
2025-08-16 22:01:12 -03:00

241 lines
7.7 KiB
C

#pragma once
#include "Soldier Init List.h"
#include "Merc Hiring.h"
#include "Event Pump.h"
#include "Bullets.h"
#include "builddefines.h"
extern bool isOwnTeamWipedOut;
extern bool is_connected;
extern bool is_connecting;
extern bool is_client;
extern bool is_server;
extern bool is_networked;
extern bool is_host; // OJW - added 20081129
// OJW - 20040922
extern bool recieved_settings;
extern bool recieved_transfer_settings;
extern INT16 serverSyncClientsDirectory;
extern int PLAYER_TEAM_TIMER_SEC_PER_TICKS;
extern int CLIENT_NUM;
extern UINT8 gEnemyEnabled;
extern UINT8 gCreatureEnabled;
extern UINT8 gMilitiaEnabled;
extern UINT8 gCivEnabled;
extern UINT8 cMaxClients;
extern UINT8 cSameMercAllowed;
extern UINT8 cGameType;
extern bool allowlaptop;
extern UINT8 netbTeam;
extern UINT8 ubID_prefix;
extern FLOAT cDamageMultiplier;
//OJW - 20081218
extern UINT8 gRandomStartingEdge;
extern UINT8 gRandomMercs;
//OJW - 20090317
extern bool is_game_started;
//OJW - 20090403
extern UINT8 gMaxEnemiesEnabled;
//OJW - 20090405
extern STRING512 gCurrentTransferFilename;
extern INT32 gCurrentTransferBytes;
extern INT32 gTotalTransferBytes;
extern UINT32 crate_usMapPos;
//extern int INTERRUPTS;
extern UINT8 cAllowMercEquipment;
extern UINT8 cMaxMercs;
void lockui (bool unlock);
void start_battle ( void );
void DropOffItemsInSector( UINT8 ubOrderNum );
void mp_help (void);
void mp_help2 (void);
void grid_display ( void);
void send_loaded (void);
void send_donegui ( UINT8 ubResult );
UINT8 numenemyLAN( UINT8 ubSectorX, UINT8 ubSectorY );
void connect_client ( void );
void start_server (void);
void client_packet ( void );
void server_packet ( void );
void NetworkAutoStart(); // OJW - 20081130 - Automate connection functions
void server_disconnect (void);
void client_disconnect (void);
void DialogRemoved( UINT8 ubResult );
void manual_overide(void);
void send_path ( SOLDIERTYPE *pSoldier, INT32 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestartAnim );
void send_stance ( SOLDIERTYPE *pSoldier, UINT8 ubDesiredStance );
void send_dir ( SOLDIERTYPE *pSoldier, UINT16 usDesiredDirection );
void send_fire( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo );
void send_hit( EV_S_WEAPONHIT *SWeaponHit );
void send_bullet( BULLET * pBullet, UINT16 usHandItem);
void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver);
void send_dismiss( UINT8 ubCurrentSoldier);
void send_gui_pos(SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos);
void send_gui_dir(SOLDIERTYPE *pSoldier, UINT16 usNewDirection);
void send_EndTurn( UINT8 ubNextTeam );
void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID );
void send_stop (EV_S_STOP_MERC *SStopMerc);
void send_interrupt(SOLDIERTYPE *pSoldier);
// OJW - 20091002 - explosives
void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, UINT8 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID , bool bIsThrownGrenade);
void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, UINT8 ubOwnerID, INT32 iRealObjectID, bool bIsDud);
void send_plant_explosive (UINT8 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldIndex);
void send_detonate_explosive (UINT32 uiWorldIndex, UINT8 ubID);
void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID );
void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, INT32 iSmokeEffectID);
void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID , INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner );
void send_explosivedamage( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent );
void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldIndex, UINT8 ubID);
void OpenChatMsgBox(void);
INT8 FireBullet( UINT8 ubFirer, BULLET * pBullet, BOOLEAN fFake );
void reapplySETTINGS();
BOOLEAN CheckConditionsForBattle( GROUP *pGroup ); // this comes from strategic movement.cpp
extern char client_names[4][30];
extern CHAR16 TeamNameStrings[][30];
// OJW - 20081204
// I need to keep track of all the clients readyness, spawn edge and team
// <TODO> want to change this all to use client_info, but dont want to make sweeping
// changes to the codebase without talking to the other devs
extern int client_ready[4];
extern int client_teams[4];
extern int client_edges[5];
extern int client_downloading[4];
extern int client_progress[4];
extern char cServerName[30];
//OJW - 20081224
#define MAX_CONNECT_RETRIES 5
// WANNE: Completly disable interrupts in a multiplayer COOP game (see TeamTurns.cpp::StandardInterruptConditionsMet), because we still have problems in the code with AI interrupts calculated on the pure client
// This also disabled the "override turn" dialog, which would be displayed on the server by pressing ALT + E, because it should not be needed anymore
#define DISABLE_MP_INTERRUPTS_IN_COOP
// WANNE: After some MP-Tests: It seems there are still problems with enemy interupt and if this define is enabled the ALT + E (give turn to client) does not work either. So I disabled this define for now ...
// WANNE: If this define is enabled, it hopefully fixes the "enemy AI got stuck on pure client interrupt". (this "fix" was added in revision 5623)
#define INTERRUPT_MP_DEADLOCK_FIX
// WANNE: This features seems to work without any errors, so it is enabled :)
#define ENABLE_MP_FRIENDLY_PLAYERS_SHARE_SAME_FOV
#define ENABLE_COLLISION (is_server && pBullet->ubFirerID<120) || (!is_server && is_client && pBullet->ubFirerID<20) || (!is_server && !is_client)
extern bool auto_retry;
extern int giNumTries;
void send_settings();
void send_mapchange(); // added 20081201 by OJW
void send_teamchange( int newteam ); // send team a change
void send_edgechange( int newedge ); // send an edge change
bool can_teamchange(); // UI Checks
bool can_edgechange(); // UI Checks
void StartInterrupt( void );
// MP GameTypes
enum
{
MP_TYPE_DEATHMATCH,
MP_TYPE_TEAMDEATMATCH,
MP_TYPE_COOP,
NUM_MP_GAMETYPE
};
typedef struct
{
int kills;
int deaths;
int hits;
int misses;
} player_stats;
extern player_stats gMPPlayerStats[5];
extern void game_over( void );
// OJW - 20090422
extern BOOLEAN fClientReceivedAllFiles;
// OJW - 20090507
// Add basic version checking, will only work from now on
// note: this cannot be longer than char[30]
#ifdef JA2UB
#define MPVERSION "MP v3.1(UB)"
#else
#define MPVERSION "MP v3.1"
#endif
// OJW - 2009128 - inline funcs for working with soldiers and teams
// sick of confusing myself :)
// this one should be called before passing an ID off the client
inline UINT8 MPEncodeSoldierID( UINT8 ubID )
{
if ( ubID < 20 )
return ubID + ubID_prefix; // soldier is ours
else
return ubID; // soldier is another teams, dont touch its ID
}
// this one can be called anywhere, even if the ID was not "encoded"
inline UINT8 MPDecodeSoldierID( UINT8 ubID )
{
if ( ubID >= ubID_prefix && ubID < (ubID_prefix + 7) )
return ubID - ubID_prefix; // soldier is ours
else
return ubID; // soldier is another teams, dont touch its ID
}
inline bool IsOurSoldier (SOLDIERTYPE* pSoldier)
{
return pSoldier->bTeam == netbTeam || pSoldier->bTeam == 0;
}
inline bool IsOurSoldier (UINT8 ubID)
{
return (ubID >= ubID_prefix && ubID < (ubID_prefix + 7)) || ubID < 20;
}