551 lines
22 KiB
C++
551 lines
22 KiB
C++
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/***************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : SESSION.H *
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* *
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* Programmer : Bill R. Randolph *
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* *
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* Start Date : 11/30/95 *
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* *
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* Last Update : November 30, 1995 [BRR] *
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* *
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* The purpose of this class is to contain those variables & routines *
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* specifically related to a multiplayer game. *
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* *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef SESSION_H
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#define SESSION_H
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#include "ipxaddr.h"
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#include "msglist.h"
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#include "connect.h"
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//---------------------------------------------------------------------------
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// Forward declarations
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//---------------------------------------------------------------------------
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class AircraftClass;
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class AnimClass;
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class BuildingClass;
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class BulletClass;
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class InfantryClass;
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class UnitClass;
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class PhoneEntryClass;
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class CellClass;
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//---------------------------------------------------------------------------
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// Defines
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//---------------------------------------------------------------------------
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//...........................................................................
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// Various limiting values
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//...........................................................................
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#define MAX_PLAYERS 6 // max # of players we can have
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#define MPLAYER_BUILD_LEVEL_MAX 7 // max build level in multiplay
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#define MAX_MPLAYER_COLORS 6 // max # of colors
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//...........................................................................
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// Max sizes of packets we want to send
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// The IPX packet's size is IPX's max size (546), rounded down to accommodate
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// the max number of events possible.
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//...........................................................................
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#define MAX_IPX_PACKET_SIZE (((546 - sizeof(CommHeaderType)) / \
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sizeof(EventClass) ) * sizeof(EventClass))
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#define MAX_SERIAL_PACKET_SIZE 200
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//...........................................................................
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// Max length of player names fields; attempt to use the constant for the
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// HouseClass, if it's been defined; otherwise, define it myself.
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//...........................................................................
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#ifdef HOUSE_NAME_MAX
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#define MPLAYER_NAME_MAX HOUSE_NAME_MAX
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#else
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#define MPLAYER_NAME_MAX 12 // max length of a player's name
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#endif
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//...........................................................................
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// Values to control the multiplayer score screen
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//...........................................................................
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#define MAX_MULTI_NAMES 8 // max # names (rows) on the score screen
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#define MAX_MULTI_GAMES 4 // max # games (columns) on the score screen
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//...........................................................................
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// Min value for MaxAhead, for both net & modem; only applies for
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// COMM_PROTOCOL_MULTI_E_COMP.
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//...........................................................................
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#define MODEM_MIN_MAX_AHEAD 5
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#define NETWORK_MIN_MAX_AHEAD 2
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//...........................................................................
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// Send period (in frames) for COMM_PROTOCOL_MULTI_E_COMP and above
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//...........................................................................
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#define DEFAULT_FRAME_SEND_RATE 3
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//...........................................................................
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// Modem-specific constants
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//...........................................................................
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#define PORTBUF_MAX 5 // dialog field sizes
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#define IRQBUF_MAX 3
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#define BAUDBUF_MAX 7
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#define INITSTRBUF_MAX 41
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#define CWAITSTRBUF_MAX 16
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#define CREDITSBUF_MAX 5
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#define PACKET_TIMING_TIMEOUT 40 // ticks b/w sending a timing packet
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//---------------------------------------------------------------------------
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// Enums
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//---------------------------------------------------------------------------
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//...........................................................................
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// Types of games; used to tell which protocol we're using
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//...........................................................................
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typedef enum GameEnum {
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GAME_NORMAL, // not multiplayer
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GAME_MODEM, // modem game
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GAME_NULL_MODEM, // NULL-modem
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GAME_IPX, // IPX Network game
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GAME_INTERNET, // Winsock game
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GAME_GLYPHX_MULTIPLAYER // Multiplayer game controlled by the GLYPHX engine. ST - 3/12/2019 10:04AM
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} GameType;
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//...........................................................................
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// Various Modem-specific enums
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//...........................................................................
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typedef enum DetectPortType {
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PORT_VALID = 0,
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PORT_INVALID,
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PORT_IRQ_INUSE
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} DetectPortType;
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typedef enum DialStatusType {
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DIAL_CONNECTED = 0,
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DIAL_NO_CARRIER,
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DIAL_BUSY,
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DIAL_ERROR,
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DIAL_CANCELED
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} DialStatusType;
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typedef enum DialMethodType {
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DIAL_TOUCH_TONE = 0,
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DIAL_PULSE,
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DIAL_METHODS
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} DialMethodType;
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typedef enum CallWaitStringType {
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CALL_WAIT_TONE_1 = 0,
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CALL_WAIT_TONE_2,
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CALL_WAIT_PULSE,
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CALL_WAIT_CUSTOM,
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CALL_WAIT_STRINGS_NUM
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} CallWaitStringType;
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typedef enum ModemGameType {
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MODEM_NULL_HOST = 0,
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MODEM_NULL_JOIN,
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MODEM_DIALER,
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MODEM_ANSWERER,
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INTERNET_HOST = MODEM_NULL_HOST,
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INTERNET_JOIN = MODEM_NULL_JOIN
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} ModemGameType;
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//...........................................................................
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// Commands sent over the serial Global Channel
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//...........................................................................
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typedef enum SerialCommandType {
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SERIAL_CONNECT = 100, // Are you there? Hello? McFly?
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SERIAL_GAME_OPTIONS = 101, // Hey, dudes, here's some new game options
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SERIAL_SIGN_OFF = 102, // Bogus, dudes, my boss is coming; I'm outta here!
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SERIAL_GO = 103, // OK, dudes, jump into the game loop!
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SERIAL_MESSAGE = 104, // Here's a message
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SERIAL_TIMING = 105, // timimg packet
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SERIAL_SCORE_SCREEN = 106, // player at score screen
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SERIAL_LOADGAME = 107, // Start the game, loading a saved game first
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SERIAL_LAST_COMMAND // last command
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} SerialCommandType;
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//...........................................................................
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// Commands sent over the network Global Channel
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//...........................................................................
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typedef enum NetCommandType {
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NET_QUERY_GAME, // Hey, what games are out there?
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NET_ANSWER_GAME, // Yo, Here's my game's name!
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NET_QUERY_PLAYER, // Hey, what players are in this game?
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NET_ANSWER_PLAYER, // Yo, I'm in that game!
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NET_CHAT_ANNOUNCE, // I'm at the chat screen
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NET_CHAT_REQUEST, // Respond with a CHAT_ANNOUNCE, please.
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NET_QUERY_JOIN, // Hey guys, can I play too?
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NET_CONFIRM_JOIN, // Well, OK, if you really want to.
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NET_REJECT_JOIN, // No, you can't join; sorry, dude.
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NET_GAME_OPTIONS, // Hey, dudes, here's some new game options
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NET_SIGN_OFF, // Bogus, dudes, my boss is coming; I'm outta here!
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NET_GO, // OK, jump into the game loop!
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NET_MESSAGE, // Here's a message
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NET_PING, // I'm pinging you to take a time measurement
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NET_LOADGAME, // start a game by loading a saved game
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} NetCommandType;
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//---------------------------------------------------------------------------
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// Structures
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//---------------------------------------------------------------------------
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//...........................................................................
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// An entry on the score screen is defined by this structure
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//...........................................................................
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typedef struct {
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char Name[MPLAYER_NAME_MAX];
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int Wins;
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int Kills[MAX_MULTI_GAMES];
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int Color;
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} MPlayerScoreType;
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//...........................................................................
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// Settings for the serial port
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//...........................................................................
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typedef struct {
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int Port;
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int IRQ;
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int Baud;
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DialMethodType DialMethod;
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int InitStringIndex;
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int CallWaitStringIndex;
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char CallWaitString[ CWAITSTRBUF_MAX ];
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} SerialSettingsType;
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//...........................................................................
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// This is a "node", used for the lists of available games & players. The
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// 'Game' structure is used for games; the 'Player' structure for players.
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//...........................................................................
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typedef struct NodeNameTag {
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char Name[MPLAYER_NAME_MAX]; // player or game name
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IPXAddressClass Address;
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union {
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struct {
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unsigned char IsOpen; // is the game open?
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unsigned long LastTime; // last time we heard from this guy
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} Game;
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struct {
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HousesType House; // "ActLike" House of this player
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unsigned char Color; // Color of this player
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HousesType ID; // Actual House of this player
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} Player;
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struct {
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unsigned long LastTime; // last time we heard from this guy
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unsigned char LastChance; // we're about to remove him from the list
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unsigned char Color; // chat player's color
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} Chat;
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};
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} NodeNameType;
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//...........................................................................
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// Packet sent over the serial Global Channel
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//...........................................................................
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typedef struct {
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SerialCommandType Command; // One of the enum's defined above
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char Name[MPLAYER_NAME_MAX]; // Player or Game Name
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unsigned long MinVersion; // min version this game supports
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unsigned long MaxVersion; // max version this game supports
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HousesType House; // player's House
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unsigned char Color; // player's color or SIGNOFF ID
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unsigned char Scenario; // Scenario #
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unsigned int Credits; // player's credits
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unsigned int IsBases : 1; // 1 = bases are allowed
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unsigned int IsTiberium : 1; // 1 = tiberium is allowed
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unsigned int IsGoodies : 1; // 1 = goodies are allowed
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unsigned int IsGhosties : 1; // 1 = ghosts are allowed
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unsigned char BuildLevel; // buildable level
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unsigned char UnitCount; // max # units
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int Seed; // random number seed
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SpecialClass Special; // command-line options
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unsigned int GameSpeed; // Game Speed
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unsigned long ResponseTime; // packet response time
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char Message[COMPAT_MESSAGE_LENGTH]; // inter-player message
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unsigned char ID; // unique ID of sender of message
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} SerialPacketType;
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//...........................................................................
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// Packet sent over the network Global Channel
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//...........................................................................
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typedef struct {
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NetCommandType Command; // One of the enum's defined above
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char Name[MPLAYER_NAME_MAX]; // Player or Game Name
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union {
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struct {
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unsigned int IsOpen : 1; // 1 = game is open for joining
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} GameInfo;
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struct {
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HousesType House; // player's House
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unsigned int Color; // player's color
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unsigned long NameCRC; // CRC of player's game's name
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unsigned long MinVersion; // game's min supported version
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unsigned long MaxVersion; // game's max supported version
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} PlayerInfo;
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struct {
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unsigned char Scenario; // Scenario #
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unsigned int Credits; // player's credits
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unsigned int IsBases : 1; // 1 = bases are allowed
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unsigned int IsTiberium : 1; // 1 = tiberium is allowed
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unsigned int IsGoodies : 1; // 1 = goodies are allowed
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unsigned int IsGhosties : 1; // 1 = ghosts are allowed
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unsigned char BuildLevel; // buildable level
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unsigned char UnitCount; // max # units
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int Seed; // random number seed
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SpecialClass Special; // command-line options
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unsigned int GameSpeed; // Game Speed
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unsigned long Version; // version # common to all players
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} ScenarioInfo;
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struct {
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char Buf[COMPAT_MESSAGE_LENGTH]; // inter-user message
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unsigned char Color; // color of sender of message
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unsigned long NameCRC; // CRC of sender's Game Name
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} Message;
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struct {
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int OneWay; // one-way response time
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} ResponseTime;
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struct {
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int Why; // why were we rejected from the game?
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} Reject;
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struct {
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unsigned long ID; // unique ID for this chat node
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unsigned char Color; // my color
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} Chat;
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};
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} GlobalPacketType;
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//...........................................................................
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// For finding sync bugs; filled in by the engine when certain conditions
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// are met; the pointers allow examination of objects in the debugger.
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//...........................................................................
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typedef struct {
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union {
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AircraftClass *Aircraft;
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AnimClass *Anim;
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BuildingClass *Building;
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BulletClass *Bullet;
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InfantryClass *Infantry;
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UnitClass *Unit;
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void *All;
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} Ptr;
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} TrapObjectType;
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typedef struct {
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int ScenarioIndex;
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int Bases;
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int Credits;
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int Tiberium;
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int Goodies;
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int Ghosts;
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int UnitCount;
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} GameOptionsType;
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//---------------------------------------------------------------------------
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// Class Definition
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//---------------------------------------------------------------------------
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class SessionClass
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{
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//------------------------------------------------------------------------
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// Public interface
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//------------------------------------------------------------------------
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public:
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//.....................................................................
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// Constructor/Destructor
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//.....................................................................
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SessionClass(void);
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~SessionClass(void);
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//.....................................................................
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// Initialization
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//.....................................................................
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void One_Time(void);
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void Init(void);
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//.....................................................................
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// Reads/writes to the INI file
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//.....................................................................
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void Read_MultiPlayer_Settings (void);
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void Write_MultiPlayer_Settings (void);
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void Read_Scenario_Descriptions (void);
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void Free_Scenario_Descriptions(void);
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//.....................................................................
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// Utility functions
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//.....................................................................
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int Create_Connections(void);
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bool Am_I_Master(void);
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unsigned long Compute_Unique_ID(void);
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//.....................................................................
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// File I/O
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//.....................................................................
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int Save(FileClass &file);
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int Load(FileClass &file);
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//.....................................................................
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// Debugging / Sync Bugs
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//.....................................................................
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void Trap_Object(void);
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//---------------------------------------------------------------------
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// Public Data
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//---------------------------------------------------------------------
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//.....................................................................
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// The type of session being played
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//.....................................................................
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GameType Type;
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//.....................................................................
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// The current communications protocol
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//.....................................................................
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CommProtocolType CommProtocol;
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//.....................................................................
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// Game options
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//.....................................................................
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GameOptionsType Options;
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//.....................................................................
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// Unique workstation ID, for detecting my own packets
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//.....................................................................
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unsigned long UniqueID;
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//.....................................................................
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// Player's local options
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//.....................................................................
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char Handle[MPLAYER_NAME_MAX]; // player name
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int PrefColor; // preferred color index
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int ColorIdx; // actual color index
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HousesType House; // GDI / NOD
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int Blitz; // 1 = AI blitzes
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int ObiWan; // 1 = player can see all
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int Solo; // 1 = player can play alone
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//.....................................................................
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// Max allowable # of players & actual # of (human) players
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//.....................................................................
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int MaxPlayers;
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int NumPlayers;
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//.....................................................................
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// Frame-sync'ing timing variables
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// 'MaxAhead' is the number of frames ahead of this one to execute
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// a given packet. It's set by the RESPONSE_TIME event.
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// 'FrameSendRate' is the # frames between data packets
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// 'FrameRateDelay' is the time ticks to wait between frames, for
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// smoothing.
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//.....................................................................
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unsigned long MaxAhead;
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unsigned long FrameSendRate;
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unsigned long FrameRateDelay;
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//.....................................................................
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// This flag is set when we've loaded a multiplayer game.
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//.....................................................................
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int LoadGame;
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//.....................................................................
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// This flag is set when the modem game saves the game due to a lost
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// connection.
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//.....................................................................
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int EmergencySave;
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//.....................................................................
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// List of scenarios & their file numbers
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//.....................................................................
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DynamicVectorClass <char *> Scenarios;
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DynamicVectorClass <int> Filenum;
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//.....................................................................
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// This is the multiplayer messaging system
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//.....................................................................
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MessageListClass Messages;
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IPXAddressClass MessageAddress;
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char LastMessage[MAX_MESSAGE_LENGTH];
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int WWChat : 1; // 1 = go into special WW Chat mode
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//.....................................................................
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// This is the multiplayer scorekeeping system
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//.....................................................................
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MPlayerScoreType Score[MAX_MULTI_NAMES];
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int GamesPlayed; // # games played this run
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int NumScores; // # active entries in MPlayerScore
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int Winner; // index of winner of last game
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int CurGame; // index of current game being played
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//.....................................................................
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// Static arrays
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//.....................................................................
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static int GColors[];
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static int TColors[];
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static char Descriptions[100][40];
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static int CountMin[2];
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static int CountMax[2];
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static char * GlobalPacketNames[];
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static char * SerialPacketNames[];
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//.....................................................................
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// For Recording & Playing back a file
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//.....................................................................
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CCFileClass RecordFile;
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int Record : 1;
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int Play : 1;
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int Attract : 1;
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//.....................................................................
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// IPX-specific variables
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//.....................................................................
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int IsBridge; // 1 = we're crossing a bridge
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IPXAddressClass BridgeNet; // address of bridge
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bool NetStealth; // makes us invisible
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bool NetProtect; // keeps others from messaging us
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bool NetOpen; // 1 = game is open for joining
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char GameName[MPLAYER_NAME_MAX]; // game's name
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GlobalPacketType GPacket; // global packet
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int GPacketlen; // global packet length
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IPXAddressClass GAddress; // address of sender
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unsigned short GProductID; // product ID of sender
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char MetaPacket[MAX_IPX_PACKET_SIZE]; // packet building buffer
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int MetaSize; // size of MetaPacket
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DynamicVectorClass <NodeNameType *> Games; // list of games
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DynamicVectorClass <NodeNameType *> Players; // list of players
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DynamicVectorClass <NodeNameType *> Chat; // list of chat nodes
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//.....................................................................
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// Modem-specific variables
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//.....................................................................
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bool ModemService : 1; // 1 = service modem in Call_Back
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int CurPhoneIdx; // phone listing index
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SerialSettingsType SerialDefaults; // default serial settings
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ModemGameType ModemType; // caller or answerer?
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DynamicVectorClass<PhoneEntryClass *> PhoneBook;
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DynamicVectorClass <char *> InitStrings;
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static char * DialMethodCheck[ DIAL_METHODS ];
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static char * CallWaitStrings[ CALL_WAIT_STRINGS_NUM ];
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//.....................................................................
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// For finding Sync Bugs
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//.....................................................................
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long TrapFrame;
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RTTIType TrapObjType;
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TrapObjectType TrapObject;
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COORD TrapCoord;
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void * TrapThis;
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CellClass * TrapCell;
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int TrapCheckHeap;
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};
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#endif // SESSION_H
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/*************************** end of session.h ******************************/ |