704 lines
28 KiB
C++
704 lines
28 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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/* $Header: /counterstrike/SESSION.H 4 3/10/97 6:23p Steve_tall $ */
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/***************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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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 MPLAYER_BUILD_LEVEL_MAX 10 // max build level in multiplay
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#define MAX_MPLAYER_COLORS 8 // 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 256
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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 64 // 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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#define MODEM_NAME_MAX PORTBUF_MAX - 1 // Max length of modem name in list box
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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, // Internet H2H
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GAME_SKIRMISH, // 1 plr vs. AI's
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GAME_TEN, // TEN Network game
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GAME_MPATH, // MPath Network game
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GAME_GLYPHX_MULTIPLAYER // Multiplayer game controlled by the GLYPHX engine. ST - 5/14/2019 11:41AM
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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_NO_DIAL_TONE,
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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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} 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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SERIAL_REQ_SCENARIO = 1000, // Reqest that host sends the scenario file to the other players.
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SERIAL_FILE_INFO = 1001, // Info about the file that is going to be transferred
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SERIAL_FILE_CHUNK = 1002, // A chunk of scenario
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SERIAL_READY_TO_GO = 1003, // Sent in response to a 'GO' command
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SERIAL_NO_SCENARIO = 1004 // Scenario isnt available on remote machine so we cant play
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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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NET_REQ_SCENARIO =1000,// Reqest that host sends the scenario file to the other players.
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NET_FILE_INFO =1001,// Info about the file that is going to be transferred
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NET_FILE_CHUNK =1002,// A chunk of scenario
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NET_READY_TO_GO =1003,// Sent in response to a 'GO' command
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NET_NO_SCENARIO =1004 // Scenario isnt available on remote machine so we cant play
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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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PlayerColorType 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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bool Compression;
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bool ErrorCorrection;
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bool HardwareFlowControl;
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char ModemName [ MODEM_NAME_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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#if(TEN)
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int TenAddress;
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#endif
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#if(MPATH)
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int MPathAddress;
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#endif
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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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PlayerColorType Color; // Color of this player
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HousesType ID; // Actual House of this player
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int ProcessTime; // Length of time to process players main loop
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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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PlayerColorType 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 char ID; // unique ID of sender of message
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union {
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struct {
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HousesType House; // player's House
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PlayerColorType Color; // player's color or SIGNOFF ID
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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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char Scenario[DESCRIP_MAX]; // Scenario name
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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 int OfficialScenario : 1; // Is this scenario an official Westwood one?
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int CheatCheck; // Unique ID of "rules.ini" file.
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unsigned char BuildLevel; // buildable level
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unsigned char UnitCount; // max # units
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unsigned char AIPlayers; // # of AI players allowed
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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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unsigned int FileLength; // Length of scenario file to expect from host.
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#ifdef WOLAPI_INTEGRATION
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char ShortFileName[13]; // Name of scenario file to expect from host
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#else
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char ShortFileName[12]; // Name of scenario file to expect from host
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#endif
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unsigned char FileDigest[32]; // Digest of scenario file to expect from host
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// ajw - This is not necessarily null-terminated.
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} ScenarioInfo;
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struct {
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char Message[MAX_MESSAGE_LENGTH]; // inter-player message
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PlayerColorType Color; // player's color or SIGNOFF ID
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} Message;
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struct {
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PlayerColorType Color; // player's color or SIGNOFF ID
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} Chat;
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};
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} SerialPacketType;
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//...........................................................................
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// Other packet sent over the serial global channel (for file transfers)
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//...........................................................................
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#define MAX_SEND_FILE_PACKET_SIZE MAX_SERIAL_PACKET_SIZE - 64
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typedef struct {
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SerialCommandType Command; // Enum defined above. Should be a file transfer enum.
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unsigned short BlockNumber; // Index position of this file chunk in the file
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unsigned short BlockLength; // Length of data in the RawData buffer
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unsigned char RawData [MAX_SEND_FILE_PACKET_SIZE];
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} RemoteFileTransferType;
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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 GlobalPacketType {
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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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PlayerColorType 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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int CheatCheck; // Unique ID of "rules.ini" file.
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} PlayerInfo;
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struct {
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char Scenario[DESCRIP_MAX]; // Scenario Name
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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 int OfficialScenario :1;// Is this scenario an official Westwood one?
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unsigned char BuildLevel; // buildable level
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unsigned char UnitCount; // max # units
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unsigned char AIPlayers; // # of AI players allowed
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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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unsigned int FileLength; // Length of scenario file to expect from host.
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#ifdef WOLAPI_INTEGRATION
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char ShortFileName[13]; // Name of scenario file to expect from host
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#else
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char ShortFileName[12]; // Name of scenario file to expect from host
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#endif
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unsigned char FileDigest[32]; // Digest of scenario file to expect from host
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// ajw - This is not necessarily null-terminated.
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} ScenarioInfo;
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struct {
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char Buf[MAX_MESSAGE_LENGTH]; // inter-user message
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PlayerColorType 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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PlayerColorType 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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/*
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** This is the identifier for a multiplayer mission. This can be used to
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** identify the filename of the mission as well as display the mission in a
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** mission selection list.
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*/
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class MultiMission
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{
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public:
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MultiMission(char const * filename = NULL, char const * description = NULL, char const *digest = NULL, bool official = true, bool expansion = false);
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void Set_Description(char const * description);
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void Set_Filename(char const * filename);
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void Set_Digest(char const * digest);
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void Set_Official(bool official);
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void Set_Expansion(bool expansion);
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void Draw_It(int index, int x, int y, int width, int height, bool selected, TextPrintType flags) const;
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char const * Description(void) const {return(ScenarioDescription);}
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char const * Get_Filename(void) const {return(Filename);}
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char const * Get_Digest(void) const {return(Digest);}
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bool Get_Official(void) { return (IsOfficial); }
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bool Get_Expansion(void) { return (IsExpansion); } // Implied "IsCounterstrike". No longer used. -ajw
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private:
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char ScenarioDescription[DESCRIP_MAX];
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char Filename[_MAX_FNAME+_MAX_EXT];
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char Digest[32];
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bool IsOfficial;
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bool IsExpansion;
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};
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typedef struct {
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int ScenarioIndex; //Used on host machine only as index into scenario list
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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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int AIPlayers; // # of AI players allowed to be built
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char ScenarioDescription [DESCRIP_MAX]; //Used on client machines only
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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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#if(TEN)
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int Create_TEN_Connections(void);
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#endif // TEN
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#if(MPATH)
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int Create_MPATH_Connections(void);
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#endif // MPATH
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//.....................................................................
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// File I/O
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//.....................................................................
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int Save(Pipe & file) const;
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int Load(Straw & file);
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int Save(CCFileClass & file);
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int Load(CCFileClass & 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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PlayerColorType PrefColor; // preferred color index
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PlayerColorType ColorIdx; // actual color index
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HousesType House; // GDI / NOD
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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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//.....................................................................
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unsigned long MaxAhead;
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unsigned long FrameSendRate;
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int DesiredFrameRate;
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int ProcessTimer;
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int ProcessTicks;
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int ProcessFrames;
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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<MultiMission *> Scenarios;
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// DynamicVectorClass <char *> Scenarios;
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// DynamicVectorClass <int> Filenum;
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char ScenarioFileName[_MAX_FNAME+_MAX_EXT+1]; //File name of scenario to load
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char ScenarioDigest [32]; //Digest of scenario to load
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unsigned int ScenarioFileLength;
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bool ScenarioIsOfficial;
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char ScenarioRequests[20]; //Which players requested scenario files
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int RequestCount;
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IPXAddressClass HostAddress;
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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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unsigned 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 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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unsigned Record : 1;
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unsigned Play : 1;
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unsigned 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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unsigned 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; // frame # to start trapping 'TrapObject'
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RTTIType TrapObjType; // type of object to trap
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TrapObjectType TrapObject; // ptr to object to trap (watch)
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COORDINATE TrapCoord; // coord of object, 0 = ignore
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TARGET TrapTarget; // Target # of object, 0 = ignore
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CellClass * TrapCell; // Ptr to cell to trap (watch)
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int TrapCheckHeap; // true = check the heap as of TrapFrame
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long TrapPrintCRC; // Frame # to print CRC state file
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|
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#if(TEN)
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//
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|
// TEN-specific variables
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//
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|
char *TenPacket;
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int TenSize;
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int TenMessageAddress;
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int TenAddress;
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int TenPlayerID;
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char OptionsFile[256];
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int AllowSolo;
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int NetResponseTime;
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#endif // TEN
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|
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#if(MPATH)
|
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//
|
|
// MPATH-specific variables
|
|
//
|
|
char *MPathPacket;
|
|
int MPathSize;
|
|
int MPathMessageAddress;
|
|
int MPathAddress;
|
|
char OptionsFile[256];
|
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int AllowSolo;
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int NetResponseTime;
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#endif // MPATH
|
|
};
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#endif // SESSION_H
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/*************************** end of session.h ******************************/
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