CnC_Remastered_Collection/REDALERT/TENMGR.H

116 lines
3.8 KiB
C++

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/***************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : TENMGR.H *
* *
* Programmer : Bill R. Randolph *
* *
* Start Date : 06/26/96 *
* *
* Last Update : June 26, 1996 [BRR] *
* *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
class TenConnManClass : public ConnManClass
{
public:
//
// Constructor / Destructor
//
TenConnManClass(void);
virtual ~TenConnManClass();
//
// Initialization
//
int Init(void);
//
// Service routine
//
virtual int Service(void);
//
// Sending & receiving data
//
virtual int Send_Private_Message (void *buf, int buflen,
int ack_req = 1, int conn_id = CONNECTION_NONE);
virtual int Get_Private_Message (void *buf, int *buflen,
int *conn_id);
int Send_Global_Message(void *buf, int buflen,
int ack_req = 0, int address = 0);
int Get_Global_Message(void *buf, int *buflen,
int *address = 0);
//
// Connection management
//
virtual int Num_Connections(void);
virtual int Connection_ID(int index);
virtual int Connection_Index(int id);
int Create_Connection(int id, char *name, int address);
int Delete_Connection(int id);
char *Connection_Name(int id);
int Connection_Address(int id);
//
// Queue utility routines
//
virtual int Global_Num_Send(void);
virtual int Global_Num_Receive(void);
virtual int Private_Num_Send(int id = CONNECTION_NONE);
virtual int Private_Num_Receive(int id = CONNECTION_NONE);
void Flush_All(void);
//
// Timing management
//
virtual void Reset_Response_Time(void);
virtual unsigned long Response_Time(void);
virtual void Set_Timing (unsigned long retrydelta,
unsigned long maxretries, unsigned long timeout);
//
// Debugging
//
virtual void Configure_Debug(int index, int type_offset, int type_size,
char **names, int namestart, int namecount);
virtual void Mono_Debug_Print(int index, int refresh);
CommBufferClass *GlobalQueue;
CommBufferClass *PrivateQueue;
//
// This flag will be set if I'm the game host.
//
int IsHost;
private:
int Connections[MAX_PLAYERS];
int ID[MAX_PLAYERS];
char Names[MAX_PLAYERS][128];
int NumConnections;
};
/***************************** end of tenmgr.h *****************************/