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Location: cpp/openttd-patchpack/source/src/network/network_type.h
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(svn r13507) -Fix (r12856): first engine change should've been moved too
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/** @file network_internal.h Variables and function used internally. */
#ifndef NETWORK_TYPE_H
#define NETWORK_TYPE_H
#ifdef ENABLE_NETWORK
#include "../player_type.h"
#include "../economy_type.h"
#include "core/config.h"
#include "core/game.h"
enum {
/**
* How many clients can we have? Like.. MAX_PLAYERS - 1 is the amount of
* players that can really play.. so.. a max of 4 spectators.. gives us..
* MAX_PLAYERS + 3
*/
MAX_CLIENTS = MAX_PLAYERS + 3,
/** Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1 */
MAX_CLIENT_INFO = MAX_CLIENTS + 1,
/** Maximum number of internet interfaces supported. */
MAX_INTERFACES = 9,
/** How many vehicle/station types we put over the network */
NETWORK_VEHICLE_TYPES = 5,
NETWORK_STATION_TYPES = 5,
NETWORK_SERVER_INDEX = 1,
NETWORK_EMPTY_INDEX = 0,
};
struct NetworkPlayerInfo {
char company_name[NETWORK_NAME_LENGTH]; ///< Company name
char password[NETWORK_PASSWORD_LENGTH]; ///< The password for the player
Year inaugurated_year; ///< What year the company started in
Money company_value; ///< The company value
Money money; ///< The amount of money the company has
Money income; ///< How much did the company earned last year
uint16 performance; ///< What was his performance last month?
bool use_password; ///< Is there a password
uint16 num_vehicle[NETWORK_VEHICLE_TYPES]; ///< How many vehicles are there of this type?
uint16 num_station[NETWORK_STATION_TYPES]; ///< How many stations are there of this type?
char players[NETWORK_PLAYERS_LENGTH]; ///< The players that control this company (Name1, name2, ..)
uint16 months_empty; ///< How many months the company is empty
};
struct NetworkClientInfo {
uint16 client_index; ///< Index of the client (same as ClientState->index)
char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< Name of the client
byte client_lang; ///< The language of the client
PlayerID client_playas; ///< As which player is this client playing (PlayerID)
uint32 client_ip; ///< IP-address of the client (so he can be banned)
Date join_date; ///< Gamedate the player has joined
char unique_id[NETWORK_UNIQUE_ID_LENGTH]; ///< Every play sends an unique id so we can indentify him
};
enum NetworkPasswordType {
NETWORK_GAME_PASSWORD,
NETWORK_COMPANY_PASSWORD,
};
enum DestType {
DESTTYPE_BROADCAST, ///< Send message/notice to all players (All)
DESTTYPE_TEAM, ///< Send message/notice to everyone playing the same company (Team)
DESTTYPE_CLIENT, ///< Send message/notice to only a certain player (Private)
};
/** Actions that can be used for NetworkTextMessage */
enum NetworkAction {
NETWORK_ACTION_JOIN,
NETWORK_ACTION_LEAVE,
NETWORK_ACTION_SERVER_MESSAGE,
NETWORK_ACTION_CHAT,
NETWORK_ACTION_CHAT_COMPANY,
NETWORK_ACTION_CHAT_CLIENT,
NETWORK_ACTION_GIVE_MONEY,
NETWORK_ACTION_NAME_CHANGE,
};
enum NetworkErrorCode {
NETWORK_ERROR_GENERAL, // Try to use this one like never
/* Signals from clients */
NETWORK_ERROR_DESYNC,
NETWORK_ERROR_SAVEGAME_FAILED,
NETWORK_ERROR_CONNECTION_LOST,
NETWORK_ERROR_ILLEGAL_PACKET,
NETWORK_ERROR_NEWGRF_MISMATCH,
/* Signals from servers */
NETWORK_ERROR_NOT_AUTHORIZED,
NETWORK_ERROR_NOT_EXPECTED,
NETWORK_ERROR_WRONG_REVISION,
NETWORK_ERROR_NAME_IN_USE,
NETWORK_ERROR_WRONG_PASSWORD,
NETWORK_ERROR_PLAYER_MISMATCH, // Happens in CLIENT_COMMAND
NETWORK_ERROR_KICKED,
NETWORK_ERROR_CHEATER,
NETWORK_ERROR_FULL,
};
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_TYPE_H */
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