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Location: cpp/openttd-patchpack/source/src/network/network_type.h
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belarusian - 32 changes by Wowanxm
finnish - 5 changes by jpx_
german - 5 changes by planetmaker
japanese - 1 changes by nex259
korean - 4 changes by telk5093
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spanish - 5 changes by Terkhen
basque - 2 changes by lutxiketa
belarusian - 32 changes by Wowanxm
finnish - 5 changes by jpx_
german - 5 changes by planetmaker
japanese - 1 changes by nex259
korean - 4 changes by telk5093
portuguese - 23 changes by skkeeper
russian - 5 changes by Lone_Wolf
spanish - 5 changes by Terkhen
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 | /* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD 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, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file network_type.h Types used for networking. */
#ifndef NETWORK_TYPE_H
#define NETWORK_TYPE_H
#include "core/game.h"
#ifdef ENABLE_NETWORK
/** How many clients can we have */
static const uint MAX_CLIENTS = 255;
/**
* The number of slots; must be at least 1 more than MAX_CLIENTS. It must
* furthermore be less than or equal to 256 as client indices (sent over
* the network) are 8 bits. It needs 1 more for the dedicated server.
*/
static const uint MAX_CLIENT_SLOTS = 256;
/**
* Vehicletypes in the order they are send in info packets.
*/
enum NetworkVehicleType {
NETWORK_VEH_TRAIN = 0,
NETWORK_VEH_LORRY,
NETWORK_VEH_BUS,
NETWORK_VEH_PLANE,
NETWORK_VEH_SHIP,
NETWORK_VEH_END
};
/** 'Unique' identifier to be given to clients */
enum ClientID {
INVALID_CLIENT_ID = 0, ///< Client is not part of anything
CLIENT_ID_SERVER = 1, ///< Servers always have this ID
CLIENT_ID_FIRST = 2, ///< The first client ID
};
/** Indices into the client tables */
typedef uint8 ClientIndex;
/** Indices into the admin tables. */
typedef uint8 AdminIndex;
/** Maximum number of allowed admins. */
static const AdminIndex MAX_ADMINS = 16;
/** An invalid admin marker. */
static const AdminIndex INVALID_ADMIN_ID = UINT8_MAX;
/** Simple calculated statistics of a company */
struct NetworkCompanyStats {
uint16 num_vehicle[NETWORK_VEH_END]; ///< How many vehicles are there of this type?
uint16 num_station[NETWORK_VEH_END]; ///< How many stations are there of this type?
bool ai; ///< Is this company an AI
};
/** Some state information of a company, especially for servers */
struct NetworkCompanyState {
char password[NETWORK_PASSWORD_LENGTH]; ///< The password for the company
uint16 months_empty; ///< How many months the company is empty
};
struct NetworkClientInfo;
/** The type of password we're asking for. */
enum NetworkPasswordType {
NETWORK_GAME_PASSWORD, ///< The password of the game.
NETWORK_COMPANY_PASSWORD, ///< The password of the company.
};
/** Destination of our chat messages. */
enum DestType {
DESTTYPE_BROADCAST, ///< Send message/notice to all clients (All)
DESTTYPE_TEAM, ///< Send message/notice to everyone playing the same company (Team)
DESTTYPE_CLIENT, ///< Send message/notice to only a certain client (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,
NETWORK_ACTION_COMPANY_SPECTATOR,
NETWORK_ACTION_COMPANY_JOIN,
NETWORK_ACTION_COMPANY_NEW,
};
/** The error codes we send around in the protocols. */
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_COMPANY_MISMATCH, // Happens in CLIENT_COMMAND
NETWORK_ERROR_KICKED,
NETWORK_ERROR_CHEATER,
NETWORK_ERROR_FULL,
NETWORK_ERROR_TOO_MANY_COMMANDS,
NETWORK_ERROR_TIMEOUT_PASSWORD,
NETWORK_ERROR_TIMEOUT_COMPUTER,
NETWORK_ERROR_TIMEOUT_MAP,
NETWORK_ERROR_TIMEOUT_JOIN,
NETWORK_ERROR_END,
};
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_TYPE_H */
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