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/**
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* @file multi.h
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*
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* Interface of functions for keeping multiplayer games in sync.
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*/
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#pragma once
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#include <cstdint>
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#include "msg.h"
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namespace devilution {
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// must be unsigned to generate unsigned comparisons with pnum
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#define MAX_PLRS 4
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enum event_type : uint8_t {
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EVENT_TYPE_PLAYER_CREATE_GAME,
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EVENT_TYPE_PLAYER_LEAVE_GAME,
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EVENT_TYPE_PLAYER_MESSAGE,
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};
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struct GameData {
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int32_t size;
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int32_t dwSeed;
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uint32_t programid;
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uint8_t versionMajor;
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uint8_t versionMinor;
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uint8_t versionPatch;
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_difficulty nDifficulty;
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uint8_t nTickRate;
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uint8_t bRunInTown;
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uint8_t bTheoQuest;
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uint8_t bCowQuest;
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uint8_t bFriendlyFire;
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};
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extern bool gbSomebodyWonGameKludge;
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extern char szPlayerDescript[128];
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extern uint16_t sgwPackPlrOffsetTbl[MAX_PLRS];
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extern BYTE gbActivePlayers;
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extern bool gbGameDestroyed;
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extern GameData sgGameInitInfo;
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extern bool gbSelectProvider;
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extern bool gbIsMultiplayer;
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extern char szPlayerName[128];
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extern BYTE gbDeltaSender;
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extern uint32_t player_state[MAX_PLRS];
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void multi_msg_add(byte *pbMsg, BYTE bLen);
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void NetSendLoPri(int playerId, byte *pbMsg, BYTE bLen);
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void NetSendHiPri(int playerId, byte *pbMsg, BYTE bLen);
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void multi_send_msg_packet(uint32_t pmask, byte *src, BYTE len);
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void multi_msg_countdown();
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void multi_player_left(int pnum, int reason);
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void multi_net_ping();
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bool multi_handle_delta();
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void multi_process_network_packets();
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void multi_send_zero_packet(int pnum, _cmd_id bCmd, byte *pbSrc, DWORD dwLen);
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void NetClose();
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bool NetInit(bool bSinglePlayer);
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bool multi_init_single(GameData *gameData);
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bool multi_init_multi(GameData *gameData);
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void recv_plrinfo(int pnum, TCmdPlrInfoHdr *p, bool recv);
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} // namespace devilution
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