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/**
* @file multi.h
*
* Interface of functions for keeping multiplayer games in sync.
*/
#pragma once
#include <cstdint>
#include "msg.h"
namespace devilution {
// must be unsigned to generate unsigned comparisons with pnum
#define MAX_PLRS 4
enum event_type : uint8_t {
EVENT_TYPE_PLAYER_CREATE_GAME,
EVENT_TYPE_PLAYER_LEAVE_GAME,
EVENT_TYPE_PLAYER_MESSAGE,
};
struct GameData {
int32_t size;
/** Used to initialise the seed table for dungeon levels so players in multiplayer games generate the same layout */
uint32_t dwSeed;
uint32_t programid;
uint8_t versionMajor;
uint8_t versionMinor;
uint8_t versionPatch;
_difficulty nDifficulty;
uint8_t nTickRate;
uint8_t bRunInTown;
uint8_t bTheoQuest;
uint8_t bCowQuest;
uint8_t bFriendlyFire;
};
extern bool gbSomebodyWonGameKludge;
extern char szPlayerDescript[128];
extern uint16_t sgwPackPlrOffsetTbl[MAX_PLRS];
extern BYTE gbActivePlayers;
extern bool gbGameDestroyed;
extern GameData sgGameInitInfo;
extern bool gbSelectProvider;
extern bool gbIsMultiplayer;
extern char szPlayerName[128];
extern BYTE gbDeltaSender;
extern uint32_t player_state[MAX_PLRS];
void NetSendLoPri(int playerId, const byte *data, size_t size);
void NetSendHiPri(int playerId, const byte *data, size_t size);
void multi_send_msg_packet(uint32_t pmask, const byte *data, size_t size);
void multi_msg_countdown();
void multi_player_left(int pnum, int reason);
void multi_net_ping();
/**
* @return Always true for singleplayer
*/
bool multi_handle_delta();
void multi_process_network_packets();
void multi_send_zero_packet(int pnum, _cmd_id bCmd, const byte *data, size_t size);
void NetClose();
bool NetInit(bool bSinglePlayer);
void recv_plrinfo(int pnum, const TCmdPlrInfoHdr &header, bool recv);
} // namespace devilution