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/**
* @file multi.h
*
* Interface of functions for keeping multiplayer games in sync.
*/
#ifndef __MULTI_H__
#define __MULTI_H__
extern BOOLEAN gbSomebodyWonGameKludge;
extern char szPlayerDescript[128];
extern WORD sgwPackPlrOffsetTbl[MAX_PLRS];
extern BYTE gbActivePlayers;
extern BOOLEAN gbGameDestroyed;
extern BOOLEAN gbSelectProvider;
extern BYTE gbMaxPlayers;
extern char szPlayerName[128];
extern BYTE gbDeltaSender;
extern int player_state[MAX_PLRS];
void multi_msg_add(BYTE *pbMsg, BYTE bLen);
void NetSendLoPri(BYTE *pbMsg, BYTE bLen);
void NetSendHiPri(BYTE *pbMsg, BYTE bLen);
void multi_send_msg_packet(int pmask, BYTE *src, BYTE len);
void multi_msg_countdown();
void multi_player_left(int pnum, int reason);
void multi_net_ping();
int multi_handle_delta();
void multi_process_network_packets();
void multi_send_zero_packet(int pnum, BYTE bCmd, BYTE *pbSrc, DWORD dwLen);
void NetClose();
BOOL NetInit(BOOL bSinglePlayer, BOOL *pfExitProgram);
BOOL multi_init_single(_SNETPROGRAMDATA *client_info, _SNETPLAYERDATA *user_info, _SNETUIDATA *ui_info);
BOOL multi_init_multi(_SNETPROGRAMDATA *client_info, _SNETPLAYERDATA *user_info, _SNETUIDATA *ui_info, BOOL *pfExitProgram);
void recv_plrinfo(int pnum, TCmdPlrInfoHdr *p, BOOL recv);
#endif /* __MULTI_H__ */