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/**
* @file multi.h
*
* Interface of functions for keeping multiplayer games in sync.
*/
#pragma once
#include <stdint.h>
#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 {
Sint32 size;
Sint32 dwSeed;
Uint32 programid;
Uint8 versionMajor;
Uint8 versionMinor;
Uint8 versionPatch;
_difficulty nDifficulty;
Uint8 nTickRate;
Uint8 bRunInTown;
Uint8 bTheoQuest;
Uint8 bCowQuest;
Uint8 bFriendlyFire;
};
extern bool gbSomebodyWonGameKludge;
extern char szPlayerDescript[128];
extern WORD 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 int player_state[MAX_PLRS];
void multi_msg_add(BYTE *pbMsg, BYTE bLen);
void NetSendLoPri(int playerId, BYTE *pbMsg, BYTE bLen);
void NetSendHiPri(int playerId, BYTE *pbMsg, BYTE bLen);
void multi_send_msg_packet(uint32_t 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, _cmd_id bCmd, BYTE *pbSrc, DWORD dwLen);
void NetClose();
bool NetInit(bool bSinglePlayer);
bool multi_init_single(GameData *gameData);
bool multi_init_multi(GameData *gameData);
void recv_plrinfo(int pnum, TCmdPlrInfoHdr *p, bool recv);
} // namespace devilution