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/* $Id$ */
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/** @file network_type.h Types used for networking. */
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#ifndef NETWORK_TYPE_H
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#define NETWORK_TYPE_H
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#ifdef ENABLE_NETWORK
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#include "../company_type.h"
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#include "../economy_type.h"
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#include "core/config.h"
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#include "core/game.h"
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enum {
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/**
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* How many clients can we have? Like.. MAX_COMPANIES is the amount of
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* companies that can really play.. so.. a max of 3 spectators.. gives us..
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* MAX_COMPANIES + 3
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*/
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MAX_CLIENTS = MAX_COMPANIES + 3,
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/** Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1 */
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MAX_CLIENT_INFO = MAX_CLIENTS + 1,
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/** Maximum number of internet interfaces supported. */
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MAX_INTERFACES = 9,
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/** How many vehicle/station types we put over the network */
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NETWORK_VEHICLE_TYPES = 5,
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NETWORK_STATION_TYPES = 5,
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NETWORK_SERVER_INDEX = 1,
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NETWORK_EMPTY_INDEX = 0,
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};
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struct NetworkCompanyInfo {
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char company_name[NETWORK_COMPANY_NAME_LENGTH]; ///< Company name
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char password[NETWORK_PASSWORD_LENGTH]; ///< The password for the company
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Year inaugurated_year; ///< What year the company started in
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Money company_value; ///< The company value
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Money money; ///< The amount of money the company has
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Money income; ///< How much did the company earned last year
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uint16 performance; ///< What was his performance last month?
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bool use_password; ///< Is there a password
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uint16 num_vehicle[NETWORK_VEHICLE_TYPES]; ///< How many vehicles are there of this type?
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uint16 num_station[NETWORK_STATION_TYPES]; ///< How many stations are there of this type?
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char clients[NETWORK_CLIENTS_LENGTH]; ///< The clients that control this company (Name1, name2, ..)
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uint16 months_empty; ///< How many months the company is empty
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};
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struct NetworkClientInfo {
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uint16 client_index; ///< Index of the client (same as ClientState->index)
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char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< Name of the client
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byte client_lang; ///< The language of the client
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CompanyID client_playas; ///< As which company is this client playing (CompanyID)
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uint32 client_ip; ///< IP-address of the client (so he can be banned)
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Date join_date; ///< Gamedate the client has joined
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char unique_id[NETWORK_UNIQUE_ID_LENGTH]; ///< Every play sends an unique id so we can indentify him
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};
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enum NetworkPasswordType {
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NETWORK_GAME_PASSWORD,
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NETWORK_COMPANY_PASSWORD,
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};
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enum DestType {
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DESTTYPE_BROADCAST, ///< Send message/notice to all clients (All)
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DESTTYPE_TEAM, ///< Send message/notice to everyone playing the same company (Team)
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DESTTYPE_CLIENT, ///< Send message/notice to only a certain client (Private)
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};
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/** Actions that can be used for NetworkTextMessage */
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enum NetworkAction {
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NETWORK_ACTION_JOIN,
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NETWORK_ACTION_LEAVE,
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NETWORK_ACTION_SERVER_MESSAGE,
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NETWORK_ACTION_CHAT,
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NETWORK_ACTION_CHAT_COMPANY,
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NETWORK_ACTION_CHAT_CLIENT,
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NETWORK_ACTION_GIVE_MONEY,
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NETWORK_ACTION_NAME_CHANGE,
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};
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enum NetworkErrorCode {
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NETWORK_ERROR_GENERAL, // Try to use this one like never
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/* Signals from clients */
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NETWORK_ERROR_DESYNC,
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NETWORK_ERROR_SAVEGAME_FAILED,
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NETWORK_ERROR_CONNECTION_LOST,
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NETWORK_ERROR_ILLEGAL_PACKET,
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NETWORK_ERROR_NEWGRF_MISMATCH,
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/* Signals from servers */
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NETWORK_ERROR_NOT_AUTHORIZED,
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NETWORK_ERROR_NOT_EXPECTED,
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NETWORK_ERROR_WRONG_REVISION,
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NETWORK_ERROR_NAME_IN_USE,
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NETWORK_ERROR_WRONG_PASSWORD,
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NETWORK_ERROR_COMPANY_MISMATCH, // Happens in CLIENT_COMMAND
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NETWORK_ERROR_KICKED,
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NETWORK_ERROR_CHEATER,
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NETWORK_ERROR_FULL,
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};
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_TYPE_H */
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