/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file network_type.h Types used for networking. */ #ifndef NETWORK_TYPE_H #define NETWORK_TYPE_H #include "core/game.h" #ifdef ENABLE_NETWORK enum { /** How many clients can we have */ MAX_CLIENTS = 255, /** * The number of slots; must be at least 1 more than MAX_CLIENTS. It must * furthermore be less than or equal to 256 as client indices (sent over * the network) are 8 bits. It needs 1 more for the dedicated server. */ MAX_CLIENT_SLOTS = 256, /** How many vehicle/station types we put over the network */ NETWORK_VEHICLE_TYPES = 5, NETWORK_STATION_TYPES = 5, }; /** 'Unique' identifier to be given to clients */ enum ClientID { INVALID_CLIENT_ID = 0, ///< Client is not part of anything CLIENT_ID_SERVER = 1, ///< Servers always have this ID CLIENT_ID_FIRST = 2, ///< The first client ID }; /** Indices into the client tables */ typedef uint8 ClientIndex; /** Simple calculated statistics of a company */ struct NetworkCompanyStats { uint16 num_vehicle[NETWORK_VEHICLE_TYPES]; ///< How many vehicles are there of this type? uint16 num_station[NETWORK_STATION_TYPES]; ///< How many stations are there of this type? bool ai; ///< Is this company an AI }; /** Some state information of a company, especially for servers */ struct NetworkCompanyState { char password[NETWORK_PASSWORD_LENGTH]; ///< The password for the company uint16 months_empty; ///< How many months the company is empty }; struct NetworkClientInfo; enum NetworkPasswordType { NETWORK_GAME_PASSWORD, NETWORK_COMPANY_PASSWORD, }; enum DestType { DESTTYPE_BROADCAST, ///< Send message/notice to all clients (All) DESTTYPE_TEAM, ///< Send message/notice to everyone playing the same company (Team) DESTTYPE_CLIENT, ///< Send message/notice to only a certain client (Private) }; /** Actions that can be used for NetworkTextMessage */ enum NetworkAction { NETWORK_ACTION_JOIN, NETWORK_ACTION_LEAVE, NETWORK_ACTION_SERVER_MESSAGE, NETWORK_ACTION_CHAT, NETWORK_ACTION_CHAT_COMPANY, NETWORK_ACTION_CHAT_CLIENT, NETWORK_ACTION_GIVE_MONEY, NETWORK_ACTION_NAME_CHANGE, NETWORK_ACTION_COMPANY_SPECTATOR, NETWORK_ACTION_COMPANY_JOIN, NETWORK_ACTION_COMPANY_NEW, }; enum NetworkErrorCode { NETWORK_ERROR_GENERAL, // Try to use this one like never /* Signals from clients */ NETWORK_ERROR_DESYNC, NETWORK_ERROR_SAVEGAME_FAILED, NETWORK_ERROR_CONNECTION_LOST, NETWORK_ERROR_ILLEGAL_PACKET, NETWORK_ERROR_NEWGRF_MISMATCH, /* Signals from servers */ NETWORK_ERROR_NOT_AUTHORIZED, NETWORK_ERROR_NOT_EXPECTED, NETWORK_ERROR_WRONG_REVISION, NETWORK_ERROR_NAME_IN_USE, NETWORK_ERROR_WRONG_PASSWORD, NETWORK_ERROR_COMPANY_MISMATCH, // Happens in CLIENT_COMMAND NETWORK_ERROR_KICKED, NETWORK_ERROR_CHEATER, NETWORK_ERROR_FULL, }; #endif /* ENABLE_NETWORK */ #endif /* NETWORK_TYPE_H */