summaryrefslogtreecommitdiff
path: root/network.h
diff options
context:
space:
mode:
authorDarkvater <Darkvater@openttd.org>2006-01-25 18:11:06 +0000
committerDarkvater <Darkvater@openttd.org>2006-01-25 18:11:06 +0000
commit082aa38f79930b31a5b9177e507a74cba0738e7a (patch)
tree2e2b02a496376c4fb097825d484c2c4a6f6f5492 /network.h
parent063aa48b0bad3a8e8f046b9dc8e51f8a67b9678c (diff)
downloadopenttd-082aa38f79930b31a5b9177e507a74cba0738e7a.tar.xz
(svn r3427) - Feature: Allow seeing and setting the maximum amount of companies and spectators for a server. This can be changed/viewed during runtime as well in the console.
Diffstat (limited to 'network.h')
-rw-r--r--network.h41
1 files changed, 22 insertions, 19 deletions
diff --git a/network.h b/network.h
index e7adfd4ba..6bcfec530 100644
--- a/network.h
+++ b/network.h
@@ -61,25 +61,28 @@ enum {
// some fields will be empty on the client (like game_password) by default
// and only filled with data a player enters.
typedef struct NetworkGameInfo {
- char server_name[NETWORK_NAME_LENGTH]; // Server name
- char hostname[NETWORK_HOSTNAME_LENGTH]; // Hostname of the server (if any)
- char server_revision[NETWORK_REVISION_LENGTH]; // The SVN version number the server is using (e.g.: 'r304')
- // It even shows a SVN version in release-version, so
- // it is easy to compare if a server is of the correct version
- byte server_lang; // Language of the server (we should make a nice table for this)
- byte use_password; // Is set to != 0 if it uses a password
- char server_password[NETWORK_PASSWORD_LENGTH]; // On the server: the game password, on the client: != "" if server has password
- byte clients_max; // Max clients allowed on server
- byte clients_on; // Current count of clients on server
- byte spectators_on; // How many spectators do we have?
- uint16 game_date; // Current date
- uint16 start_date; // When the game started
- char map_name[NETWORK_NAME_LENGTH]; // Map which is played ["random" for a randomized map]
- uint16 map_width; // Map width
- uint16 map_height; // Map height
- byte map_set; // Graphical set
- bool dedicated; // Is this a dedicated server?
- char rcon_password[NETWORK_PASSWORD_LENGTH]; // RCon password for the server. "" if rcon is disabled
+ char server_name[NETWORK_NAME_LENGTH]; // Server name
+ char hostname[NETWORK_HOSTNAME_LENGTH]; // Hostname of the server (if any)
+ char server_revision[NETWORK_REVISION_LENGTH]; // The SVN version number the server is using (e.g.: 'r304')
+ // It even shows a SVN version in release-version, so
+ // it is easy to compare if a server is of the correct version
+ byte server_lang; // Language of the server (we should make a nice table for this)
+ byte use_password; // Is set to != 0 if it uses a password
+ char server_password[NETWORK_PASSWORD_LENGTH]; // On the server: the game password, on the client: != "" if server has password
+ byte clients_max; // Max clients allowed on server
+ byte clients_on; // Current count of clients on server
+ byte companies_max; // Max companies allowed on server
+ byte companies_on; // How many started companies do we have
+ byte spectators_max; // Max spectators allowed on server
+ byte spectators_on; // How many spectators do we have?
+ uint16 game_date; // Current date
+ uint16 start_date; // When the game started
+ char map_name[NETWORK_NAME_LENGTH]; // Map which is played ["random" for a randomized map]
+ uint16 map_width; // Map width
+ uint16 map_height; // Map height
+ byte map_set; // Graphical set
+ bool dedicated; // Is this a dedicated server?
+ char rcon_password[NETWORK_PASSWORD_LENGTH]; // RCon password for the server. "" if rcon is disabled
} NetworkGameInfo;
typedef struct NetworkPlayerInfo {