/* $Id$ */ /* * 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 <http://www.gnu.org/licenses/>. */ /** * @file game.h Information about a game that is sent between a * game server, game client and masterserver. */ #ifndef NETWORK_CORE_GAME_H #define NETWORK_CORE_GAME_H #include "config.h" #include "../../newgrf_config.h" #include "../../date_type.h" #ifdef ENABLE_NETWORK /** * The game information that is not generated on-the-fly and has to * be sent to the clients. */ struct NetworkServerGameInfo { char map_name[NETWORK_NAME_LENGTH]; ///< Map which is played ["random" for a randomized map] byte clients_on; ///< Current count of clients on server }; /** * The game information that is sent from the server to the clients. */ struct NetworkGameInfo : NetworkServerGameInfo { GRFConfig *grfconfig; ///< List of NewGRF files used Date start_date; ///< When the game started Date game_date; ///< Current date uint16 map_width; ///< Map width uint16 map_height; ///< Map height 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 version number the server is using (e.g.: 'r304' or 0.5.0) bool dedicated; ///< Is this a dedicated server? bool version_compatible; ///< Can we connect to this server or not? (based on server_revision) bool compatible; ///< Can we connect to this server or not? (based on server_revision _and_ grf_match bool use_password; ///< Is this server passworded? byte game_info_version; ///< Version of the game info byte server_lang; ///< Language of the server (we should make a nice table for this) byte clients_max; ///< Max clients allowed on server byte companies_on; ///< How many started companies do we have byte companies_max; ///< Max companies allowed on server byte spectators_on; ///< How many spectators do we have? byte spectators_max; ///< Max spectators allowed on server byte map_set; ///< Graphical set }; #endif /* ENABLE_NETWORK */ #endif /* NETWORK_CORE_GAME_H */