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/*
* 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"
/**
* 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
};
const char * GetNetworkRevisionString();
#endif /* NETWORK_CORE_GAME_H */
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