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/* $Id$ */
/**
* @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
#ifdef ENABLE_NETWORK
#include "config.h"
#include "../../newgrf_config.h"
#include "../../date_type.h"
/**
* This is the struct used by both client and server
* some fields will be empty on the client (like game_password) by default
* and only filled with data a player enters.
*/
struct NetworkServerGameInfo {
byte clients_on; ///< Current count of clients on server
Date start_date; ///< When the game started
char map_name[NETWORK_NAME_LENGTH]; ///< Map which is played ["random" for a randomized map]
};
struct NetworkGameInfo : NetworkServerGameInfo {
byte game_info_version; ///< Version of the game info
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 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
byte server_lang; ///< Language of the server (we should make a nice table for this)
bool use_password; ///< Is this server passworded?
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
Date game_date; ///< Current date
uint16 map_width; ///< Map width
uint16 map_height; ///< Map height
byte map_set; ///< Graphical set
bool dedicated; ///< Is this a dedicated server?
GRFConfig *grfconfig; ///< List of NewGRF files used
};
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_GAME_H */
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