/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ #ifdef NETWORK #ifndef _NETWORK_H #define _NETWORK_H #include "gameseq.h" #include "multi.h" #include "newmenu.h" #define NETSTAT_MENU 0 #define NETSTAT_PLAYING 1 #define NETSTAT_BROWSING 2 #define NETSTAT_WAITING 3 #define NETSTAT_STARTING 4 #define NETSTAT_ENDLEVEL 5 #define CONNECT_DISCONNECTED 0 #define CONNECT_PLAYING 1 #define CONNECT_WAITING 2 #define CONNECT_DIED_IN_MINE 3 #define CONNECT_FOUND_SECRET 4 #define CONNECT_ESCAPE_TUNNEL 5 #define CONNECT_END_MENU 6 #define NETGAMEIPX 1 #define NETGAMETCP 2 // defines and other things for appletalk/ipx games on mac #define IPX_GAME 1 #define APPLETALK_GAME 2 #ifdef MACINTOSH extern int Network_game_type; #else #define Network_game_type IPX_GAME #endif typedef struct sequence_packet { ubyte type; int Security; ubyte pad1[3]; netplayer_info player; } sequence_packet; #define NET_XDATA_SIZE 454 // frame info is aligned -- 01/18/96 -- MWA // if you change this structure -- be sure to keep // alignment: // bytes on byte boundries // shorts on even byte boundries // ints on even byte boundries typedef struct frame_info { ubyte type; // What type of packet ubyte pad[3]; // Pad out length of frame_info packet int numpackets; vms_vector obj_pos; vms_matrix obj_orient; vms_vector phys_velocity; vms_vector phys_rotvel; short obj_segnum; ushort data_size; // Size of data appended to the net packet ubyte playernum; ubyte obj_render_type; ubyte level_num; ubyte data[NET_XDATA_SIZE]; // extra data to be tacked on the end } __pack__ frame_info; // short_frame_info is not aligned -- 01/18/96 -- MWA // won't align because of shortpos. Shortpos needs // to stay in current form. typedef struct short_frame_info { ubyte type; // What type of packet ubyte pad[3]; // Pad out length of frame_info packet int numpackets; shortpos thepos; ushort data_size; // Size of data appended to the net packet ubyte playernum; ubyte obj_render_type; ubyte level_num; ubyte data[NET_XDATA_SIZE]; // extra data to be tacked on the end } __pack__ short_frame_info; void network_start_game(); void network_join_game(); void network_rejoin_game(); void network_leave_game(); int network_endlevel(int *secret); void network_endlevel_poll2( int nitems, struct newmenu_item * menus, int * key, int citem ); int network_level_sync(); void network_send_endlevel_packet(); int network_delete_extra_objects(); int network_find_max_net_players(); int network_objnum_is_past(int objnum); char * network_get_player_name( int objnum ); void network_send_endlevel_sub(int player_num); void network_disconnect_player(int playernum); extern int NetGameType; extern int Network_send_objects; extern int Network_send_objnum; extern int PacketUrgent; extern int Network_rejoined; extern int Network_new_game; extern int Network_status; extern fix LastPacketTime[MAX_PLAYERS]; extern ushort my_segments_checksum; // By putting an up-to-20-char-message into Network_message and // setting Network_message_reciever to the player num you want to // send it to (100 for broadcast) the next frame the player will // get your message. // Call once at the beginning of a frame void network_do_frame(int force, int listen); // Tacks data of length 'len' onto the end of the next // packet that we're transmitting. void network_send_data( ubyte * ptr, int len, int urgent ); void network_send_objects(void); void network_dump_player(ubyte * server, ubyte *node, int why); void network_send_game_info(sequence_packet *their); int GetMyNetRanking(); int HoardEquipped(); #endif #endif