359 lines
11 KiB
C
359 lines
11 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Prototypes for IPX-protocol network management functions.
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*
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*/
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#ifndef _NETWORK_H
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#define _NETWORK_H
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#include "gameseq.h"
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#include "multi.h"
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#include "pstypes.h"
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#ifdef _WIN32
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#include <winsock2.h>
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#else
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#include <netinet/in.h> /* for htons & co. */
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#endif
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#define IPX_TIMEOUT (15*F1_0) // 15 seconds disconnect timeout
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#define IPX_MAX_NETGAMES 12
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/* the following are the possible packet identificators.
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* they are stored in the "type" field of the packet structs.
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* they are offset 4 bytes from the beginning of the raw IPX data
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* because of the "driver's" ipx_packetnum (see linuxnet.c).
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*/
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#define PID_LITE_INFO 43 // 0x2B lite game info
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#define PID_SEND_ALL_GAMEINFO 44 // 0x2C plz send more than lite only
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#define PID_PLAYERSINFO 45 // 0x2D here's my name & personal data
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#define PID_REQUEST 46 // 0x2E may i join, plz send sync
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#define PID_SYNC 47 // 0x2F master says: enter mine now!
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#define PID_PDATA 48 // 0x30
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#define PID_ADDPLAYER 49
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#define PID_DUMP 51 // 0x33 you can't join this game
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#define PID_ENDLEVEL 52
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#define PID_QUIT_JOINING 54
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#define PID_OBJECT_DATA 55 // array of bots, players, powerups, ...
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#define PID_GAME_LIST 56 // 0x38 give me the list of your games
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#define PID_GAME_INFO 57 // 0x39 here's a game i've started
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// #define PID_PING_SEND 58 // removed due to timer change to fix64
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// #define PID_PING_RETURN 59 // removed due to timer change to fix64
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#define PID_GAME_UPDATE 60 // inform about new player/team change
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#define PID_ENDLEVEL_SHORT 61
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#define PID_NAKED_PDATA 62
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#define PID_GAME_PLAYERS 63
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#define PID_NAMES_RETURN 64 // 0x40
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/* The following are values for NetSecurityFlag */
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#define NETSECURITY_OFF 0
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#define NETSECURITY_WAIT_FOR_PLAYERS 1
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#define NETSECURITY_WAIT_FOR_GAMEINFO 2
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#define NETSECURITY_WAIT_FOR_SYNC 3
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/* The NetSecurityNum and the "Security" field of the network structs
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* identifies a netgame. It is a random number chosen by the network master
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* (the one that did "start netgame").
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*/
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typedef struct IPX_sequence_packet {
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ubyte type;
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int Security;
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ubyte pad1[3];
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netplayer_info player;
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} __pack__ IPX_sequence_packet;
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#define NET_XDATA_SIZE 454
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// frame info is aligned -- 01/18/96 -- MWA
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// if you change this structure -- be sure to keep
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// alignment:
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// bytes on byte boundries
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// shorts on even byte boundries
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// ints on even byte boundries
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typedef struct IPX_frame_info {
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ubyte type; // What type of packet
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ubyte pad[3]; // Pad out length of frame_info packet
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int numpackets;
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vms_vector obj_pos;
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vms_matrix obj_orient;
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vms_vector phys_velocity;
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vms_vector phys_rotvel;
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short obj_segnum;
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ushort data_size; // Size of data appended to the net packet
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ubyte playernum;
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ubyte obj_render_type;
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ubyte level_num;
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char data[NET_XDATA_SIZE]; // extra data to be tacked on the end
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} __pack__ IPX_frame_info;
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// IPX_short_frame_info is not aligned -- 01/18/96 -- MWA
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// won't align because of shortpos. Shortpos needs
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// to stay in current form.
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typedef struct IPX_short_frame_info {
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ubyte type; // What type of packet
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ubyte pad[3]; // Pad out length of frame_info packet
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int numpackets;
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shortpos thepos;
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ushort data_size; // Size of data appended to the net packet
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ubyte playernum;
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ubyte obj_render_type;
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ubyte level_num;
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char data[NET_XDATA_SIZE]; // extra data to be tacked on the end
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} __pack__ IPX_short_frame_info;
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typedef struct IPX_netplayer_info {
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char callsign[CALLSIGN_LEN+1];
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union {
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struct {
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ubyte server[4];
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ubyte node[6];
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} ipx;
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struct {
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ushort net;
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ubyte node;
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ubyte socket;
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} appletalk;
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} network;
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ubyte version_major;
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ubyte version_minor;
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ubyte computer_type;
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sbyte connected;
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ushort socket;
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ubyte rank;
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} __pack__ IPX_netplayer_info;
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typedef struct IPX_AllNetPlayers_info
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{
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char type;
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int Security;
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struct IPX_netplayer_info players[MAX_PLAYERS+4];
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} __pack__ IPX_AllNetPlayers_info;
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typedef struct IPX_netgame_info {
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ubyte type;
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int Security;
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char game_name[NETGAME_NAME_LEN+1];
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char mission_title[MISSION_NAME_LEN+1];
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char mission_name[9];
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int levelnum;
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ubyte gamemode;
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ubyte RefusePlayers;
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ubyte difficulty;
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ubyte game_status;
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ubyte numplayers;
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ubyte max_numplayers;
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ubyte numconnected;
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ubyte game_flags;
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ubyte protocol_version;
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ubyte version_major;
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ubyte version_minor;
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ubyte team_vector;
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short DoMegas:1;
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short DoSmarts:1;
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short DoFusions:1;
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short DoHelix:1;
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short DoPhoenix:1;
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short DoAfterburner:1;
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short DoInvulnerability:1;
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short DoCloak:1;
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short DoGauss:1;
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short DoVulcan:1;
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short DoPlasma:1;
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short DoOmega:1;
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short DoSuperLaser:1;
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short DoProximity:1;
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short DoSpread:1;
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short DoSmartMine:1;
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short DoFlash:1;
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short DoGuided:1;
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short DoEarthShaker:1;
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short DoMercury:1;
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short Allow_marker_view:1;
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short AlwaysLighting:1;
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short DoAmmoRack:1;
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short DoConverter:1;
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short DoHeadlight:1;
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short DoHoming:1;
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short DoLaserUpgrade:1;
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short DoQuadLasers:1;
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short ShowAllNames:1;
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short BrightPlayers:1;
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short invul:1;
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short bitfield_not_used2:1;
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char team_name[2][CALLSIGN_LEN+1];
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int locations[MAX_PLAYERS];
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short kills[MAX_PLAYERS][MAX_PLAYERS];
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ushort segments_checksum;
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short team_kills[2];
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short killed[MAX_PLAYERS];
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short player_kills[MAX_PLAYERS];
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int KillGoal;
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fix PlayTimeAllowed;
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fix level_time;
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int control_invul_time;
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int monitor_vector;
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int player_score[MAX_PLAYERS];
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ubyte player_flags[MAX_PLAYERS];
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short PacketsPerSec;
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ubyte ShortPackets;
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ubyte AuxData[NETGAME_AUX_SIZE]; // Storage for protocol-specific data (e.g., multicast session and port)
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} __pack__ IPX_netgame_info;
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typedef struct IPX_lite_info {
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ubyte type;
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int Security;
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char game_name[NETGAME_NAME_LEN+1];
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char mission_title[MISSION_NAME_LEN+1];
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char mission_name[9];
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int levelnum;
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ubyte gamemode;
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ubyte RefusePlayers;
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ubyte difficulty;
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ubyte game_status;
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ubyte numplayers;
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ubyte max_numplayers;
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ubyte numconnected;
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ubyte game_flags;
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ubyte protocol_version;
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ubyte version_major;
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ubyte version_minor;
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ubyte team_vector;
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} __pack__ IPX_lite_info;
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int net_ipx_setup_game();
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void net_ipx_join_game();
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void network_rejoin_game();
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void net_ipx_leave_game();
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int net_ipx_endlevel(int *secret);
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int net_ipx_kmatrix_poll1( newmenu *menu, d_event *event, void *userdata );
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int net_ipx_kmatrix_poll2( newmenu *menu, d_event *event, void *userdata );
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int net_ipx_level_sync();
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void net_ipx_send_endlevel_packet();
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int net_ipx_objnum_is_past(int objnum);
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char * net_ipx_get_player_name(int objnum);
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void net_ipx_send_endlevel_sub(int player_num);
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void net_ipx_disconnect_player(int playernum);
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extern void net_ipx_dump_player(ubyte * server, ubyte *node, int why);
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extern void net_ipx_send_netgame_update();
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// By putting an up-to-20-char-message into Network_message and
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// setting Network_message_reciever to the player num you want to
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// send it to (100 for broadcast) the next frame the player will
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// get your message.
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// Call once at the beginning of a frame
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void net_ipx_do_frame(int force, int listen);
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// Tacks data of length 'len' onto the end of the next
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// packet that we're transmitting.
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void net_ipx_send_data(ubyte * ptr, int len, int urgent);
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// returns 1 if hoard.ham available
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extern int HoardEquipped();
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extern int IPX_Socket;
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extern int IPX_active;
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/* General IPX stuff - START */
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#define MAX_PACKET_DATA 1500
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#define MAX_DATA_SIZE 542
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#define MAX_IPX_DATA 576
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#define IPX_DEFAULT_SOCKET 0x5130
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#define NETPROTO_IPX 1
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#define NETPROTO_KALINIX 2
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typedef struct IPXAddressStruct {
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ubyte Network[4];
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ubyte Node[6];
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ubyte Socket[2];
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} IPXAddress_t;
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typedef struct IPXPacketStructure {
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ushort Checksum;
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ushort Length;
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ubyte TransportControl;
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ubyte PacketType;
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IPXAddress_t Destination;
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IPXAddress_t Source;
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} IPXPacket_t;
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typedef struct socket_struct {
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ushort socket;
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int fd;
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} socket_t;
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struct recv_data {
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/* all network order */
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ubyte src_network[4];
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ubyte src_node[6];
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ushort src_socket;
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ushort dst_socket;
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int pkt_type;
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};
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struct net_driver {
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int (*open_socket)(socket_t *sk, int port);
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void (*close_socket)(socket_t *mysock);
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int (*send_packet)(socket_t *mysock, IPXPacket_t *IPXHeader, ubyte *data, int dataLen);
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int (*receive_packet)(socket_t *s, char *buffer, int bufsize, struct recv_data *rec);
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int (*packet_ready)(socket_t *s);
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int usepacketnum;//we can save 4 bytes
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int type; // type of driver (NETPROTO_*). Can be used to make driver-specific rules in other parts of the multiplayer code.
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};
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extern int ipxdrv_general_packet_ready(int fd);
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extern void ipxdrv_get_local_target( ubyte * server, ubyte * node, ubyte * local_target );
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extern int ipxdrv_set(int arg);
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extern int ipxdrv_change_default_socket( ushort socket_number );
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extern ubyte * ipxdrv_get_my_local_address();
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extern ubyte * ipxdrv_get_my_server_address();
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extern int ipxdrv_get_packet_data( ubyte * data );
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extern void ipxdrv_send_broadcast_packet_data( ubyte * data, int datasize );
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extern void ipxdrv_send_packet_data( ubyte * data, int datasize, ubyte *network, ubyte *address, ubyte *immediate_address );
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extern void ipxdrv_send_internetwork_packet_data( ubyte * data, int datasize, ubyte * server, ubyte *address );
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extern int ipxdrv_type(void);
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#ifndef __APPLE__
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extern struct net_driver ipxdrv_ipx;
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#endif
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#ifdef __LINUX__
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extern struct net_driver ipxdrv_kali;
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#endif
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extern unsigned char MyAddress[10];
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extern ubyte broadcast_addr[];
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extern ubyte null_addr[];
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extern u_int32_t ipx_network;
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/* General IPX stuff - END */
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#endif /* _NETWORK_H */
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