415 lines
12 KiB
C
415 lines
12 KiB
C
/* $Id: network.h,v 1.12 2003-10-10 09:36:35 btb Exp $ */
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/*
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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 network management functions.
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*
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* Old Log:
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* Revision 1.7 1995/10/31 10:20:04 allender
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* shareware stuff
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*
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* Revision 1.6 1995/09/21 14:31:18 allender
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* new appltalk type packet which contains shortpos
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*
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* Revision 1.5 1995/09/18 08:07:08 allender
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* added function prototype to remove netgame NBP
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*
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* Revision 1.4 1995/08/31 15:51:55 allender
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* new prototypes for join and start games
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*
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* Revision 1.3 1995/07/26 17:02:29 allender
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* implemented and working on mac
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*
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* Revision 1.2 1995/06/02 07:42:34 allender
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* fixed prototype for network_endlevel_poll2
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*
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* Revision 1.1 1995/05/16 16:00:15 allender
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* Initial revision
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*
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* Revision 2.2 1995/03/21 14:58:09 john
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* *** empty log message ***
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*
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* Revision 2.1 1995/03/21 14:39:43 john
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* Ifdef'd out the NETWORK code.
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*
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* Revision 2.0 1995/02/27 11:29:48 john
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* New version 2.0, which has no anonymous unions, builds with
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* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
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*
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* Revision 1.72 1995/02/11 14:24:39 rob
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* Added suppor for invul. cntrlcen.
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*
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* Revision 1.71 1995/02/08 19:18:43 rob
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* Added extern for segments checksum.
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*
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* Revision 1.70 1995/02/08 11:01:16 rob
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* Fixed a bug.
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*
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* Revision 1.69 1995/02/07 21:16:49 rob
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* Added flag for automap.
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*
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* Revision 1.68 1995/02/06 18:18:33 rob
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* Extern'ed Packet Urgent.
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*
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* Revision 1.67 1995/02/05 14:36:29 rob
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* Moved defines to network.h.
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*
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* Revision 1.66 1995/02/01 16:34:09 john
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* Linted.
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*
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* Revision 1.65 1995/01/30 21:14:35 rob
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* Fixed a bug in join menu.
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* Simplified mission load support.
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*
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* Revision 1.64 1995/01/30 18:19:40 rob
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* Added mission title to gameinfo packet.
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*
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* Revision 1.63 1995/01/28 17:02:39 rob
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* Fixed monitor syncing bug (minor 19).
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*
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* Revision 1.62 1995/01/27 11:15:25 rob
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* removed extern of variable no longer in network.c
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*
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* Revision 1.61 1995/01/26 12:17:34 rob
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* Added new param to network_do_frame.
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*
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* Revision 1.60 1995/01/22 17:32:11 rob
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* Added mission support for network games.
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*
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* Revision 1.59 1995/01/17 17:10:33 rob
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* Added some flags to netgame struct.
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*
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* Revision 1.58 1995/01/12 18:57:15 rob
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* Added score resync stuff.
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*
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* Revision 1.57 1995/01/12 16:42:18 rob
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* Added new prototypes.
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*
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* Revision 1.56 1995/01/05 12:12:10 rob
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* Fixed a problem with packet size.
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*
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* Revision 1.55 1995/01/05 11:12:36 rob
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* Reduced packet size by 1 byte just to be safe.
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*
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* Revision 1.54 1995/01/04 21:39:32 rob
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* New framedata packet for registered.
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*
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* Revision 1.53 1995/01/04 08:47:04 rob
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* JOHN CHECKED IN FOR ROB !!!
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*
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* Revision 1.52 1994/12/30 20:09:07 rob
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* ADded a toggle for showing player names on HUD.
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*
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* Revision 1.51 1994/12/29 15:59:52 rob
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* Centralized network disconnects.
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*
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* Revision 1.50 1994/12/09 21:21:57 rob
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* rolled back changes.
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*
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* Revision 1.48 1994/12/05 22:59:27 rob
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* added prototype for send_endlevel_packet.
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*
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* Revision 1.47 1994/12/05 21:47:34 rob
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* Added a new field to netgame struct.
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*
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* Revision 1.46 1994/12/05 14:39:16 rob
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* Added new variable to indicate new net game starting.
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*
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* Revision 1.45 1994/12/04 15:37:18 rob
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* Fixed a typo.
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*
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* Revision 1.44 1994/12/04 15:30:42 rob
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* Added new fields to netgame struct.
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*
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* Revision 1.43 1994/12/03 18:03:19 rob
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* ADded team kill syncing.
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*
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* Revision 1.42 1994/12/01 21:21:27 rob
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* Added new system for object sync on rejoin.
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*
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* Revision 1.41 1994/11/29 13:07:33 rob
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* Changed structure defs to .h files.
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*
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* Revision 1.40 1994/11/22 17:10:48 rob
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* Fix for secret levels in network play mode.
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*
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* Revision 1.39 1994/11/18 16:36:31 rob
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* Added variable network_rejoined to enable random placement
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* of rejoining palyers.
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*
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* Revision 1.38 1994/11/12 19:51:13 rob
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* Changed prototype for network_send_data to pass
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* urgent flag.
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*
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* Revision 1.37 1994/11/10 21:48:26 rob
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* Changed net_endlevel to return an int.
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*
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* Revision 1.36 1994/11/10 20:32:49 rob
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* Added extern for LastPacketTime.
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*
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* Revision 1.35 1994/11/09 11:36:34 rob
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* ADded return value to network_level_sync for success/fail.
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*
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* Revision 1.34 1994/11/08 21:22:31 rob
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* Added proto for network_endlevel_snyc
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*
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* Revision 1.33 1994/11/08 15:20:00 rob
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* added proto for change_playernum_to
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*
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* Revision 1.32 1994/11/07 17:45:40 rob
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* Added prototype for network_endlevel (called from multi.c)
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*
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* Revision 1.31 1994/11/04 19:52:37 rob
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* Removed a function from network.h (network_show_player_list)
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*
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* Revision 1.30 1994/11/01 19:39:26 rob
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* Removed a couple of variables that should be externed from multi.c
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* (remnants of the changover)
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*
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* Revision 1.29 1994/10/31 19:18:24 rob
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* Changed prototype for network_do_frame to add a parameter if you wish
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* to force the frame to be sent. Important if this is a leave_game frame.
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*
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* Revision 1.28 1994/10/08 19:59:20 rob
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* Removed network message variables.
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*
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* Revision 1.27 1994/10/08 11:08:38 john
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* Moved network_delete_unused objects into multi.c,
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* took out network callsign stuff and used Matt's net
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* players[.].callsign stuff.
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*
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* Revision 1.26 1994/10/07 11:26:20 rob
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* Changed network_start_frame to network_do_frame,.
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*
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*
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* Revision 1.25 1994/10/05 13:58:10 rob
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* Added a new function net_endlevel that is called after each level is
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* completed. Currently it only does anything if SERIAL game is in effect.
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*
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* Revision 1.24 1994/10/04 19:34:57 rob
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* export network_find_max_net_players.
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*
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* Revision 1.23 1994/10/04 17:31:10 rob
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* Exported MaxNumNetPlayers.
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*
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* Revision 1.22 1994/10/03 22:57:30 matt
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* Took out redundant definition of callsign_len
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*
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* Revision 1.21 1994/10/03 15:12:48 rob
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* Boosted MAX_CREATE_OBJECTS to 15.
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*
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* Revision 1.20 1994/09/30 18:19:51 rob
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* Added two new variables for tracking object creation.
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*
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* Revision 1.19 1994/09/27 15:03:18 rob
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* Added prototype for network_delete_extra_objects used by modem.c
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*
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* Revision 1.18 1994/09/27 14:36:45 rob
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* Added two new varaibles for network/serial weapon firing.
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*
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* Revision 1.17 1994/09/07 17:10:57 john
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* Started adding code to sync powerups.
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*
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* Revision 1.16 1994/09/06 19:29:05 john
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* Added trial version of rejoin function.
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*
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* Revision 1.15 1994/08/26 13:01:54 john
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* Put high score system in.
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*
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* Revision 1.14 1994/08/25 18:12:04 matt
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* Made player's weapons and flares fire from the positions on the 3d model.
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* Also added support for quad lasers.
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*
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* Revision 1.13 1994/08/17 16:50:00 john
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* Added damaging fireballs, missiles.
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*
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* Revision 1.12 1994/08/16 12:25:22 john
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* Added hooks for sending messages.
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*
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* Revision 1.11 1994/08/13 12:20:18 john
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* Made the networking uise the Players array.
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*
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* Revision 1.10 1994/08/12 22:41:27 john
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* Took away Player_stats; add Players array.
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*
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* Revision 1.9 1994/08/12 03:10:22 john
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* Made network be default off; Moved network options into
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* main menu. Made starting net game check that mines are the
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* same.
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*
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* Revision 1.8 1994/08/11 21:57:08 john
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* Moved network options to main menu.
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*
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* Revision 1.7 1994/08/10 11:29:20 john
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* *** empty log message ***
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*
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* Revision 1.6 1994/08/10 10:44:12 john
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* Made net players fire..
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*
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* Revision 1.5 1994/08/09 19:31:46 john
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* Networking changes.
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*
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* Revision 1.4 1994/08/05 16:30:26 john
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* Added capability to turn off network.
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*
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* Revision 1.3 1994/08/05 16:11:43 john
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* Psuedo working version of networking.
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*
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* Revision 1.2 1994/07/25 12:33:34 john
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* Network "pinging" in.
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*
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* Revision 1.1 1994/07/20 16:09:05 john
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* Initial revision
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*
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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 "newmenu.h"
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#define NETSTAT_MENU 0
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#define NETSTAT_PLAYING 1
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#define NETSTAT_BROWSING 2
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#define NETSTAT_WAITING 3
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#define NETSTAT_STARTING 4
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#define NETSTAT_ENDLEVEL 5
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#define CONNECT_DISCONNECTED 0
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#define CONNECT_PLAYING 1
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#define CONNECT_WAITING 2
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#define CONNECT_DIED_IN_MINE 3
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#define CONNECT_FOUND_SECRET 4
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#define CONNECT_ESCAPE_TUNNEL 5
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#define CONNECT_END_MENU 6
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#define NETGAMEIPX 1
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#define NETGAMETCP 2
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// defines and other things for appletalk/ipx games on mac
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#define IPX_GAME 1
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#define APPLETALK_GAME 2
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#ifdef MACINTOSH
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extern int Network_game_type;
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#else
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#define Network_game_type IPX_GAME
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#endif
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typedef struct 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__ 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 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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ubyte data[NET_XDATA_SIZE]; // extra data to be tacked on the end
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} __pack__ frame_info;
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// 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 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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ubyte data[NET_XDATA_SIZE]; // extra data to be tacked on the end
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} __pack__ short_frame_info;
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void network_start_game();
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void network_join_game();
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void network_rejoin_game();
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void network_leave_game();
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int network_endlevel(int *secret);
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void network_endlevel_poll2(int nitems, struct newmenu_item * menus, int * key, int citem);
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int network_level_sync();
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void network_send_endlevel_packet();
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int network_delete_extra_objects();
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int network_find_max_net_players();
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int network_objnum_is_past(int objnum);
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char * network_get_player_name(int objnum);
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void network_send_endlevel_sub(int player_num);
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void network_disconnect_player(int playernum);
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extern void network_dump_player(ubyte * server, ubyte *node, int why);
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extern void network_send_netgame_update();
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extern int GetMyNetRanking();
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extern int NetGameType;
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extern int Network_send_objects;
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extern int Network_send_objnum;
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extern int PacketUrgent;
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extern int Network_rejoined;
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extern int Network_new_game;
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extern int Network_status;
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extern fix LastPacketTime[MAX_PLAYERS];
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extern ushort my_segments_checksum;
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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 network_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 network_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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#endif /* _NETWORK_H */
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