dxx-rebirth/main/network.h
2003-10-10 09:36:35 +00:00

415 lines
12 KiB
C

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