dxx-rebirth/main/network.h

151 lines
4.4 KiB
C

/*
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