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- /*
- 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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
- */
- /*
- * $Source: f:/miner/source/main/rcs/network.h $
- * $Revision: 2.2 $
- * $Author: john $
- * $Date: 1995/03/21 14:58:09 $
- *
- * Prototypes for network management functions.
- *
- * $Log: network.h $
- * 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
- *
- *
- */
- #ifdef NETWORK
- #ifndef _NETWORK_H
- #define _NETWORK_H
- #include "gameseq.h"
- #include "multi.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
- typedef struct sequence_packet {
- ubyte type;
- netplayer_info player;
- } sequence_packet;
- #ifdef SHAREWARE
- #define NET_XDATA_SIZE 256
- #else
- #define NET_XDATA_SIZE 454
- #endif
- #ifdef SHAREWARE
- typedef struct frame_info {
- ubyte type; // What type of p
- int numpackets;
- short objnum;
- ubyte playernum;
- short obj_segnum;
- vms_vector obj_pos;
- vms_matrix obj_orient;
- physics_info obj_phys_info;
- ubyte obj_render_type;
- ubyte level_num;
- ushort data_size; // Size of data appended to the net packet
- ubyte data[NET_XDATA_SIZE]; // extra data to be tacked on the end
- } frame_info;
- #else
- 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
- } frame_info;
- #endif
- void network_start_game();
- void network_join_game();
- void network_rejoin_game();
- void network_leave_game();
- int network_endlevel(int *secret);
- int 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_disconnect_player(int playernum);
- 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 );
- #endif
- #endif
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