/* $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 */