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https://github.com/id-Software/DOOM-3-BFG.git
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155 lines
3.9 KiB
C
155 lines
3.9 KiB
C
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __D_NET__
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#define __D_NET__
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#include "d_player.h"
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#ifdef __GNUG__
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#pragma interface
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#endif
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//
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// Network play related stuff.
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// There is a data struct that stores network
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// communication related stuff, and another
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// one that defines the actual packets to
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// be transmitted.
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//
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#define DOOMCOM_ID 0x12345678l
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// Max computers/players in a game.
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#define MAXNETNODES 8
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// Networking and tick handling related.
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#define BACKUPTICS 64
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typedef enum
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{
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CMD_SEND = 1,
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CMD_GET = 2
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} command_t;
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//
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// Network packet data.
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//
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typedef struct
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{
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// High bit is retransmit request.
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unsigned checksum;
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// Only valid if NCMD_RETRANSMIT.
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byte retransmitfrom;
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byte sourceDest;
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byte starttic;
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byte player;
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byte numtics;
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ticcmd_t cmds[BACKUPTICS];
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} doomdata_t;
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struct doomcom_t
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{
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// Supposed to be DOOMCOM_ID?
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long id;
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// DOOM executes an int to execute commands.
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short intnum;
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// Communication between DOOM and the driver.
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// Is CMD_SEND or CMD_GET.
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short command;
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// Is dest for send, set by get (-1 = no packet).
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short remotenode;
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// Number of bytes in doomdata to be sent
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short datalength;
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// Info common to all nodes.
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// Console is allways node 0.
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short numnodes;
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// Flag: 1 = no duplication, 2-5 = dup for slow nets.
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short ticdup;
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// Flag: 1 = send a backup tic in every packet.
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short extratics;
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// Flag: 1 = deathmatch.
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short deathmatch;
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// Flag: -1 = new game, 0-5 = load savegame
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short savegame;
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short episode; // 1-3
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short map; // 1-9
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short skill; // 1-5
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// Info specific to this node.
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short consoleplayer;
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short numplayers;
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// These are related to the 3-display mode,
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// in which two drones looking left and right
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// were used to render two additional views
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// on two additional computers.
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// Probably not operational anymore.
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// 1 = left, 0 = center, -1 = right
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short angleoffset;
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// 1 = drone
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short drone;
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// The packet data to be sent.
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doomdata_t data;
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} ;
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class idUserCmdMgr;
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// Create any new ticcmds and broadcast to other players.
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void NetUpdate ( idUserCmdMgr * userCmdMgr );
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// Broadcasts special packets to other players
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// to notify of game exit
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void D_QuitNetGame (void);
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//? how many ticks to run?
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bool TryRunTics (void);
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#endif
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