2014-03-15 16:59:03 +00:00
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// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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2016-07-06 04:09:17 +00:00
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// Copyright (C) 1999-2016 by Sonic Team Junior.
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2014-03-15 16:59:03 +00:00
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file d_netcmd.h
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/// \brief host/client network commands
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/// commands are executed through the command buffer
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/// like console commands
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#ifndef __D_NETCMD__
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#define __D_NETCMD__
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#include "command.h"
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// console vars
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extern consvar_t cv_playername;
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extern consvar_t cv_playercolor;
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#ifdef SEENAMES
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extern consvar_t cv_seenames, cv_allowseenames;
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#endif
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extern consvar_t cv_usemouse;
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extern consvar_t cv_usejoystick;
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extern consvar_t cv_usejoystick2;
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2017-12-08 07:29:01 +00:00
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extern consvar_t cv_usejoystick3;
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extern consvar_t cv_usejoystick4;
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2014-03-15 16:59:03 +00:00
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#ifdef LJOYSTICK
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extern consvar_t cv_joyport;
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extern consvar_t cv_joyport2;
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#endif
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extern consvar_t cv_joyscale;
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extern consvar_t cv_joyscale2;
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2017-12-08 07:29:01 +00:00
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extern consvar_t cv_joyscale3;
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extern consvar_t cv_joyscale4;
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2014-03-15 16:59:03 +00:00
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extern consvar_t cv_controlperkey;
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// splitscreen with second mouse
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extern consvar_t cv_mouse2port;
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extern consvar_t cv_usemouse2;
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#if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON)
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extern consvar_t cv_mouse2opt;
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#endif
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extern consvar_t cv_invertmouse2;
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extern consvar_t cv_alwaysfreelook2;
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extern consvar_t cv_mousemove2;
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extern consvar_t cv_mousesens2;
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2015-01-01 19:50:31 +00:00
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extern consvar_t cv_mouseysens2;
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2014-03-15 16:59:03 +00:00
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// normally in p_mobj but the .h is not read
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extern consvar_t cv_itemrespawntime;
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extern consvar_t cv_itemrespawn;
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extern consvar_t cv_flagtime;
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extern consvar_t cv_suddendeath;
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extern consvar_t cv_skin;
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// secondary splitscreen player
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extern consvar_t cv_playername2;
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extern consvar_t cv_playercolor2;
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extern consvar_t cv_skin2;
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2017-12-08 07:29:01 +00:00
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extern consvar_t cv_playername3;
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extern consvar_t cv_playercolor3;
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extern consvar_t cv_skin3;
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extern consvar_t cv_playername4;
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extern consvar_t cv_playercolor4;
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extern consvar_t cv_skin4;
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2014-03-15 16:59:03 +00:00
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extern consvar_t cv_touchtag;
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extern consvar_t cv_hidetime;
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extern consvar_t cv_friendlyfire;
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extern consvar_t cv_pointlimit;
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extern consvar_t cv_timelimit;
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extern consvar_t cv_numlaps;
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extern consvar_t cv_usemapnumlaps;
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extern UINT32 timelimitintics;
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extern consvar_t cv_allowexitlevel;
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extern consvar_t cv_hazardlog;
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extern consvar_t cv_autobalance;
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extern consvar_t cv_teamscramble;
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extern consvar_t cv_scrambleonchange;
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2017-12-11 06:12:38 +00:00
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extern consvar_t cv_useranalog, cv_useranalog2, cv_useranalog3, cv_useranalog4;
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extern consvar_t cv_analog, cv_analog2, cv_analog3, cv_analog4;
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2014-03-15 16:59:03 +00:00
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extern consvar_t cv_netstat;
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2016-07-06 04:09:17 +00:00
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#ifdef WALLSPLATS
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2014-03-15 16:59:03 +00:00
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extern consvar_t cv_splats;
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2016-07-06 04:09:17 +00:00
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#endif
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2014-03-15 16:59:03 +00:00
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extern consvar_t cv_countdowntime;
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extern consvar_t cv_runscripts;
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extern consvar_t cv_mute;
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extern consvar_t cv_killingdead;
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extern consvar_t cv_pause;
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extern consvar_t cv_restrictskinchange, cv_allowteamchange, cv_respawntime;
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extern consvar_t cv_teleporters, cv_superring, cv_supersneakers, cv_invincibility;
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extern consvar_t cv_jumpshield, cv_watershield, cv_ringshield, cv_forceshield, cv_bombshield;
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extern consvar_t cv_1up, cv_eggmanbox;
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extern consvar_t cv_recycler;
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2016-08-15 03:51:08 +00:00
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// SRB2kart items
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extern consvar_t cv_magnet, cv_boo, cv_mushroom, cv_triplemushroom, cv_megashroom;
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extern consvar_t cv_goldshroom, cv_star, cv_triplebanana, cv_fakeitem, cv_banana;
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extern consvar_t cv_greenshell, cv_redshell, cv_laserwisp, cv_triplegreenshell, cv_bobomb;
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extern consvar_t cv_blueshell, cv_jaws, cv_fireflower, cv_tripleredshell, cv_lightning;
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2017-11-07 05:57:42 +00:00
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extern consvar_t cv_feather;
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2016-08-15 03:51:08 +00:00
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2017-02-13 04:24:49 +00:00
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extern consvar_t cv_karthud;
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Lots of changes
- Menus now have all of the Kart cvars
- Removed any cvars that aren't useful for Kart from the menu (they
still exist in the console, though)
- Removed SP and NiGHTS Mode options from the main menu
- "kartcc" is renamed "kartspeed", uses values 0-2 instead of multiples
of 50, or the terms "Relaxed", "Standard", and "Turbo"
- Many gametype options (game speed, frantic, mirror, & karma comeback)
are now changed on map load instead of instantly
- New cvar, "kartminimap", for disabling the minimap
- The maxplayers cvar now actually matches up with our 16 player limit
- Game now keeps track of matches played. Has a condition type
associated with it, as well.
- Game checks for unlocks and saves gamedata when finishing a match,
even in MP
- Removed most of the normal emblems, added a single emblem for Green
Hills. Didn't know what to do with extra emblems and such so I just left
them (FOR NOW c:<)
2018-01-16 03:31:14 +00:00
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extern consvar_t cv_kartminimap;
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2017-11-02 04:35:10 +00:00
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extern consvar_t cv_kartcheck;
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2017-11-11 02:10:01 +00:00
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extern consvar_t cv_kartstarsfx;
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Lots of changes
- Menus now have all of the Kart cvars
- Removed any cvars that aren't useful for Kart from the menu (they
still exist in the console, though)
- Removed SP and NiGHTS Mode options from the main menu
- "kartcc" is renamed "kartspeed", uses values 0-2 instead of multiples
of 50, or the terms "Relaxed", "Standard", and "Turbo"
- Many gametype options (game speed, frantic, mirror, & karma comeback)
are now changed on map load instead of instantly
- New cvar, "kartminimap", for disabling the minimap
- The maxplayers cvar now actually matches up with our 16 player limit
- Game now keeps track of matches played. Has a condition type
associated with it, as well.
- Game checks for unlocks and saves gamedata when finishing a match,
even in MP
- Removed most of the normal emblems, added a single emblem for Green
Hills. Didn't know what to do with extra emblems and such so I just left
them (FOR NOW c:<)
2018-01-16 03:31:14 +00:00
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extern consvar_t cv_kartspeed;
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2017-10-22 07:06:35 +00:00
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extern consvar_t cv_kartballoons;
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2017-11-01 22:46:35 +00:00
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extern consvar_t cv_kartfrantic;
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2017-11-14 01:45:57 +00:00
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extern consvar_t cv_kartcomeback;
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2017-12-12 05:07:14 +00:00
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extern consvar_t cv_kartmirror;
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2017-03-13 02:44:31 +00:00
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extern consvar_t cv_speedometer;
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2017-04-17 17:18:51 +00:00
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extern consvar_t cv_collideminimum;
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extern consvar_t cv_collidesoundnum;
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extern consvar_t cv_collidesounds;
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2017-02-13 04:24:49 +00:00
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//
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2016-08-15 03:51:08 +00:00
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2014-03-15 16:59:03 +00:00
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extern consvar_t cv_itemfinder;
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extern consvar_t cv_inttime, cv_advancemap, cv_playersforexit;
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extern consvar_t cv_soniccd;
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extern consvar_t cv_match_scoring;
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extern consvar_t cv_overtime;
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extern consvar_t cv_startinglives;
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// for F_finale.c
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2014-04-14 05:14:58 +00:00
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extern consvar_t cv_rollingdemos;
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2014-03-15 16:59:03 +00:00
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extern consvar_t cv_resetmusic;
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extern consvar_t cv_ringslinger, cv_soundtest;
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extern consvar_t cv_specialrings, cv_powerstones, cv_matchboxes, cv_competitionboxes;
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#ifdef NEWPING
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extern consvar_t cv_maxping;
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#endif
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extern consvar_t cv_skipmapcheck;
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extern consvar_t cv_sleep, cv_screenshot_option, cv_screenshot_folder;
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extern consvar_t cv_moviemode;
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extern consvar_t cv_zlib_level, cv_zlib_memory, cv_zlib_strategy;
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extern consvar_t cv_zlib_window_bits, cv_zlib_levela, cv_zlib_memorya;
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extern consvar_t cv_zlib_strategya, cv_zlib_window_bitsa;
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extern consvar_t cv_apng_delay;
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typedef enum
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{
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XD_NAMEANDCOLOR = 1,
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XD_WEAPONPREF, // 2
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XD_KICK, // 3
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XD_NETVAR, // 4
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XD_SAY, // 5
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XD_MAP, // 6
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XD_EXITLEVEL, // 7
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XD_ADDFILE, // 8
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XD_PAUSE, // 9
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XD_ADDPLAYER, // 10
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XD_TEAMCHANGE, // 11
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XD_CLEARSCORES, // 12
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XD_LOGIN, // 13
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XD_VERIFIED, // 14
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XD_RANDOMSEED, // 15
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XD_RUNSOC, // 16
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XD_REQADDFILE, // 17
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XD_DELFILE, // 18
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XD_SETMOTD, // 19
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XD_SUICIDE, // 20
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2017-12-08 04:45:39 +00:00
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XD_DEMOTED, // 21
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2014-03-15 16:59:03 +00:00
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#ifdef HAVE_BLUA
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2017-12-08 04:45:39 +00:00
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XD_LUACMD, // 22
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XD_LUAVAR, // 23
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2014-03-15 16:59:03 +00:00
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#endif
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MAXNETXCMD
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} netxcmd_t;
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2016-12-31 18:26:33 +00:00
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extern const char *netxcmdnames[MAXNETXCMD - 1];
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2014-03-15 16:59:03 +00:00
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#if defined(_MSC_VER)
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#pragma pack(1)
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#endif
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#ifdef _MSC_VER
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#pragma warning(disable : 4214)
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#endif
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//Packet composition for Command_TeamChange_f() ServerTeamChange, etc.
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//bitwise structs make packing bits a little easier, but byte alignment harder?
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//todo: decide whether to make the other netcommands conform, or just get rid of this experiment.
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typedef struct {
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UINT32 playernum : 5; // value 0 to 31
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UINT32 newteam : 5; // value 0 to 31
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UINT32 verification : 1; // value 0 to 1
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UINT32 autobalance : 1; // value 0 to 1
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UINT32 scrambled : 1; // value 0 to 1
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} ATTRPACK changeteam_packet_t;
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#ifdef _MSC_VER
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#pragma warning(default : 4214)
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#endif
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typedef struct {
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UINT16 l; // liitle endian
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UINT16 b; // big enian
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} ATTRPACK changeteam_value_t;
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//Since we do not want other files/modules to know about this data buffer we union it here with a Short Int.
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//Other files/modules will hand the INT16 back to us and we will decode it here.
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//We don't have to use a union, but we would then send four bytes instead of two.
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typedef union {
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changeteam_packet_t packet;
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changeteam_value_t value;
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} ATTRPACK changeteam_union;
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#if defined(_MSC_VER)
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#pragma pack()
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#endif
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// add game commands, needs cleanup
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void D_RegisterServerCommands(void);
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void D_RegisterClientCommands(void);
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void D_SendPlayerConfig(void);
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void Command_ExitGame_f(void);
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void Command_Retry_f(void);
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void D_GameTypeChanged(INT32 lastgametype); // not a real _OnChange function anymore
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void D_MapChange(INT32 pmapnum, INT32 pgametype, boolean pultmode, boolean presetplayers, INT32 pdelay, boolean pskipprecutscene, boolean pfromlevelselect);
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void ObjectPlace_OnChange(void);
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2017-11-11 05:34:37 +00:00
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boolean IsPlayerAdmin(INT32 playernum);
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void SetAdminPlayer(INT32 playernum);
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void ClearAdminPlayers(void);
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void RemoveAdminPlayer(INT32 playernum);
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2014-03-15 16:59:03 +00:00
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void ItemFinder_OnChange(void);
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void D_SetPassword(const char *pw);
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// used for the player setup menu
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UINT8 CanChangeSkin(INT32 playernum);
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#endif
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