// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2016 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file d_netcmd.h /// \brief host/client network commands /// commands are executed through the command buffer /// like console commands #ifndef __D_NETCMD__ #define __D_NETCMD__ #include "command.h" // console vars extern consvar_t cv_playername; extern consvar_t cv_playercolor; #ifdef SEENAMES extern consvar_t cv_seenames, cv_allowseenames; #endif extern consvar_t cv_usemouse; extern consvar_t cv_usejoystick; extern consvar_t cv_usejoystick2; #ifdef LJOYSTICK extern consvar_t cv_joyport; extern consvar_t cv_joyport2; #endif extern consvar_t cv_joyscale; extern consvar_t cv_joyscale2; extern consvar_t cv_controlperkey; // splitscreen with second mouse extern consvar_t cv_mouse2port; extern consvar_t cv_usemouse2; #if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) extern consvar_t cv_mouse2opt; #endif extern consvar_t cv_invertmouse2; extern consvar_t cv_alwaysfreelook2; extern consvar_t cv_mousemove2; extern consvar_t cv_mousesens2; extern consvar_t cv_mouseysens2; // normally in p_mobj but the .h is not read extern consvar_t cv_itemrespawntime; extern consvar_t cv_itemrespawn; extern consvar_t cv_flagtime; extern consvar_t cv_suddendeath; extern consvar_t cv_skin; // secondary splitscreen player extern consvar_t cv_playername2; extern consvar_t cv_playercolor2; extern consvar_t cv_skin2; extern consvar_t cv_touchtag; extern consvar_t cv_hidetime; extern consvar_t cv_friendlyfire; extern consvar_t cv_pointlimit; extern consvar_t cv_timelimit; extern consvar_t cv_numlaps; extern consvar_t cv_usemapnumlaps; extern UINT32 timelimitintics; extern consvar_t cv_allowexitlevel; extern consvar_t cv_hazardlog; extern consvar_t cv_autobalance; extern consvar_t cv_teamscramble; extern consvar_t cv_scrambleonchange; extern consvar_t cv_useranalog, cv_useranalog2; extern consvar_t cv_analog, cv_analog2; extern consvar_t cv_netstat; #ifdef WALLSPLATS extern consvar_t cv_splats; #endif extern consvar_t cv_countdowntime; extern consvar_t cv_runscripts; extern consvar_t cv_mute; extern consvar_t cv_killingdead; extern consvar_t cv_pause; extern consvar_t cv_restrictskinchange, cv_allowteamchange, cv_respawntime; extern consvar_t cv_teleporters, cv_superring, cv_supersneakers, cv_invincibility; extern consvar_t cv_jumpshield, cv_watershield, cv_ringshield, cv_forceshield, cv_bombshield; extern consvar_t cv_1up, cv_eggmanbox; extern consvar_t cv_recycler; // SRB2kart items extern consvar_t cv_magnet, cv_boo, cv_mushroom, cv_triplemushroom, cv_megashroom; extern consvar_t cv_goldshroom, cv_star, cv_triplebanana, cv_fakeitem, cv_banana; extern consvar_t cv_greenshell, cv_redshell, cv_laserwisp, cv_triplegreenshell, cv_bobomb; extern consvar_t cv_blueshell, cv_jaws, cv_fireflower, cv_tripleredshell, cv_lightning; extern consvar_t cv_feather; extern consvar_t cv_karthud; extern consvar_t cv_kartcheck; extern consvar_t cv_kartcc; extern consvar_t cv_kartballoons; extern consvar_t cv_kartfrantic; extern consvar_t cv_speedometer; extern consvar_t cv_collideminimum; extern consvar_t cv_collidesoundnum; extern consvar_t cv_collidesounds; // extern consvar_t cv_itemfinder; extern consvar_t cv_inttime, cv_advancemap, cv_playersforexit; extern consvar_t cv_soniccd; extern consvar_t cv_match_scoring; extern consvar_t cv_overtime; extern consvar_t cv_startinglives; // for F_finale.c extern consvar_t cv_rollingdemos; extern consvar_t cv_resetmusic; extern consvar_t cv_ringslinger, cv_soundtest; extern consvar_t cv_specialrings, cv_powerstones, cv_matchboxes, cv_competitionboxes; #ifdef NEWPING extern consvar_t cv_maxping; #endif extern consvar_t cv_skipmapcheck; extern consvar_t cv_sleep, cv_screenshot_option, cv_screenshot_folder; extern consvar_t cv_moviemode; extern consvar_t cv_zlib_level, cv_zlib_memory, cv_zlib_strategy; extern consvar_t cv_zlib_window_bits, cv_zlib_levela, cv_zlib_memorya; extern consvar_t cv_zlib_strategya, cv_zlib_window_bitsa; extern consvar_t cv_apng_delay; typedef enum { XD_NAMEANDCOLOR = 1, XD_WEAPONPREF, // 2 XD_KICK, // 3 XD_NETVAR, // 4 XD_SAY, // 5 XD_MAP, // 6 XD_EXITLEVEL, // 7 XD_ADDFILE, // 8 XD_PAUSE, // 9 XD_ADDPLAYER, // 10 XD_TEAMCHANGE, // 11 XD_CLEARSCORES, // 12 XD_LOGIN, // 13 XD_VERIFIED, // 14 XD_RANDOMSEED, // 15 XD_RUNSOC, // 16 XD_REQADDFILE, // 17 XD_DELFILE, // 18 XD_SETMOTD, // 19 XD_SUICIDE, // 20 #ifdef HAVE_BLUA XD_LUACMD, // 21 XD_LUAVAR, // 22 #endif MAXNETXCMD } netxcmd_t; extern const char *netxcmdnames[MAXNETXCMD - 1]; #if defined(_MSC_VER) #pragma pack(1) #endif #ifdef _MSC_VER #pragma warning(disable : 4214) #endif //Packet composition for Command_TeamChange_f() ServerTeamChange, etc. //bitwise structs make packing bits a little easier, but byte alignment harder? //todo: decide whether to make the other netcommands conform, or just get rid of this experiment. typedef struct { UINT32 playernum : 5; // value 0 to 31 UINT32 newteam : 5; // value 0 to 31 UINT32 verification : 1; // value 0 to 1 UINT32 autobalance : 1; // value 0 to 1 UINT32 scrambled : 1; // value 0 to 1 } ATTRPACK changeteam_packet_t; #ifdef _MSC_VER #pragma warning(default : 4214) #endif typedef struct { UINT16 l; // liitle endian UINT16 b; // big enian } ATTRPACK changeteam_value_t; //Since we do not want other files/modules to know about this data buffer we union it here with a Short Int. //Other files/modules will hand the INT16 back to us and we will decode it here. //We don't have to use a union, but we would then send four bytes instead of two. typedef union { changeteam_packet_t packet; changeteam_value_t value; } ATTRPACK changeteam_union; #if defined(_MSC_VER) #pragma pack() #endif // add game commands, needs cleanup void D_RegisterServerCommands(void); void D_RegisterClientCommands(void); void D_SendPlayerConfig(void); void Command_ExitGame_f(void); void Command_Retry_f(void); void D_GameTypeChanged(INT32 lastgametype); // not a real _OnChange function anymore void D_MapChange(INT32 pmapnum, INT32 pgametype, boolean pultmode, boolean presetplayers, INT32 pdelay, boolean pskipprecutscene, boolean pfromlevelselect); void ObjectPlace_OnChange(void); void ItemFinder_OnChange(void); void D_SetPassword(const char *pw); // used for the player setup menu UINT8 CanChangeSkin(INT32 playernum); #endif