gzdoom/src/d_net.h

131 lines
3.2 KiB
C
Raw Normal View History

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Networking stuff.
//
//-----------------------------------------------------------------------------
#ifndef __D_NET__
#define __D_NET__
#include "doomtype.h"
//
// Network play related stuff.
// There is a data struct that stores network
// communication related stuff, and another
// one that defines the actual packets to
// be transmitted.
//
#define DOOMCOM_ID 0x12345678l
#define MAXNETNODES 8 // max computers in a game
#define BACKUPTICS 36 // number of tics to remember
#define MAXTICDUP 5
#define LOCALCMDTICS (BACKUPTICS*MAXTICDUP)
#ifdef DJGPP
// The DOS drivers provide a pretty skimpy buffer.
// Probably not enough.
#define MAX_MSGLEN (BACKUPTICS*10)
#else
#define MAX_MSGLEN 1400
#endif
#define CMD_SEND 1
#define CMD_GET 2
//
// Network packet data.
//
typedef struct
{
DWORD id; // should be DOOMCOM_ID
SWORD intnum; // DOOM executes an int to execute commands
// communication between DOOM and the driver
SWORD command; // CMD_SEND or CMD_GET
SWORD remotenode; // dest for send, set by get (-1 = no packet).
SWORD datalength; // bytes in doomdata to be sent
// info common to all nodes
SWORD numnodes; // console is always node 0.
SWORD ticdup; // 1 = no duplication, 2-5 = dup for slow nets
SWORD extratics; // 1 = send a backup tic in every packet
#ifdef DJGPP
SWORD pad[5]; // keep things aligned for DOS drivers
#endif
// info specific to this node
SWORD consoleplayer;
SWORD numplayers;
#ifdef DJGPP
SWORD angleoffset; // does not work, but needed to preserve
SWORD drone; // alignment for DOS drivers
#endif
// packet data to be sent
BYTE data[MAX_MSGLEN];
} doomcom_t;
class FDynamicBuffer
{
public:
FDynamicBuffer ();
~FDynamicBuffer ();
void SetData (const BYTE *data, int len);
BYTE *GetData (int *len = NULL);
private:
BYTE *m_Data;
int m_Len, m_BufferLen;
};
extern FDynamicBuffer NetSpecs[MAXPLAYERS][BACKUPTICS];
// Create any new ticcmds and broadcast to other players.
void NetUpdate (void);
// Broadcasts special packets to other players
// to notify of game exit
void D_QuitNetGame (void);
//? how many ticks to run?
void TryRunTics (void);
// [RH] Functions for making and using special "ticcmds"
void Net_NewMakeTic ();
void Net_WriteByte (BYTE);
void Net_WriteWord (short);
void Net_WriteLong (int);
void Net_WriteFloat (float);
void Net_WriteString (const char *);
void Net_WriteBytes (const BYTE *, int len);
void Net_DoCommand (int type, BYTE **stream, int player);
void Net_SkipCommand (int type, BYTE **stream);
void Net_ClearBuffers ();
#endif