raze-gles/polymer/eduke32/source/net.h

168 lines
4.9 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
#ifndef __netplay_h__
#define __netplay_h__
#include "enet/enet.h"
#define NET_REVISIONS 64
enum netchan_t
{
CHAN_MOVE, // unreliable movement packets
CHAN_GAMESTATE, // gamestate changes... frags, respawns, player names, etc
CHAN_SYNC, // client join sync packets
CHAN_CHAT, // chat and RTS
CHAN_MISC, // whatever else
CHAN_MAX
};
enum DukePacket_t
{
PACKET_MASTER_TO_SLAVE,
PACKET_SLAVE_TO_MASTER,
PACKET_NUM_PLAYERS,
PACKET_PLAYER_INDEX,
PACKET_PLAYER_DISCONNECTED,
PACKET_PLAYER_SPAWN,
PACKET_FRAG,
PACKET_REQUEST_GAMESTATE,
PACKET_VERSION,
PACKET_AUTH,
PACKET_PLAYER_PING,
PACKET_PLAYER_READY,
PACKET_MAP_STREAM,
// any packet with an ID higher than PACKET_BROADCAST is rebroadcast by server
// so hacked clients can't create fake server packets and get the server to
// send them to everyone
// newer versions of the netcode also make this determination based on which
// channel the packet was broadcast on
PACKET_BROADCAST,
PACKET_NEW_GAME,
PACKET_RTS,
PACKET_CLIENT_INFO,
PACKET_MESSAGE,
PACKET_USER_MAP,
PACKET_MAP_VOTE,
PACKET_MAP_VOTE_INITIATE,
PACKET_MAP_VOTE_CANCEL,
};
enum netdisconnect_t
{
DISC_BAD_PASSWORD = 1,
DISC_KICKED,
DISC_BANNED
};
enum netmode_t
{
NET_CLIENT = 0,
NET_SERVER,
NET_DEDICATED_CLIENT, // client on dedicated server
NET_DEDICATED_SERVER
};
#pragma pack(push,1)
typedef struct {
int32_t revision;
int32_t animategoal[MAXANIMATES], animatevel[MAXANIMATES], g_animateCount;
int32_t animateptr[MAXANIMATES];
// int32_t lockclock;
int32_t msx[2048], msy[2048];
int32_t randomseed, g_globalRandom;
int16_t SpriteDeletionQueue[1024],g_spriteDeleteQueuePos;
int16_t animatesect[MAXANIMATES];
int16_t cyclers[MAXCYCLERS][6];
int16_t g_mirrorWall[64], g_mirrorSector[64], g_mirrorCount;
int16_t g_numAnimWalls;
int16_t g_numCyclers;
int16_t headspritesect[MAXSECTORS+1];
int16_t headspritestat[MAXSTATUS+1];
int16_t nextspritesect[MAXSPRITES];
int16_t nextspritestat[MAXSPRITES];
int16_t numsectors;
int16_t numwalls;
int16_t prevspritesect[MAXSPRITES];
int16_t prevspritestat[MAXSPRITES];
uint8_t g_earthquakeTime;
uint8_t g_numPlayerSprites;
uint8_t scriptptrs[MAXSPRITES];
netactor_t actor[MAXSPRITES];
playerspawn_t g_playerSpawnPoints[MAXPLAYERS];
animwalltype animwall[MAXANIMWALLS];
sectortype sector[MAXSECTORS];
spriteext_t spriteext[MAXSPRITES];
spritetype sprite[MAXSPRITES];
walltype wall[MAXWALLS];
uint32_t crc;
} netmapstate_t;
extern netmapstate_t *g_multiMapState[MAXPLAYERS];
extern netmapstate_t *g_multiMapRevisions[NET_REVISIONS];
#pragma pack(pop)
extern uint32_t g_netMapRevision;
extern ENetHost *g_netClient;
extern ENetHost *g_netServer;
extern ENetPeer *g_netClientPeer;
extern char g_netPassword[32];
extern int32_t g_netDisconnect;
extern int32_t g_netPlayersWaiting;
extern int32_t g_netPort;
extern int32_t g_networkMode;
extern int32_t g_netSync;
extern int32_t lastsectupdate[MAXSECTORS];
extern int32_t lastupdate[MAXSPRITES];
extern int32_t lastwallupdate[MAXWALLS];
extern int16_t g_netStatnums[10];
int32_t Net_PackSprite(int32_t i,uint8_t *pbuf);
int32_t Net_UnpackSprite(int32_t i,uint8_t *pbuf);
void Net_ClientMove(void);
void Net_Connect(const char *srvaddr);
void Net_Disconnect(void);
void Net_EnterMessage(void);
void Net_GetPackets(void);
void Net_NewGame(int32_t volume,int32_t level);
void Net_ParseClientPacket(ENetEvent *event);
void Net_ParseServerPacket(ENetEvent *event);
void Net_ResetPrediction(void);
void Net_RestoreMapState(netmapstate_t *save);
void Net_SendClientInfo(void);
void Net_SendUserMapName(void);
void Net_StreamLevel(void);
void Net_SyncPlayer(ENetEvent *event);
void Net_UpdateClients(void);
void Net_WaitForServer(void);
void faketimerhandler(void);
#endif