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https://github.com/ZDoom/Raze.git
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84173ee09b
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed. What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
91 lines
2.6 KiB
C
91 lines
2.6 KiB
C
#ifndef __I_NET_H__
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#define __I_NET_H__
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#include <stdint.h>
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// Called by D_DoomMain.
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int I_InitNetwork (void);
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void I_NetCmd (void);
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void I_NetMessage(const char*, ...);
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void I_NetProgress(int val);
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void I_NetInit(const char* msg, int num);
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bool I_NetLoop(bool (*timer_callback)(void*), void* userdata);
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void I_NetDone();
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enum ENetConstants
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{
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MAXNETNODES = 8, // max computers in a game
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DOOMCOM_ID = 0x12345678,
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BACKUPTICS = 36, // number of tics to remember
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MAXTICDUP = 5,
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LOCALCMDTICS =(BACKUPTICS*MAXTICDUP),
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MAX_MSGLEN = 14000,
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CMD_SEND = 1,
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CMD_GET = 2,
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};
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// [RH]
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// New generic packet structure:
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//
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// Header:
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// One byte with following flags.
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// One byte with starttic
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// One byte with master's maketic (master -> slave only!)
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// If NCMD_RETRANSMIT set, one byte with retransmitfrom
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// If NCMD_XTICS set, one byte with number of tics (minus 3, so theoretically up to 258 tics in one packet)
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// If NCMD_QUITTERS, one byte with number of players followed by one byte with each player's consolenum
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// If NCMD_MULTI, one byte with number of players followed by one byte with each player's consolenum
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// - The first player's consolenum is not included in this list, because it always matches the sender
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//
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// For each tic:
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// Two bytes with consistancy check, followed by tic data
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//
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// Setup packets are different, and are described just before D_ArbitrateNetStart().
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enum ENCMD
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{
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NCMD_EXIT = 0x80,
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NCMD_RETRANSMIT = 0x40,
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NCMD_SETUP = 0x20,
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NCMD_MULTI = 0x10, // multiple players in this packet
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NCMD_QUITTERS = 0x08, // one or more players just quit (packet server only)
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NCMD_COMPRESSED = 0x04, // remainder of packet is compressed
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NCMD_XTICS = 0x03, // packet contains >2 tics
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NCMD_2TICS = 0x02, // packet contains 2 tics
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NCMD_1TICS = 0x01, // packet contains 1 tic
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NCMD_0TICS = 0x00, // packet contains 0 tics
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};
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//
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// Network packet data.
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//
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struct doomcom_t
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{
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uint32_t id; // should be DOOMCOM_ID
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int16_t intnum; // DOOM executes an int to execute commands
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// communication between DOOM and the driver
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int16_t command; // CMD_SEND or CMD_GET
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int16_t remotenode; // dest for send, set by get (-1 = no packet).
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int16_t datalength; // bytes in data to be sent
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// info common to all nodes
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int16_t numnodes; // console is always node 0.
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int16_t ticdup; // 1 = no duplication, 2-5 = dup for slow nets
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// info specific to this node
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int16_t consoleplayer;
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int16_t numplayers;
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// packet data to be sent
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uint8_t data[MAX_MSGLEN];
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};
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extern doomcom_t doomcom;
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extern bool netgame, multiplayer;
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extern int consoleplayer;
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#endif
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