/* Emacs style mode select -*- C++ -*- *----------------------------------------------------------------------------- * * * PrBoom a Doom port merged with LxDoom and LSDLDoom * based on BOOM, a modified and improved DOOM engine * Copyright (C) 1999 by * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman * Copyright (C) 1999-2000 by * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * 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. * * DESCRIPTION: * Networking stuff. * *-----------------------------------------------------------------------------*/ #ifndef __D_NET__ #define __D_NET__ #include "d_player.h" #ifdef __GNUG__ #pragma interface #endif // // 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 // Max computers/players in a game. #define MAXNETNODES 8 // Networking and tick handling related. #define BACKUPTICS 12 typedef enum { CMD_SEND = 1, CMD_GET = 2 } command_t; // // Network packet data. // typedef struct { // High bit is retransmit request. unsigned checksum; // Only valid if NCMD_RETRANSMIT. byte retransmitfrom; byte starttic; byte player; byte numtics; ticcmd_t cmds[BACKUPTICS]; } doomdata_t; // // Startup packet difference // SG: 4/12/98 // Added so we can send more startup data to synch things like // bobbing, recoil, etc. // this is just mapped over the ticcmd_t array when setup packet is sent // // Note: the original code takes care of startskill, deathmatch, nomonsters // respawn, startepisode, startmap // Note: for phase 1 we need to add monsters_remember, variable_friction, // weapon_recoil, allow_pushers, over_under, player_bobbing, // fastparm, demo_insurance, and the rngseed //Stick all options into bytes so we don't need to mess with bitfields //WARNING: make sure this doesn't exceed the size of the ticcmds area! //sizeof(ticcmd_t)*BACKUPTICS //This is the current length of our extra stuff // //killough 5/2/98: this should all be replaced by calls to G_WriteOptions() //and G_ReadOptions(), which were specifically designed to set up packets. //By creating a separate struct and functions to read/write the options, //you now have two functions and data to maintain instead of just one. //If the array in g_game.c which G_WriteOptions()/G_ReadOptions() operates //on, is too large (more than sizeof(ticcmd_t)*BACKUPTICS), it can //either be shortened, or the net code needs to divide it up //automatically into packets. The STARTUPLEN below is non-portable. //There's a portable way to do it without having to know the sizes. #define STARTUPLEN 12 typedef struct { byte monsters_remember; byte variable_friction; byte weapon_recoil; byte allow_pushers; byte over_under; byte player_bobbing; byte fastparm; byte demo_insurance; unsigned long rngseed; char filler[sizeof(ticcmd_t)*BACKUPTICS-STARTUPLEN]; } startup_t; typedef enum { // Leave space, so low values corresponding to normal netgame setup packets can be ignored nm_plcolour = 3, nm_savegamename = 4, } netmisctype_t; typedef struct { netmisctype_t type; size_t len; byte value[sizeof(ticcmd_t)*BACKUPTICS - sizeof(netmisctype_t) - sizeof(size_t)]; } netmisc_t; typedef struct { // Supposed to be DOOMCOM_ID? long id; // DOOM executes an int to execute commands. short intnum; // Communication between DOOM and the driver. // Is CMD_SEND or CMD_GET. short command; // Is dest for send, set by get (-1 = no packet). short remotenode; // Number of bytes in doomdata to be sent short datalength; // Info common to all nodes. // Console is allways node 0. short numnodes; // Flag: 1 = no duplication, 2-5 = dup for slow nets. short ticdup; // Flag: 1 = send a backup tic in every packet. short extratics; // Flag: 1 = deathmatch. short deathmatch; // Flag: -1 = new game, 0-5 = load savegame short savegame; short episode; // 1-3 short map; // 1-9 short skill; // 1-5 // Info specific to this node. short consoleplayer; short numplayers; // These are related to the 3-display mode, // in which two drones looking left and right // were used to render two additional views // on two additional computers. // Probably not operational anymore. // 1 = left, 0 = center, -1 = right short angleoffset; // 1 = drone short drone; // The packet data to be sent. doomdata_t data; } doomcom_t; // Create any new ticcmds and broadcast to other players. void NetUpdate (void); // Create any new ticcmds void D_BuildNewTiccmds (void); // Broadcasts special packets to other players // to notify of game exit void D_QuitNetGame (void); //? how many ticks to run? void TryRunTics (void); // CPhipps - move to header file void D_InitNetGame (void); // This does the setup void D_CheckNetGame(void); // This waits for game start // CPhipps - misc info broadcast void D_NetSendMisc(netmisctype_t type, size_t len, void* data); // CPhipps - ask server for a wad file we need boolean D_NetGetWad(const char* name); #endif