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d_net.h
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d_net.h
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// 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 "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;
typedef struct
{
// Supposed to be DOOMCOM_ID?
int 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);
// Broadcasts special packets to other players
// to notify of game exit
void D_QuitNetGame (void);
//? how many ticks to run?
void TryRunTics (void);
// These are the game type flags
// There can be up to 32 flags in the DLONG (32 bits)
// Since the flag is NOT an integer value but is instead
// a binary 32 bit field, it "shouldn't" need to be SWABBED.
typedef enum
{
gf_deathmatch = 0x1, // use deathmatch finale screens
gf_altdeath = 0x3, // respawn items
gf_nomonsters = 0x4, // no monsters in game
gf_respawnparm = 0x8, // nightmare mode
gf_allowcheat = 0x10, // allow cheat codes in game?
gf_allowjump = 0x20, // allow jumping in game
gf_allowcrouch = 0x40, // allow crouching in game
gf_allowother = 0x80 // allow something else...
}game_flags_t;
typedef enum
{
gr_deny = 0x1,
gr_accept = 0x2
}game_reply_t;
typedef enum
{
gd_position = 0x1,
gd_direction = 0x2,
gd_speed = 0x4,
gd_weapons = 0x8,
gd_health = 0x10,
gd_armor = 0x20,
gd_ammo = 0x40,
gd_powerups = 0x80,
gd_kills = 0x100,
gd_frags = 0x200,
gd_time = 0x400
}game_data_t;
typedef struct
{
DLONG dwPacketID;
DLONG dwReturnAddress;
DLONG dwMessageType;
DLONG dwMessageSize;
unsigned char cMessage[];
}net_packet_t;
// Message for requesting to connect to a game
// The game flags is 32 bit field that uses game_flags_t
typedef struct
{
DLONG dwGameFlags; // see game_flags_t
}game_req_t;
typedef struct
{
DLONG dwGameReply;
DLONG dwGameFlags;
DLONG dwNumPlayers;
DLONG dwIPAddress[];
}game_rep_t;
typedef struct
{
DLONG dwDataRequest;
}status_req_t;
typedef struct
{
DLONG dwForwardMove;
DLONG dwSideMove;
DLONG dwAngleTurn;
DLONG dwConsistancy;
DLONG dwChatChar;
DLONG dwButtons;
}tic_data_t;
typedef struct
{
DLONG dwCheckSum;
DLONG dwPlayer;
DLONG dwRetransmitFrom;
DLONG dwStartTic;
DLONG dwNumTics;
tic_data_t TicData[];
}tic_header_t;
typedef enum
{
game_req,
game_rep,
status_req,
status_rep,
tic_update,
net_msg_end
}net_message_t;
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------