// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: net_client.h 680 2006-09-29 21:25:13Z fraggle $ // // Copyright(C) 2005 Simon Howard // // 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. // // $Log$ // Revision 1.10 2006/01/12 02:11:52 fraggle // Game start packets // // Revision 1.9 2006/01/09 02:03:39 fraggle // Send clients their player number, and indicate on the waiting screen // which client we are. // // Revision 1.8 2006/01/09 01:50:51 fraggle // Deduce a sane player name by examining environment variables. Add // a "player_name" setting to chocolate-doom.cfg. Transmit the name // to the server and use the names players send in the waiting data list. // // Revision 1.7 2006/01/07 20:08:11 fraggle // Send player name and address in the waiting data packets. Display these // on the waiting screen, and improve the waiting screen appearance. // // Revision 1.6 2006/01/02 21:50:26 fraggle // Restructure the waiting screen code. Establish our own separate event // loop while waiting for the game to start, to avoid affecting the original // code too much. Move some _gui variables to net_client.c. // // Revision 1.5 2006/01/02 00:00:08 fraggle // Neater prefixes: NET_Client -> NET_CL_. NET_Server -> NET_SV_. // // Revision 1.4 2006/01/01 23:54:31 fraggle // Client disconnect code // // Revision 1.3 2005/12/30 18:58:22 fraggle // Fix client code to correctly send reply to server on connection. // Add "waiting screen" while waiting for the game to start. // Hook in the new networking code into the main game code. // // Revision 1.2 2005/12/29 21:29:55 fraggle // Working client connect code // // Revision 1.1 2005/12/29 17:48:25 fraggle // Add initial client/server connect code. Reorganise sources list in // Makefile.am. // // // Network client code // #ifndef NET_CLIENT_H #define NET_CLIENT_H #include "doomdef.h" #include "doomtype.h" #include "d_ticcmd.h" #include "net_defs.h" #define MAXPLAYERNAME 30 boolean NET_CL_Connect(net_addr_t *addr); void NET_CL_Disconnect(void); void NET_CL_Run(void); void NET_CL_Init(void); void NET_CL_StartGame(); void NET_CL_SendTiccmd(ticcmd_t *ticcmd, int maketic); void NET_Init(void); extern boolean net_client_connected; extern boolean net_client_controller; extern int net_clients_in_game; extern boolean net_waiting_for_start; extern char net_player_names[MAXPLAYERS][MAXPLAYERNAME]; extern char net_player_addresses[MAXPLAYERS][MAXPLAYERNAME]; extern int net_player_number; extern char *net_player_name; extern boolean net_cl_new_sync; extern boolean drone; #endif /* #ifndef NET_CLIENT_H */