ga_autosave, write DEM_CHECKAUTOSAVE to the net stream. When this is processed, it will check if it's okay to do an autosave. If it is, it writes DEM_DOAUTOSAVE to the net stream, which the sets gameaction to ga_autosave. Essentially, about half of the functionality was moved out of G_DoAutoSave() and into Net_DoCommand(). - Minor changes to OS detection: The os_WinNT enumeration has been renamed to os_WinNT4, since every new OS coming out of Microsoft these days is essentially NT. NT 5.2 and 6.0 are now properly identified as "Windows Server 2003" and "Windows Vista" respectively, and any unknown NT versions Microsoft introduces in the future will now be displayed as "Windows NT" instead of "Windows 2000" if the minor version is 0 and "Windows XP" if the minor version is non-0. Win32s detection has also been removed. Presumably if somebody is foolish enough to try to run this on Windows 3.x with Win32s, it won't even load due to missing DLLs. - Fixed: Demos with NETD chunks should not set netgame to true unless they have more than one player. And since netdemo is ignored if netgame is false, it doesn't need to set that either. - Fixed: FTexture::GetScaled* functions did not check for scale values of 0. SVN r354 (trunk)
213 lines
7 KiB
C
213 lines
7 KiB
C
/*
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** d_protocol.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __D_PROTOCOL_H__
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#define __D_PROTOCOL_H__
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#include "doomstat.h"
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#include "doomtype.h"
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#include "doomdef.h"
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#include "m_fixed.h"
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#include "farchive.h"
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// The IFF routines here all work with big-endian IDs, even if the host
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// system is little-endian.
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#define BIGE_ID(a,b,c,d) ((d)|((c)<<8)|((b)<<16)|((a)<<24))
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#define FORM_ID BIGE_ID('F','O','R','M')
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#define ZDEM_ID BIGE_ID('Z','D','E','M')
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#define ZDHD_ID BIGE_ID('Z','D','H','D')
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#define VARS_ID BIGE_ID('V','A','R','S')
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#define UINF_ID BIGE_ID('U','I','N','F')
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#define COMP_ID BIGE_ID('C','O','M','P')
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#define BODY_ID BIGE_ID('B','O','D','Y')
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#define NETD_ID BIGE_ID('N','E','T','D')
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#define ANGLE2SHORT(x) ((((x)/360) & 65535)
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#define SHORT2ANGLE(x) ((x)*360)
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struct zdemoheader_s {
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BYTE demovermajor;
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BYTE demoverminor;
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BYTE minvermajor;
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BYTE minverminor;
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BYTE map[8];
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unsigned int rngseed;
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BYTE consoleplayer;
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};
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struct usercmd_s
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{
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BYTE buttons;
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BYTE pad;
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short pitch; // up/down
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short yaw; // left/right // If you haven't guessed, I just
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short roll; // tilt // ripped these from Quake2's usercmd.
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short forwardmove;
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short sidemove;
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short upmove;
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};
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typedef struct usercmd_s usercmd_t;
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FArchive &operator<< (FArchive &arc, usercmd_t &cmd);
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// When transmitted, the above message is preceded by a byte
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// indicating which fields are actually present in the message.
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enum
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{
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UCMDF_BUTTONS = 0x01,
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UCMDF_PITCH = 0x02,
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UCMDF_YAW = 0x04,
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UCMDF_FORWARDMOVE = 0x08,
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UCMDF_SIDEMOVE = 0x10,
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UCMDF_UPMOVE = 0x20,
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UCMDF_ROLL = 0x40
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};
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// When changing the following enum, be sure to update Net_SkipCommand()
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// and Net_DoCommand() in d_net.cpp.
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enum EDemoCommand
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{
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DEM_BAD, // 0 Bad command
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DEM_USERCMD, // 1 Player movement
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DEM_EMPTYUSERCMD, // 2 Equivalent to [DEM_USERCMD, 0]
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DEM_UNDONE2, // 3
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DEM_MUSICCHANGE, // 4 Followed by name of new music
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DEM_PRINT, // 5 Print string to console
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DEM_CENTERPRINT, // 6 Print string to middle of screen
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DEM_STOP, // 7 End of demo
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DEM_UINFCHANGED, // 8 User info changed
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DEM_SINFCHANGED, // 9 Server/Host info changed
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DEM_GENERICCHEAT, // 10 Next byte is cheat to apply (see next enum)
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DEM_GIVECHEAT, // 11 String: item to give, Word: quantity
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DEM_SAY, // 12 Byte: who to talk to, String: message to display
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DEM_DROPPLAYER, // 13 Not implemented, takes a byte
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DEM_CHANGEMAP, // 14 Name of map to change to
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DEM_SUICIDE, // 15 Player wants to die
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DEM_ADDBOT, // 16 Byte: player#, String: userinfo for bot
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DEM_KILLBOTS, // 17 Remove all bots from the world
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DEM_INVUSEALL, // 18 Use every item (panic!)
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DEM_INVUSE, // 19 4 bytes: ID of item to use
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DEM_PAUSE, // 20 Pause game
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DEM_SAVEGAME, // 21 String: Filename, String: Description
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DEM_UNDONE3, // 22
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DEM_UNDONE4, // 23
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DEM_UNDONE5, // 24
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DEM_UNDONE6, // 25
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DEM_SUMMON, // 26 String: Thing to fabricate
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DEM_FOV, // 27 Byte: New FOV for all players
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DEM_MYFOV, // 28 Byte: New FOV for this player
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DEM_CHANGEMAP2, // 29 Byte: Position in new map, String: name of new map
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DEM_UNDONE7, // 30
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DEM_UNDONE8, // 31
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DEM_RUNSCRIPT, // 32 Word: Script#, Byte: # of args; each arg is a 4-byte int
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DEM_SINFCHANGEDXOR, // 33 Like DEM_SINFCHANGED, but data is a byte indicating how to set a bit
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DEM_INVDROP, // 34 4 bytes: ID of item to drop
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DEM_WARPCHEAT, // 35 4 bytes: 2 for x, 2 for y
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DEM_CENTERVIEW, // 36
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DEM_SUMMONFRIEND, // 37 String: Thing to fabricate
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DEM_SPRAY, // 38 String: The decal to spray
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DEM_CROUCH, // 39
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DEM_RUNSCRIPT2, // 40 Same as DEM_RUNSCRIPT, but always executes
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DEM_CHECKAUTOSAVE, // 41 Check if the user has autosaves enabled. Ignored for demoplayback.
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DEM_DOAUTOSAVE, // 42 An autosave should be made
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};
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// The following are implemented by cht_DoCheat in m_cheat.cpp
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enum ECheatCommand
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{
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CHT_GOD,
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CHT_NOCLIP,
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CHT_NOTARGET,
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CHT_CHAINSAW,
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CHT_IDKFA,
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CHT_IDFA,
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CHT_BEHOLDV,
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CHT_BEHOLDS,
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CHT_BEHOLDI,
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CHT_BEHOLDR,
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CHT_BEHOLDA,
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CHT_BEHOLDL,
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CHT_PUMPUPI,
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CHT_PUMPUPM,
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CHT_PUMPUPT,
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CHT_PUMPUPH,
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CHT_PUMPUPP,
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CHT_PUMPUPS,
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CHT_IDDQD, // Same as CHT_GOD, but sets health
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CHT_MASSACRE,
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CHT_CHASECAM,
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CHT_FLY,
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CHT_MORPH,
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CHT_POWER,
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CHT_HEALTH,
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CHT_KEYS,
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CHT_TAKEWEAPS,
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CHT_NOWUDIE,
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CHT_ALLARTI,
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CHT_PUZZLE,
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CHT_MDK, // Kill actor player is aiming at
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CHT_ANUBIS,
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CHT_NOMOMENTUM,
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CHT_DONNYTRUMP,
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CHT_LEGO,
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CHT_RESSURECT, // [GRB]
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};
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void StartChunk (int id, BYTE **stream);
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void FinishChunk (BYTE **stream);
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void SkipChunk (BYTE **stream);
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int UnpackUserCmd (usercmd_t *ucmd, const usercmd_t *basis, BYTE **stream);
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int PackUserCmd (const usercmd_t *ucmd, const usercmd_t *basis, BYTE **stream);
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int WriteUserCmdMessage (usercmd_t *ucmd, const usercmd_t *basis, BYTE **stream);
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struct ticcmd_t;
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int SkipTicCmd (BYTE **stream, int count);
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void ReadTicCmd (BYTE **stream, int player, int tic);
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void RunNetSpecs (int player, int buf);
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int ReadByte (BYTE **stream);
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int ReadWord (BYTE **stream);
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int ReadLong (BYTE **stream);
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float ReadFloat (BYTE **stream);
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char *ReadString (BYTE **stream);
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void WriteByte (BYTE val, BYTE **stream);
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void WriteWord (short val, BYTE **stream);
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void WriteLong (int val, BYTE **stream);
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void WriteFloat (float val, BYTE **stream);
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void WriteString (const char *string, BYTE **stream);
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#endif //__D_PROTOCOL_H__
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