ref: 33ebb6ea9d5d6d67eaedf1ea47b2d77b508b6ae0
dir: /src/net_structrw.h/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: net_structrw.h 612 2006-09-17 20:37:26Z 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 1.5 2006/02/23 18:19:05 fraggle // Add lowres_turn parameter to net_full_ticcmd_t structure r/w functions // // Revision 1.4 2006/02/16 01:12:28 fraggle // Define a new type net_full_ticcmd_t, a structure containing all ticcmds // for a given tic. Store received game data in a receive window. Add // send queues for clients and add data from the receive window to // generate complete sets of ticcmds. // // Revision 1.3 2006/01/13 02:22:47 fraggle // Update prototypes to match header. Make sure we include the header in the // source file. // // Revision 1.2 2006/01/11 01:37:53 fraggle // ticcmd diffs: allow compare and patching ticcmds, and reading/writing // ticdiffs to packets. // // Revision 1.1 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. // #ifndef NET_STRUCTRW_H #define NET_STRUCTRW_H #include "net_defs.h" #include "net_packet.h" extern void NET_WriteSettings(net_packet_t *packet, net_gamesettings_t *settings); extern boolean NET_ReadSettings(net_packet_t *packet, net_gamesettings_t *settings); extern void NET_WriteQueryData(net_packet_t *packet, net_querydata_t *querydata); extern boolean NET_ReadQueryData(net_packet_t *packet, net_querydata_t *querydata); extern void NET_WriteTiccmdDiff(net_packet_t *packet, net_ticdiff_t *diff, boolean lowres_turn); extern boolean NET_ReadTiccmdDiff(net_packet_t *packet, net_ticdiff_t *diff, boolean lowres_turn); extern void NET_TiccmdDiff(ticcmd_t *tic1, ticcmd_t *tic2, net_ticdiff_t *diff); extern void NET_TiccmdPatch(ticcmd_t *src, net_ticdiff_t *diff, ticcmd_t *dest); boolean NET_ReadFullTiccmd(net_packet_t *packet, net_full_ticcmd_t *cmd, boolean lowres_turn); void NET_WriteFullTiccmd(net_packet_t *packet, net_full_ticcmd_t *cmd, boolean lowres_turn); #endif /* #ifndef NET_STRUCTRW_H */