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https://github.com/scp-fs2open/fs2open.github.com.git
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@9995 387891d4-d844-0410-90c0-e4c51a9137d3
107 lines
3.0 KiB
C++
107 lines
3.0 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#ifndef _MULTI_NEW_OBJECT_UPDATE_HEADER_FILE
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#define _MULTI_NEW_OBJECT_UPDATE_HEADER_FILE
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#include "math/vecmat.h"
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// ---------------------------------------------------------------------------------------------------
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// OBJECT UPDATE DEFINES/VARS
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//
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#include "globalincs/pstypes.h"
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struct interp_info;
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class object;
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struct header;
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struct net_player;
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// client button info flags
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#define OOC_FIRE_SECONDARY (1<<0)
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#define OOC_TARGET_LOCKED (1<<1)
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#define OOC_TARGET_SEEK_LOCK (1<<2)
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#define OOC_LOCKING_ON_CENTER (1<<3)
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#define OOC_TRIGGER_DOWN (1<<4)
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#define OOC_PRIMARY_BANK (1<<5)
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#define OOC_PRIMARY_LINKED (1<<6)
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#define OOC_AFTERBURNER_ON (1<<7)
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// NOTE: no additional flags here unless it's sent in an extra data byte
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// update info
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typedef struct np_update {
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ubyte seq; // sequence #
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int update_stamp; // global update stamp
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int status_update_stamp;
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int subsys_update_stamp;
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ushort pos_chksum; // positional checksum
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ushort orient_chksum; // orient checksum
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} np_update;
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// ---------------------------------------------------------------------------------------------------
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// OBJECT UPDATE FUNCTIONS
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//
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// process all object update details for this frame
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void multi_oo_process();
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// process incoming object update data
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void multi_oo_process_update(ubyte *data, header *hinfo);
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// initialize all object update timestamps (call whenever entering gameplay state)
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void multi_oo_gameplay_init();
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// send control info for a client (which is basically a "reverse" object update)
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void multi_oo_send_control_info();
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void multi_oo_send_changed_object(object *changedobj);
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// reset all sequencing info
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void multi_oo_reset_sequencing();
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// is this object one which needs to go through the interpolation
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int multi_oo_is_interp_object(object *objp);
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// interp
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void multi_oo_interp(object *objp);
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// ---------------------------------------------------------------------------------------------------
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// DATARATE DEFINES/VARS
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//
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#define OO_HIGH_RATE_DEFAULT 11000
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// ---------------------------------------------------------------------------------------------------
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// DATARATE FUNCTIONS
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//
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// process all object update datarate details
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void multi_oo_rate_process();
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// initialize all datarate checking stuff
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void multi_oo_rate_init_all();
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// initialize the rate limiting for the passed in player
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void multi_oo_rate_init(net_player *pl);
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// if the given net-player has exceeded his datarate limit, or if the overall datarate limit has been reached
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int multi_oo_rate_exceeded(net_player *pl);
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// if it is ok for me to send a control info (will be ~N times a second)
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int multi_oo_cirate_can_send();
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// display any oo info on the hud
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void multi_oo_display();
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// notify of a player join
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void multi_oo_player_reset_all(net_player *pl = NULL);
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#endif
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