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/*
* PARSEC - Global Variables
*
* $Author: uberlinuxguy $ - $Date: 2004/09/15 12:25:30 $
*
* Orginally written by:
* Copyright (c) Clemens Beer <cbx@parsec.org> 2002
* Copyright (c) Markus Hadwiger <msh@parsec.org> 1996-2000
*
* 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
*/
// C library
#include <stddef.h>
#include <stdio.h>
#include <stdlib.h>
// compilation flags/debug support
#include "config.h"
#include "debug.h"
// general definitions
#include "general.h"
#include "objstruc.h"
// local module header
#include "net_glob.h"
// subsystem headers
#include "net_defs.h"
// engine globals
#include "e_global.h"
//NOTE:
// the inclusion order of NET_GLOB.H and NET_DEFS.H
// has to be this way, because one inline function
// in NET_DEFS.H references PlayerId and NET_GLOB.C
// won't compile if the prototype in NET_GLOB.H is
// not included beforehand.
// proprietary module headers
#include "net_udpdf.h"
// net id of local player -----------------------------------------------------
//
int LocalPlayerId = PLAYERID_ANONYMOUS;
// name of local player -------------------------------------------------------
//
char LocalPlayerName[ MAX_PLAYER_NAME + 1 ];
// miscellaneous network game globals -----------------------------------------
//
int NetAvailable = FALSE;
int NetworkGameMask = NETWORK_GAME_OFF;
int NetConnected = NETWORK_GAME_OFF; // connect status
int NetJoined = FALSE; // join status
int EntryMode = FALSE;
int ShipDowned = FALSE;
int Packet_Send_Frequency = DEFAULT_CLIENT_SEND_FREQUENCY; /* 20Hz */
int Packet_Send_Frametime = FRAME_MEASURE_TIMEBASE / Packet_Send_Frequency;
int Packet_Recv_Rate = DEFAULT_CLIENT_RECV_RATE;
// indicates whether we have received a full playerstate from the server ------
//
int HaveFullPlayerState = FALSE;
// # of refframes the server times out ----------------------------------------
//
refframe_t ServerTimeoutFrames = DEFAULT_TIMEOUT_SERVER_CONNECTION;
// allows to select a specific interface on a multi-homed host ----------------
//
int NetInterfaceSelect = 0;
// name of server to resolve ( used by NET_ServerConnect() implementation) ----
//
char* CurServerToResolve = NULL;
// node of server to jump to (used by NET_ServerJump() implementation) --------
//
node_t* CurJumpServerNode = NULL;
// current maximum number of players (in peer-to-peer or on server) -----------
//
int CurMaxPlayers = MAX_NET_ALLOC_SLOTS;
// server ID of current server ------------------------------------------------
//
int CurServerID = -1;
// current maximum size of the packet payload ---------------------------------
//
int CurMaxDataLength = NET_UDP_DATA_LENGTH;
// id of player whose killstat will be sent next ------------------------------
//
int CurKillUpdate = 0;
// id of last player who killed us --------------------------------------------
//
int CurKiller = KILLERID_UNKNOWN;
// current universe (game area on same server/connection) ---------------------
//
int MyUniverse = 0;
// number of active remote players (including local player!) ------------------
//
int NumRemPlayers = 0;
// id that will be appended to next message for sequencing purposes -----------
//
int CurSendMessageId_PEER = 1;
// current game time ----------------------------------------------------------
//
int CurGameTime = GAME_PEERTOPEER;
// fictitious name of current server (not related to the actual host name) ----
//
char* CurServerName = NULL;
// current ping to current server (for display purposes) ----------------------
//
int CurServerPing = -1;
// ping time to server (gets set on ping reply processing) --------------------
//
int ServerPingTime = -1;
// global remote event list administration ------------------------------------
//
int RE_List_Avail;
char* RE_List_CurPos;
// info needed about each remote player ---------------------------------------
//
int Player_Status[ MAX_NET_ALLOC_SLOTS ];
GenObject * Player_Ship[ MAX_NET_ALLOC_SLOTS ];
int Player_ShipId[ MAX_NET_ALLOC_SLOTS ];
int Player_AliveCounter[ MAX_NET_ALLOC_SLOTS ];
int Player_UpToDate[ MAX_NET_ALLOC_SLOTS ];
int Player_KillStat[ MAX_NET_ALLOC_SLOTS ];
int Player_LastMsgId[ MAX_NET_ALLOC_SLOTS ];
int Player_LastUpdateGameStateMsgId[ MAX_NET_ALLOC_SLOTS ];
char Player_Name[ MAX_NET_ALLOC_SLOTS ][ MAX_PLAYER_NAME + 1 ];
// list of masterservers to query ---------------------------------------------
//
char* Masters[ MAX_MASTERSERVERS ] = { NULL, NULL, NULL };
// jump table for networking subsystem ----------------------------------------
//
net_subsys_jtab_s net_subsys_jtab;
// module registration function -----------------------------------------------
//
REGISTER_MODULE( NET_GLOB )
{
}
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