//---------------------------------------------------------------------------- // EDGE Networking (New) //---------------------------------------------------------------------------- // // Copyright (c) 2004-2005 The EDGE Team. // // 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. // //---------------------------------------------------------------------------- #ifndef __N_NETWORK_H__ #define __N_NETWORK_H__ extern bool netgame; extern bool var_hogcpu; void N_InitNetwork(void); void N_InitiateNetGame(void); // Create any new ticcmds and broadcast to other players. // returns value of I_GetTime(). int N_NetUpdate(bool do_delay = false); // Broadcasts special packets to other players // to notify of game exit void N_QuitNetGame(void); // returns number of ticks to run (always > 0). // is_fresh means that game ticks can be run. int N_TryRunTics(bool *is_fresh); // process input and create player (and robot) ticcmds. // returns false if couldn't hold any more. bool N_BuildTiccmds(void); // restart tic counters (maketic, gametic) at zero. void N_ResetTics(void); bool N_OpenBroadcastSocket(bool is_host); void N_CloseBroadcastSocket(void); void N_SendBroadcastDiscovery(void); #endif /* __N_NETWORK_H__ */ //--- editor settings --- // vi:ts=4:sw=4:noexpandtab