Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
145 lines
2.4 KiB
C++
145 lines
2.4 KiB
C++
#pragma once
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//
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//============================================================
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//
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// Contents: Network header file for external clients
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//
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// Owner : AndyG
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// Created : Aug 2 1999
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//
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// All Rights reserved worldwide (c) Microsoft
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL
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//============================================================
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//
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//
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// Different connection types
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//
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#define NP_NOT 0
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#define NP_TCP 1
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#define NP_IPX 2
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#define NP_SERIAL 3
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#define NP_MODEM 4
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#define NP_ZONEMATCH 5
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//
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// Functionality: Creates the networking object.
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//
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void __stdcall gos_InitializeNetworking();
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//
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// Close any game in progress, clean up networking
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//
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void __stdcall gos_ShutdownNetwork();
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//
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// Returns true if connection supported
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//
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bool __stdcall gos_CheckConnectionAvailable( int Connection );
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//
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// Open a TCPIP connection
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//
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// You can pass the address of the server or NULL for the sub net.
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//
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//
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bool __stdcall gos_ConnectTCP( char* IPAddress, WORD port );
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//
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// Open a TCPIP and ZoneMatch connection
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//
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// You can pass the address of the server or NULL for the sub net.
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//
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//
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bool __stdcall gos_ConnectZoneMatch( char* IPAddress, WORD port );
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//
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// Open an IPX connection
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//
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bool __stdcall gos_ConnectIPX();
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//
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// Open a Serial connection
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//
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// You pass the number of the COM port to use
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//
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bool __stdcall gos_ConnectSerialPort( DWORD SerialPort );
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//
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// Open a Modem connection
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//
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// You pass a phone number and number of modem to use. If 0 is passed for the phone number Answer mode will be entered
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//
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bool __stdcall gos_ConnectModem( char* PhoneNumber, DWORD Modem );
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//
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// Create the game specified
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//
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// 0=OK
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// 1=Bad game name
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// 2=Bad player name
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// 3=Failed
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// 4=Waiting for answer
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//
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int __stdcall gos_CreateGame( char* GameName, char* PlayerName, int MaxPlayers, char* GamePassword=0, bool Secure=0 ,char* UserPassword=0);
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//
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// Join the game specified
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//
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// 0=OK
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// 1=Bad game name
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// 2=Bad player name
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// 3=Failed to connect
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// 4=No dial tone
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// 5=Invalid password
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// 6=Too many players in the game
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//
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int __stdcall gos_JoinGame( char* GameName, char* PlayerName, char* GamePassword=0 ,char* UserPassword=0);
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//
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// Functionality: If connected to a network protocol, gos_Disconnect resets the connection
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//
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void __stdcall gos_Disconnect();
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