# define MACOSX
#endif
+#ifdef SUNOS
+#include <sys/file.h> // Needed for FNDELAY
+# define model_t dp_model_t // Workaround conflict with /usr/include/sys/model.h
+#endif
//============================================================================
{
qboolean allowoverflow; // if false, do a Sys_Error
qboolean overflowed; // set to true if the buffer size failed
- qbyte *data;
+ unsigned char *data;
int maxsize;
int cursize;
} sizebuf_t;
void SZ_Clear (sizebuf_t *buf);
-void *SZ_GetSpace (sizebuf_t *buf, int length);
-void SZ_Write (sizebuf_t *buf, const void *data, int length);
-void SZ_Print(sizebuf_t *buf, const char *data); // strcats onto the sizebuf
+unsigned char *SZ_GetSpace (sizebuf_t *buf, int length);
+void SZ_Write (sizebuf_t *buf, const unsigned char *data, int length);
void SZ_HexDumpToConsole(const sizebuf_t *buf);
-void Com_HexDumpToConsole(const qbyte *data, int size);
+void Com_HexDumpToConsole(const unsigned char *data, int size);
-unsigned short CRC_Block(const qbyte *data, int size);
+unsigned short CRC_Block(const unsigned char *data, size_t size);
//============================================================================
# if defined(WIN32)
# define BYTE_ORDER LITTLE_ENDIAN
# else
-# warning "Unable to determine the CPU endianess. Defaulting to little endian"
-# define BYTE_ORDER LITTLE_ENDIAN
+# if defined(SUNOS)
+# if defined(__i386) || defined(__amd64)
+# define BYTE_ORDER LITTLE_ENDIAN
+# else
+# define BYTE_ORDER BIG_ENDIAN
+# endif
+# else
+# warning "Unable to determine the CPU endianess. Defaulting to little endian"
+# define BYTE_ORDER LITTLE_ENDIAN
+# endif
# endif
#endif
#define LittleFloat(l) FloatSwap(l)
#endif
-unsigned int BuffBigLong (const qbyte *buffer);
-unsigned short BuffBigShort (const qbyte *buffer);
-unsigned int BuffLittleLong (const qbyte *buffer);
-unsigned short BuffLittleShort (const qbyte *buffer);
+unsigned int BuffBigLong (const unsigned char *buffer);
+unsigned short BuffBigShort (const unsigned char *buffer);
+unsigned int BuffLittleLong (const unsigned char *buffer);
+unsigned short BuffLittleShort (const unsigned char *buffer);
//============================================================================
typedef enum protocolversion_e
{
PROTOCOL_UNKNOWN,
- PROTOCOL_QUAKE, // quake (aka netquake/normalquake/nq) protocol
+ PROTOCOL_DARKPLACES7, // added QuakeWorld-style movement protocol to allow more consistent prediction
+ PROTOCOL_DARKPLACES6, // various changes
+ PROTOCOL_DARKPLACES5, // uses EntityFrame5 entity snapshot encoder/decoder which is based on a Tribes networking article at http://www.garagegames.com/articles/networking1/
+ PROTOCOL_DARKPLACES4, // various changes
+ PROTOCOL_DARKPLACES3, // uses EntityFrame4 entity snapshot encoder/decoder which is broken, this attempted to do partial snapshot updates on a QuakeWorld-like protocol, but it is broken and impossible to fix
+ PROTOCOL_DARKPLACES2, // various changes
+ PROTOCOL_DARKPLACES1, // uses EntityFrame entity snapshot encoder/decoder which is a QuakeWorld-like entity snapshot delta compression method
PROTOCOL_QUAKEDP, // darkplaces extended quake protocol (used by TomazQuake and others), backwards compatible as long as no extended features are used
PROTOCOL_NEHAHRAMOVIE, // Nehahra movie protocol, a big nasty hack dating back to early days of the Quake Standards Group (but only ever used by neh_gl.exe), this is potentially backwards compatible with quake protocol as long as no extended features are used (but in actuality the neh_gl.exe which wrote this protocol ALWAYS wrote the extended information)
- PROTOCOL_DARKPLACES1, // uses EntityFrame_ entity snapshot encoder/decoder which is a QuakeWorld-like entity snapshot delta compression method
- PROTOCOL_DARKPLACES2, // various changes
- PROTOCOL_DARKPLACES3, // uses EntityFrame4 entity snapshot encoder/decoder which is broken, this attempted to do partial snapshot updates on a QuakeWorld-like protocol, but it is broken and impossible to fix
- PROTOCOL_DARKPLACES4, // various changes
- PROTOCOL_DARKPLACES5, // uses EntityFrame5 entity snapshot encoder/decoder which is based on a Tribes networking article at http://www.garagegames.com/articles/networking1/
- PROTOCOL_DARKPLACES6, // various changes
- PROTOCOL_DARKPLACES7, // added QuakeWorld-style movement protocol to allow more consistent prediction
+ PROTOCOL_QUAKE, // quake (aka netquake/normalquake/nq) protocol
}
protocolversion_t;
void MSG_WriteLong (sizebuf_t *sb, int c);
void MSG_WriteFloat (sizebuf_t *sb, float f);
void MSG_WriteString (sizebuf_t *sb, const char *s);
+void MSG_WriteUnterminatedString (sizebuf_t *sb, const char *s);
void MSG_WriteAngle8i (sizebuf_t *sb, float f);
void MSG_WriteAngle16i (sizebuf_t *sb, float f);
void MSG_WriteAngle32f (sizebuf_t *sb, float f);
GAME_PRYDON,
GAME_NETHERWORLD,
GAME_THEHUNTED,
+ GAME_DEFEATINDETAIL2,
}
gamemode_t;