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author | Simon Howard | 2011-10-11 20:21:32 +0000 |
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committer | Simon Howard | 2011-10-11 20:21:32 +0000 |
commit | 460c3748565ba1f0fee9e39fd33e76436c6ddc78 (patch) | |
tree | a636ca4f2dcd7eb392985e84103e6e73e6ef12cf /src/doom/d_net.c | |
parent | 6444493dbd51c95c2adf01526dfeeebc74c186fd (diff) | |
download | chocolate-doom-460c3748565ba1f0fee9e39fd33e76436c6ddc78.tar.gz chocolate-doom-460c3748565ba1f0fee9e39fd33e76436c6ddc78.tar.bz2 chocolate-doom-460c3748565ba1f0fee9e39fd33e76436c6ddc78.zip |
Refactor and rearrange d_net.c so that the loop code is agnostic and
separate from the Doom-specific code.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2412
Diffstat (limited to 'src/doom/d_net.c')
-rw-r--r-- | src/doom/d_net.c | 551 |
1 files changed, 288 insertions, 263 deletions
diff --git a/src/doom/d_net.c b/src/doom/d_net.c index f3155a9b..68a804aa 100644 --- a/src/doom/d_net.c +++ b/src/doom/d_net.c @@ -49,6 +49,13 @@ #include "net_sdl.h" #include "net_loop.h" +typedef struct +{ + void (*BuildTiccmd)(ticcmd_t *cmd); + void (*RunTic)(ticcmd_t *cmds, boolean *ingame); + void (*RunMenu)(); +} loop_interface_t; + // The complete set of data for a particular tic. typedef struct @@ -69,7 +76,6 @@ typedef struct // ticcmd_set_t ticdata[BACKUPTICS]; -ticcmd_t *netcmds; int maketic; int recvtic; @@ -95,6 +101,10 @@ fixed_t offsetms; boolean new_sync = true; +// Callback functions for loop code. + +static loop_interface_t *loop_interface = NULL; + // 35 fps clock adjusted by offsetms milliseconds static int GetAdjustedTime(void) @@ -172,7 +182,7 @@ void NetUpdate (void) // Always run the menu - M_Ticker (); + loop_interface->RunMenu(); if (drone) { @@ -186,7 +196,7 @@ void NetUpdate (void) // If playing single player, do not allow tics to buffer // up very far - if ((!netgame || demoplayback) && maketic - gameticdiv > 2) + if (!net_client_connected && maketic - gameticdiv > 2) break; // Never go more than ~200ms ahead @@ -201,7 +211,7 @@ void NetUpdate (void) } //printf ("mk:%i ",maketic); - G_BuildTiccmd(&cmd); + loop_interface->BuildTiccmd(&cmd); #ifdef FEATURE_MULTIPLAYER @@ -218,34 +228,6 @@ void NetUpdate (void) } } -// Called when a player leaves the game - -static void D_PlayerQuitGame(player_t *player) -{ - static char exitmsg[80]; - unsigned int player_num; - - player_num = player - players; - - // Do this the same way as Vanilla Doom does, to allow dehacked - // replacements of this message - - strncpy(exitmsg, DEH_String("Player 1 left the game"), sizeof(exitmsg)); - exitmsg[sizeof(exitmsg) - 1] = '\0'; - - exitmsg[7] += player_num; - - playeringame[player_num] = false; - players[consoleplayer].message = exitmsg; - - // TODO: check if it is sensible to do this: - - if (demorecording) - { - G_CheckDemoStatus (); - } -} - static void D_Disconnected(void) { // In drone mode, the game cannot continue once disconnected. @@ -304,79 +286,13 @@ void D_StartGameLoop(void) lasttime = GetAdjustedTime() / ticdup; } -// Load game settings from the specified structure and -// set global variables. - -static void LoadGameSettings(net_gamesettings_t *settings) -{ - unsigned int i; - - deathmatch = settings->deathmatch; - ticdup = settings->ticdup; - extratics = settings->extratics; - startepisode = settings->episode; - startmap = settings->map; - startskill = settings->skill; - startloadgame = settings->loadgame; - lowres_turn = settings->lowres_turn; - nomonsters = settings->nomonsters; - fastparm = settings->fast_monsters; - respawnparm = settings->respawn_monsters; - timelimit = settings->timelimit; - - if (lowres_turn) - { - printf("NOTE: Turning resolution is reduced; this is probably " - "because there is a client recording a Vanilla demo.\n"); - } - - new_sync = settings->new_sync; - - if (new_sync == false) - { - printf("Syncing netgames like Vanilla Doom.\n"); - } - - if (!drone) - { - consoleplayer = settings->consoleplayer; - } - else - { - consoleplayer = 0; - } - - for (i=0; i<MAXPLAYERS; ++i) - { - playeringame[i] = i < settings->num_players; - } -} - -// Save the game settings from global variables to the specified -// game settings structure. - -static void SaveGameSettings(net_gamesettings_t *settings, - net_connect_data_t *connect_data) +boolean D_InitNetGame(net_connect_data_t *connect_data, + net_gamesettings_t *settings) { + net_addr_t *addr = NULL; + boolean result = false; int i; - // Fill in game settings structure with appropriate parameters - // for the new game - - settings->deathmatch = deathmatch; - settings->episode = startepisode; - settings->map = startmap; - settings->skill = startskill; - settings->loadgame = startloadgame; - settings->gameversion = gameversion; - settings->nomonsters = nomonsters; - settings->fast_monsters = fastparm; - settings->respawn_monsters = respawnparm; - settings->timelimit = timelimit; - - settings->lowres_turn = M_CheckParm("-record") > 0 - && M_CheckParm("-longtics") == 0; - //! // @category net // @@ -418,54 +334,6 @@ static void SaveGameSettings(net_gamesettings_t *settings, else settings->ticdup = 1; - // - // Connect data - // - - // Game type fields: - - connect_data->gamemode = gamemode; - connect_data->gamemission = gamemission; - - // Drone mode? - - connect_data->drone = M_CheckParm("-drone") > 0; - - // Are we recording a demo? Possibly set lowres turn mode - - connect_data->lowres_turn = settings->lowres_turn; -} - -void D_InitSinglePlayerGame(net_gamesettings_t *settings) -{ - // default values for single player - - settings->consoleplayer = 0; - settings->num_players = 1; - - netgame = false; - - //! - // @category net - // - // Start the game playing as though in a netgame with a single - // player. This can also be used to play back single player netgame - // demos. - // - - if (M_CheckParm("-solo-net") > 0) - { - netgame = true; - } -} - -boolean D_InitNetGame(net_connect_data_t *connect_data, - net_gamesettings_t *settings) -{ - net_addr_t *addr = NULL; - int i; - - #ifdef FEATURE_MULTIPLAYER //! @@ -535,30 +403,6 @@ boolean D_InitNetGame(net_connect_data_t *connect_data, connect_data->drone = true; } - //! - // @category net - // - // Run as the left screen in three screen mode. - // - - if (M_CheckParm("-left") > 0) - { - viewangleoffset = ANG90; - connect_data->drone = true; - } - - //! - // @category net - // - // Run as the right screen in three screen mode. - // - - if (M_CheckParm("-right") > 0) - { - viewangleoffset = ANG270; - connect_data->drone = true; - } - if (!NET_CL_Connect(addr, connect_data)) { I_Error("D_CheckNetGame: Failed to connect to %s\n", @@ -575,71 +419,19 @@ boolean D_InitNetGame(net_connect_data_t *connect_data, NET_CL_GetSettings(settings); - return true; + result = true; } #endif - return false; -} - -// -// D_CheckNetGame -// Works out player numbers among the net participants -// -extern int viewangleoffset; - -void D_CheckNetGame (void) -{ - net_connect_data_t connect_data; - net_gamesettings_t settings; - - offsetms = 0; - recvtic = 0; - - // Call D_QuitNetGame on exit - - I_AtExit(D_QuitNetGame, true); - - SaveGameSettings(&settings, &connect_data); + new_sync = settings->new_sync; - if (D_InitNetGame(&connect_data, &settings)) - { - netgame = true; - autostart = true; - } - else + if (new_sync == false) { - D_InitSinglePlayerGame(&settings); + printf("Syncing netgames like Vanilla Doom.\n"); } - LoadGameSettings(&settings); - - DEH_printf("startskill %i deathmatch: %i startmap: %i startepisode: %i\n", - startskill, deathmatch, startmap, startepisode); - - DEH_printf("player %i of %i (%i nodes)\n", - consoleplayer+1, settings.num_players, settings.num_players); - - // Show players here; the server might have specified a time limit - - if (timelimit > 0 && deathmatch) - { - // Gross hack to work like Vanilla: - - if (timelimit == 20 && M_CheckParm("-avg")) - { - DEH_printf("Austin Virtual Gaming: Levels will end " - "after 20 minutes\n"); - } - else - { - DEH_printf("Levels will end after %d minute", timelimit); - if (timelimit > 1) - printf("s"); - printf(".\n"); - } - } + return result; } @@ -678,10 +470,9 @@ static int GetLowTic(void) return lowtic; } -int frametics[4]; -int frameon; -int frameskip[4]; -int oldnettics; +static int frameon; +static int frameskip[4]; +static int oldnettics; static void OldNetSync(void) { @@ -780,32 +571,6 @@ static void TicdupSquash(ticcmd_set_t *set) } } -static void D_RunTic(ticcmd_set_t *set) -{ - extern boolean advancedemo; - unsigned int i; - - // Check for player quits. - - for (i = 0; i < MAXPLAYERS; ++i) - { - if (playeringame[i] && !set->ingame[i]) - { - D_PlayerQuitGame(&players[i]); - } - } - - netcmds = set->cmds; - - // check that there are players in the game. if not, we cannot - // run a tic. - - if (advancedemo) - D_DoAdvanceDemo (); - - G_Ticker (); -} - // When running in single player mode, clear all the ingame[] array // except the consoleplayer. @@ -920,9 +685,9 @@ void TryRunTics (void) if (gametic/ticdup > lowtic) I_Error ("gametic>lowtic"); - D_RunTic(set); + loop_interface->RunTic(set->cmds, set->ingame); gametic++; - + // modify command for duplicated tics TicdupSquash(set); @@ -932,3 +697,263 @@ void TryRunTics (void) } } +void D_RegisterLoopCallbacks(loop_interface_t *i) +{ + loop_interface = i; +} + +//---------------------------------------------------------------------- + +ticcmd_t *netcmds; + +// Called when a player leaves the game + +static void PlayerQuitGame(player_t *player) +{ + static char exitmsg[80]; + unsigned int player_num; + + player_num = player - players; + + // Do this the same way as Vanilla Doom does, to allow dehacked + // replacements of this message + + strncpy(exitmsg, DEH_String("Player 1 left the game"), sizeof(exitmsg)); + exitmsg[sizeof(exitmsg) - 1] = '\0'; + + exitmsg[7] += player_num; + + playeringame[player_num] = false; + players[consoleplayer].message = exitmsg; + + // TODO: check if it is sensible to do this: + + if (demorecording) + { + G_CheckDemoStatus (); + } +} + +static void RunTic(ticcmd_t *cmds, boolean *ingame) +{ + extern boolean advancedemo; + unsigned int i; + + // Check for player quits. + + for (i = 0; i < MAXPLAYERS; ++i) + { + if (playeringame[i] && !ingame[i]) + { + PlayerQuitGame(&players[i]); + } + } + + netcmds = cmds; + + // check that there are players in the game. if not, we cannot + // run a tic. + + if (advancedemo) + D_DoAdvanceDemo (); + + G_Ticker (); +} + +static loop_interface_t doom_loop_interface = { + G_BuildTiccmd, + RunTic, + M_Ticker +}; + + +// Load game settings from the specified structure and +// set global variables. + +static void LoadGameSettings(net_gamesettings_t *settings) +{ + unsigned int i; + + deathmatch = settings->deathmatch; + ticdup = settings->ticdup; + extratics = settings->extratics; + startepisode = settings->episode; + startmap = settings->map; + startskill = settings->skill; + startloadgame = settings->loadgame; + lowres_turn = settings->lowres_turn; + nomonsters = settings->nomonsters; + fastparm = settings->fast_monsters; + respawnparm = settings->respawn_monsters; + timelimit = settings->timelimit; + + if (lowres_turn) + { + printf("NOTE: Turning resolution is reduced; this is probably " + "because there is a client recording a Vanilla demo.\n"); + } + + if (!drone) + { + consoleplayer = settings->consoleplayer; + } + else + { + consoleplayer = 0; + } + + for (i=0; i<MAXPLAYERS; ++i) + { + playeringame[i] = i < settings->num_players; + } +} + +// Save the game settings from global variables to the specified +// game settings structure. + +static void SaveGameSettings(net_gamesettings_t *settings, + net_connect_data_t *connect_data) +{ + // Fill in game settings structure with appropriate parameters + // for the new game + + settings->deathmatch = deathmatch; + settings->episode = startepisode; + settings->map = startmap; + settings->skill = startskill; + settings->loadgame = startloadgame; + settings->gameversion = gameversion; + settings->nomonsters = nomonsters; + settings->fast_monsters = fastparm; + settings->respawn_monsters = respawnparm; + settings->timelimit = timelimit; + + settings->lowres_turn = M_CheckParm("-record") > 0 + && M_CheckParm("-longtics") == 0; + + connect_data->drone = false; + + //! + // @category net + // + // Run as the left screen in three screen mode. + // + + if (M_CheckParm("-left") > 0) + { + viewangleoffset = ANG90; + connect_data->drone = true; + } + + //! + // @category net + // + // Run as the right screen in three screen mode. + // + + if (M_CheckParm("-right") > 0) + { + viewangleoffset = ANG270; + connect_data->drone = true; + } + + // + // Connect data + // + + // Game type fields: + + connect_data->gamemode = gamemode; + connect_data->gamemission = gamemission; + + // Are we recording a demo? Possibly set lowres turn mode + + connect_data->lowres_turn = settings->lowres_turn; +} + +void D_InitSinglePlayerGame(net_gamesettings_t *settings) +{ + // default values for single player + + settings->consoleplayer = 0; + settings->num_players = 1; + + netgame = false; + + //! + // @category net + // + // Start the game playing as though in a netgame with a single + // player. This can also be used to play back single player netgame + // demos. + // + + if (M_CheckParm("-solo-net") > 0) + { + netgame = true; + } +} + +// +// D_CheckNetGame +// Works out player numbers among the net participants +// +extern int viewangleoffset; + +void D_CheckNetGame (void) +{ + net_connect_data_t connect_data; + net_gamesettings_t settings; + + offsetms = 0; + recvtic = 0; + + D_RegisterLoopCallbacks(&doom_loop_interface); + + // Call D_QuitNetGame on exit + + I_AtExit(D_QuitNetGame, true); + + SaveGameSettings(&settings, &connect_data); + + if (D_InitNetGame(&connect_data, &settings)) + { + netgame = true; + autostart = true; + } + else + { + D_InitSinglePlayerGame(&settings); + } + + LoadGameSettings(&settings); + + DEH_printf("startskill %i deathmatch: %i startmap: %i startepisode: %i\n", + startskill, deathmatch, startmap, startepisode); + + DEH_printf("player %i of %i (%i nodes)\n", + consoleplayer+1, settings.num_players, settings.num_players); + + // Show players here; the server might have specified a time limit + + if (timelimit > 0 && deathmatch) + { + // Gross hack to work like Vanilla: + + if (timelimit == 20 && M_CheckParm("-avg")) + { + DEH_printf("Austin Virtual Gaming: Levels will end " + "after 20 minutes\n"); + } + else + { + DEH_printf("Levels will end after %d minute", timelimit); + if (timelimit > 1) + printf("s"); + printf(".\n"); + } + } +} + +//---------------------------------------------------------------------- + |