diff options
Diffstat (limited to 'src/doom/d_net.c')
-rw-r--r-- | src/doom/d_net.c | 92 |
1 files changed, 92 insertions, 0 deletions
diff --git a/src/doom/d_net.c b/src/doom/d_net.c index 464922d4..a081b72a 100644 --- a/src/doom/d_net.c +++ b/src/doom/d_net.c @@ -64,6 +64,7 @@ ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS]; int nettics[MAXPLAYERS]; int maketic; +int recvtic; // Used for original sync code. @@ -214,6 +215,97 @@ 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) +{ + int i; + + // In drone mode, the game cannot continue once disconnected. + + if (drone) + { + I_Error("Disconnected from server in drone mode."); + } + + // disconnected from server + + printf("Disconnected from server.\n"); + + for (i=0; i<MAXPLAYERS; ++i) + { + if (i != consoleplayer && playeringame[i]) + { + D_PlayerQuitGame(&players[i]); + } + } +} + +// +// Invoked by the network engine when a complete set of ticcmds is +// available. +// + +void D_ReceiveTic(ticcmd_t *ticcmds, boolean *players_mask) +{ + int i; + + // Disconnected from server? + + if (ticcmds == NULL && players_mask == NULL) + { + D_Disconnected(); + return; + } + + for (i=0; i<MAXPLAYERS; ++i) + { + if (!drone && i == consoleplayer) + { + // This is us. + } + else if (players_mask[i]) + { + netcmds[i][recvtic % BACKUPTICS] = ticcmds[i]; + nettics[i] = recvtic; + } + else if (playeringame[i]) + { + // Player quit the game. + + D_PlayerQuitGame(&players[i]); + } + } + + ++recvtic; +} + // // Start game loop // |