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Diffstat (limited to 'src/strife/d_net.c')
-rw-r--r-- | src/strife/d_net.c | 308 |
1 files changed, 308 insertions, 0 deletions
diff --git a/src/strife/d_net.c b/src/strife/d_net.c new file mode 100644 index 00000000..a8d91136 --- /dev/null +++ b/src/strife/d_net.c @@ -0,0 +1,308 @@ +// Emacs style mode select -*- C++ -*- +//----------------------------------------------------------------------------- +// +// Copyright(C) 1993-1996 Id Software, Inc. +// Copyright(C) 2005 Simon Howard +// +// 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. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA +// 02111-1307, USA. +// +// DESCRIPTION: +// DOOM Network game communication and protocol, +// all OS independend parts. +// +//----------------------------------------------------------------------------- + +#include <stdlib.h> + +#include "doomfeatures.h" + +#include "d_main.h" +#include "m_argv.h" +#include "m_menu.h" +#include "i_system.h" +#include "i_timer.h" +#include "i_video.h" +#include "g_game.h" +#include "doomdef.h" +#include "doomstat.h" +#include "w_checksum.h" + +#include "deh_main.h" + +#include "d_loop.h" + +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 (!demoplayback && 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 (); + + M_Ticker(); + G_Ticker(); +} + +static void NullMenuTicker() +{ + // no-op. +} + +static loop_interface_t strife_loop_interface = { + D_ProcessEvents, + G_BuildTiccmd, + RunTic, + NullMenuTicker +}; + + +// Load game settings from the specified structure and +// set global variables. + +static void LoadGameSettings(net_gamesettings_t *settings, + net_connect_data_t *connect_data) +{ + unsigned int i; + + deathmatch = settings->deathmatch; + ticdup = settings->ticdup; + 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 (!connect_data->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; + connect_data->max_players = MAXPLAYERS; + + //! + // @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; + + // Read checksums of our WAD directory and dehacked information + + W_Checksum(connect_data->wad_md5sum); + DEH_Checksum(connect_data->deh_md5sum); + + connect_data->is_freedoom = 0; +} + +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; + + D_RegisterLoopCallbacks(&strife_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, &connect_data); + + 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"); + } + } +} |