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// 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 "m_argv.h"
#include "i_system.h"
#include "i_timer.h"
#include "i_video.h"
#include "doomdef.h"
#include "deh_main.h"
#include "d_loop.h"
ticcmd_t *netcmds;
extern void D_DoAdvanceDemo(void);
extern void D_ProcessEvents(void);
extern void G_BuildTiccmd(ticcmd_t *cmd, int maketic);
extern boolean G_CheckDemoStatus(void);
// 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;
// Note:
// The Heretic source code does this, which doesn't actually work.
// As a result, the exit message is never seen.
strcpy(exitmsg, "PLAYER 1 LEFT THE GAME");
exitmsg[7] += player_num;
players[consoleplayer].message = exitmsg;
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 = {
D_ProcessEvents,
G_BuildTiccmd,
RunTic,
MN_Ticker
};
// 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;
// TODO startloadgame = settings->loadgame;
nomonsters = settings->nomonsters;
respawnparm = settings->respawn_monsters;
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;
// TODO settings->loadgame = startloadgame;
settings->gameversion = exe_heretic_1_3;
settings->nomonsters = nomonsters;
settings->respawn_monsters = respawnparm;
settings->timelimit = 0;
settings->lowres_turn = false;
connect_data->drone = false;
//
// Connect data
//
// Game type fields:
connect_data->gamemode = gamemode;
connect_data->gamemission = gamemission;
connect_data->lowres_turn = false;
}
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
//
void D_CheckNetGame (void)
{
net_connect_data_t connect_data;
net_gamesettings_t settings;
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, &connect_data);
}
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