raze/source/sw/src/network.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "mmulti.h"
#include "gamecontrol.h"
#include "game.h"
#include "tags.h"
#include "names2.h"
#include "network.h"
#include "pal.h"
#include "weapon.h"
#include "menus.h"
#include "printf.h"
BEGIN_SW_NS
static uint8_t tempbuf[576], packbuf[576];
int PlayClock;
gNET gNet;
#define TIMERUPDATESIZ 32
//InputPacket fsync;
//Local multiplayer variables
// should move this to a local scope of faketimerhandler - do it when able to test
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bool CommEnabled = false;
uint8_t CommPlayers = 0;
double smoothratio;
// must start out as 0
void
InitNetPlayerOptions(void)
{
// short pnum;
PLAYERp pp = Player + myconnectindex;
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strncpy(pp->PlayerName, playername, 32);
// myconnectindex palette
pp->TeamColor = gs.NetColor;
if (pp->SpriteP)
{
pp->SpriteP->pal = PALETTE_PLAYER0 + pp->TeamColor;
User[pp->SpriteP - sprite]->spal = pp->SpriteP->pal;
}
}
END_SW_NS