mirror of
https://github.com/ZDoom/Raze.git
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146 lines
3.7 KiB
C++
146 lines
3.7 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "mmulti.h"
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#include "pragmas.h"
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#include "compat.h"
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#include "controls.h"
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#include "globals.h"
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#include "network.h"
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#include "player.h"
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#include "seq.h"
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#include "sound.h"
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#include "view.h"
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#include "menu.h"
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#include "gamestate.h"
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BEGIN_BLD_NS
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MapRecord *gStartNewGame = 0;
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PACKETMODE gPacketMode = PACKETMODE_1;
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int gNetFifoClock = 0;
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int gNetFifoTail = 0;
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int gNetFifoHead[8];
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int gPredictTail = 0;
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int gNetFifoMasterTail = 0;
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GINPUT gFifoInput[256][8];
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int myMinLag[8];
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int otherMinLag = 0;
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int myMaxLag = 0;
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int gSendCheckTail = 0;
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int gCheckTail = 0;
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int gInitialNetPlayers = 0;
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int gBufferJitter = 1;
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int gPlayerReady[8];
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bool bNoResend = true;
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bool gRobust = false;
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bool bOutOfSync = false;
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bool ready2send = false;
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NETWORKMODE gNetMode = NETWORK_NONE;
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char gNetAddress[32];
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// PORT-TODO: Use different port?
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int gNetPort = kNetDefaultPort;
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const short word_1328AC = 0x214;
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void netResetToSinglePlayer(void)
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{
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myconnectindex = connecthead = 0;
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gInitialNetPlayers = gNetPlayers = numplayers = 1;
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connectpoint2[0] = -1;
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gGameOptions.nGameType = 0;
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gNetMode = NETWORK_NONE;
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UpdateNetworkMenus();
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}
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void netReset(void)
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{
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gNetFifoClock = gFrameClock = gameclock = 0;
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lastTic = -1;
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gNetFifoMasterTail = 0;
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gPredictTail = 0;
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gNetFifoTail = 0;
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memset(gNetFifoHead, 0, sizeof(gNetFifoHead));
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memset(myMinLag, 0, sizeof(myMinLag));
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otherMinLag = 0;
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myMaxLag = 0;
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gSendCheckTail = 0;
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gCheckTail = 0;
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bOutOfSync = 0;
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gBufferJitter = 1;
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}
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void netBroadcastPlayerInfo(int nPlayer)
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{
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PROFILE *pProfile = &gProfile[nPlayer];
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strcpy(pProfile->name, playername);
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pProfile->skill = gSkill;
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pProfile->nAutoAim = cl_autoaim;
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pProfile->nWeaponSwitch = cl_weaponswitch;
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if (numplayers < 2)
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return;
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}
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void netGetInput(void)
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{
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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if (gNetFifoHead[myconnectindex]-200 > gNetFifoHead[p])
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return;
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GINPUT &input = gFifoInput[gNetFifoHead[myconnectindex]&255][myconnectindex];
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input = gNetInput;
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gNetFifoHead[myconnectindex]++;
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if (gGameOptions.nGameType == 0 || numplayers == 1)
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{
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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{
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if (p != myconnectindex)
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{
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GINPUT *pInput1 = &gFifoInput[(gNetFifoHead[p]-1)&255][p];
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GINPUT *pInput2 = &gFifoInput[gNetFifoHead[p]&255][p];
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memcpy(pInput2, pInput1, sizeof(GINPUT));
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gNetFifoHead[p]++;
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}
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}
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return;
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}
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}
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void netInitialize(bool bConsole)
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{
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memset(gPlayerReady, 0, sizeof(gPlayerReady));
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netReset();
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netResetToSinglePlayer();
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}
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void netDeinitialize(void)
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{
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}
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void netPlayerQuit(int nPlayer)
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{
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}
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END_BLD_NS
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