+ DrawNetworkText_Failed("Failed to connect to network server!");
+
+ /* when reaching this point, connect to newly started server has failed */
+ return FALSE;
+}
+
+void SendToServer_PlayerName(char *player_name)
+{
+ int len_player_name = strlen(player_name);
+
+ buffer[1] = OP_PLAYER_NAME;
+ memcpy(&buffer[2], player_name, len_player_name);
+ SendBufferToServer(2 + len_player_name);
+ Error(ERR_NETWORK_CLIENT, "you set your player name to \"%s\"", player_name);
+}
+
+void SendToServer_ProtocolVersion()
+{
+ buffer[1] = OP_PROTOCOL_VERSION;
+ buffer[2] = PROTOCOL_VERSION_1;
+ buffer[3] = PROTOCOL_VERSION_2;
+ buffer[4] = PROTOCOL_VERSION_3;
+
+ SendBufferToServer(5);
+}
+
+void SendToServer_NrWanted(int nr_wanted)
+{
+ buffer[1] = OP_NUMBER_WANTED;
+ buffer[2] = nr_wanted;
+
+ SendBufferToServer(3);
+}
+
+void SendToServer_StartPlaying()
+{
+ unsigned int new_random_seed = InitRND(level.random_seed);
+
+ int dummy = 0; /* !!! HAS NO MEANING ANYMORE !!! */
+ /* the name of the level must be enough */
+
+ buffer[1] = OP_START_PLAYING;
+ buffer[2] = (byte)(level_nr >> 8);
+ buffer[3] = (byte)(level_nr & 0xff);
+ buffer[4] = (byte)(dummy >> 8);
+ buffer[5] = (byte)(dummy & 0xff);
+
+ buffer[6] = (unsigned char)((new_random_seed >> 24) & 0xff);
+ buffer[7] = (unsigned char)((new_random_seed >> 16) & 0xff);
+ buffer[8] = (unsigned char)((new_random_seed >> 8) & 0xff);
+ buffer[9] = (unsigned char)((new_random_seed >> 0) & 0xff);
+
+ strcpy((char *)&buffer[10], leveldir_current->identifier);
+
+ SendBufferToServer(10 + strlen(leveldir_current->identifier) + 1);
+}
+
+void SendToServer_PausePlaying()
+{
+ buffer[1] = OP_PAUSE_PLAYING;
+
+ SendBufferToServer(2);
+}
+
+void SendToServer_ContinuePlaying()
+{
+ buffer[1] = OP_CONTINUE_PLAYING;
+
+ SendBufferToServer(2);
+}
+
+void SendToServer_StopPlaying(int cause_for_stopping)
+{
+ buffer[1] = OP_STOP_PLAYING;
+ buffer[2] = cause_for_stopping;
+
+ SendBufferToServer(3);
+}
+
+void SendToServer_MovePlayer(byte player_action)
+{
+ buffer[1] = OP_MOVE_PLAYER;
+ buffer[2] = player_action;
+
+ SendBufferToServer(3);
+}
+
+static void Handle_OP_BAD_PROTOCOL_VERSION()
+{
+ Error(ERR_WARN, "protocol version mismatch");
+ Error(ERR_EXIT, "server expects %d.%d.x instead of %d.%d.%d",
+ buffer[2], buffer[3],
+ PROTOCOL_VERSION_1, PROTOCOL_VERSION_2, PROTOCOL_VERSION_3);
+}
+
+static void Handle_OP_YOUR_NUMBER()
+{
+ int new_client_nr = buffer[2];
+ int new_index_nr = new_client_nr - 1;
+ struct PlayerInfo *old_local_player = local_player;
+ struct PlayerInfo *new_local_player = &stored_player[new_index_nr];
+
+ printf("OP_YOUR_NUMBER: %d\n", buffer[0]);
+ first_player.nr = new_client_nr;
+
+ if (old_local_player != new_local_player)
+ {
+ /* set relevant player settings and change to new player */
+
+ local_player = new_local_player;
+
+ old_local_player->connected_locally = FALSE;
+ new_local_player->connected_locally = TRUE;
+
+ old_local_player->connected_network = FALSE;
+ new_local_player->connected_network = TRUE;
+ }
+
+ if (first_player.nr > MAX_PLAYERS)
+ Error(ERR_EXIT, "sorry, more than %d players not allowed", MAX_PLAYERS);
+
+ Error(ERR_NETWORK_CLIENT, "you get client # %d", new_client_nr);
+}
+
+static void Handle_OP_NUMBER_WANTED()
+{
+ int client_nr_wanted = buffer[2];
+ int old_client_nr = buffer[0];
+ int new_client_nr = buffer[3];
+ int old_index_nr = old_client_nr - 1;
+ int new_index_nr = new_client_nr - 1;
+ int index_nr_wanted = client_nr_wanted - 1;
+ struct PlayerInfo *old_player = &stored_player[old_index_nr];
+ struct PlayerInfo *new_player = &stored_player[new_index_nr];
+
+ printf("OP_NUMBER_WANTED: %d\n", buffer[0]);
+
+ if (new_client_nr == client_nr_wanted) /* switching succeeded */
+ {
+ struct NetworkClientPlayerInfo *player;
+
+ if (old_client_nr != client_nr_wanted) /* client's nr has changed */
+ Error(ERR_NETWORK_CLIENT, "client %d switches to # %d",
+ old_client_nr, new_client_nr);
+ else if (old_client_nr == first_player.nr) /* local player keeps his nr */
+ Error(ERR_NETWORK_CLIENT, "keeping client # %d", new_client_nr);
+
+ if (old_client_nr != new_client_nr)
+ {
+ /* set relevant player settings and change to new player */
+
+ old_player->connected_network = FALSE;
+ new_player->connected_network = TRUE;
+ }
+
+ player = getNetworkPlayer(old_client_nr);
+ player->nr = new_client_nr;
+
+ if (old_player == local_player) /* local player switched */
+ {
+ local_player = new_player;
+
+ old_player->connected_locally = FALSE;
+ new_player->connected_locally = TRUE;
+ }
+ }
+ else if (old_client_nr == first_player.nr) /* failed -- local player? */
+ {
+ char request[100];
+
+ sprintf(request, "Sorry! Player %d already exists! You are player %d!",
+ index_nr_wanted + 1, new_index_nr + 1);
+
+ Request(request, REQ_CONFIRM);
+
+ Error(ERR_NETWORK_CLIENT, "cannot switch -- you keep client # %d",
+ new_client_nr);
+ }
+}
+
+static void Handle_OP_PLAYER_NAME(unsigned int len)
+{
+ struct NetworkClientPlayerInfo *player;
+ int player_nr = (int)buffer[0];
+
+ printf("OP_PLAYER_NAME: %d\n", player_nr);
+ player = getNetworkPlayer(player_nr);
+ buffer[len] = 0;
+ Error(ERR_NETWORK_CLIENT, "client %d calls itself \"%s\"",
+ buffer[0], &buffer[2]);
+ strncpy(player->name, (char *)&buffer[2], MAX_PLAYER_NAME_LEN);
+}
+
+static void Handle_OP_PLAYER_CONNECTED()
+{
+ struct NetworkClientPlayerInfo *player, *last_player = NULL;
+ int new_client_nr = (int)buffer[0];
+ int new_index_nr = new_client_nr - 1;
+
+ printf("OP_PLAYER_CONNECTED: %d\n", new_client_nr);
+ Error(ERR_NETWORK_CLIENT, "new client %d connected", new_client_nr);
+
+ for (player = &first_player; player; player = player->next)
+ {
+ if (player->nr == new_client_nr)
+ Error(ERR_EXIT, "multiplayer server sent duplicate player id");
+
+ last_player = player;
+ }
+
+ last_player->next = player =
+ checked_malloc(sizeof(struct NetworkClientPlayerInfo));
+ player->nr = new_client_nr;
+ player->name[0] = '\0';
+ player->next = NULL;
+
+ stored_player[new_index_nr].connected_network = TRUE;
+}
+
+static void Handle_OP_PLAYER_DISCONNECTED()
+{
+ struct NetworkClientPlayerInfo *player, *player_disconnected;
+ int player_nr = (int)buffer[0];
+ int index_nr = player_nr - 1;
+
+ printf("OP_PLAYER_DISCONNECTED: %d\n", player_nr);
+ player_disconnected = getNetworkPlayer(player_nr);
+ Error(ERR_NETWORK_CLIENT, "client %d (%s) disconnected",
+ player_nr, getNetworkPlayerName(buffer[0]));
+
+ for (player = &first_player; player; player = player->next)
+ if (player->next == player_disconnected)
+ player->next = player_disconnected->next;
+ free(player_disconnected);
+
+ stored_player[index_nr].connected_locally = FALSE;
+ stored_player[index_nr].connected_network = FALSE;
+}
+
+static void Handle_OP_START_PLAYING()
+{
+ LevelDirTree *new_leveldir;
+ int new_level_nr;
+ unsigned int new_random_seed;
+ char *new_leveldir_identifier;
+
+ new_level_nr = (buffer[2] << 8) + buffer[3];
+ new_random_seed =
+ (buffer[6] << 24) | (buffer[7] << 16) | (buffer[8] << 8) | (buffer[9]);
+ new_leveldir_identifier = (char *)&buffer[10];
+
+ new_leveldir = getTreeInfoFromIdentifier(leveldir_first,
+ new_leveldir_identifier);
+ if (new_leveldir == NULL)
+ {
+ Error(ERR_WARN, "no such level identifier: '%s'", new_leveldir_identifier);
+
+ new_leveldir = leveldir_first;
+ Error(ERR_WARN, "using default level set: '%s'", new_leveldir->identifier);
+ }
+
+ printf("OP_START_PLAYING: %d\n", buffer[0]);
+ Error(ERR_NETWORK_CLIENT,
+ "client %d starts game [level %d from level identifier '%s']\n",
+ buffer[0], new_level_nr, new_leveldir->identifier);
+
+ leveldir_current = new_leveldir;
+ level_nr = new_level_nr;
+
+ TapeErase();
+ LoadTape(level_nr);
+ LoadLevel(level_nr);
+
+ StartGameActions(FALSE, setup.autorecord, new_random_seed);