else if (player_nr == first_player.nr)
return("you");
else
- for (player=&first_player; player; player=player->next)
+ for (player = &first_player; player; player = player->next)
if (player->nr == player_nr && player->name && strlen(player->name))
return(player->name);
StartNetworkServer(port);
/* wait for server to start up and try connecting several times */
- for (i=0; i<6; i++)
+ for (i = 0; i < 6; i++)
{
Delay(500); /* wait 500 ms == 0.5 seconds */
close(sfd);
void SendToServer_MovePlayer(byte player_action)
{
- buffer[1] = OP_MOVE_FIGURE;
+ buffer[1] = OP_MOVE_PLAYER;
buffer[2] = player_action;
SendBufferToServer(3);
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)
+ for (player = &first_player; player; player = player->next)
{
if (player->nr == new_client_nr)
Error(ERR_EXIT, "multiplayer server sent duplicate player id");
Error(ERR_NETWORK_CLIENT, "client %d (%s) disconnected",
player_nr, getNetworkPlayerName(buffer[0]));
- for (player=&first_player; player; player=player->next)
+ for (player = &first_player; player; player = player->next)
if (player->next == player_disconnected)
player->next = player_disconnected->next;
free(player_disconnected);
InitRND(new_random_seed);
- game_status = PLAYING;
+ game_status = GAME_MODE_PLAYING;
InitGame();
}
printf("OP_STOP_PLAYING: %d\n", buffer[0]);
Error(ERR_NETWORK_CLIENT, "client %d stops game", buffer[0]);
- game_status = MAINMENU;
+ game_status = GAME_MODE_MAIN;
DrawMainMenu();
}
-static void Handle_OP_MOVE_FIGURE(unsigned int len)
+static void Handle_OP_MOVE_PLAYER(unsigned int len)
{
int server_frame_counter;
int i;
}
/* copy valid player actions */
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
stored_player[i].effective_action =
(i < len - 6 && stored_player[i].active ? buffer[6 + i] : 0);
Handle_OP_STOP_PLAYING();
break;
- case OP_MOVE_FIGURE:
- Handle_OP_MOVE_FIGURE(message_length);
+ case OP_MOVE_PLAYER:
+ Handle_OP_MOVE_PLAYER(message_length);
break;
case OP_BROADCAST_MESSAGE: