added separate network info structure for network options and setup values
[rocksndiamonds.git] / src / network.c
index 1c9e0b0d30a10b063a504ddbc5af5fb6ff670f81..742cea5792e6a0cd639b851b12a4c92f2916c329 100644 (file)
@@ -56,7 +56,7 @@ static boolean stop_network_game = FALSE;
 
 static void SendBufferToServer(int size)
 {
-  if (!options.network)
+  if (!network.enabled)
     return;
 
   realbuffer[0] = realbuffer[1] = realbuffer[2] = 0;
@@ -544,12 +544,17 @@ static void Handle_OP_STOP_PLAYING()
 
   if (game_status == GAME_MODE_PLAYING)
   {
-    if (buffer[2] == NETWORK_STOP_BY_PLAYER)
-      Request("Network game stopped by player!", REQ_CONFIRM);
-    else if (buffer[2] == NETWORK_STOP_BY_ERROR)
-      Request("Network game stopped due to internal error!", REQ_CONFIRM);
-    else
-      Request("Network game stopped!", REQ_CONFIRM);
+    int client_nr = buffer[0];
+    int index_nr = client_nr - 1;
+    boolean stopped_by_remote_player = (index_nr != local_player->index_nr);
+    char *message = (buffer[2] == NETWORK_STOP_BY_PLAYER ?
+                    "Network game stopped by player!" :
+                    buffer[2] == NETWORK_STOP_BY_ERROR ?
+                    "Network game stopped due to internal error!" :
+                    "Network game stopped!");
+
+    if (buffer[2] != NETWORK_STOP_BY_PLAYER || stopped_by_remote_player)
+      Request(message, REQ_CONFIRM | REQ_STAY_CLOSED);
   }
 
   SetGameStatus(GAME_MODE_MAIN);