if (game.use_block_last_field_bug)
player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
- if (!options.network || player->connected_network)
+ if (!network.enabled || player->connected_network)
{
player->active = TRUE;
InitGameControlValues();
/* don't play tapes over network */
- network_playing = (options.network && !tape.playing);
+ network_playing = (network.enabled && !tape.playing);
for (i = 0; i < MAX_PLAYERS; i++)
{
local_player = &stored_player[i];
}
- if (!options.network)
+ if (!network.enabled)
local_player->connected = TRUE;
if (tape.playing)
for (i = 0; i < MAX_PLAYERS; i++)
stored_player[i].connected = tape.player_participates[i];
}
- else if (options.network)
+ else if (network.enabled)
{
/* add team mode players connected over the network (needed for correct
assignment of player figures from level to locally playing players) */
}
#endif
}
- else if (!options.network && !game.team_mode) /* && !tape.playing */
+ else if (!network.enabled && !game.team_mode) /* && !tape.playing */
{
/* when in single player mode, eliminate all but the first active player */
}
if (game.restart_level)
- StartGameActions(options.network, setup.autorecord, level.random_seed);
+ StartGameActions(network.enabled, setup.autorecord, level.random_seed);
/* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
// summarize all actions at local players mapped input device position
// (this allows using different input devices in single player mode)
- if (!options.network && !game.team_mode)
+ if (!network.enabled && !game.team_mode)
stored_player[map_player_action[local_player->index_nr]].effective_action =
summarized_player_action;
}
}
- if (!options.network && game.centered_player_nr == -1 &&
+ if (!network.enabled && game.centered_player_nr == -1 &&
!AllPlayersInSight(player, new_jx, new_jy))
return MP_NO_ACTION;
if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
{
- if (!options.network && game.centered_player_nr == -1 &&
+ if (!network.enabled && game.centered_player_nr == -1 &&
!AllPlayersInVisibleScreen())
{
scroll_x = old_scroll_x;
CloseDoor(DOOR_CLOSE_1);
#if defined(NETWORK_AVALIABLE)
- if (options.network)
+ if (network.enabled)
SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
else
#endif
if (Request(message, REQ_ASK | REQ_STAY_CLOSED))
{
- StartGameActions(options.network, setup.autorecord, level.random_seed);
+ StartGameActions(network.enabled, setup.autorecord, level.random_seed);
}
else
{
case GAME_CTRL_ID_PAUSE:
case GAME_CTRL_ID_PAUSE2:
case GAME_CTRL_ID_PANEL_PAUSE:
- if (options.network && game_status == GAME_MODE_PLAYING)
+ if (network.enabled && game_status == GAME_MODE_PLAYING)
{
#if defined(NETWORK_AVALIABLE)
if (tape.pausing)
case GAME_CTRL_ID_PANEL_PLAY:
if (game_status == GAME_MODE_MAIN)
{
- StartGameActions(options.network, setup.autorecord, level.random_seed);
+ StartGameActions(network.enabled, setup.autorecord, level.random_seed);
}
else if (tape.pausing)
{
#if defined(NETWORK_AVALIABLE)
- if (options.network)
+ if (network.enabled)
SendToServer_ContinuePlaying();
else
#endif