foxygit / doom Log in
commit d1a3967194323b08227b20822acedb837e05281a
Merge: 6a2d4763 e225e0c9
Author:     Simon Howard <fraggle@gmail.com>
AuthorDate: Fri Dec 10 23:46:22 2010 +0000
Commit:     Simon Howard <fraggle@gmail.com>
CommitDate: Fri Dec 10 23:46:22 2010 +0000

    Merge from trunk.

    Subversion-branch: /branches/raven-branch
    Subversion-revision: 2214

 NEWS                           |  30 ++++++++---
 NOT-BUGS                       |   2 +-
 codeblocks/server.cbp          |   4 ++
 src/doom/d_net.c               |  18 ++++++-
 src/doom/g_game.c              |  15 ++----
 src/i_system.c                 |   6 +--
 src/net_gui.c                  |   2 +-
 src/net_query.c                |   2 +-
 src/net_server.c               |  24 +++++++--
 src/setup/mainmenu.c           |   5 ++
 src/setup/multiplayer.c        | 120 +++++++++++++++++++++++++++++------------
 src/setup/multiplayer.h        |   1 +
 src/setup/txt_joybinput.c      |   1 +
 src/setup/txt_keyinput.c       |   1 +
 src/setup/txt_mouseinput.c     |   1 +
 textscreen/examples/guitest.c  |  13 +++--
 textscreen/txt_button.c        |   1 +
 textscreen/txt_checkbox.c      |   1 +
 textscreen/txt_dropdown.c      |   1 +
 textscreen/txt_inputbox.c      |   2 +
 textscreen/txt_label.c         |   2 +-
 textscreen/txt_radiobutton.c   |   1 +
 textscreen/txt_scrollpane.c    |  20 ++++++-
 textscreen/txt_separator.c     |   2 +-
 textscreen/txt_spinctrl.c      |   1 +
 textscreen/txt_strut.c         |   2 +-
 textscreen/txt_table.c         |  51 +++++++++++++++---
 textscreen/txt_widget.c        |  27 +++++++++-
 textscreen/txt_widget.h        |  14 ++++-
 textscreen/txt_window.c        |  39 +++++++++++---
 textscreen/txt_window_action.c |   1 +
 31 files changed, 321 insertions(+), 89 deletions(-)

diff --cc src/doom/d_net.c
index b307d97f,00000000..70359ebd
mode 100644,000000..100644
--- a/src/doom/d_net.c
+++ b/src/doom/d_net.c
@@@ -1,929 -1,0 +1,943 @@@
 +// Emacs style mode select   -*- C++ -*-
 +//-----------------------------------------------------------------------------
 +//
 +// Copyright(C) 1993-1996 Id Software, Inc.
 +// Copyright(C) 2005 Simon Howard
 +//
 +// This program is free software; you can redistribute it and/or
 +// modify it under the terms of the GNU General Public License
 +// as published by the Free Software Foundation; either version 2
 +// of the License, or (at your option) any later version.
 +//
 +// This program is distributed in the hope that it will be useful,
 +// but WITHOUT ANY WARRANTY; without even the implied warranty of
 +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 +// GNU General Public License for more details.
 +//
 +// You should have received a copy of the GNU General Public License
 +// along with this program; if not, write to the Free Software
 +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 +// 02111-1307, USA.
 +//
 +// DESCRIPTION:
 +//	DOOM Network game communication and protocol,
 +//	all OS independend parts.
 +//
 +//-----------------------------------------------------------------------------
 +
 +#include <stdlib.h>
 +
 +#include "doomfeatures.h"
 +
 +#include "d_main.h"
 +#include "m_argv.h"
 +#include "m_menu.h"
 +#include "i_system.h"
 +#include "i_timer.h"
 +#include "i_video.h"
 +#include "g_game.h"
 +#include "doomdef.h"
 +#include "doomstat.h"
 +
 +#include "deh_main.h"
 +
 +#include "net_client.h"
 +#include "net_gui.h"
 +#include "net_io.h"
 +#include "net_query.h"
 +#include "net_server.h"
 +#include "net_sdl.h"
 +#include "net_loop.h"
 +
 +// The complete set of data for a particular tic.
 +
 +typedef struct
 +{
 +    ticcmd_t cmds[MAXPLAYERS];
 +    boolean ingame[MAXPLAYERS];
 +} ticcmd_set_t;
 +
 +//
 +// NETWORKING
 +//
 +// gametic is the tic about to (or currently being) run
 +// maketic is the tic that hasn't had control made for it yet
 +// recvtic is the latest tic received from the server.
 +//
 +// a gametic cannot be run until ticcmds are received for it
 +// from all players.
 +//
 +
 +ticcmd_set_t ticdata[BACKUPTICS];
 +ticcmd_t *netcmds;
 +
 +int             maketic;
 +int             recvtic;
 +
 +// Used for original sync code.
 +
 +static int      skiptics = 0;
 +
 +// Reduce the bandwidth needed by sampling game input less and transmitting
 +// less.  If ticdup is 2, sample half normal, 3 = one third normal, etc.
 +
 +int		ticdup;
 +
 +// Send this many extra (backup) tics in each packet.
 +
 +int             extratics;
 +
 +// Amount to offset the timer for game sync.
 +
 +fixed_t         offsetms;
 +
 +// Use new client syncronisation code
 +
 +boolean         new_sync = true;
 +
 +// 35 fps clock adjusted by offsetms milliseconds
 +
 +static int GetAdjustedTime(void)
 +{
 +    int time_ms;
 +
 +    time_ms = I_GetTimeMS();
 +
 +    if (new_sync)
 +    {
 +	// Use the adjustments from net_client.c only if we are
 +	// using the new sync mode.
 +
 +        time_ms += (offsetms / FRACUNIT);
 +    }
 +
 +    return (time_ms * TICRATE) / 1000;
 +}
 +
 +//
 +// NetUpdate
 +// Builds ticcmds for console player,
 +// sends out a packet
 +//
 +int      lasttime;
 +
 +void NetUpdate (void)
 +{
 +    int nowtime;
 +    int newtics;
 +    int	i;
 +    int	gameticdiv;
 +
 +    // If we are running with singletics (timing a demo), this
 +    // is all done separately.
 +
 +    if (singletics)
 +        return;
 +
 +#ifdef FEATURE_MULTIPLAYER
 +
 +    // Run network subsystems
 +
 +    NET_CL_Run();
 +    NET_SV_Run();
 +
 +#endif
 +
 +    // check time
 +    nowtime = GetAdjustedTime() / ticdup;
 +    newtics = nowtime - lasttime;
 +
 +    lasttime = nowtime;
 +
 +    if (skiptics <= newtics)
 +    {
 +        newtics -= skiptics;
 +        skiptics = 0;
 +    }
 +    else
 +    {
 +        skiptics -= newtics;
 +        newtics = 0;
 +    }
 +
 +    // build new ticcmds for console player
 +    gameticdiv = gametic/ticdup;
 +
 +    for (i=0 ; i<newtics ; i++)
 +    {
 +        ticcmd_t cmd;
 +
 +	I_StartTic ();
 +	D_ProcessEvents ();
 +
 +        // Always run the menu
 +
 +        M_Ticker ();
 +
 +        if (drone)
 +        {
 +            // In drone mode, do not generate any ticcmds.
 +
 +            continue;
 +        }
 +
 +        if (new_sync)
 +        {
 +           // If playing single player, do not allow tics to buffer
 +           // up very far
 +
 +           if ((!netgame || demoplayback) && maketic - gameticdiv > 2)
 +               break;
 +
 +           // Never go more than ~200ms ahead
 +
 +           if (maketic - gameticdiv > 8)
 +               break;
 +        }
 +	else
 +	{
 +           if (maketic - gameticdiv >= 5)
 +               break;
 +	}
 +
 +	//printf ("mk:%i ",maketic);
 +	G_BuildTiccmd(&cmd);
 +
 +#ifdef FEATURE_MULTIPLAYER
-
-         if (netgame && !demoplayback)
++
++        if (net_client_connected)
 +        {
 +            NET_CL_SendTiccmd(&cmd, maketic);
 +        }
 +
 +#endif
 +        ticdata[maketic % BACKUPTICS].cmds[consoleplayer] = cmd;
 +        ticdata[maketic % BACKUPTICS].ingame[consoleplayer] = true;
 +
 +	++maketic;
 +    }
 +}
 +
 +// Called when a player leaves the game
 +
 +static void D_PlayerQuitGame(player_t *player)
 +{
 +    static char exitmsg[80];
 +    unsigned int player_num;
 +
 +    player_num = player - players;
 +
 +    // Do this the same way as Vanilla Doom does, to allow dehacked
 +    // replacements of this message
 +
 +    strncpy(exitmsg, DEH_String("Player 1 left the game"), sizeof(exitmsg));
 +    exitmsg[sizeof(exitmsg) - 1] = '\0';
 +
 +    exitmsg[7] += player_num;
 +
 +    playeringame[player_num] = false;
 +    players[consoleplayer].message = exitmsg;
 +
 +    // TODO: check if it is sensible to do this:
 +
 +    if (demorecording)
 +    {
 +        G_CheckDemoStatus ();
 +    }
 +}
 +
 +static void D_Disconnected(void)
 +{
 +    // In drone mode, the game cannot continue once disconnected.
 +
 +    if (drone)
 +    {
 +        I_Error("Disconnected from server in drone mode.");
 +    }
 +
 +    // disconnected from server
 +
 +    printf("Disconnected from server.\n");
 +}
 +
 +//
 +// Invoked by the network engine when a complete set of ticcmds is
 +// available.
 +//
 +
 +void D_ReceiveTic(ticcmd_t *ticcmds, boolean *players_mask)
 +{
 +    int i;
 +
 +    // Disconnected from server?
 +
 +    if (ticcmds == NULL && players_mask == NULL)
 +    {
 +        D_Disconnected();
 +        return;
 +    }
 +
 +    for (i = 0; i < MAXPLAYERS; ++i)
 +    {
 +        if (!drone && i == consoleplayer)
 +        {
 +            // This is us.  Don't overwrite it.
 +        }
 +        else
 +        {
 +            ticdata[recvtic % BACKUPTICS].cmds[i] = ticcmds[i];
 +            ticdata[recvtic % BACKUPTICS].ingame[i] = players_mask[i];
 +        }
 +    }
 +
 +    ++recvtic;
 +}
 +
 +//
 +// Start game loop
 +//
 +// Called after the screen is set but before the game starts running.
 +//
 +
 +void D_StartGameLoop(void)
 +{
 +    lasttime = GetAdjustedTime() / ticdup;
 +}
 +
 +// Load game settings from the specified structure and
 +// set global variables.
 +
 +static void LoadGameSettings(net_gamesettings_t *settings)
 +{
 +    unsigned int i;
 +
 +    deathmatch = settings->deathmatch;
 +    ticdup = settings->ticdup;
 +    extratics = settings->extratics;
 +    startepisode = settings->episode;
 +    startmap = settings->map;
 +    startskill = settings->skill;
 +    startloadgame = settings->loadgame;
 +    lowres_turn = settings->lowres_turn;
 +    nomonsters = settings->nomonsters;
 +    fastparm = settings->fast_monsters;
 +    respawnparm = settings->respawn_monsters;
 +    timelimit = settings->timelimit;
 +
 +    if (lowres_turn)
 +    {
 +        printf("NOTE: Turning resolution is reduced; this is probably "
 +               "because there is a client recording a Vanilla demo.\n");
 +    }
 +
 +    new_sync = settings->new_sync;
 +
 +    if (new_sync == false)
 +    {
 +	printf("Syncing netgames like Vanilla Doom.\n");
 +    }
 +
 +    netgame = true;
 +    autostart = true;
 +
 +    if (!drone)
 +    {
 +        consoleplayer = settings->consoleplayer;
 +    }
 +    else
 +    {
 +        consoleplayer = 0;
 +    }
 +
 +    for (i=0; i<MAXPLAYERS; ++i)
 +    {
 +        playeringame[i] = i < settings->num_players;
 +    }
 +}
 +
 +// Save the game settings from global variables to the specified
 +// game settings structure.
 +
 +static void SaveGameSettings(net_gamesettings_t *settings,
 +                             net_connect_data_t *connect_data)
 +{
 +    int i;
 +
 +    // Fill in game settings structure with appropriate parameters
 +    // for the new game
 +
 +    settings->deathmatch = deathmatch;
 +    settings->episode = startepisode;
 +    settings->map = startmap;
 +    settings->skill = startskill;
 +    settings->loadgame = startloadgame;
 +    settings->gameversion = gameversion;
 +    settings->nomonsters = nomonsters;
 +    settings->fast_monsters = fastparm;
 +    settings->respawn_monsters = respawnparm;
 +    settings->timelimit = timelimit;
 +
 +    settings->lowres_turn = M_CheckParm("-record") > 0
 +                         && M_CheckParm("-longtics") == 0;
 +
 +    //!
 +    // @category net
 +    //
 +    // Use original game sync code.
 +    //
 +
 +    if (M_CheckParm("-oldsync") > 0)
 +	settings->new_sync = 0;
 +    else
 +	settings->new_sync = 1;
 +
 +    //!
 +    // @category net
 +    // @arg <n>
 +    //
 +    // Send n extra tics in every packet as insurance against dropped
 +    // packets.
 +    //
 +
 +    i = M_CheckParm("-extratics");
 +
 +    if (i > 0)
 +        settings->extratics = atoi(myargv[i+1]);
 +    else
 +        settings->extratics = 1;
 +
 +    //!
 +    // @category net
 +    // @arg <n>
 +    //
 +    // Reduce the resolution of the game by a factor of n, reducing
 +    // the amount of network bandwidth needed.
 +    //
 +
 +    i = M_CheckParm("-dup");
 +
 +    if (i > 0)
 +        settings->ticdup = atoi(myargv[i+1]);
 +    else
 +        settings->ticdup = 1;
 +
 +    //
 +    // Connect data
 +    //
 +
 +    // Game type fields:
 +
 +    connect_data->gamemode = gamemode;
 +    connect_data->gamemission = gamemission;
 +
 +    // Drone mode?
 +
 +    connect_data->drone = M_CheckParm("-drone") > 0;
 +
 +    // Are we recording a demo? Possibly set lowres turn mode
 +
 +    connect_data->lowres_turn = settings->lowres_turn;
 +}
 +
 +void D_InitSinglePlayerGame(void)
 +{
 +    int i;
 +
 +    // default values for single player
 +
 +    consoleplayer = 0;
 +    netgame = false;
 +    ticdup = 1;
 +    extratics = 1;
 +    lowres_turn = false;
 +    offsetms = 0;
 +
 +    for (i=0; i<MAXPLAYERS; i++)
 +    {
 +        playeringame[i] = false;
 +    }
 +
 +    recvtic = 0;
 +
 +    playeringame[0] = true;
++
++    //!
++    // @category net
++    //
++    // Start the game playing as though in a netgame with a single
++    // player.  This can also be used to play back single player netgame
++    // demos.
++    //
++
++    if (M_CheckParm("-solo-net") > 0)
++    {
++        netgame = true;
++    }
 +}
 +
 +boolean D_InitNetGame(net_connect_data_t *connect_data,
 +                      net_gamesettings_t *settings)
 +{
 +    net_addr_t *addr = NULL;
 +    int i;
 +
++
 +#ifdef FEATURE_MULTIPLAYER
 +
 +    //!
 +    // @category net
 +    //
 +    // Start a multiplayer server, listening for connections.
 +    //
 +
 +    if (M_CheckParm("-server") > 0)
 +    {
 +        NET_SV_Init();
 +        NET_SV_AddModule(&net_loop_server_module);
 +        NET_SV_AddModule(&net_sdl_module);
 +
 +        net_loop_client_module.InitClient();
 +        addr = net_loop_client_module.ResolveAddress(NULL);
 +    }
 +    else
 +    {
 +        //!
 +        // @category net
 +        //
 +        // Automatically search the local LAN for a multiplayer
 +        // server and join it.
 +        //
 +
 +        i = M_CheckParm("-autojoin");
 +
 +        if (i > 0)
 +        {
 +            addr = NET_FindLANServer();
 +            NET_SV_RegisterWithMaster();
 +
 +            if (addr == NULL)
 +            {
 +                I_Error("No server found on local LAN");
 +            }
 +        }
 +
 +        //!
 +        // @arg <address>
 +        // @category net
 +        //
 +        // Connect to a multiplayer server running on the given
 +        // address.
 +        //
 +
 +        i = M_CheckParm("-connect");
 +
 +        if (i > 0)
 +        {
 +            net_sdl_module.InitClient();
 +            addr = net_sdl_module.ResolveAddress(myargv[i+1]);
 +
 +            if (addr == NULL)
 +            {
 +                I_Error("Unable to resolve '%s'\n", myargv[i+1]);
 +            }
 +        }
 +    }
 +
 +    if (addr != NULL)
 +    {
 +        if (M_CheckParm("-drone") > 0)
 +        {
 +            connect_data->drone = true;
 +        }
 +
 +        //!
 +        // @category net
 +        //
 +        // Run as the left screen in three screen mode.
 +        //
 +
 +        if (M_CheckParm("-left") > 0)
 +        {
 +            viewangleoffset = ANG90;
 +            connect_data->drone = true;
 +        }
 +
 +        //!
 +        // @category net
 +        //
 +        // Run as the right screen in three screen mode.
 +        //
 +
 +        if (M_CheckParm("-right") > 0)
 +        {
 +            viewangleoffset = ANG270;
 +            connect_data->drone = true;
 +        }
 +
 +        if (!NET_CL_Connect(addr, connect_data))
 +        {
 +            I_Error("D_CheckNetGame: Failed to connect to %s\n",
 +                    NET_AddrToString(addr));
 +        }
 +
 +        printf("D_CheckNetGame: Connected to %s\n", NET_AddrToString(addr));
 +
 +        // Wait for game start message received from server.
 +
 +        NET_WaitForStart(settings);
 +
 +        // Read the game settings that were received.
 +
 +        NET_CL_GetSettings(settings);
 +
 +        return true;
 +    }
 +
 +#endif
 +
 +    return false;
 +}
 +
 +//
 +// D_CheckNetGame
 +// Works out player numbers among the net participants
 +//
 +extern	int			viewangleoffset;
 +
 +void D_CheckNetGame (void)
 +{
 +    net_connect_data_t connect_data;
 +    net_gamesettings_t settings;
 +
 +    // Call D_QuitNetGame on exit
 +
 +    I_AtExit(D_QuitNetGame, true);
 +
 +    SaveGameSettings(&settings, &connect_data);
 +
 +    if (D_InitNetGame(&connect_data, &settings))
 +    {
 +        LoadGameSettings(&settings);
 +    }
 +    else
 +    {
 +        D_InitSinglePlayerGame();
 +    }
 +
 +    DEH_printf("startskill %i  deathmatch: %i  startmap: %i  startepisode: %i\n",
 +               startskill, deathmatch, startmap, startepisode);
 +
 +    DEH_printf("player %i of %i (%i nodes)\n",
 +               consoleplayer+1, settings.num_players, settings.num_players);
 +
 +    // Show players here; the server might have specified a time limit
 +
 +    if (timelimit > 0 && deathmatch)
 +    {
 +        // Gross hack to work like Vanilla:
 +
 +        if (timelimit == 20 && M_CheckParm("-avg"))
 +        {
 +            DEH_printf("Austin Virtual Gaming: Levels will end "
 +                           "after 20 minutes\n");
 +        }
 +        else
 +        {
 +            DEH_printf("Levels will end after %d minute", timelimit);
 +            if (timelimit > 1)
 +                printf("s");
 +            printf(".\n");
 +        }
 +    }
 +}
 +
 +
 +//
 +// D_QuitNetGame
 +// Called before quitting to leave a net game
 +// without hanging the other players
 +//
 +void D_QuitNetGame (void)
 +{
 +#ifdef FEATURE_MULTIPLAYER
 +
 +    NET_SV_Shutdown();
 +    NET_CL_Disconnect();
 +
 +#endif
 +
 +}
 +
 +static int GetLowTic(void)
 +{
 +    int lowtic;
 +
 +    lowtic = maketic;
 +
 +#ifdef FEATURE_MULTIPLAYER
 +    if (net_client_connected)
 +    {
 +        if (drone || recvtic < lowtic)
 +        {
 +            lowtic = recvtic;
 +        }
 +    }
 +#endif
 +
 +    return lowtic;
 +}
 +
 +int	frametics[4];
 +int	frameon;
 +int	frameskip[4];
 +int	oldnettics;
 +
 +static void OldNetSync(void)
 +{
 +    unsigned int i;
 +    unsigned int keyplayer = -1;
 +
 +    frameon++;
 +
 +    // ideally maketic should be 1 - 3 tics above lowtic
 +    // if we are consistantly slower, speed up time
 +
 +    for (i=0 ; i<MAXPLAYERS ; i++)
 +    {
 +        // TODO: playeringame should not be used here.
 +
 +        if (playeringame[i])
 +        {
 +            keyplayer = i;
 +            break;
 +        }
 +    }
 +
 +    if (keyplayer < 0)
 +    {
 +        // If there are no players, we can never advance anyway
 +
 +        return;
 +    }
 +
 +    if (consoleplayer == keyplayer)
 +    {
 +        // the key player does not adapt
 +    }
 +    else
 +    {
 +        if (maketic <= recvtic)
 +        {
 +            lasttime--;
 +            // printf ("-");
 +        }
 +
 +        frameskip[frameon & 3] = oldnettics > recvtic;
 +        oldnettics = maketic;
 +
 +        if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3])
 +        {
 +            skiptics = 1;
 +            // printf ("+");
 +        }
 +    }
 +}
 +
 +// Returns true if there are players in the game:
 +
 +static boolean PlayersInGame(void)
 +{
 +    boolean result = false;
 +    unsigned int i;
 +
 +    // If we are connected to a server, check if there are any players
 +    // in the game.
 +
 +    if (net_client_connected)
 +    {
 +        for (i = 0; i < MAXPLAYERS; ++i)
 +        {
 +            result = result || playeringame[i];
 +        }
 +    }
 +
 +    // Whether single or multi-player, unless we are running as a drone,
 +    // we are in the game.
 +
 +    if (!drone)
 +    {
 +        result = true;
 +    }
 +
 +    return result;
 +}
 +
 +// When using ticdup, certain values must be cleared out when running
 +// the duplicate ticcmds.
 +
 +static void TicdupSquash(ticcmd_set_t *set)
 +{
 +    ticcmd_t *cmd;
 +    unsigned int i;
 +
 +    for (i = 0; i < MAXPLAYERS ; ++i)
 +    {
 +        cmd = &set->cmds[i];
 +        cmd->chatchar = 0;
 +        if (cmd->buttons & BT_SPECIAL)
 +            cmd->buttons = 0;
 +    }
 +}
 +
 +static void D_RunTic(ticcmd_set_t *set)
 +{
 +    extern boolean advancedemo;
 +    unsigned int i;
 +
 +    // Check for player quits.
 +
 +    for (i = 0; i < MAXPLAYERS; ++i)
 +    {
 +        if (playeringame[i] && !set->ingame[i])
 +        {
 +            D_PlayerQuitGame(&players[i]);
 +        }
 +    }
 +
 +    netcmds = set->cmds;
 +
 +    // check that there are players in the game.  if not, we cannot
 +    // run a tic.
 +
 +    if (advancedemo)
 +        D_DoAdvanceDemo ();
 +
 +    G_Ticker ();
 +}
 +
 +// When running in single player mode, clear all the ingame[] array
 +// except the consoleplayer.
 +
 +static void SinglePlayerClear(ticcmd_set_t *set)
 +{
 +    unsigned int i;
 +
 +    for (i = 0; i < MAXPLAYERS; ++i)
 +    {
 +        if (i != consoleplayer)
 +        {
 +            set->ingame[i] = false;
 +        }
 +    }
 +}
 +
 +//
 +// TryRunTics
 +//
 +
 +void TryRunTics (void)
 +{
 +    int	i;
 +    int	lowtic;
 +    int	entertic;
 +    static int oldentertics;
 +    int realtics;
 +    int	availabletics;
 +    int	counts;
 +
 +    // get real tics
 +    entertic = I_GetTime() / ticdup;
 +    realtics = entertic - oldentertics;
 +    oldentertics = entertic;
 +
 +    // get available tics
 +    NetUpdate ();
 +
 +    lowtic = GetLowTic();
 +
 +    availabletics = lowtic - gametic/ticdup;
 +
 +    // decide how many tics to run
 +
 +    if (new_sync)
 +    {
 +	counts = availabletics;
 +    }
 +    else
 +    {
 +        // decide how many tics to run
 +        if (realtics < availabletics-1)
 +            counts = realtics+1;
 +        else if (realtics < availabletics)
 +            counts = realtics;
 +        else
 +            counts = availabletics;
 +
 +        if (counts < 1)
 +            counts = 1;
 +
 +        if (net_client_connected)
 +        {
 +            OldNetSync();
 +        }
 +    }
 +
 +    if (counts < 1)
 +	counts = 1;
 +
 +    // wait for new tics if needed
 +
 +    while (!PlayersInGame() || lowtic < gametic/ticdup + counts)
 +    {
 +	NetUpdate ();
 +
 +        lowtic = GetLowTic();
 +
 +	if (lowtic < gametic/ticdup)
 +	    I_Error ("TryRunTics: lowtic < gametic");
 +
 +        // Don't stay in this loop forever.  The menu is still running,
 +        // so return to update the screen
 +
 +	if (I_GetTime() / ticdup - entertic > 0)
 +	{
 +	    return;
 +	}
 +
 +        I_Sleep(1);
 +    }
 +
 +    // run the count * ticdup dics
 +    while (counts--)
 +    {
 +        ticcmd_set_t *set;
 +
 +        if (!PlayersInGame())
 +        {
 +            return;
 +        }
 +
 +        set = &ticdata[(gametic / ticdup) % BACKUPTICS];
 +
 +        if (!net_client_connected)
 +        {
 +            SinglePlayerClear(set);
 +        }
 +
 +	for (i=0 ; i<ticdup ; i++)
 +	{
 +            if (gametic/ticdup > lowtic)
 +                I_Error ("gametic>lowtic");
 +
 +            D_RunTic(set);
 +	    gametic++;
 +
 +	    // modify command for duplicated tics
 +
 +            TicdupSquash(set);
 +	}
 +
 +	NetUpdate ();	// check for new console commands
 +    }
 +}
 +
diff --cc src/setup/multiplayer.c
index 24cd0670,dfd9e3ba..0d88221f
--- a/src/setup/multiplayer.c
+++ b/src/setup/multiplayer.c
@@@ -221,14 -205,8 +225,13 @@@ static void StartGame(int multiplayer
      AddExtraParameters(exec);

      AddIWADParameter(exec);
-     AddCmdLineParameter(exec, "-server");
      AddCmdLineParameter(exec, "-skill %i", skill + 1);

 +    if (gamemission == hexen)
 +    {
 +        AddCmdLineParameter(exec, "-class %i", character_class);
 +    }
 +
      if (nomonsters)
      {
          AddCmdLineParameter(exec, "-nomonsters");
@@@ -244,21 -222,7 +247,7 @@@
          AddCmdLineParameter(exec, "-respawn");
      }

-     if (deathmatch == 1)
-     {
-         AddCmdLineParameter(exec, "-deathmatch");
-     }
-     else if (deathmatch == 2)
-     {
-         AddCmdLineParameter(exec, "-altdeath");
-     }
-
-     if (timer > 0)
-     {
-         AddCmdLineParameter(exec, "-timer %i", timer);
-     }
-
 -    if (warptype == WARP_DOOM1)
 +    if (warptype == WARP_ExMy)
      {
          // TODO: select IWAD based on warp type
          AddCmdLineParameter(exec, "-warp %i %i", warpepisode, warpmap);
@@@ -597,9 -600,8 +635,9 @@@ static void StartGameMenu(char *window_
      txt_table_t *gameopt_table;
      txt_table_t *advanced_table;
      txt_widget_t *iwad_selector;
 +    int num_mult_types = 2;

-     window = TXT_NewWindow("Start multiplayer game");
+     window = TXT_NewWindow(window_title);

      TXT_AddWidgets(window,
                     gameopt_table = TXT_NewTable(2),
@@@ -631,26 -624,28 +669,37 @@@
             TXT_NewLabel("Game"),
             iwad_selector = IWADSelector(),
             TXT_NewLabel("Skill"),
 -           skillbutton = TXT_NewDropdownList(&skill, skills, 5),
 +           skillbutton = TXT_NewDropdownList(&skill, doom_skills, 5),
-            TXT_NewLabel("Game type"),
-            TXT_NewDropdownList(&deathmatch, gamemodes, num_mult_types),
             TXT_NewLabel("Level warp"),
             warpbutton = TXT_NewButton2("????", LevelSelectDialog, NULL),
-            TXT_NewLabel("Time limit"),
-            TXT_NewHorizBox(TXT_NewIntInputBox(&timer, 2),
-                            TXT_NewLabel("minutes"),
-                            NULL),
             NULL);

 +    if (gamemission == hexen)
 +    {
 +        TXT_AddWidgets(gameopt_table,
 +                       TXT_NewLabel("Character class "),
 +                       TXT_NewDropdownList(&character_class,
 +                                           character_classes, 3),
 +                       NULL);
 +    }
 +
+     if (multiplayer)
+     {
+         TXT_AddWidgets(gameopt_table,
+                TXT_NewLabel("Game type"),
 -               TXT_NewDropdownList(&deathmatch, gamemodes, 3),
++               TXT_NewDropdownList(&deathmatch, gamemodes, num_mult_types),
+                TXT_NewLabel("Time limit"),
+                TXT_NewHorizBox(TXT_NewIntInputBox(&timer, 2),
+                                TXT_NewLabel("minutes"),
+                                NULL),
+                NULL);
+
+         TXT_AddWidgets(advanced_table,
+                        TXT_NewLabel("UDP port"),
+                        TXT_NewIntInputBox(&udpport, 5),
+                        NULL);
+     }
+
      TXT_SetColumnWidths(advanced_table, 12, 12);

      TXT_SignalConnect(iwad_selector, "changed", UpdateWarpType, NULL);
diff --cc src/setup/multiplayer.h
index 7490bc3c,bc88318c..afc8a2a8
--- a/src/setup/multiplayer.h
+++ b/src/setup/multiplayer.h
@@@ -22,7 -22,11 +22,8 @@@
  #ifndef SETUP_MULTIPLAYER_H
  #define SETUP_MULTIPLAYER_H

 -extern char *net_player_name;
 -extern char *chat_macros[10];
 -
  void StartMultiGame(void);
+ void WarpMenu(void);
  void JoinMultiGame(void);
  void MultiplayerConfig(void);