1 | #include "Flatline.h"
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2 | #include "Oni_Character.h"
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3 | #include "Flatline_Client.h"
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4 | #include "Flatline_Server.h"
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5 | #include "Flatline_Events.h"
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6 | #include <Windows.h>
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7 | //#include <sys/time.h>
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8 | #include <time.h>
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9 | #include <float.h>
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10 | #define isnan(x) ((x) != (x))
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11 | uint32_t last1 = 0; uint32_t last2 = 0;
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12 | player_info Players[MAX_PLAYERS] = {{0}, {0}, {0}, {0}};
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13 | player_info * PlayerList[MAX_CONNECTIONS] = {0};
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14 | multiplayer_status MultiplayerStatus;
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15 | unsigned int lastPingTime;
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16 |
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17 | const char * Rejection_Messages[][255] = {
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18 | {"Server is full"},
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19 | {"-2"},
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20 | {"-3"},
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21 | {"-4"},
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22 | {"-5"},
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23 | };
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24 |
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25 | #define BETTER_SYNC
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26 |
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27 | void DoRareSync( short Player, sockaddr_in * sender )
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28 | {
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29 | flatline_packet sync = {0};
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30 |
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31 | if (Player > max_connections || !PlayerList[ Player ] ) return;
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32 |
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33 |
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34 | // DDrConsole_PrintF( "Sending sync data for player %i, new index %u", Player, PlayerList[ Player ]->rare_sync_index);
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35 | sender->sin_addr.S_un.S_addr = htonl(sender->sin_addr.S_un.S_addr);
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36 | sync.id = RARE_SYNC_DATA;
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37 | sprintf( sync.rare_sync_data.Class, TMrInstance_GetInstanceName( PlayerList[ Player ]->Chr->ONCC ) );
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38 | //using ->Inventory instead of ->Chr->Inventory to keep the index and Inventory in sync, just in case.
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39 | memcpy( &(sync.rare_sync_data.Inventory), &(PlayerList[ Player ]->Inventory), sizeof(Inventory) );
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40 | //WEAPONS ARE DISABLED. Why? Pain in the arse to sync.
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41 | sync.rare_sync_data.Inventory.Weapons[0] = NULL;
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42 | sync.rare_sync_data.Inventory.Weapons[1] = NULL;
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43 | sync.rare_sync_data.Inventory.Weapons[2] = NULL;
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44 | sync.rare_sync_data.PlayerNum = Player;
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45 | sync.rare_sync_data.index = PlayerList[ Player ]->rare_sync_index;
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46 | NetTCPServer_Send( sender, (char*)&sync, sizeof(rare_sync_data) + FLATLINE_HEADER );
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47 | }
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48 |
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49 | enum
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50 | {
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51 | JustSpawned,
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52 | FirstPass,
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53 | SecondPass,
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54 | NoPass,
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55 | };
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56 |
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57 | bool FLrServer_PacketCallback(char* data, int datalen, int from)
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58 | {
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59 | int i, j;
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60 | bool found_player = 0;
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61 | flatline_packet * packet = (flatline_packet*)data;
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62 | static int recieved = 0;
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63 | sockaddr_in sender;
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64 | sender.sin_family = AF_INET;
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65 | sender.sin_port = htons(27777);
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66 | sender.sin_addr = *((struct in_addr*)(int*)&from);
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67 |
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68 |
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69 | //packet->data[datalen] = '\0';
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70 |
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71 | //DDrConsole_PrintF("Packet \r%d recieved from %i", ++recieved, from);
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72 |
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73 |
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74 |
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75 | //if data[0] != CONNECT_SEND, search in playerlist for ip address
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76 |
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77 |
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78 |
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79 |
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80 | switch(packet->id) {
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81 | flatline_packet connect_recv;
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82 | player_info * playah;
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83 | //rewrite this when we get TCP support.
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84 | //rewrite this before we get TCP support*
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85 | //the way of seeing if there is room for players sucks.
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86 | case CONNECT_SEND:
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87 | ;
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88 |
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89 | connect_recv.id = CONNECT_REPLY;
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90 |
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91 | //if(Players[i].ip == sender.sin_addr.S_un.S_addr) break; //needs to send an error message
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92 | sender.sin_addr.S_un.S_addr = htonl(sender.sin_addr.S_un.S_addr);
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93 | playah = FLrServer_AddPlayer(from,packet->connect_send.name, 0, 0);
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94 | DDrConsole_PrintF("%s connected from %s", packet->connect_send.name, inet_ntoa(sender.sin_addr ) );
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95 | if(!((int)playah > -5 && (int)playah <= 0)) {
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96 | flatline_packet new_char = {0};
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97 | CharacterObject* Char;
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98 | connect_recv.connect_reply.goodtogo = 1;
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99 | connect_recv.connect_reply.player_slot = playah->list_slot;
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100 | DDrConsole_PrintF("Slot: %i", playah->list_slot);
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101 |
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102 | //sending this several times to make sure it gets through. Really need to make up some form of packet tracking.
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103 | NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER);
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104 | NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER);
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105 | NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER);
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106 | NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER);
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107 | NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER);
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108 | Sleep(100);
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109 |
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110 | new_char.id = NEW_PLAYER;
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111 | Char = &new_char.new_player.Character;
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112 | memset(Char, 0, sizeof(CharacterObject));
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113 | Char->Header.Type = 'CHAR';
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114 | Char->OSD.Options = chr_dontaim;
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115 | for(j = 0; j < max_connections; j++) {
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116 | if(PlayerList[j] != 0) {
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117 | new_char.new_player.Playernumber = j;
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118 | sprintf(Char->OSD.Name,"%s",PlayerList[j]->name);
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119 |
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120 | sprintf(Char->OSD.Class, "%s", TMrInstance_GetInstanceName(PlayerList[j]->Chr->ONCC));
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121 | DDrConsole_PrintF("Class %s", Char->OSD.Class );
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122 |
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123 | sprintf(Char->OSD.Class, "konoko_generic");
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124 | NetTCPServer_Send((sockaddr *) &sender, (char*)&new_char, sizeof(new_player) + FLATLINE_HEADER );
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125 | }
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126 |
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127 | }
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128 | }
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129 | else {
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130 | //fix the error messages...
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131 | DDrConsole_PrintF("Server is full. :(");
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132 | connect_recv.connect_reply.goodtogo = 0;
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133 | sender.sin_addr.S_un.S_addr = htonl(sender.sin_addr.S_un.S_addr);
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134 | memcpy(&connect_recv.connect_reply.message,"Server is full.", sizeof("Server is full."));
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135 | NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(bool)*2 + FLATLINE_HEADER + sizeof("Server is full."));
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136 |
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137 | }
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138 |
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139 |
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140 | break;
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141 | case CONNECT_REPLY:
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142 | break; //do nothing...a server shouldn't recieve this type of packet.
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143 | case MESSAGE:
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144 | for(i = 0; i < MAX_PLAYERS; i++) {
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145 | //DDrConsole_PrintF("%i : %i | %s : %s", from, Players[i].ip, inet_ntoa(*(struct in_addr*)&from), inet_ntoa(*(struct in_addr*)&(Players[i].ip)));
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146 | if(Players[i].ip == sender.sin_addr.S_un.S_addr) {
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147 | found_player = 1;
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148 | break;
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149 | }
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150 | }
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151 | if(found_player == 0) return true;
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152 | else {
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153 | char message_buffer[512] = {0};
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154 | flatline_packet message;
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155 | int message_size;
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156 | data[datalen] = 0;
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157 |
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158 | DDrConsole_PrintF("%s: %s", Players[i].name, packet->data);
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159 | sprintf(message_buffer, "%s: %s", Players[i].name, packet->data);
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160 |
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161 | message.id = MESSAGE;
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162 | message_size = sprintf(message.data, "%s", message_buffer);
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163 | COrMessage_Print(message_buffer, "chat", 0);
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164 | UDPServer_SendToAll(&message, message_size + 1 + FLATLINE_HEADER);
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165 | break;
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166 | }
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167 | case CHANGE_NAME:
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168 | ; //wtf, needed or i get an error.
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169 | // DDrConsole_PrintF("Changing Name to: %s", packet->data);
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170 | for(i = 0; i < MAX_PLAYERS; i++) {
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171 | if(PlayerList[i] && PlayerList[i]->ip == sender.sin_addr.S_un.S_addr) {
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172 | found_player = 1;
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173 | break;
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174 | }
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175 | }
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176 | if(found_player == 0) break;
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177 | else {
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178 | bool name_exists = 0;
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179 | for(j = 0; j < MAX_PLAYERS; j++) {
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180 | if(PlayerList[j] && !strcmp(packet->data, PlayerList[j]->name)) {
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181 | name_exists = 1;
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182 | break;
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183 | }
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184 | }
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185 | if(!name_exists) {
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186 | FLsUpdateName( i, packet->data );
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187 | }
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188 | break;
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189 | }
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190 | case PLAYER_INPUT:
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191 |
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192 | for(i = 0; i < max_connections; i++) {
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193 | if(PlayerList[i] != 0 && PlayerList[i]->ip == sender.sin_addr.S_un.S_addr) {
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194 | found_player = 1;
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195 | break;
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196 | }
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197 | }
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198 |
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199 | if(found_player == 0) break;
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200 | else {
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201 | input_struct * packet_input = &packet->input_struct;
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202 |
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203 |
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204 | PlayerList[i]->Actions1 = packet_input->Actions1;
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205 | PlayerList[i]->Actions2 = packet_input->Actions2;
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206 | PlayerList[i]->MouseDeltaX = packet_input->MouseDeltaX;
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207 | PlayerList[i]->MouseDeltaY = packet_input->MouseDeltaY;
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208 | PlayerList[i]->LastInputTime = packet_input->Time;
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209 |
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210 | break;
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211 | }
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212 | case RARE_SYNC_DATA_REQUEST:
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213 | DoRareSync( packet->sync_request , &sender);
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214 | break;
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215 | case PK_PONG:
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216 | for(i = 0; i < max_connections; i++) {
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217 | if(PlayerList[i] != 0 && PlayerList[i]->ip == sender.sin_addr.S_un.S_addr) {
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218 | found_player = 1;
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219 | break;
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220 | }
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221 | }
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222 |
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223 | if(found_player == 0) break;
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224 | if(packet->ping != lastPingTime)
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225 | {
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226 | PlayerList[i]->Ping = 999;
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227 | }
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228 | else
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229 | {
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230 | PlayerList[i]->Ping = GetTickCount() - packet->ping;
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231 | }
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232 | break;
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233 | default:
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234 | DDrConsole_PrintF("Warning, recieved badly formed packet!");
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235 | break;
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236 | }
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237 | return true;
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238 | }
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239 |
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240 | bool FLrServer_Run()
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241 | {
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242 | // Get the local hostname
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243 | char szHostName[255];
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244 | struct hostent *host_entry;
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245 | gethostname(szHostName, 255);
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246 |
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247 | host_entry=gethostbyname(szHostName);
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248 | DDrConsole_PrintF("Server started at %s...", inet_ntoa (*(struct in_addr *)*host_entry->h_addr_list));
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249 | return NetUDPServer_Listen(27777, FLrServer_PacketCallback);
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250 | }
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251 |
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252 | short TRrAnimation_GetType(char* anim)
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253 | {
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254 | return *(short*)(anim + 0x15A);
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255 | }
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256 |
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257 | void ONrCharacter_SetAnimationInternal(Character* Char, ActiveCharacter* AChar,
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258 | short inFromState, short inNextAnimType, const void *TRAM)
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259 | {
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260 | ONCC *ONCC = Char->ONCC;
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261 | void *TRAC = ONCC->TRAC;
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262 | short index = Char->Number;
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263 | short animType;
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264 |
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265 | if (TRAM == 0) return;
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266 |
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267 | animType = TRrAnimation_GetType(TRAM);
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268 |
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269 | AChar->Animation = TRAM;
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270 | AChar->Frame = 0;
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271 | AChar->AnimationFromState = inFromState;
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272 | AChar->AnimationType = animType;
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273 |
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274 | AChar->NextAnimationType= inNextAnimType;
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275 | AChar->AnimationToState = TRrAnimation_GetTo(TRAM);
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276 |
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277 | return;
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278 | }
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279 |
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280 |
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281 | RGBA green = {0, 0xFF, 0, 0};
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282 | RGBA red = {0, 0, 0xFF, 0};
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283 | RGBA grey = {0x80,0x80,0x80,0x80};
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284 |
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285 | //FLrClient_Run
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286 | //Looping function that waits for packets from the server.
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287 | int client_slot = 0;
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288 |
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289 | void FLrClient_GetPackets()
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290 | {
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291 | flatline_packet packet;
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292 | uint16_t len;
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293 | //#define SPAM_INPUT
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294 | #ifdef SPAM_INPUT
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295 | struct timeval lasttime;
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296 | struct timeval thistime;
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297 | gettimeofday(&lasttime, 0);
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298 | #endif
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299 |
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300 |
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301 | while(NetUDPSocket_Recieve(client_sock, (sockaddr_storage *) &client_address, &packet, &len)) {
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302 | //packet = (flatline_packet*)data;
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303 | //DDrConsole_PrintF("Data recieved, length %i, type %i", len, ((flatline_packet*)data)->id);
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304 | switch(packet.id) {
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305 | case MESSAGE:
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306 | COrMessage_Print(packet.data, "chat", 0);
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307 | break;
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308 | case CHANGE_NAME:
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309 | if(PlayerList[(char)packet.data[0]])
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310 | {
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311 | char message_buffer[1024];
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312 | sprintf(message_buffer,"%s changed their name to %s", PlayerList[(char)packet.data[0]]->name, packet.data + 1);
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313 | COrMessage_Print(message_buffer, "name_change", 0);
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314 |
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315 | sprintf_s(PlayerList[packet.data[0]]->name, 32, "%s", packet.data + 1);
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316 |
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317 | }
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318 | break;
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319 | case CONNECT_SEND:
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320 | ;if(1) {
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321 | flatline_packet connect_recv;
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322 | memcpy(&connect_recv.connect_reply.message,"This isn't a server!", sizeof("This isn't a server!"));
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323 | NetUDPSocket_Send(client_sock, (sockaddr *) &address, (char*)&connect_recv, sizeof(bool) + FLATLINE_HEADER + sizeof("This isn't a server!"));
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324 | }
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325 | case CONNECT_REPLY:
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326 | break; //extra packet or something.
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327 | case NEW_PLAYER:
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328 | ;if(1) { //haxhaxhax
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329 | CharacterObject* Char = &(packet.new_player.Character);
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330 | uint32_t chr_index = 0;
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331 | Character* PC;
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332 | DDrConsole_PrintF("%i | %i", packet.new_player.Playernumber ,client_slot);
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333 | //Char->OSD.Options = 0;
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334 | if(packet.new_player.Playernumber == client_slot) {
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335 | PlayerList[packet.new_player.Playernumber] = &Players[0];
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336 | PC = (ONgGameState->PlayerCharacter);
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337 | Players[0].Chr = PC;
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338 |
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339 | }
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340 | else {
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341 | ONrGameState_NewCharacter(Char, NULL, NULL, &chr_index);
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342 | ONgGameState->CharacterStorage[chr_index].charType = 0;
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343 | PlayerList[packet.new_player.Playernumber] = &Players[chr_index];
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344 | Players[chr_index].Chr = &(ONgGameState->CharacterStorage[chr_index]);
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345 | Players[chr_index].Chr->Flags &= 0xFFBFFFFF;
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346 | Players[chr_index].spawnnumber = chr_index;
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347 | DDrConsole_PrintF("Spawning player %s, class %s, slot %i", ((new_player*)(packet.data))->Character.OSD.Name, ((new_player*)(packet.data))->Character.OSD.Class,chr_index) ;
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348 | sprintf_s(Players[chr_index].name, 32, "%s", ((new_player*)(packet.data))->Character.OSD.Name);
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349 | }
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350 | //Players[((new_player*)(packet.data))->Playernumber].spawnnumber = ONrGameState_NewCharacter(&(((new_player*)(packet.data))->Character), NULL, NULL, 0);
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351 | break;
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352 | }
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353 | case PLAYER_DATA:
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354 | if(1) { //haxhaxhax
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355 | player_data* pd = &packet.player_data;
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356 | uint16_t i = pd->PlayerNum;
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357 |
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358 | pd = (void*)packet.data;
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359 |
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360 |
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361 | if (i > max_connections) break;
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362 | if( !PlayerList[i] ) break;
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363 |
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364 | memcpy( &(PlayerList[i]->player_data), pd, sizeof(player_data) );
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365 | if(PlayerList[i]->player_data.Health == 0)
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366 | {
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367 | short breakfast = 1;
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368 | }
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369 | if( !server_started && pd->rare_sync_index > PlayerList[i]->rare_sync_index )
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370 | {
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371 | int sent_bytes;
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372 | flatline_packet sync_request = {0};
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373 | sync_request.id = RARE_SYNC_DATA_REQUEST;
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374 | sync_request.sync_request = i;
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375 | DDrConsole_PrintF( "Requesting sync data for player %i, old index %u", i, PlayerList[i]->rare_sync_index);
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376 | sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&sync_request, FLATLINE_HEADER + sizeof(int) );
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377 | }
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378 |
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379 | PlayerList[i]->DataApplied = NoPass;
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380 |
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381 |
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382 | break;
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383 | }
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384 | case RARE_SYNC_DATA:
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385 | if(1) {
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386 | sl_arg hax[2];
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387 | int dontuse;
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388 | uint16_t i = packet.rare_sync_data.PlayerNum;
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389 |
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390 | if (i > max_connections) break;
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391 | if( !PlayerList[i] ) break;
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392 |
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393 | //WEAPONS ARE DISABLED. Why? Pain in the arse to sync.
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394 | packet.rare_sync_data.Inventory.Weapons[0] = NULL;
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395 | packet.rare_sync_data.Inventory.Weapons[1] = NULL;
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396 | packet.rare_sync_data.Inventory.Weapons[2] = NULL;
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397 | // TMrInstance_GetDataPtr( 'ONCC', packet.rare_sync_data.Class, PlayerList[ i ]->Chr->ONCC );
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398 |
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399 | //add the target character
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400 | hax[0].type = sl_int32;
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401 | hax[0].value_int32 = PlayerList[ packet.rare_sync_data.PlayerNum ]->spawnnumber;
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402 |
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403 | //add the new class
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404 | //fix this later so we cant buffer overflow :O
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405 | hax[1].type = sl_str32;
|
---|
406 | hax[1].value_str32 = packet.rare_sync_data.Class;
|
---|
407 |
|
---|
408 | //we are directly calling a bsl function instead of using the normal method for two reasons
|
---|
409 | //1. it has all the checking built in
|
---|
410 | iSetCharacterClass( 0, 2, hax, &dontuse, &dontuse, hax );
|
---|
411 | //DDrConsole_PrintF( "Recieved sync data for player %i, class %s, old index %u, new index %u", i, packet.rare_sync_data.Class, PlayerList[i]->rare_sync_index, packet.rare_sync_data.index);
|
---|
412 | memcpy( &(PlayerList[ i ]->Chr->Inventory), &(packet.rare_sync_data.Inventory), sizeof(Inventory ));
|
---|
413 |
|
---|
414 | PlayerList[i]->rare_sync_index = packet.rare_sync_data.index;
|
---|
415 | }
|
---|
416 | break;
|
---|
417 | case FLATLINE_EVENT:
|
---|
418 | FLcEventHandler( packet.flatline_event.event_index, packet.flatline_event.intArray );
|
---|
419 | break;
|
---|
420 | case PK_PING:
|
---|
421 | packet.id = PK_PONG;
|
---|
422 | NetUDPSocket_Send(client_sock, (sockaddr *) &address, (char*)&packet, FLATLINE_HEADER + 4);
|
---|
423 | break;
|
---|
424 | case PK_ALL_INPUT:
|
---|
425 | if(1)
|
---|
426 | {
|
---|
427 | int Player, i;
|
---|
428 | for(i = 0; packet.all_input[i].PlayerNum != -1; i++)
|
---|
429 | {
|
---|
430 | Player = packet.all_input[i].PlayerNum;
|
---|
431 | if(PlayerList[Player])
|
---|
432 | {
|
---|
433 | PlayerList[Player]->Actions1 = packet.all_input[Player].Actions1;
|
---|
434 | PlayerList[Player]->Actions2 = packet.all_input[Player].Actions2;
|
---|
435 | PlayerList[Player]->MouseDeltaX = packet.all_input[Player].MouseDeltaX;
|
---|
436 | PlayerList[Player]->MouseDeltaY = packet.all_input[Player].MouseDeltaY;
|
---|
437 | PlayerList[Player]->Facing = packet.all_input[Player].Facing;
|
---|
438 | PlayerList[Player]->DesiredFacing = packet.all_input[Player].DesiredFacing;
|
---|
439 | PlayerList[Player]->Position = packet.all_input[Player].Position;
|
---|
440 | PlayerList[Player]->NeedToSetFP = 1;
|
---|
441 | }
|
---|
442 | }
|
---|
443 | }
|
---|
444 | break;
|
---|
445 | default:
|
---|
446 | DDrConsole_PrintF("Warning, recieved badly formed packet!");
|
---|
447 | break;
|
---|
448 | }
|
---|
449 | }
|
---|
450 | }
|
---|
451 |
|
---|
452 |
|
---|
453 | bool FLrClient_Run(flatline_packet* packet)
|
---|
454 | {
|
---|
455 |
|
---|
456 | char data[1400];
|
---|
457 | uint16_t len;
|
---|
458 | int j;
|
---|
459 | int sent_bytes;
|
---|
460 | client_connected = 0;
|
---|
461 |
|
---|
462 |
|
---|
463 | //starts the connection
|
---|
464 | DDrConsole_PrintF("Connecting to server %s on socket %i", inet_ntoa(address.sin_addr), client_sock);
|
---|
465 | sent_bytes = NetUDPSocket_Send(client_sock, (sockaddr*)&address, (char*)packet, 255);
|
---|
466 | if(sent_bytes == SOCKET_ERROR) {
|
---|
467 | NetCatchError();
|
---|
468 | }
|
---|
469 | //loops once per second waiting for a reply.
|
---|
470 | for(j = 0; j < CONNECTION_TIMEOUT; j++) {
|
---|
471 | while(NetUDPSocket_Recieve(client_sock, (sockaddr_storage *) &client_address, data, &len)){
|
---|
472 | packet = (flatline_packet*)data;
|
---|
473 | if(packet->id == CONNECT_REPLY) {
|
---|
474 | if(packet->connect_reply.goodtogo){
|
---|
475 |
|
---|
476 | client_connected = 1;
|
---|
477 |
|
---|
478 | client_slot = ((connect_reply*)packet->data)->player_slot;
|
---|
479 |
|
---|
480 | PlayerList[client_slot] = Players+client_slot;
|
---|
481 | PlayerList[client_slot]->Chr = ONgGameState->PlayerCharacter;
|
---|
482 |
|
---|
483 | DDrConsole_PrintColored("Connection successful!",0,green, grey);
|
---|
484 |
|
---|
485 | sprintf_s( PlayerList[client_slot]->name, 32, "%s", player_name );
|
---|
486 |
|
---|
487 | //disable local input.
|
---|
488 | DDrPatch_NOOP(0x004FA929, 5 + 6 + 5);
|
---|
489 |
|
---|
490 | //Disable local turning
|
---|
491 | //DDrPatch_NOOP(0x004F7EA8, 2);
|
---|
492 | //DDrPatch_Byte( 0x004F7EB1 , 0xE9);
|
---|
493 | //DDrPatch_MakeJump( 0x004F7EB1, 0x004F8030 );
|
---|
494 |
|
---|
495 |
|
---|
496 | //DDrPatch_Byte(0x04ED6FB, 0xEB);
|
---|
497 |
|
---|
498 | //DDrConsole_PrintF("Slot %i", ((connect_reply*)packet)->player_slot);
|
---|
499 | //DDrPatch_NOOP(0x43B23,0x10);
|
---|
500 | //DDrPatch_NOOP(0x4EC248,(0x5A-0x48));
|
---|
501 | //DDrPatch_NOOP(0x4EC861, 6);
|
---|
502 | break;
|
---|
503 | }
|
---|
504 | else {
|
---|
505 | DDrConsole_PrintF("Connection rejected: %s", ((connect_reply*)packet->data)->message);
|
---|
506 | return false;
|
---|
507 | break;
|
---|
508 | }
|
---|
509 | }
|
---|
510 | }
|
---|
511 | if(client_connected) break;
|
---|
512 | DDrConsole_PrintF("Connection timing out in %i seconds...", CONNECTION_TIMEOUT - j);
|
---|
513 | Sleep(1000);
|
---|
514 | }
|
---|
515 | //the client timed out without recieving an error message.
|
---|
516 | if(!client_connected) {
|
---|
517 | DDrConsole_PrintColored("Connection timed out.",0,red, grey);
|
---|
518 | return false;
|
---|
519 | }
|
---|
520 |
|
---|
521 | return true;
|
---|
522 | }
|
---|
523 |
|
---|
524 | //wtf, this needs cleaned up...
|
---|
525 | player_info *FLr_FindEmptySlot() {
|
---|
526 | int j;
|
---|
527 | for(j = 0; j < MAX_PLAYERS; j++) {
|
---|
528 | if (Players[j].ip == 0) {
|
---|
529 | return &Players[j];
|
---|
530 | }
|
---|
531 | }
|
---|
532 | return 0;
|
---|
533 | }
|
---|
534 |
|
---|
535 | extern uint16_t max_connections;
|
---|
536 | uint16_t FLr_FindEmptyListSlot() {
|
---|
537 | int j;
|
---|
538 | for(j = 0; j < max_connections; j++) {
|
---|
539 | if (PlayerList[j] == 0) {
|
---|
540 | return j;
|
---|
541 | }
|
---|
542 | }
|
---|
543 | return -1;
|
---|
544 | }
|
---|
545 | typedef struct
|
---|
546 | {
|
---|
547 | uint16_t x;
|
---|
548 | uint16_t y;
|
---|
549 |
|
---|
550 | } IMtPoint2D;
|
---|
551 | static flatline_packet cache_input = {0};
|
---|
552 |
|
---|
553 | bool ShouldSendUpdate( int i, Character* Player, ActiveCharacter* Active_Player )
|
---|
554 | {
|
---|
555 | return
|
---|
556 | MultiplayerStatus.PleaseUpdateAllPlayers ? 1 :
|
---|
557 | strcmp(PlayerList[i]->player_data.Animation,
|
---|
558 | TMrInstance_GetInstanceName(Active_Player->Animation)) ? 1 :
|
---|
559 | PlayerList[i]->player_data.Health != Player->Health ? 1 : 0;
|
---|
560 | }
|
---|
561 |
|
---|
562 | void * ONICALL FLrInput_Update_Keys(void)
|
---|
563 | {
|
---|
564 | uint32_t i;
|
---|
565 | flatline_packet all_input = {0};
|
---|
566 | int16_t InputIndex = 0;
|
---|
567 |
|
---|
568 | if(client_connected)
|
---|
569 | {
|
---|
570 | int sent_bytes;
|
---|
571 | flatline_packet input_packet = {0};
|
---|
572 |
|
---|
573 | FLrClient_GetPackets();
|
---|
574 |
|
---|
575 | input_packet.id = PLAYER_INPUT;
|
---|
576 | input_packet.input_struct.Time = ONgGameState->GameTime;
|
---|
577 | input_packet.input_struct.Actions1 = ((GameState*)(ONgGameState))->Input.Current.Actions1;
|
---|
578 | input_packet.input_struct.Actions2 = ((GameState*)(ONgGameState))->Input.Current.Actions2;
|
---|
579 | input_packet.input_struct.MouseDeltaX = ((GameState*)(ONgGameState))->Input.MouseDeltaX;
|
---|
580 | input_packet.input_struct.MouseDeltaY = ((GameState*)(ONgGameState))->Input.MouseDeltaY;
|
---|
581 |
|
---|
582 | sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&input_packet, sizeof(input_struct) + FLATLINE_HEADER);
|
---|
583 |
|
---|
584 | //return ONgGameState;
|
---|
585 | }
|
---|
586 |
|
---|
587 |
|
---|
588 | if(!(server_started || client_connected)) return ONgGameState;
|
---|
589 |
|
---|
590 | all_input.id = PK_ALL_INPUT;
|
---|
591 |
|
---|
592 | if(server_started && ONgGameState->GameTime % 120 == 0)
|
---|
593 | {
|
---|
594 | FLsPingAll();
|
---|
595 | }
|
---|
596 |
|
---|
597 | if(server_started && PlayerList[0])
|
---|
598 | {
|
---|
599 | PlayerList[0]->Actions1 = ONgGameState->Input.Current.Actions1;
|
---|
600 | PlayerList[0]->Actions2 = ONgGameState->Input.Current.Actions2;
|
---|
601 | PlayerList[0]->MouseDeltaX = ONgGameState->Input.MouseDeltaX;
|
---|
602 | PlayerList[0]->MouseDeltaY = ONgGameState->Input.MouseDeltaY;
|
---|
603 | }
|
---|
604 |
|
---|
605 | for(i = 0; i < max_connections; i++) {
|
---|
606 | ActiveCharacter * Active_Player;
|
---|
607 | Character* Player;
|
---|
608 | GameInput * Active_Input;
|
---|
609 | if(PlayerList[i] == 0) continue;
|
---|
610 |
|
---|
611 | Player = PlayerList[i]->Chr;
|
---|
612 | Active_Player = ONrGetActiveCharacter( PlayerList[i]->Chr);
|
---|
613 |
|
---|
614 | if(!Player)
|
---|
615 | {
|
---|
616 | DDrConsole_Print("Warning, missing Character!");
|
---|
617 | continue;
|
---|
618 | }
|
---|
619 | if(server_started && PlayerList[i]->Chr->Health > 0 )
|
---|
620 | {
|
---|
621 |
|
---|
622 | //Set up input packets
|
---|
623 |
|
---|
624 | all_input.all_input[InputIndex].Actions1 = PlayerList[i]->Actions1;
|
---|
625 | all_input.all_input[InputIndex].Actions2 = PlayerList[i]->Actions2;
|
---|
626 | all_input.all_input[InputIndex].MouseDeltaX = PlayerList[i]->MouseDeltaX;
|
---|
627 | all_input.all_input[InputIndex].MouseDeltaY = PlayerList[i]->MouseDeltaY;
|
---|
628 |
|
---|
629 | all_input.all_input[InputIndex].Facing = Player->Facing;
|
---|
630 | all_input.all_input[InputIndex].DesiredFacing = Player->DesiredFacing;
|
---|
631 |
|
---|
632 | //Infinity...
|
---|
633 | *(int *)&all_input.all_input[InputIndex].Position.X = 0x7f800000;
|
---|
634 | if(Active_Player)
|
---|
635 | {
|
---|
636 | all_input.all_input[InputIndex].Position = Active_Player->PhyContext->Position;
|
---|
637 | }
|
---|
638 |
|
---|
639 |
|
---|
640 | all_input.all_input[InputIndex].PlayerNum = i;
|
---|
641 | InputIndex++;
|
---|
642 | }
|
---|
643 |
|
---|
644 |
|
---|
645 | //Set the health properly first.
|
---|
646 | if( client_connected && PlayerList[i]->DataApplied == FirstPass )
|
---|
647 | {
|
---|
648 | ONrCharacter_SetHitPoints( PlayerList[i]->Chr, PlayerList[i]->player_data.Health);
|
---|
649 | }
|
---|
650 | //If the player is dead
|
---|
651 | if( PlayerList[i]->Chr->Health == 0 )
|
---|
652 |
|
---|
653 | {
|
---|
654 | const short TicksToRespawn = 3 * 60;
|
---|
655 |
|
---|
656 | //Permanently kill off dumb AI
|
---|
657 | if(PlayerList[i]->flags & PF_SCRIPTEDAI)
|
---|
658 | {
|
---|
659 | FLrPlayerDisconnect( i );
|
---|
660 | continue;
|
---|
661 | }
|
---|
662 |
|
---|
663 | //Just to know if we have started counting off the respawn
|
---|
664 | if(PlayerList[i]->state != STATE_DEAD)
|
---|
665 | {
|
---|
666 | PlayerList[i]->state = STATE_DEAD;
|
---|
667 | PlayerList[i]->DeathTime = ONgGameState->GameTime;
|
---|
668 | if(i == client_slot)
|
---|
669 | {
|
---|
670 | ONrGameState_Timer_Start( "", TicksToRespawn );
|
---|
671 | }
|
---|
672 |
|
---|
673 | if(server_started)
|
---|
674 | {
|
---|
675 | FLsPublic_Event( EV_KILLED, &i );
|
---|
676 | }
|
---|
677 |
|
---|
678 | }
|
---|
679 |
|
---|
680 | //Server respawning
|
---|
681 | if(server_started)
|
---|
682 | {
|
---|
683 | int Actions;
|
---|
684 | if(i == 0)
|
---|
685 | {
|
---|
686 | Actions = ONgGameState->Input.Current.Actions1;
|
---|
687 | }
|
---|
688 | else
|
---|
689 | {
|
---|
690 | Actions = PlayerList[i]->Actions1;
|
---|
691 | }
|
---|
692 |
|
---|
693 | if(ONgGameState->GameTime - PlayerList[i]->DeathTime > TicksToRespawn &&
|
---|
694 | (Actions & (Action_Punch | Action_Kick)) )
|
---|
695 | {
|
---|
696 | FLrPlayerRespawn( i );
|
---|
697 |
|
---|
698 | FLsPublic_Event( EV_RESPAWN, &i );
|
---|
699 | }
|
---|
700 | else
|
---|
701 | {
|
---|
702 | continue;
|
---|
703 | }
|
---|
704 | }
|
---|
705 | else //clients?!
|
---|
706 | {
|
---|
707 | continue;
|
---|
708 | }
|
---|
709 | }
|
---|
710 |
|
---|
711 | PlayerList[i]->state = STATE_ALIVE;
|
---|
712 |
|
---|
713 |
|
---|
714 |
|
---|
715 | if(Active_Player == 0) continue;
|
---|
716 |
|
---|
717 |
|
---|
718 |
|
---|
719 | //Active_Player->PlayingFilm.Flags = 1;
|
---|
720 | Active_Input = &(Active_Player->Input);
|
---|
721 |
|
---|
722 | if(server_started &&
|
---|
723 | ShouldSendUpdate( i, PlayerList[i]->Chr, Active_Player) )
|
---|
724 | {
|
---|
725 | player_data * data;
|
---|
726 | flatline_packet data_out = {0};
|
---|
727 |
|
---|
728 |
|
---|
729 | data_out.id = PLAYER_DATA;
|
---|
730 | data = (void*)&(data_out.data);
|
---|
731 | data->PlayerNum = i;
|
---|
732 | data->Health = PlayerList[i]->Chr->Health;
|
---|
733 | data->MaxHealth = PlayerList[i]->Chr->MaxHealth;
|
---|
734 | //data->Position = PlayerList[i]->Chr->Position;
|
---|
735 | //data->Facing = PlayerList[i]->Chr->Facing;
|
---|
736 | //data->DesiredFacing = PlayerList[i]->Chr->DesiredFacing;
|
---|
737 | //data->Position = Active_Player->PhyContext->Position;
|
---|
738 | memcpy(data->Animation, TMrInstance_GetInstanceName(Active_Player->Animation), 31);
|
---|
739 | data->Frame = Active_Player->Frame;
|
---|
740 |
|
---|
741 | data->UD = Active_Player->HeadPitch;
|
---|
742 | data->LR = Active_Player->HeadFacing;
|
---|
743 |
|
---|
744 | if(Active_Player->targetThrow)
|
---|
745 | {
|
---|
746 | data->throw_data.throwing = Players[Active_Player->throwing].list_slot;
|
---|
747 | memcpy(data->throw_data.throwName, TMrInstance_GetInstanceName(Active_Player->targetThrow), 31);
|
---|
748 | data->throw_data.throwFrame = ONrGetActiveCharacter(Active_Player->targetThrow)->Frame;
|
---|
749 | }
|
---|
750 |
|
---|
751 |
|
---|
752 | if( PlayerList[i]->OldClass != PlayerList[i]->Chr->ONCC || memcmp( &(PlayerList[i]->Inventory), &(PlayerList[i]->Chr->Inventory), sizeof(Inventory) ) )
|
---|
753 | {
|
---|
754 | PlayerList[i]->OldClass = PlayerList[i]->Chr->ONCC;
|
---|
755 | memcpy( &(PlayerList[i]->Inventory), &(PlayerList[i]->Chr->Inventory), sizeof(Inventory) );
|
---|
756 | PlayerList[i]->rare_sync_index++;
|
---|
757 |
|
---|
758 | }
|
---|
759 |
|
---|
760 | data->rare_sync_index = PlayerList[i]->rare_sync_index;
|
---|
761 |
|
---|
762 |
|
---|
763 | data->Ping = PlayerList[i]->Ping;
|
---|
764 | memcpy( &(PlayerList[i]->player_data), data, sizeof(player_data) );
|
---|
765 |
|
---|
766 | UDPServer_SendToAll(&data_out, sizeof(player_data) + FLATLINE_HEADER);
|
---|
767 | }
|
---|
768 |
|
---|
769 | if( (server_started && i !=0) || !server_started )
|
---|
770 | {
|
---|
771 | Active_Input->Stop.Actions1 = ~PlayerList[i]->Actions1 & Active_Input->Current.Actions1;
|
---|
772 | Active_Input->Stop.Actions2 = ~PlayerList[i]->Actions2 & Active_Input->Current.Actions2;
|
---|
773 | Active_Input->Start.Actions1 = ~Active_Input->Current.Actions1 & PlayerList[i]->Actions1;
|
---|
774 | Active_Input->Start.Actions2 = ~Active_Input->Current.Actions2 & PlayerList[i]->Actions2;
|
---|
775 |
|
---|
776 | Active_Input->Current.Actions1 = PlayerList[i]->Actions1;
|
---|
777 | Active_Input->Current.Actions2 = PlayerList[i]->Actions2;
|
---|
778 | Active_Input->Stopped.Actions1 = ~Active_Input->Current.Actions1;
|
---|
779 | Active_Input->Stopped.Actions2 = ~Active_Input->Current.Actions2;
|
---|
780 | Active_Input->MouseDeltaX = PlayerList[i]->MouseDeltaX;
|
---|
781 | Active_Input->MouseDeltaY = PlayerList[i]->MouseDeltaY;
|
---|
782 |
|
---|
783 |
|
---|
784 | if( !server_started && PlayerList[i]->player_data.Health != 0 && PlayerList[i]->Chr->Health != 0) {
|
---|
785 | void* OldAnimation;
|
---|
786 | void* Animation;
|
---|
787 | player_data* pd = &PlayerList[i]->player_data;
|
---|
788 |
|
---|
789 | //This is getting crazy. WTB new packet system
|
---|
790 | if(PlayerList[i]->NeedToSetFP)
|
---|
791 | {
|
---|
792 | PlayerList[i]->Chr->Facing = PlayerList[i]->Facing;
|
---|
793 | PlayerList[i]->Chr->DesiredFacing = PlayerList[i]->DesiredFacing;
|
---|
794 |
|
---|
795 | if(*(int*)&PlayerList[i]->Chr->Position.X != 0x7f800000)
|
---|
796 | {
|
---|
797 | Active_Player->PhyContext->Position = Player->Location = PlayerList[i]->Position;
|
---|
798 |
|
---|
799 | }
|
---|
800 | PlayerList[i]->NeedToSetFP = 0;
|
---|
801 | }
|
---|
802 |
|
---|
803 | if( PlayerList[i]->DataApplied == FirstPass )
|
---|
804 | {
|
---|
805 | PlayerList[i]->DataApplied = SecondPass;
|
---|
806 |
|
---|
807 | //Player->Health = PlayerList[i]->player_data.Health;
|
---|
808 | PlayerList[i]->Chr->MaxHealth = PlayerList[i]->player_data.MaxHealth;
|
---|
809 |
|
---|
810 | }
|
---|
811 | else if( PlayerList[i]->DataApplied == SecondPass )
|
---|
812 | {
|
---|
813 | OldAnimation = Active_Player->Animation;
|
---|
814 |
|
---|
815 | PlayerList[i]->DataApplied = NoPass;
|
---|
816 |
|
---|
817 | PlayerList[i]->player_data.Frame++;
|
---|
818 |
|
---|
819 | if (!(Player->Flags & ONcCharacterFlag_BeingThrown) &&
|
---|
820 | (pd->Animation[0] != 0))
|
---|
821 | {
|
---|
822 | // get a pointer to the animation
|
---|
823 |
|
---|
824 | TMrInstance_GetDataPtr(
|
---|
825 | 'TRAM',
|
---|
826 | pd->Animation,
|
---|
827 | &Animation);
|
---|
828 | if (Animation != OldAnimation)
|
---|
829 | {
|
---|
830 | short num_frames;
|
---|
831 | bool updateAnimation = true;
|
---|
832 |
|
---|
833 | // if the character is dead, make sure this animation is appropriate for death
|
---|
834 | /*
|
---|
835 | if (Player->Flags & ONcCharacterFlag_Dead)
|
---|
836 | {
|
---|
837 | short curToState = TRrAnimation_GetTo(Active_Player->Animation);
|
---|
838 | short newToState = TRrAnimation_GetTo(animation);
|
---|
839 |
|
---|
840 | // if we are currently heading towards fallen and the new animation would not
|
---|
841 | // then this is a better animation to run when we are dead
|
---|
842 | if ((ONrAnimState_IsFallen(curToState)) &&
|
---|
843 | (!ONrAnimState_IsFallen(newToState)))
|
---|
844 | {
|
---|
845 | updateAnimation = false;
|
---|
846 | }
|
---|
847 | }
|
---|
848 | */
|
---|
849 | if ((updateAnimation) && (Active_Player->Animation == Animation))
|
---|
850 | {
|
---|
851 | int oldFrame = Active_Player->Frame;
|
---|
852 | int newFrame = pd->Frame;
|
---|
853 |
|
---|
854 | if (abs(oldFrame - newFrame) < 2)
|
---|
855 | {
|
---|
856 | updateAnimation = false;
|
---|
857 | }
|
---|
858 | }
|
---|
859 |
|
---|
860 | if (updateAnimation)
|
---|
861 | {
|
---|
862 | // set the characters animation
|
---|
863 | /* ONrCharacter_SetAnimationInternal(Player,
|
---|
864 | Active_Player,
|
---|
865 | Active_Player->AnimationToState,
|
---|
866 | 0,
|
---|
867 | Animation);
|
---|
868 | ONrCharacter_NewAnimationHook(Player, Active_Player);*/
|
---|
869 | //Player->Flags |= 0x00000010;
|
---|
870 | ONrCharacter_SetAnimationExternal(Player, TRrAnimation_GetFrom(Animation), Animation, 0);
|
---|
871 | //ONrCharacter_NewAnimationHook(Player, Active_Player);
|
---|
872 | }
|
---|
873 |
|
---|
874 | num_frames = TRrAnimation_GetDuration(Active_Player->Animation);
|
---|
875 |
|
---|
876 | if (pd->Frame == num_frames)
|
---|
877 | {
|
---|
878 | Active_Player->Frame = num_frames - 1;
|
---|
879 | //Active_Player->Frame = 0;
|
---|
880 | }
|
---|
881 | else
|
---|
882 | {
|
---|
883 | Active_Player->Frame = pd->Frame;
|
---|
884 | }
|
---|
885 | }
|
---|
886 | } //animation check
|
---|
887 |
|
---|
888 | if (PlayerList[i]->player_data.throw_data.throwName[0] != 0)
|
---|
889 | {
|
---|
890 | if(PlayerList[pd->throw_data.throwing])
|
---|
891 | {
|
---|
892 | short throwTarget = PlayerList[pd->throw_data.throwing]->spawnnumber;
|
---|
893 | if ((throwTarget != Active_Player->throwing) &&
|
---|
894 | (pd->throw_data.throwFrame < 10))
|
---|
895 | {
|
---|
896 | void *throw_animation;
|
---|
897 | ActiveCharacter* Target;
|
---|
898 | // get the animation
|
---|
899 |
|
---|
900 | TMrInstance_GetDataPtr(
|
---|
901 | 'TRAM',
|
---|
902 | pd->throw_data.throwName,
|
---|
903 | &throw_animation);
|
---|
904 | //if (error) return;
|
---|
905 |
|
---|
906 | // set the throw target
|
---|
907 | Active_Player->ThrowTargetCharacter = &ONgGameState->CharacterStorage[throwTarget];
|
---|
908 | Target = ONrGetActiveCharacter(Active_Player->ThrowTargetCharacter);
|
---|
909 | if ((Target->Animation != throw_animation) &&
|
---|
910 | (OldAnimation != Animation) &&
|
---|
911 | !(Active_Player->ThrowTargetCharacter->Flags & ONcCharacterFlag_BeingThrown))
|
---|
912 | {
|
---|
913 | // set the throw variables
|
---|
914 | Active_Player->targetThrow = throw_animation;
|
---|
915 | Active_Player->throwing = throwTarget;
|
---|
916 |
|
---|
917 | // run the throw
|
---|
918 | ONrCharacter_NewAnimationHook(Player, Active_Player);
|
---|
919 |
|
---|
920 | if (Active_Player->ThrowTargetCharacter)
|
---|
921 | {
|
---|
922 | Target->Frame += 2;
|
---|
923 | Target->thrownBy = Player->Number;
|
---|
924 | }
|
---|
925 | }
|
---|
926 | }
|
---|
927 | }
|
---|
928 | else
|
---|
929 | {
|
---|
930 | DDrConsole_PrintF("Warning, tried to throw nonexistant player %hi", pd->throw_data.throwing );
|
---|
931 | }
|
---|
932 | } //throw check
|
---|
933 | } //second pass
|
---|
934 | } //if not dead
|
---|
935 | } //if( (server_started && i !=0) || !server_started )
|
---|
936 |
|
---|
937 | //Check for character switching requests
|
---|
938 | if(server_started && PlayerList[i]->player_data.Health != 0 && PlayerList[i]->Chr->Health != 0 && PlayerList[i]->Actions1 & Action_Block && PlayerList[i]->ShapeshiftCooldown < ONgGameState->GameTime)
|
---|
939 | {
|
---|
940 | int error;
|
---|
941 |
|
---|
942 |
|
---|
943 |
|
---|
944 | ONCC *newClass;
|
---|
945 | short numClasses = (short)TMrInstance_GetTagCount('ONCC');
|
---|
946 | /*
|
---|
947 | if(Active_Player->Input.Start.Actions1 & Action_Block)
|
---|
948 | {
|
---|
949 | //This might not be getting hit. Find out why, eh?
|
---|
950 | PlayerList[i]->ShapeshiftCooldown = ONgGameState->GameTime + 15;
|
---|
951 | }
|
---|
952 | else
|
---|
953 | {
|
---|
954 | PlayerList[i]->ShapeshiftCooldown = ONgGameState->GameTime + 5;
|
---|
955 | }
|
---|
956 | */
|
---|
957 | if (PlayerList[i]->Actions1 & Action_Crouch) {
|
---|
958 | Player->ONCCnumber += numClasses - 1;
|
---|
959 | }
|
---|
960 | else {
|
---|
961 | Player->ONCCnumber += 1;
|
---|
962 | }
|
---|
963 |
|
---|
964 | if (numClasses > 0) {
|
---|
965 | Player->ONCCnumber = Player->ONCCnumber % numClasses;
|
---|
966 |
|
---|
967 | error = TMrInstance_GetDataPtr_ByNumber('ONCC', Player->ONCCnumber, &newClass);
|
---|
968 |
|
---|
969 | if ((newClass != NULL) && (!error)) {
|
---|
970 | ONrCharacter_SetCharacterClass(Player, newClass);
|
---|
971 | }
|
---|
972 | }
|
---|
973 |
|
---|
974 | }
|
---|
975 |
|
---|
976 |
|
---|
977 | }
|
---|
978 | if(server_started)
|
---|
979 | {
|
---|
980 | all_input.all_input[InputIndex].PlayerNum = -1;
|
---|
981 | UDPServer_SendToAll(&all_input,
|
---|
982 | FLATLINE_HEADER + sizeof(player_input) * InputIndex + sizeof(int16_t));
|
---|
983 | }
|
---|
984 | MultiplayerStatus.PleaseUpdateAllPlayers = 0;
|
---|
985 | return ONgGameState;
|
---|
986 | }
|
---|
987 |
|
---|
988 | void FLrPlayerDisconnect( int Player )
|
---|
989 | {
|
---|
990 | if(server_started)
|
---|
991 | {
|
---|
992 | //FLsPublic_Event(EV_DISCONNECT, &Player );
|
---|
993 | MultiplayerStatus.PleaseUpdateAllPlayers = 1;
|
---|
994 | }
|
---|
995 | //Kill off the character in another function, please
|
---|
996 | //ONrCharacter_SetHitPoints( PlayerList[Player]->Chr, 0);
|
---|
997 |
|
---|
998 | memset(PlayerList[Player], 0, sizeof(player_info));
|
---|
999 | PlayerList[Player] = 0;
|
---|
1000 |
|
---|
1001 |
|
---|
1002 |
|
---|
1003 | return;
|
---|
1004 | }
|
---|
1005 |
|
---|
1006 | void FLrPlayerRespawn( int Player )
|
---|
1007 | {
|
---|
1008 | PlayerList[Player]->state = STATE_ALIVE;
|
---|
1009 | ONrCorpse_Create(PlayerList[Player]->Chr);
|
---|
1010 | ONrCharacter_SetHitPoints( PlayerList[Player]->Chr, PlayerList[Player]->Chr->MaxHealth );
|
---|
1011 | }
|
---|
1012 |
|
---|
1013 |
|
---|
1014 | void* ScoreboardInstance = 0;
|
---|
1015 | void FLrRun_Scores()
|
---|
1016 | {
|
---|
1017 | if(client_connected || server_started)
|
---|
1018 | {
|
---|
1019 | if(!ScoreboardInstance){
|
---|
1020 | void* TSFFTahoma;
|
---|
1021 | TMrInstance_GetDataPtr( 'TSFF', "Tahoma", &TSFFTahoma);
|
---|
1022 | TSrContext_New( TSFFTahoma, 7, 1, 1, 0, &ScoreboardInstance);
|
---|
1023 | }
|
---|
1024 | if(ScoreboardInstance){
|
---|
1025 | const int white = 0x00FFFFFF;
|
---|
1026 | const int green = 0x0000FF00;
|
---|
1027 | const int red = 0x00FF0000;
|
---|
1028 | int i;
|
---|
1029 | char DrawString[255];
|
---|
1030 | const int LineHeight = 15;
|
---|
1031 | IMtPoint2D DrawLocation = {20, 20};
|
---|
1032 | TSrContext_SetShade(ScoreboardInstance, white);
|
---|
1033 | TSrContext_DrawText(ScoreboardInstance, "Oni Flatline build " __DATE__ " " __TIME__, 255, 0, &DrawLocation);
|
---|
1034 | DrawLocation.y += LineHeight;
|
---|
1035 | TSrContext_DrawText(ScoreboardInstance, "Name", 255, 0, &DrawLocation);
|
---|
1036 | DrawLocation.x += 150;
|
---|
1037 | TSrContext_DrawText(ScoreboardInstance, "Score", 255, 0, &DrawLocation);
|
---|
1038 | DrawLocation.x += 50;
|
---|
1039 | TSrContext_DrawText(ScoreboardInstance, "Ping", 255, 0, &DrawLocation);
|
---|
1040 | for(i = 0; i <MAX_PLAYERS; i++)
|
---|
1041 | {
|
---|
1042 | if(PlayerList[i] == 0 || PlayerList[i]->Chr == 0) continue;
|
---|
1043 |
|
---|
1044 | DrawLocation.x = 20;
|
---|
1045 | DrawLocation.y += LineHeight;
|
---|
1046 |
|
---|
1047 | if(PlayerList[i]->Chr && PlayerList[i]->Chr->Health == 0)
|
---|
1048 | {
|
---|
1049 | TSrContext_SetShade(ScoreboardInstance, red);
|
---|
1050 | }
|
---|
1051 | else if (i == client_slot)
|
---|
1052 | {
|
---|
1053 | TSrContext_SetShade(ScoreboardInstance, green);
|
---|
1054 | }
|
---|
1055 | TSrContext_DrawText(ScoreboardInstance, PlayerList[i]->name, 255, 0, &DrawLocation);
|
---|
1056 | TSrContext_SetShade(ScoreboardInstance, white);
|
---|
1057 | DrawLocation.x += 150;
|
---|
1058 | sprintf(DrawString, "%i", PlayerList[i]->Chr->Damage);
|
---|
1059 | TSrContext_DrawText(ScoreboardInstance, DrawString, 255, 0, &DrawLocation);
|
---|
1060 | DrawLocation.x += 50;
|
---|
1061 | sprintf(DrawString, "%i", PlayerList[i]->player_data.Ping);
|
---|
1062 | TSrContext_DrawText(ScoreboardInstance, DrawString, 255, 0, &DrawLocation);
|
---|
1063 | }
|
---|
1064 | }
|
---|
1065 | }
|
---|
1066 | }
|
---|
1067 |
|
---|
1068 | bool FlatlineInitialize()
|
---|
1069 | {
|
---|
1070 |
|
---|
1071 | memset( Players, 0, sizeof( player_info ) * MAX_PLAYERS );
|
---|
1072 | memset( PlayerList, 0, 4 * MAX_PLAYERS );
|
---|
1073 | memset( &MultiplayerStatus, 0, sizeof( multiplayer_status ));
|
---|
1074 | return 1;
|
---|
1075 | }
|
---|