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 "Daodan_Utility.h"
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7 | #include <Windows.h>
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8 | //#include <sys/time.h>
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9 | #include <time.h>
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10 | #include <float.h>
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11 | #define isnan(x) ((x) != (x))
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12 | uint32_t last1 = 0; uint32_t last2 = 0;
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13 | player_info Players[MAX_PLAYERS] = {{0}, {0}, {0}, {0}};
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14 | player_info * PlayerList[MAX_CONNECTIONS] = {0};
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15 | multiplayer_status MultiplayerStatus;
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16 | unsigned int lastPingTime;
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17 |
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18 | const char * Rejection_Messages[][255] = {
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19 | {"Server is full"},
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20 | {"-2"},
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21 | {"-3"},
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22 | {"-4"},
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23 | {"-5"},
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24 | };
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25 |
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26 | #define BETTER_SYNC
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27 |
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28 |
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29 |
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30 |
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31 | short TRrAnimation_GetType(char* anim)
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32 | {
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33 | return *(short*)(anim + 0x15A);
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34 | }
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35 |
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36 | void ONrCharacter_SetAnimationInternal(Character* Char, ActiveCharacter* AChar,
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37 | short inFromState, short inNextAnimType, const void *TRAM)
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38 | {
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39 | ONCC *ONCC = Char->ONCC;
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40 | void *TRAC = ONCC->TRAC;
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41 | short index = Char->Number;
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42 | short animType;
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43 |
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44 | if (TRAM == 0) return;
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45 |
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46 | animType = TRrAnimation_GetType(TRAM);
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47 |
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48 | AChar->Animation = TRAM;
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49 | AChar->Frame = 0;
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50 | AChar->AnimationFromState = inFromState;
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51 | AChar->AnimationType = animType;
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52 |
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53 | AChar->NextAnimationType= inNextAnimType;
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54 | AChar->AnimationToState = TRrAnimation_GetTo(TRAM);
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55 |
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56 | return;
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57 | }
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58 |
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59 |
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60 |
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61 |
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62 |
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63 |
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64 | //wtf, this needs cleaned up...
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65 | player_info *FLr_FindEmptySlot() {
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66 | int j;
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67 | for(j = 0; j < MAX_PLAYERS; j++) {
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68 | if (Players[j].ip == 0) {
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69 | return &Players[j];
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70 | }
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71 | }
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72 | return 0;
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73 | }
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74 |
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75 | extern uint16_t max_connections;
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76 | uint16_t FLr_FindEmptyListSlot() {
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77 | int j;
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78 | for(j = 0; j < max_connections; j++) {
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79 | if (PlayerList[j] == 0) {
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80 | return j;
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81 | }
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82 | }
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83 | return -1;
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84 | }
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85 | typedef struct
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86 | {
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87 | uint16_t x;
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88 | uint16_t y;
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89 | } IMtPoint2D;
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90 | static flatline_packet cache_input = {0};
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91 |
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92 |
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93 | void * ONICALL FLrInput_Update_Keys(void)
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94 | {
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95 | uint32_t i;
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96 | flatline_packet all_input = {0};
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97 | int16_t InputIndex = 0;
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98 |
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99 | if(client_connected)
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100 | {
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101 | int sent_bytes;
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102 | flatline_packet input_packet = {0};
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103 |
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104 | FLrClient_GetPackets();
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105 |
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106 | input_packet.id = PLAYER_INPUT;
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107 | // input_packet.input_struct.Time = ONgGameState->GameTime;
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108 | input_packet.input_struct.Actions1 = ONgGameState->Input.Current.Actions1;
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109 | input_packet.input_struct.Actions2 = ONgGameState->Input.Current.Actions2;
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110 | input_packet.input_struct.MouseDeltaX = ONgGameState->Input.MouseDeltaX;
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111 | input_packet.input_struct.MouseDeltaY = ONgGameState->Input.MouseDeltaY;
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112 | input_packet.input_struct.DesiredFacing = ONgGameState->PlayerCharacter->DesiredFacing;
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113 |
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114 | sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&input_packet, sizeof(input_struct) + FLATLINE_HEADER);
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115 |
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116 | //return ONgGameState;
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117 | }
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118 |
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119 |
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120 | if(!(server_started || client_connected)) return ONgGameState;
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121 |
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122 |
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123 |
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124 | for(i = 0; i < max_connections; i++) {
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125 | ActiveCharacter * Active_Player;
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126 | Character* Player;
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127 | GameInput * Active_Input;
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128 | if(PlayerList[i] == 0) continue;
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129 |
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130 |
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131 |
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132 | Player = PlayerList[i]->Chr;
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133 | Active_Player = ONrGetActiveCharacter( PlayerList[i]->Chr);
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134 |
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135 | if(!Player)
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136 | {
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137 | DDrConsole_Print("Warning, missing Character!");
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138 | continue;
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139 | }
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140 |
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141 | if( server_started && i != 0 )
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142 | {
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143 | PlayerList[i]->Chr->DesiredFacing = PlayerList[i]->FacingFromClient;
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144 | }
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145 |
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146 |
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147 |
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148 | //Set the health properly first.
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149 | //Always overridden by the server because of the chance of random damage and such
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150 | if( client_connected && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Health) )
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151 | {
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152 | PlayerList[i]->Chr->MaxHealth = PlayerList[i]->Health.MaxHealth;
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153 | ONrCharacter_SetHitPoints( PlayerList[i]->Chr, PlayerList[i]->Health.Health);
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154 | //PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Health );
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155 | }
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156 |
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157 | //If the player is dead
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158 | if( PlayerList[i]->Chr->Health == 0 )
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159 |
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160 | {
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161 | const short TicksToRespawn = 3 * 60;
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162 |
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163 | //Permanently kill off dumb AI
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164 | if(PlayerList[i]->flags & PF_SCRIPTEDAI)
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165 | {
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166 | FLrPlayerDisconnect( i );
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167 | continue;
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168 | }
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169 |
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170 | //Just to know if we have started counting off the respawn
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171 | if(PlayerList[i]->state != STATE_DEAD)
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172 | {
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173 | PlayerList[i]->state = STATE_DEAD;
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174 | PlayerList[i]->DeathTime = ONgGameState->GameTime;
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175 | if(i == client_slot)
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176 | {
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177 | ONrGameState_Timer_Start( "", TicksToRespawn );
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178 | }
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179 |
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180 | if(server_started)
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181 | {
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182 | FLsPublic_Event( EV_KILLED, &i );
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183 | }
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184 |
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185 | }
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186 |
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187 | //Server respawning
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188 | if(server_started)
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189 | {
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190 | int Actions;
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191 | if(i == 0)
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192 | {
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193 | Actions = ONgGameState->Input.Current.Actions1;
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194 | }
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195 | else
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196 | {
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197 | Actions = PlayerList[i]->InputFromClient.Actions1;
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198 | }
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199 |
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200 | if(ONgGameState->GameTime - PlayerList[i]->DeathTime > TicksToRespawn &&
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201 | (Actions & (Action_Punch | Action_Kick)) )
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202 | {
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203 | FLrPlayerRespawn( i );
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204 |
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205 | FLsPublic_Event( EV_RESPAWN, &i );
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206 | }
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207 | else
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208 | {
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209 | continue;
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210 | }
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211 | }
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212 | else //clients?!
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213 | {
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214 | continue;
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215 | }
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216 | }
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217 |
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218 | PlayerList[i]->state = STATE_ALIVE;
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219 |
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220 | if( client_connected && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Class ) )
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221 | {
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222 | if(PlayerList[i]->Class)
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223 | {
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224 | ONrCharacter_SetCharacterClass( PlayerList[i]->Chr, PlayerList[i]->Class );
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225 | }
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226 | PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Class );
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227 | }
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228 |
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229 | if( client_connected && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Facing ) )
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230 | {
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231 | PlayerList[i]->Chr->Facing = PlayerList[i]->Facings.Facing;
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232 | if(i != client_slot)
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233 | {
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234 | PlayerList[i]->Chr->DesiredFacing = PlayerList[i]->Facings.DesiredFacing;
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235 | }
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236 | PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Facing );
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237 | }
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238 |
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239 | if(Active_Player == 0) continue;
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240 |
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241 |
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242 |
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243 | // Active_Player->PlayingFilm.Flags = 1;
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244 |
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245 | Active_Input = &(Active_Player->Input);
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246 |
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247 |
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248 | if( (server_started && i !=0) || !server_started )
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249 | {
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250 | Active_Input->Stop.Actions1 = ~PlayerList[i]->Input.Actions1 & Active_Input->Current.Actions1;
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251 | Active_Input->Stop.Actions2 = ~PlayerList[i]->Input.Actions2 & Active_Input->Current.Actions2;
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252 | Active_Input->Start.Actions1 = ~Active_Input->Current.Actions1 & PlayerList[i]->Input.Actions1;
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253 | Active_Input->Start.Actions2 = ~Active_Input->Current.Actions2 & PlayerList[i]->Input.Actions2;
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254 |
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255 | Active_Input->Current.Actions1 = PlayerList[i]->Input.Actions1;
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256 | Active_Input->Current.Actions2 = PlayerList[i]->Input.Actions2;
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257 | Active_Input->Stopped.Actions1 = ~Active_Input->Current.Actions1;
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258 | Active_Input->Stopped.Actions2 = ~Active_Input->Current.Actions2;
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259 | if(client_connected && i == client_slot)
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260 | {
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261 | Active_Input->MouseDeltaX = ONgGameState->Input.MouseDeltaX;
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262 | Active_Input->MouseDeltaY = ONgGameState->Input.MouseDeltaY;
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263 | }
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264 | else
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265 | {
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266 | Active_Input->MouseDeltaX = PlayerList[i]->Input.MouseDeltaX;
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267 | Active_Input->MouseDeltaY = PlayerList[i]->Input.MouseDeltaY;
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268 | }
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269 | }
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270 |
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271 | {
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272 | void* ConsoleAnimation = 0;
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273 | TMrInstance_GetDataPtr( 'TRAM', "KONOKOwatch_idle", &ConsoleAnimation);
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274 |
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275 | if(!Active_Player->IsInAir && Active_Input->Current.Actions1 & (Action_Console | Action_PauseScreen)
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276 | && !(PlayerList[i]->Chr->Flags & ONcCharacterFlag_BeingThrown)
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277 | && Active_Player->ThrowTargetCharacter != -1)
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278 | {
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279 | if(ConsoleAnimation && ConsoleAnimation != Active_Player->Animation)
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280 | {
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281 | ONrCharacter_SetAnimationExternal(PlayerList[i]->Chr, Active_Player->AnimationFromState, ConsoleAnimation, 10);
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282 | Player->Flags |= 0x00200000;
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283 | Active_Player->ForcedAnimationFrames = -1;// TRrAnimation_GetDuration(ConsoleAnimation);
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284 | }
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285 | }
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286 | else if(Active_Input->Stopped.Actions1 & (Action_Console | Action_PauseScreen) )
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287 | {
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288 | Active_Player->ForcedAnimationFrames = 0;
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289 | }
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290 |
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291 | }
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292 |
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293 | //Check for character switching requests
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294 | if(server_started && PlayerList[i]->Chr->Health != 0
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295 | && PlayerList[i]->InputFromClient.Actions1 & Action_Block)
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296 | {
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297 | if( PlayerList[i]->ShapeshiftCooldown < ONgGameState->GameTime)
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298 | {
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299 | int error;
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300 |
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301 |
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302 |
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303 | ONCC *newClass;
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304 | short numClasses = (short)TMrInstance_GetTagCount('ONCC');
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305 | /*
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306 | if(Active_Player->Input.Start.Actions1 & Action_Block)
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307 | {
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308 | //This might not be getting hit. Find out why, eh?
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309 | PlayerList[i]->ShapeshiftCooldown = ONgGameState->GameTime + 15;
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310 | }
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311 | else
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312 | {
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313 | PlayerList[i]->ShapeshiftCooldown = ONgGameState->GameTime + 5;
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314 | }
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315 | */
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316 |
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317 | PlayerList[i]->ShapeshiftCooldown = ONgGameState->GameTime + 15;
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318 |
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319 | if (PlayerList[i]->InputFromClient.Actions1 & Action_Crouch) {
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320 | Player->ONCCnumber += numClasses - 1;
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321 | }
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322 | else {
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323 | Player->ONCCnumber += 1;
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324 | }
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325 |
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326 | if (numClasses > 0) {
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327 | Player->ONCCnumber = Player->ONCCnumber % numClasses;
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328 |
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329 | error = TMrInstance_GetDataPtr_ByNumber('ONCC', Player->ONCCnumber, &newClass);
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330 |
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331 | if ((newClass != NULL) && (!error)) {
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332 | ONrCharacter_SetCharacterClass(Player, newClass);
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333 | }
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334 | }
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335 |
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336 | }
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337 | }
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338 | else
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339 | {
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340 | PlayerList[i]->ShapeshiftCooldown = 0;
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341 | }
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342 | if(client_connected) {
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343 |
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344 | if( DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Position) )
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345 | {
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346 | //Active_Player->PhyContext->Position = PlayerList[i]->Position;
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347 |
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348 | Active_Player->PhyContext->Position.X =
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349 | (PlayerList[i]->Position.X + Active_Player->PhyContext->Position.X) / 2;
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350 |
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351 | Active_Player->PhyContext->Position.Y =
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352 | (PlayerList[i]->Position.Y + Active_Player->PhyContext->Position.Y) / 2;
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353 |
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354 | Active_Player->PhyContext->Position.Z =
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355 | (PlayerList[i]->Position.Z + Active_Player->PhyContext->Position.Z) / 2;
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356 |
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357 | PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Position );
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358 | }
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359 |
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360 |
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361 |
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362 |
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363 | if (!(Player->Flags & ONcCharacterFlag_BeingThrown) &&
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364 | DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Animation) && (PlayerList[i]->Animation))
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365 | {
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366 | // get a pointer to the animation
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367 |
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368 |
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369 | if (PlayerList[i]->Animation != Active_Player->Animation)
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370 | {
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371 |
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372 | ///////////////////////////////////
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373 | //TODO: Check age of animation
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374 | ///////////////////////////////////
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375 | // set the characters animation
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376 | /*ONrCharacter_SetAnimationInternal(Player,
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377 | Active_Player,
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378 | Active_Player->AnimationToState,
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379 | 0,
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380 | PlayerList[i]->Animation);*/
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381 | //ONrCharacter_NewAnimationHook(Player, Active_Player);
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382 | ONrCharacter_SetAnimationExternal(Player, TRrAnimation_GetFrom(PlayerList[i]->Animation), PlayerList[i]->Animation, 1);
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383 | //ONrCharacter_NewAnimationHook(Player, Active_Player);
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384 | }
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385 |
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386 |
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387 | }
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388 | PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Animation );
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389 |
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390 | //Disabled Frame syncing for now. In most cases it won't be useful.
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391 | if(0 && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_FramePing) && PlayerList[i]->Frame != -1
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392 | //&& !DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Animation)
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393 | )
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394 | {
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395 | if( abs(PlayerList[i]->Frame - Active_Player->Frame) > 2 )
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396 | {
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397 | short AnimationLength;
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398 | AnimationLength = TRrAnimation_GetDuration(Active_Player->Animation);
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399 | if (PlayerList[i]->Frame >= AnimationLength)
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400 | {
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401 | Active_Player->Frame = AnimationLength - 1;
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402 | //Active_Player->Frame = 0;
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403 | }
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404 | else
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405 | {
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406 | Active_Player->Frame = PlayerList[i]->Frame;
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407 | }
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408 | }
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409 |
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410 | }
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411 | PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_FramePing );
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412 |
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413 | //Increment frame in case we were waiting
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414 | PlayerList[i]->Frame++;
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415 |
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416 | if (DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Throws)
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417 | && PlayerList[i]->ThrowData.throwName[0] != 0)
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418 | {
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419 | if(PlayerList[PlayerList[i]->ThrowData.throwing])
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420 | {
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421 | short throwTarget = PlayerList[PlayerList[i]->ThrowData.throwing]->spawnnumber;
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422 | /*if ((throwTarget != Active_Player->throwing) &&
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423 | (PlayerList[i]->ThrowData.throwFrame < 10))*/
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424 | {
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425 | void *throw_animation;
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426 | ActiveCharacter* Target;
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427 | // get the animation
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428 |
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429 | TMrInstance_GetDataPtr(
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430 | 'TRAM',
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431 | PlayerList[i]->ThrowData.throwName,
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432 | &throw_animation);
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433 | //if (error) return;
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434 |
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435 | // set the throw target
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436 | Active_Player->ThrowTargetCharacter = &ONgGameState->CharacterStorage[throwTarget];
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437 | Target = ONrGetActiveCharacter(Active_Player->ThrowTargetCharacter);
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438 | //if (/*(Target->Animation != throw_animation) &&*/
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439 | // (OldAnimation != Animation) &&
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440 | // !(Active_Player->ThrowTargetCharacter->Flags & ONcCharacterFlag_BeingThrown))
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441 | // Target->thrownBy == -
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442 | {
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443 | // set the throw variables
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444 | Active_Player->targetThrow = throw_animation;
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445 | Active_Player->throwing = throwTarget;
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446 |
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447 | // run the throw
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448 | ONrCharacter_NewAnimationHook(Player, Active_Player);
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449 |
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450 | //if (Active_Player->ThrowTargetCharacter)
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451 | {
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452 | // Target->Frame += 2;
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453 | //DDrConsole_PrintF("Thrown by player %hi", Player->Number );
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454 | //DDrStartupMessage("Thrown by player %hi", Player->Number );
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455 | Target->thrownBy = Player->Number & 0x00ff;
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456 | }
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457 | }
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458 | }
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459 | }
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460 | else
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461 | {
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462 | DDrConsole_PrintF("Warning, tried to throw nonexistant player %hi",
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463 | PlayerList[i]->ThrowData.throwing );
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464 | }
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465 | }
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466 |
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467 | //Always discard old throw data, even if it isnt applied
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468 | PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Throws );
|
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469 | }
|
---|
470 |
|
---|
471 |
|
---|
472 | }
|
---|
473 |
|
---|
474 | if(server_started)
|
---|
475 | {
|
---|
476 | if(ONgGameState->GameTime % 120 == 0)
|
---|
477 | {
|
---|
478 | FLsPingAll();
|
---|
479 | }
|
---|
480 |
|
---|
481 | if(PlayerList[0])
|
---|
482 | {
|
---|
483 | PlayerList[0]->InputFromClient.Actions1 = ONgGameState->Input.Current.Actions1;
|
---|
484 | PlayerList[0]->InputFromClient.Actions2 = ONgGameState->Input.Current.Actions2;
|
---|
485 | PlayerList[0]->InputFromClient.MouseDeltaX = ONgGameState->Input.MouseDeltaX;
|
---|
486 | PlayerList[0]->InputFromClient.MouseDeltaY = ONgGameState->Input.MouseDeltaY;
|
---|
487 | }
|
---|
488 | FLsSendPlayerData();
|
---|
489 | }
|
---|
490 | MultiplayerStatus.PleaseUpdateAllPlayers = 0;
|
---|
491 | return ONgGameState;
|
---|
492 | }
|
---|
493 |
|
---|
494 | void FLrPlayerDisconnect( int Player )
|
---|
495 | {
|
---|
496 | if(server_started)
|
---|
497 | {
|
---|
498 | //FLsPublic_Event(EV_DISCONNECT, &Player );
|
---|
499 | MultiplayerStatus.PleaseUpdateAllPlayers = 1;
|
---|
500 | }
|
---|
501 | //Kill off the character in another function, please
|
---|
502 | //ONrCharacter_SetHitPoints( PlayerList[Player]->Chr, 0);
|
---|
503 |
|
---|
504 | memset(PlayerList[Player], 0, sizeof(player_info));
|
---|
505 | PlayerList[Player] = 0;
|
---|
506 |
|
---|
507 |
|
---|
508 |
|
---|
509 | return;
|
---|
510 | }
|
---|
511 |
|
---|
512 | void FLrPlayerRespawn( int Player )
|
---|
513 | {
|
---|
514 | PlayerList[Player]->state = STATE_ALIVE;
|
---|
515 | ONrCorpse_Create(PlayerList[Player]->Chr);
|
---|
516 | ONrCharacter_SetHitPoints( PlayerList[Player]->Chr, PlayerList[Player]->Chr->MaxHealth );
|
---|
517 | }
|
---|
518 |
|
---|
519 |
|
---|
520 | void* ScoreboardInstance = 0;
|
---|
521 | void FLrRun_Scores()
|
---|
522 | {
|
---|
523 | if(client_connected || server_started)
|
---|
524 | {
|
---|
525 | if(!ScoreboardInstance){
|
---|
526 | void* TSFFTahoma;
|
---|
527 | TMrInstance_GetDataPtr( 'TSFF', "Tahoma", &TSFFTahoma);
|
---|
528 | TSrContext_New( TSFFTahoma, 7, 1, 1, 0, &ScoreboardInstance);
|
---|
529 | }
|
---|
530 | if(ScoreboardInstance){
|
---|
531 | const int white = 0x00FFFFFF;
|
---|
532 | const int green = 0x0000FF00;
|
---|
533 | const int red = 0x00FF0000;
|
---|
534 | const int blue = 0x000000FF;
|
---|
535 | int i;
|
---|
536 | char DrawString[255];
|
---|
537 | const int LineHeight = 15;
|
---|
538 | IMtPoint2D DrawLocation = {25, 20};
|
---|
539 | TSrContext_SetShade(ScoreboardInstance, white);
|
---|
540 | TSrContext_DrawText(ScoreboardInstance, "Oni Flatline build " __DATE__ " " __TIME__, 255, 0, &DrawLocation);
|
---|
541 | TSrContext_SetShade(ScoreboardInstance, white);
|
---|
542 | DrawLocation.y += LineHeight;
|
---|
543 | DrawLocation.x = 25;
|
---|
544 | TSrContext_DrawText(ScoreboardInstance, "Name", 255, 0, &DrawLocation);
|
---|
545 | DrawLocation.x += 150;
|
---|
546 | TSrContext_DrawText(ScoreboardInstance, "Score", 255, 0, &DrawLocation);
|
---|
547 | DrawLocation.x += 50;
|
---|
548 | TSrContext_DrawText(ScoreboardInstance, "Ping", 255, 0, &DrawLocation);
|
---|
549 | for(i = 0; i <MAX_PLAYERS; i++)
|
---|
550 | {
|
---|
551 | if(PlayerList[i] == 0 || PlayerList[i]->Chr == 0) continue;
|
---|
552 |
|
---|
553 | DrawLocation.x = 10;
|
---|
554 | DrawLocation.y += LineHeight;
|
---|
555 |
|
---|
556 | sprintf(DrawString, "%i.", i );
|
---|
557 | TSrContext_DrawText(ScoreboardInstance, DrawString, 255, 0, &DrawLocation);
|
---|
558 | DrawLocation.x += 15;
|
---|
559 |
|
---|
560 | if(PlayerList[i]->Chr && PlayerList[i]->Chr->Health == 0)
|
---|
561 | {
|
---|
562 | TSrContext_SetShade(ScoreboardInstance, red);
|
---|
563 | }
|
---|
564 | else if (i == client_slot)
|
---|
565 | {
|
---|
566 | TSrContext_SetShade(ScoreboardInstance, green);
|
---|
567 | }
|
---|
568 | TSrContext_DrawText(ScoreboardInstance, PlayerList[i]->name, 255, 0, &DrawLocation);
|
---|
569 | TSrContext_SetShade(ScoreboardInstance, white);
|
---|
570 | DrawLocation.x += 150;
|
---|
571 | sprintf(DrawString, "%i", PlayerList[i]->Chr->Damage);
|
---|
572 | TSrContext_DrawText(ScoreboardInstance, DrawString, 255, 0, &DrawLocation);
|
---|
573 | DrawLocation.x += 50;
|
---|
574 | sprintf(DrawString, "%i", PlayerList[i]->Ping);
|
---|
575 | TSrContext_DrawText(ScoreboardInstance, DrawString, 255, 0, &DrawLocation);
|
---|
576 | }
|
---|
577 | }
|
---|
578 | }
|
---|
579 | }
|
---|
580 |
|
---|
581 | bool FlatlineInitialize()
|
---|
582 | {
|
---|
583 | memset( Players, 0, sizeof( player_info ) * MAX_PLAYERS );
|
---|
584 | memset( PlayerList, 0, 4 * MAX_PLAYERS );
|
---|
585 | memset( &MultiplayerStatus, 0, sizeof( multiplayer_status ));
|
---|
586 | return 1;
|
---|
587 | }
|
---|