1 | #include "Flatline.h"
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2 | #include "Flatline_Server.h"
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3 |
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4 | //I hereby apologize for the uglyness of the below code.
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5 | //It was never intended to be "final" code, much less shared with anyone
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6 |
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7 | int total_players = 0;
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8 | uint16_t max_connections = MAX_CONNECTIONS;
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9 |
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10 | player_info* FLrServer_AddPlayer(int ip, char* name, bool is_server, bool is_bot) {
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11 | flatline_packet new_char = {0};
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12 | CharacterObject* Char;
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13 | uint32_t player_slot = 0;
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14 | int playerlist_slot = 0;
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15 |
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16 | if(is_server || total_players < max_connections) {
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17 |
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18 | int i = 0;
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19 | int k = 0;
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20 |
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21 | //Skip for the host
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22 | if(!is_server)
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23 | {
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24 | char* zero = strchr(name, 0);
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25 | playerlist_slot = FLr_FindEmptyListSlot();
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26 |
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27 | total_players++;
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28 |
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29 | //checks to see if a name exists or not
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30 | //then appends [#] on the end of it if it does
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31 | //May be buggy, come back to this.
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32 | if(zero - name > 28) zero = name + 28;
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33 | for(i = 0; i < max_connections; i++) {
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34 | if(PlayerList[i] != 0 && !strcmp(name, PlayerList[i]->name)) {
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35 | k++;
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36 | sprintf(zero, "[%i]", k);
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37 | i = 0;
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38 | }
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39 | }
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40 | }
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41 |
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42 | new_char.new_player.Playernumber = playerlist_slot;
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43 |
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44 | //Set up a new Character structure to be spawned as the new player.
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45 | //Can this code be surrounded with if(!is_server){}?
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46 | Char = &new_char.new_player.Character;
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47 | memset(Char, 0, sizeof(CharacterObject));
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48 | Char->Header.Type = 'CHAR';
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49 | sprintf(Char->OSD.Name,"%s",name);
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50 | sprintf(Char->OSD.Class, "%s", "konoko_generic");
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51 | if(is_bot) {
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52 | Char->OSD.MeleeID = 22;
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53 | Char->OSD.JobID = 1;
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54 | Char->OSD.MinimalAlertLevel = 4;
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55 | Char->OSD.InvestigatingAlertLevel = 4;
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56 | Char->OSD.InitialAlertLevel = 4;
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57 | Char->OSD.StartJobAlertLevel = 4;
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58 | }
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59 | else if( !is_server )
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60 | {
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61 | Char->Header.Position.X = PlayerList[0]->Chr->Position.X;
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62 | Char->Header.Position.Y = PlayerList[0]->Chr->Position.Y;
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63 | Char->Header.Position.Z = PlayerList[0]->Chr->Position.Z;
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64 | }
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65 |
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66 | //TMrInstance_GetDataPtr('ONCC', "striker_easy_1", PlayerList[playerlist_slot]->Chr->ONCC);
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67 |
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68 | new_char.id = NEW_PLAYER;
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69 | if(!is_server) {
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70 | ONrGameState_NewCharacter(Char, NULL, NULL, &(player_slot));
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71 | //move this to a set up characters function...
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72 | if(!is_bot) ONgGameState->CharacterStorage[player_slot].charType = 0;
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73 |
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74 | PlayerList[playerlist_slot] = Players+player_slot;
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75 | PlayerList[playerlist_slot]->spawnnumber = player_slot;
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76 | PlayerList[playerlist_slot]->Chr = &(ONgGameState->CharacterStorage)[player_slot];
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77 | //PlayerList[playerlist_slot]->Chr->Flags = chr_dontaim | chr_unkillable; //&= 0xFFBFFFFF; //WTF
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78 | if(!is_bot) PlayerList[playerlist_slot]->Chr->Flags &= 0xFFBFFFFF; //WTF, magic number.
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79 | sprintf(PlayerList[playerlist_slot]->Chr->Name, "%.31s", name);
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80 | UDPServer_SendToAll( (char*)&new_char, sizeof(new_player) + FLATLINE_HEADER );
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81 |
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82 | }
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83 | else {
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84 | PlayerList[0] = Players;
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85 | PlayerList[0]->Chr = (Character *)(((GameState * )(ONgGameState))->CharacterStorage);
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86 | }
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87 |
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88 | //add player to list
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89 |
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90 | PlayerList[playerlist_slot]->ip = ip;
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91 | PlayerList[playerlist_slot]->list_slot = playerlist_slot;
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92 | sprintf(PlayerList[playerlist_slot]->name,"%.31s",name);
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93 |
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94 | return &Players[player_slot];
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95 | }
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96 | return (player_info*)(-1);
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97 | }
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98 |
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99 | void FLrServer_Initialize(){
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100 | FLrServer_AddPlayer(inet_addr("127.0.0.1"), "host", 1, 0);
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101 | }
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102 |
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103 | //UDPServer_SendToAll
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104 | //Sends a packet to all the clients currently connected.
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105 | //Returns the number of players sent to.
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106 | int UDPServer_SendToAll(void* packet, int size) {
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107 | int j;
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108 | int players = 0;
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109 | sockaddr_in address;
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110 | memset(&address, 0, sizeof(sockaddr_in));
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111 | address.sin_family = AF_INET;
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112 | address.sin_addr.s_addr = htonl(INADDR_ANY);
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113 | address.sin_port = htons(27777);
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114 | for(j = 0; j < max_connections; j++) {
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115 | if (PlayerList[j] != 0 && PlayerList[j]->ip && (PlayerList[j]->ip != inet_addr("127.0.0.1"))) {
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116 | int sent_bytes;
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117 | address.sin_addr.s_addr = htonl(PlayerList[j]->ip);//*((struct in_addr*)(int*)&(Players[j].ip));
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118 | sent_bytes = NetUDPServer_Send((sockaddr *) &address, (char*)packet, size);
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119 | if(sent_bytes == SOCKET_ERROR) NetCatchError();
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120 | else players++;
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121 | }
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122 | }
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123 | return players;
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124 | }
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125 |
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126 | //Sends an event (door opening, player disconnecting, etc) to all players
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127 | //Always make sure you send a pointer to this, even if it is just one arg. ;)
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128 | void FLsPublic_Event( unsigned int eventIndex, int * args )
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129 | {
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130 | int numArgs = FLrEvent_GetNumArgs( eventIndex );
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131 | flatline_packet eventPacket = {0};
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132 | eventPacket.id = FLATLINE_EVENT;
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133 | eventPacket.flatline_event.event_index = eventIndex;
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134 | memcpy( eventPacket.flatline_event.intArray, args, sizeof(int) * numArgs );
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135 | UDPServer_SendToAll( &eventPacket, sizeof(int) * (numArgs + 1) + FLATLINE_HEADER );
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136 | }
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137 |
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138 | void PlayerDisconnect( int Player )
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139 | {
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140 | FLsPublic_Event(EV_DISCONNECT, &Player );
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141 | memset(PlayerList[Player], 0, sizeof(player_info));
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142 | return;
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143 | }
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