source: Daodan/MSVC/Flatline_Server.c@ 578

Last change on this file since 578 was 578, checked in by gumby, 14 years ago
File size: 4.7 KB
Line 
1#include "Flatline.h"
2#include "Flatline_Server.h"
3
4//I hereby apologize for the uglyness of the below code.
5//It was never intended to be "final" code, much less shared with anyone
6
7int total_players = 0;
8uint16_t max_connections = MAX_CONNECTIONS;
9
10player_info* FLrServer_AddPlayer(int ip, char* name, bool is_server, bool is_bot) {
11 flatline_packet new_char = {0};
12 CharacterObject* Char;
13 uint32_t player_slot = 0;
14 int playerlist_slot = 0;
15
16 if(is_server || total_players < max_connections) {
17
18 int i = 0;
19 int k = 0;
20
21 //Skip for the host
22 if(!is_server)
23 {
24 char* zero = strchr(name, 0);
25 playerlist_slot = FLr_FindEmptyListSlot();
26
27 total_players++;
28
29 //checks to see if a name exists or not
30 //then appends [#] on the end of it if it does
31 //May be buggy, come back to this.
32 if(zero - name > 28) zero = name + 28;
33 for(i = 0; i < max_connections; i++) {
34 if(PlayerList[i] != 0 && !strcmp(name, PlayerList[i]->name)) {
35 k++;
36 sprintf(zero, "[%i]", k);
37 i = 0;
38 }
39 }
40 }
41
42 new_char.new_player.Playernumber = playerlist_slot;
43
44 //Set up a new Character structure to be spawned as the new player.
45 //Can this code be surrounded with if(!is_server){}?
46 Char = &new_char.new_player.Character;
47 memset(Char, 0, sizeof(CharacterObject));
48 Char->Header.Type = 'CHAR';
49 sprintf(Char->OSD.Name,"%s",name);
50 sprintf(Char->OSD.Class, "%s", "konoko_generic");
51 if(is_bot) {
52 Char->OSD.MeleeID = 22;
53 Char->OSD.JobID = 1;
54 Char->OSD.MinimalAlertLevel = 4;
55 Char->OSD.InvestigatingAlertLevel = 4;
56 Char->OSD.InitialAlertLevel = 4;
57 Char->OSD.StartJobAlertLevel = 4;
58 }
59 else if( !is_server )
60 {
61 Char->Header.Position.X = PlayerList[0]->Chr->Position.X;
62 Char->Header.Position.Y = PlayerList[0]->Chr->Position.Y;
63 Char->Header.Position.Z = PlayerList[0]->Chr->Position.Z;
64 }
65
66 //TMrInstance_GetDataPtr('ONCC', "striker_easy_1", PlayerList[playerlist_slot]->Chr->ONCC);
67
68 new_char.id = NEW_PLAYER;
69 if(!is_server) {
70 ONrGameState_NewCharacter(Char, NULL, NULL, &(player_slot));
71 //move this to a set up characters function...
72 if(!is_bot) ONgGameState->CharacterStorage[player_slot].charType = 0;
73
74 PlayerList[playerlist_slot] = Players+player_slot;
75 PlayerList[playerlist_slot]->spawnnumber = player_slot;
76 PlayerList[playerlist_slot]->Chr = &(ONgGameState->CharacterStorage)[player_slot];
77 //PlayerList[playerlist_slot]->Chr->Flags = chr_dontaim | chr_unkillable; //&= 0xFFBFFFFF; //WTF
78 if(!is_bot) PlayerList[playerlist_slot]->Chr->Flags &= 0xFFBFFFFF; //WTF, magic number.
79 sprintf(PlayerList[playerlist_slot]->Chr->Name, "%.31s", name);
80 UDPServer_SendToAll( (char*)&new_char, sizeof(new_player) + FLATLINE_HEADER );
81
82 }
83 else {
84 PlayerList[0] = Players;
85 PlayerList[0]->Chr = (Character *)(((GameState * )(ONgGameState))->CharacterStorage);
86 }
87
88 //add player to list
89
90 PlayerList[playerlist_slot]->ip = ip;
91 PlayerList[playerlist_slot]->list_slot = playerlist_slot;
92 sprintf(PlayerList[playerlist_slot]->name,"%.31s",name);
93
94 return &Players[player_slot];
95 }
96 return (player_info*)(-1);
97}
98
99void FLrServer_Initialize(){
100 FLrServer_AddPlayer(inet_addr("127.0.0.1"), "host", 1, 0);
101}
102
103//UDPServer_SendToAll
104//Sends a packet to all the clients currently connected.
105//Returns the number of players sent to.
106int UDPServer_SendToAll(void* packet, int size) {
107 int j;
108 int players = 0;
109 sockaddr_in address;
110 memset(&address, 0, sizeof(sockaddr_in));
111 address.sin_family = AF_INET;
112 address.sin_addr.s_addr = htonl(INADDR_ANY);
113 address.sin_port = htons(27777);
114 for(j = 0; j < max_connections; j++) {
115 if (PlayerList[j] != 0 && PlayerList[j]->ip && (PlayerList[j]->ip != inet_addr("127.0.0.1"))) {
116 int sent_bytes;
117 address.sin_addr.s_addr = htonl(PlayerList[j]->ip);//*((struct in_addr*)(int*)&(Players[j].ip));
118 sent_bytes = NetUDPServer_Send((sockaddr *) &address, (char*)packet, size);
119 if(sent_bytes == SOCKET_ERROR) NetCatchError();
120 else players++;
121 }
122 }
123 return players;
124}
125
126//Sends an event (door opening, player disconnecting, etc) to all players
127//Always make sure you send a pointer to this, even if it is just one arg. ;)
128void FLsPublic_Event( unsigned int eventIndex, int * args )
129{
130 int numArgs = FLrEvent_GetNumArgs( eventIndex );
131 flatline_packet eventPacket = {0};
132 eventPacket.id = FLATLINE_EVENT;
133 eventPacket.flatline_event.event_index = eventIndex;
134 memcpy( eventPacket.flatline_event.intArray, args, sizeof(int) * numArgs );
135 UDPServer_SendToAll( &eventPacket, sizeof(int) * (numArgs + 1) + FLATLINE_HEADER );
136}
137
138void PlayerDisconnect( int Player )
139{
140 FLsPublic_Event(EV_DISCONNECT, &Player );
141 memset(PlayerList[Player], 0, sizeof(player_info));
142 return;
143}
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