| 1 | #include "Flatline.h"
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| 2 | #include "Flatline_Server.h"
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| 3 | #include <Windows.h>
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| 4 |
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| 5 | //I hereby apologize for the uglyness of the below code.
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| 6 | //It was never intended to be "final" code, much less shared with anyone
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| 7 |
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| 8 | int total_players = 0;
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| 9 | uint16_t max_connections = MAX_CONNECTIONS;
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| 10 |
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| 11 | player_info* FLrServer_AddPlayer(int ip, char* name, bool is_server, bool is_bot) {
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| 12 | flatline_packet new_char = {0};
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| 13 | CharacterObject* Char;
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| 14 | uint32_t player_slot = 0;
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| 15 | int playerlist_slot = 0;
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| 16 |
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| 17 | if(is_server || total_players < max_connections) {
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| 18 |
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| 19 | int i = 0;
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| 20 | int k = 0;
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| 21 |
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| 22 | //Skip for the host
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| 23 | if(!is_server)
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| 24 | {
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| 25 | char* zero = strchr(name, 0);
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| 26 | playerlist_slot = FLr_FindEmptyListSlot();
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| 27 |
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| 28 | total_players++;
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| 29 |
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| 30 | //checks to see if a name exists or not
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| 31 | //then appends [#] on the end of it if it does
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| 32 | //May be buggy, come back to this.
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| 33 | if(zero - name > 28) zero = name + 28;
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| 34 | for(i = 0; i < max_connections; i++) {
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| 35 | if(PlayerList[i] != 0 && !strcmp(name, PlayerList[i]->name)) {
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| 36 | k++;
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| 37 | sprintf(zero, "[%i]", k);
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| 38 | i = 0;
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| 39 | }
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| 40 | }
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| 41 | }
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| 42 |
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| 43 | new_char.new_player.Playernumber = playerlist_slot;
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| 44 |
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| 45 | //Set up a new Character structure to be spawned as the new player.
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| 46 | //Can this code be surrounded with if(!is_server){}?
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| 47 | Char = &new_char.new_player.Character;
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| 48 | memset(Char, 0, sizeof(CharacterObject));
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| 49 | Char->Header.Type = 'CHAR';
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| 50 | sprintf(Char->OSD.Name,"%s",name);
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| 51 | sprintf(Char->OSD.Class, "%s", "konoko_generic");
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| 52 | if(is_bot) {
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| 53 | Char->OSD.MeleeID = 22;
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| 54 | Char->OSD.JobID = 1;
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| 55 | Char->OSD.MinimalAlertLevel = 4;
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| 56 | Char->OSD.InvestigatingAlertLevel = 4;
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| 57 | Char->OSD.InitialAlertLevel = 4;
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| 58 | Char->OSD.StartJobAlertLevel = 4;
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| 59 | }
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| 60 | else if( !is_server )
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| 61 | {
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| 62 | Char->Header.Position.X = PlayerList[0]->Chr->Position.X;
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| 63 | Char->Header.Position.Y = PlayerList[0]->Chr->Position.Y;
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| 64 | Char->Header.Position.Z = PlayerList[0]->Chr->Position.Z;
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| 65 | }
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| 66 |
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| 67 | //TMrInstance_GetDataPtr('ONCC', "striker_easy_1", PlayerList[playerlist_slot]->Chr->ONCC);
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| 68 |
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| 69 | new_char.id = NEW_PLAYER;
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| 70 | if(!is_server) {
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| 71 | ONrGameState_NewCharacter(Char, NULL, NULL, &(player_slot));
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| 72 | //move this to a set up characters function...
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| 73 | if(!is_bot) ONgGameState->CharacterStorage[player_slot].charType = 0;
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| 74 |
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| 75 | PlayerList[playerlist_slot] = Players+player_slot;
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| 76 | PlayerList[playerlist_slot]->spawnnumber = player_slot;
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| 77 | PlayerList[playerlist_slot]->Chr = &(ONgGameState->CharacterStorage)[player_slot];
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| 78 | //PlayerList[playerlist_slot]->Chr->Flags = chr_dontaim | chr_unkillable; //&= 0xFFBFFFFF; //WTF
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| 79 | if(!is_bot) PlayerList[playerlist_slot]->Chr->Flags &= 0xFFBFFFFF; //WTF, magic number.
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| 80 | sprintf_s(PlayerList[playerlist_slot]->Chr->Name, 32, "%s", name);
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| 81 | sprintf_s(PlayerList[playerlist_slot]->name, 32, "%s", name);
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| 82 | UDPServer_SendToAll( (char*)&new_char, sizeof(new_player) + FLATLINE_HEADER );
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| 83 |
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| 84 | }
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| 85 | else {
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| 86 | PlayerList[0] = Players;
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| 87 | PlayerList[0]->Chr = (Character *)(((GameState * )(ONgGameState))->CharacterStorage);
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| 88 | }
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| 89 |
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| 90 | //add player to list
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| 91 |
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| 92 | PlayerList[playerlist_slot]->ip = ip;
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| 93 | PlayerList[playerlist_slot]->list_slot = playerlist_slot;
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| 94 | sprintf_s(PlayerList[playerlist_slot]->name, 32, "%s", name);
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| 95 |
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| 96 | MultiplayerStatus.PleaseUpdateAllPlayers = 1;
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| 97 |
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| 98 | return &Players[player_slot];
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| 99 | }
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| 100 | return (player_info*)(-1);
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| 101 | }
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| 102 |
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| 103 | void FLrServer_Initialize(){
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| 104 | FLrServer_AddPlayer(inet_addr("127.0.0.1"), "host", 1, 0);
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| 105 | }
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| 106 |
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| 107 | //UDPServer_SendToAll
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| 108 | //Sends a packet to all the clients currently connected.
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| 109 | //Returns the number of players sent to.
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| 110 | int UDPServer_SendToAll(void* packet, int size) {
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| 111 | int j;
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| 112 | int players = 0;
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| 113 | sockaddr_in address;
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| 114 | memset(&address, 0, sizeof(sockaddr_in));
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| 115 | address.sin_family = AF_INET;
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| 116 | address.sin_addr.s_addr = htonl(INADDR_ANY);
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| 117 | address.sin_port = htons(27777);
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| 118 | for(j = 0; j < max_connections; j++) {
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| 119 | if (PlayerList[j] != 0 && PlayerList[j]->ip && (PlayerList[j]->ip != inet_addr("127.0.0.1"))) {
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| 120 | int sent_bytes;
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| 121 | address.sin_addr.s_addr = htonl(PlayerList[j]->ip);//*((struct in_addr*)(int*)&(Players[j].ip));
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| 122 | sent_bytes = NetUDPServer_Send((sockaddr *) &address, (char*)packet, size);
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| 123 | if(sent_bytes == SOCKET_ERROR) NetCatchError();
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| 124 | else players++;
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| 125 | }
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| 126 | }
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| 127 | return players;
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| 128 | }
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| 129 |
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| 130 | //FLsPublic_Event
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| 131 | //Sends an event (door opening, player disconnecting, etc) to all players
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| 132 | //Always make sure you send a pointer to this, even if it is just one arg. ;).
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| 133 | //If it is void the double door in State crashes. Probably stack corruption,
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| 134 | //I'm not sure exactly why.
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| 135 | //So we return 0 to stop that.
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| 136 | int FLsPublic_Event( const unsigned int eventIndex, const int * args )
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| 137 | {
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| 138 | int numArgs = FLrEvent_GetNumArgs( eventIndex );
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| 139 | int ret;
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| 140 | flatline_packet eventPacket = {0};
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| 141 | eventPacket.id = FLATLINE_EVENT;
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| 142 | eventPacket.flatline_event.event_index = eventIndex;
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| 143 | ret = memcpy( eventPacket.flatline_event.intArray, args, sizeof(int) * numArgs );
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| 144 | ret = UDPServer_SendToAll( &eventPacket, sizeof(int) * (numArgs + 1) + FLATLINE_HEADER );
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| 145 | return 0;
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| 146 | }
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| 147 |
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| 148 | void FLsPingAll()
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| 149 | {
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| 150 | flatline_packet ping;
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| 151 | ping.id = PK_PING;
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| 152 | lastPingTime = ping.ping = GetTickCount();
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| 153 | UDPServer_SendToAll(&ping, FLATLINE_HEADER + 4);
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| 154 | }
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| 155 |
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| 156 | void FLsUpdateName( int index, char* name )
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| 157 | {
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| 158 | flatline_packet message;
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| 159 | int message_size;
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| 160 |
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| 161 | char message_buffer[1024];
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| 162 | sprintf(message_buffer,"%s changed their name to %s", PlayerList[index]->name, name);
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| 163 | COrMessage_Print(message_buffer, "name_change", 0);
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| 164 |
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| 165 | sprintf_s(PlayerList[index]->name, 32, "%s", name);
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| 166 | sprintf_s(PlayerList[index]->Chr->Name, 32, "%s", name);
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| 167 |
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| 168 | message.id = CHANGE_NAME;
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| 169 | message.data[0] = index;
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| 170 | message_size = sprintf(message.data + 1, "%s", name);
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| 171 |
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| 172 | UDPServer_SendToAll(&message, message_size + 2 + FLATLINE_HEADER);
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| 173 | }
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