[876] | 1 | #include "Flatline.h"
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| 2 | #include "Oni_Character.h"
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| 3 | #include "Oni_Gamestate.h"
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| 4 | #include "Oni_Symbols.h"
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| 5 | #include "Flatline_Client.h"
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| 6 | #include "Flatline_Server.h"
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| 7 | #include "Flatline_Events.h"
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| 8 | #include "Daodan_Utility.h"
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| 9 | #include <Windows.h>
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| 10 | //#include <sys/time.h>
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| 11 | #include <time.h>
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| 12 | #include <float.h>
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| 13 | #define isnan(x) ((x) != (x))
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| 14 | uint32_t last1 = 0; uint32_t last2 = 0;
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| 15 | player_info Players[MAX_PLAYERS] = {{0}, {0}, {0}, {0}};
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| 16 | player_info * PlayerList[MAX_CONNECTIONS] = {0};
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| 17 | multiplayer_status MultiplayerStatus;
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| 18 | unsigned int lastPingTime;
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| 19 |
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| 20 | const char * Rejection_Messages[][255] = {
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| 21 | {"Server is full"},
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| 22 | {"-2"},
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| 23 | {"-3"},
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| 24 | {"-4"},
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| 25 | {"-5"},
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| 26 | };
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| 27 |
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| 28 | #define BETTER_SYNC
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| 29 |
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| 30 |
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| 31 |
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| 32 |
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| 33 | short TRrAnimation_GetType(char* anim)
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| 34 | {
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| 35 | return *(short*)(anim + 0x15A);
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| 36 | }
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| 37 |
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| 38 | void ONrCharacter_SetAnimationInternal(Character* Char, ActiveCharacter* AChar,
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| 39 | short inFromState, short inNextAnimType, const void *TRAM)
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| 40 | {
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| 41 | ONCC *ONCC = Char->ONCC;
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| 42 | void *TRAC = ONCC->TRAC;
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| 43 | short index = Char->Number;
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| 44 | short animType;
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| 45 |
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| 46 | if (TRAM == 0) return;
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| 47 |
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| 48 | animType = TRrAnimation_GetType(TRAM);
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| 49 |
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| 50 | AChar->Animation = TRAM;
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| 51 | AChar->Frame = 0;
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| 52 | AChar->AnimationFromState = inFromState;
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| 53 | AChar->AnimationType = animType;
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| 54 |
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| 55 | AChar->NextAnimationType= inNextAnimType;
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| 56 | AChar->AnimationToState = TRrAnimation_GetTo(TRAM);
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| 57 |
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| 58 | return;
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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 |
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| 65 |
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| 66 | //wtf, this needs cleaned up...
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| 67 | player_info *FLr_FindEmptySlot() {
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| 68 | int j;
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| 69 | for(j = 0; j < MAX_PLAYERS; j++) {
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| 70 | if (Players[j].ip == 0) {
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| 71 | return &Players[j];
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| 72 | }
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| 73 | }
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| 74 | return 0;
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| 75 | }
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| 76 |
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| 77 | extern uint16_t max_connections;
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| 78 | uint16_t FLr_FindEmptyListSlot() {
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| 79 | int j;
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| 80 | for(j = 0; j < max_connections; j++) {
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| 81 | if (PlayerList[j] == 0) {
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| 82 | return j;
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| 83 | }
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| 84 | }
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| 85 | return -1;
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| 86 | }
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| 87 | typedef struct
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| 88 | {
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| 89 | uint16_t x;
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| 90 | uint16_t y;
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| 91 | } IMtPoint2D;
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| 92 | static flatline_packet cache_input = {0};
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| 93 |
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| 94 |
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| 95 | void * ONICALL FLrInput_Update_Keys(void)
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| 96 | {
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| 97 | uint32_t i;
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| 98 | flatline_packet all_input = {0};
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| 99 | int16_t InputIndex = 0;
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| 100 |
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| 101 | if(client_connected)
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| 102 | {
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| 103 | int sent_bytes;
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| 104 | flatline_packet input_packet = {0};
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| 105 |
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| 106 | FLrClient_GetPackets();
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| 107 |
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| 108 | input_packet.id = PLAYER_INPUT;
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| 109 | // input_packet.input_struct.Time = ONgGameState->GameTime;
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| 110 | input_packet.input_struct.Actions1 = ONgGameState->Input.Current.Actions1;
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| 111 | input_packet.input_struct.Actions2 = ONgGameState->Input.Current.Actions2;
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| 112 | input_packet.input_struct.MouseDeltaX = ONgGameState->Input.MouseDeltaX;
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| 113 | input_packet.input_struct.MouseDeltaY = ONgGameState->Input.MouseDeltaY;
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| 114 | input_packet.input_struct.DesiredFacing = ONgGameState->PlayerCharacter->DesiredFacing;
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| 115 |
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| 116 | sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&input_packet, sizeof(input_struct) + FLATLINE_HEADER);
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| 117 |
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| 118 | //return ONgGameState;
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| 119 | }
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| 120 |
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| 121 |
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| 122 | if(!(server_started || client_connected)) return ONgGameState;
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| 123 |
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| 124 |
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| 125 |
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| 126 | for(i = 0; i < max_connections; i++) {
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| 127 | ActiveCharacter * Active_Player;
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| 128 | Character* Player;
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| 129 | GameInput * Active_Input;
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| 130 | if(PlayerList[i] == 0) continue;
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| 131 |
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| 132 |
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| 133 |
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| 134 | Player = PlayerList[i]->Chr;
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| 135 | Active_Player = ONrGetActiveCharacter( PlayerList[i]->Chr);
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| 136 |
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| 137 | if(!Player)
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| 138 | {
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| 139 | DDrConsole_Print("Warning, missing Character!");
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| 140 | continue;
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| 141 | }
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| 142 |
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| 143 | if( server_started && i != 0 )
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| 144 | {
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| 145 | PlayerList[i]->Chr->DesiredFacing = PlayerList[i]->FacingFromClient;
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| 146 | }
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| 147 |
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| 148 |
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| 149 |
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| 150 | //Set the health properly first.
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| 151 | //Always overridden by the server because of the chance of random damage and such
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| 152 | if( client_connected && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Health) )
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| 153 | {
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| 154 | PlayerList[i]->Chr->MaxHealth = PlayerList[i]->Health.MaxHealth;
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| 155 | ONrCharacter_SetHitPoints( PlayerList[i]->Chr, PlayerList[i]->Health.Health);
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| 156 | //PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Health );
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| 157 | }
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| 158 |
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| 159 | //If the player is dead
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| 160 | if( PlayerList[i]->Chr->Health == 0 )
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| 161 |
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| 162 | {
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| 163 | const short TicksToRespawn = 3 * 60;
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| 164 |
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| 165 | //Permanently kill off dumb AI
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| 166 | if(PlayerList[i]->flags & PF_SCRIPTEDAI)
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| 167 | {
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| 168 | FLrPlayerDisconnect( i );
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| 169 | continue;
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| 170 | }
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| 171 |
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| 172 | //Just to know if we have started counting off the respawn
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| 173 | if(PlayerList[i]->state != STATE_DEAD)
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| 174 | {
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| 175 | PlayerList[i]->state = STATE_DEAD;
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| 176 | PlayerList[i]->DeathTime = ONgGameState->GameTime;
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| 177 | if(i == client_slot)
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| 178 | {
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| 179 | ONrGameState_Timer_Start( "", TicksToRespawn );
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| 180 | }
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| 181 |
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| 182 | if(server_started)
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| 183 | {
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| 184 | FLsPublic_Event( EV_KILLED, &i );
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| 185 | }
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| 186 |
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| 187 | }
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| 188 |
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| 189 | //Server respawning
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| 190 | if(server_started)
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| 191 | {
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| 192 | int Actions;
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| 193 | if(i == 0)
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| 194 | {
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| 195 | Actions = ONgGameState->Input.Current.Actions1;
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| 196 | }
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| 197 | else
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| 198 | {
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| 199 | Actions = PlayerList[i]->InputFromClient.Actions1;
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| 200 | }
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| 201 |
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| 202 | if(ONgGameState->GameTime - PlayerList[i]->DeathTime > TicksToRespawn &&
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| 203 | (Actions & (Action_Punch | Action_Kick)) )
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| 204 | {
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| 205 | FLrPlayerRespawn( i );
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| 206 |
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| 207 | FLsPublic_Event( EV_RESPAWN, &i );
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| 208 | }
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| 209 | else
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| 210 | {
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| 211 | continue;
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| 212 | }
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| 213 | }
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| 214 | else //clients?!
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| 215 | {
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| 216 | continue;
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| 217 | }
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| 218 | }
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| 219 |
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| 220 | PlayerList[i]->state = STATE_ALIVE;
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| 221 |
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| 222 | if( client_connected && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Class ) )
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| 223 | {
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| 224 | if(PlayerList[i]->Class)
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| 225 | {
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| 226 | ONrCharacter_SetCharacterClass( PlayerList[i]->Chr, PlayerList[i]->Class );
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| 227 | }
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| 228 | PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Class );
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| 229 | }
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| 230 |
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| 231 | if( client_connected && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Facing ) )
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| 232 | {
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| 233 | PlayerList[i]->Chr->Facing = PlayerList[i]->Facings.Facing;
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| 234 | if(i != client_slot)
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| 235 | {
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| 236 | PlayerList[i]->Chr->DesiredFacing = PlayerList[i]->Facings.DesiredFacing;
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| 237 | }
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| 238 | PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Facing );
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| 239 | }
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| 240 |
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| 241 | if(Active_Player == 0) continue;
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| 242 |
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| 243 |
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| 244 |
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| 245 | // Active_Player->PlayingFilm.Flags = 1;
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| 246 |
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| 247 | Active_Input = &(Active_Player->Input);
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| 248 |
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| 249 |
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| 250 | if( (server_started && i !=0) || !server_started )
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| 251 | {
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| 252 | Active_Input->Stop.Actions1 = ~PlayerList[i]->Input.Actions1 & Active_Input->Current.Actions1;
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| 253 | Active_Input->Stop.Actions2 = ~PlayerList[i]->Input.Actions2 & Active_Input->Current.Actions2;
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| 254 | Active_Input->Start.Actions1 = ~Active_Input->Current.Actions1 & PlayerList[i]->Input.Actions1;
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| 255 | Active_Input->Start.Actions2 = ~Active_Input->Current.Actions2 & PlayerList[i]->Input.Actions2;
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| 256 |
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| 257 | Active_Input->Current.Actions1 = PlayerList[i]->Input.Actions1;
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| 258 | Active_Input->Current.Actions2 = PlayerList[i]->Input.Actions2;
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| 259 | Active_Input->Stopped.Actions1 = ~Active_Input->Current.Actions1;
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| 260 | Active_Input->Stopped.Actions2 = ~Active_Input->Current.Actions2;
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| 261 | if(client_connected && i == client_slot)
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| 262 | {
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| 263 | Active_Input->MouseDeltaX = ONgGameState->Input.MouseDeltaX;
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| 264 | Active_Input->MouseDeltaY = ONgGameState->Input.MouseDeltaY;
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| 265 | }
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| 266 | else
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| 267 | {
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| 268 | Active_Input->MouseDeltaX = PlayerList[i]->Input.MouseDeltaX;
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| 269 | Active_Input->MouseDeltaY = PlayerList[i]->Input.MouseDeltaY;
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| 270 | }
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| 271 | }
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| 272 |
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| 273 | {
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| 274 | void* ConsoleAnimation = 0;
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| 275 | TMrInstance_GetDataPtr( 'TRAM', "KONOKOwatch_idle", &ConsoleAnimation);
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| 276 |
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| 277 | if(!Active_Player->IsInAir && Active_Input->Current.Actions1 & (Action_Console | Action_PauseScreen)
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| 278 | && !(PlayerList[i]->Chr->Flags & ONcCharacterFlag_BeingThrown)
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| 279 | && Active_Player->ThrowTargetCharacter != -1)
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| 280 | {
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| 281 | if(ConsoleAnimation && ConsoleAnimation != Active_Player->Animation)
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| 282 | {
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| 283 | ONrCharacter_SetAnimationExternal(PlayerList[i]->Chr, Active_Player->AnimationFromState, ConsoleAnimation, 10);
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| 284 | Player->Flags |= 0x00200000;
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| 285 | Active_Player->ForcedAnimationFrames = -1;// TRrAnimation_GetDuration(ConsoleAnimation);
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| 286 | }
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| 287 | }
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| 288 | else if(Active_Input->Stopped.Actions1 & (Action_Console | Action_PauseScreen) )
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| 289 | {
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| 290 | Active_Player->ForcedAnimationFrames = 0;
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| 291 | }
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| 292 |
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| 293 | }
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| 294 |
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| 295 | //Check for character switching requests
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| 296 | if(server_started && PlayerList[i]->Chr->Health != 0
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| 297 | && PlayerList[i]->InputFromClient.Actions1 & Action_Block)
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| 298 | {
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| 299 | if( PlayerList[i]->ShapeshiftCooldown < ONgGameState->GameTime)
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| 300 | {
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| 301 | int error;
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| 302 |
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| 303 |
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| 304 |
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| 305 | ONCC *newClass;
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| 306 | short numClasses = (short)TMrInstance_GetTagCount('ONCC');
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| 307 | /*
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| 308 | if(Active_Player->Input.Start.Actions1 & Action_Block)
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| 309 | {
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| 310 | //This might not be getting hit. Find out why, eh?
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| 311 | PlayerList[i]->ShapeshiftCooldown = ONgGameState->GameTime + 15;
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| 312 | }
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| 313 | else
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| 314 | {
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| 315 | PlayerList[i]->ShapeshiftCooldown = ONgGameState->GameTime + 5;
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| 316 | }
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| 317 | */
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| 318 |
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| 319 | PlayerList[i]->ShapeshiftCooldown = ONgGameState->GameTime + 15;
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| 320 |
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| 321 | if (PlayerList[i]->InputFromClient.Actions1 & Action_Crouch) {
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| 322 | Player->ONCCnumber += numClasses - 1;
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| 323 | }
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| 324 | else {
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| 325 | Player->ONCCnumber += 1;
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| 326 | }
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| 327 |
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| 328 | if (numClasses > 0) {
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| 329 | Player->ONCCnumber = Player->ONCCnumber % numClasses;
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| 330 |
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| 331 | error = TMrInstance_GetDataPtr_ByNumber('ONCC', Player->ONCCnumber, &newClass);
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| 332 |
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| 333 | if ((newClass != NULL) && (!error)) {
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| 334 | ONrCharacter_SetCharacterClass(Player, newClass);
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| 335 | }
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| 336 | }
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| 337 |
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| 338 | }
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| 339 | }
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| 340 | else
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| 341 | {
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| 342 | PlayerList[i]->ShapeshiftCooldown = 0;
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| 343 | }
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| 344 | if(client_connected) {
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| 345 |
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| 346 | if( DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Position) )
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| 347 | {
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| 348 | //Active_Player->PhyContext->Position = PlayerList[i]->Position;
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| 349 |
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| 350 | Active_Player->PhyContext->Position.X =
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| 351 | (PlayerList[i]->Position.X + Active_Player->PhyContext->Position.X) / 2;
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| 352 |
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| 353 | Active_Player->PhyContext->Position.Y =
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| 354 | (PlayerList[i]->Position.Y + Active_Player->PhyContext->Position.Y) / 2;
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| 355 |
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| 356 | Active_Player->PhyContext->Position.Z =
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| 357 | (PlayerList[i]->Position.Z + Active_Player->PhyContext->Position.Z) / 2;
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| 358 |
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| 359 | PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Position );
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| 360 | }
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| 361 |
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| 362 |
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| 363 |
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| 364 |
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| 365 | if (!(Player->Flags & ONcCharacterFlag_BeingThrown) &&
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| 366 | DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Animation) && (PlayerList[i]->Animation))
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| 367 | {
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| 368 | // get a pointer to the animation
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| 369 |
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| 370 |
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| 371 | if (PlayerList[i]->Animation != Active_Player->Animation)
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| 372 | {
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| 373 |
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| 374 | ///////////////////////////////////
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| 375 | //TODO: Check age of animation
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| 376 | ///////////////////////////////////
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| 377 | // set the characters animation
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| 378 | /*ONrCharacter_SetAnimationInternal(Player,
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| 379 | Active_Player,
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| 380 | Active_Player->AnimationToState,
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| 381 | 0,
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| 382 | PlayerList[i]->Animation);*/
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| 383 | //ONrCharacter_NewAnimationHook(Player, Active_Player);
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| 384 | ONrCharacter_SetAnimationExternal(Player, TRrAnimation_GetFrom(PlayerList[i]->Animation), PlayerList[i]->Animation, 1);
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| 385 | //ONrCharacter_NewAnimationHook(Player, Active_Player);
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| 386 | }
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| 387 |
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| 388 |
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| 389 | }
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| 390 | PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Animation );
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| 391 |
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| 392 | //Disabled Frame syncing for now. In most cases it won't be useful.
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| 393 | if(0 && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_FramePing) && PlayerList[i]->Frame != -1
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| 394 | //&& !DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Animation)
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| 395 | )
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| 396 | {
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| 397 | if( abs(PlayerList[i]->Frame - Active_Player->Frame) > 2 )
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| 398 | {
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| 399 | short AnimationLength;
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| 400 | AnimationLength = TRrAnimation_GetDuration(Active_Player->Animation);
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| 401 | if (PlayerList[i]->Frame >= AnimationLength)
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| 402 | {
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| 403 | Active_Player->Frame = AnimationLength - 1;
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| 404 | //Active_Player->Frame = 0;
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| 405 | }
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| 406 | else
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| 407 | {
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| 408 | Active_Player->Frame = PlayerList[i]->Frame;
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| 409 | }
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| 410 | }
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| 411 |
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| 412 | }
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| 413 | PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_FramePing );
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| 414 |
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| 415 | //Increment frame in case we were waiting
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| 416 | PlayerList[i]->Frame++;
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| 417 |
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| 418 | if (DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Throws)
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| 419 | && PlayerList[i]->ThrowData.throwName[0] != 0)
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| 420 | {
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| 421 | if(PlayerList[PlayerList[i]->ThrowData.throwing])
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| 422 | {
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| 423 | short throwTarget = PlayerList[PlayerList[i]->ThrowData.throwing]->spawnnumber;
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| 424 | /*if ((throwTarget != Active_Player->throwing) &&
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| 425 | (PlayerList[i]->ThrowData.throwFrame < 10))*/
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| 426 | {
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| 427 | void *throw_animation;
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| 428 | ActiveCharacter* Target;
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| 429 | // get the animation
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| 430 |
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| 431 | TMrInstance_GetDataPtr(
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| 432 | 'TRAM',
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| 433 | PlayerList[i]->ThrowData.throwName,
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| 434 | &throw_animation);
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| 435 | //if (error) return;
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| 436 |
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| 437 | // set the throw target
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| 438 | Active_Player->ThrowTargetCharacter = &ONgGameState->CharacterStorage[throwTarget];
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| 439 | Target = ONrGetActiveCharacter(Active_Player->ThrowTargetCharacter);
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| 440 | //if (/*(Target->Animation != throw_animation) &&*/
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| 441 | // (OldAnimation != Animation) &&
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| 442 | // !(Active_Player->ThrowTargetCharacter->Flags & ONcCharacterFlag_BeingThrown))
|
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| 443 | // Target->thrownBy == -
|
---|
| 444 | {
|
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| 445 | // set the throw variables
|
---|
| 446 | Active_Player->targetThrow = throw_animation;
|
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| 447 | Active_Player->throwing = throwTarget;
|
---|
| 448 |
|
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| 449 | // run the throw
|
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| 450 | ONrCharacter_NewAnimationHook(Player, Active_Player);
|
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| 451 |
|
---|
| 452 | //if (Active_Player->ThrowTargetCharacter)
|
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| 453 | {
|
---|
| 454 | // Target->Frame += 2;
|
---|
| 455 | //DDrConsole_PrintF("Thrown by player %hi", Player->Number );
|
---|
| 456 | //DDrStartupMessage("Thrown by player %hi", Player->Number );
|
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| 457 | Target->thrownBy = Player->Number & 0x00ff;
|
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| 458 | }
|
---|
| 459 | }
|
---|
| 460 | }
|
---|
| 461 | }
|
---|
| 462 | else
|
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| 463 | {
|
---|
| 464 | DDrConsole_PrintF("Warning, tried to throw nonexistant player %hi",
|
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| 465 | PlayerList[i]->ThrowData.throwing );
|
---|
| 466 | }
|
---|
| 467 | }
|
---|
| 468 |
|
---|
| 469 | //Always discard old throw data, even if it isnt applied
|
---|
| 470 | PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Throws );
|
---|
| 471 | }
|
---|
| 472 |
|
---|
| 473 |
|
---|
| 474 | }
|
---|
| 475 |
|
---|
| 476 | if(server_started)
|
---|
| 477 | {
|
---|
| 478 | if(ONgGameState->GameTime % 120 == 0)
|
---|
| 479 | {
|
---|
| 480 | FLsPingAll();
|
---|
| 481 | }
|
---|
| 482 |
|
---|
| 483 | if(PlayerList[0])
|
---|
| 484 | {
|
---|
| 485 | PlayerList[0]->InputFromClient.Actions1 = ONgGameState->Input.Current.Actions1;
|
---|
| 486 | PlayerList[0]->InputFromClient.Actions2 = ONgGameState->Input.Current.Actions2;
|
---|
| 487 | PlayerList[0]->InputFromClient.MouseDeltaX = ONgGameState->Input.MouseDeltaX;
|
---|
| 488 | PlayerList[0]->InputFromClient.MouseDeltaY = ONgGameState->Input.MouseDeltaY;
|
---|
| 489 | }
|
---|
| 490 | FLsSendPlayerData();
|
---|
| 491 | }
|
---|
| 492 | MultiplayerStatus.PleaseUpdateAllPlayers = 0;
|
---|
| 493 | return ONgGameState;
|
---|
| 494 | }
|
---|
| 495 |
|
---|
| 496 | void FLrPlayerDisconnect( int Player )
|
---|
| 497 | {
|
---|
| 498 | if(server_started)
|
---|
| 499 | {
|
---|
| 500 | //FLsPublic_Event(EV_DISCONNECT, &Player );
|
---|
| 501 | MultiplayerStatus.PleaseUpdateAllPlayers = 1;
|
---|
| 502 | }
|
---|
| 503 | //Kill off the character in another function, please
|
---|
| 504 | //ONrCharacter_SetHitPoints( PlayerList[Player]->Chr, 0);
|
---|
| 505 |
|
---|
| 506 | memset(PlayerList[Player], 0, sizeof(player_info));
|
---|
| 507 | PlayerList[Player] = 0;
|
---|
| 508 |
|
---|
| 509 |
|
---|
| 510 |
|
---|
| 511 | return;
|
---|
| 512 | }
|
---|
| 513 |
|
---|
| 514 | void FLrPlayerRespawn( int Player )
|
---|
| 515 | {
|
---|
| 516 | PlayerList[Player]->state = STATE_ALIVE;
|
---|
| 517 | ONrCorpse_Create(PlayerList[Player]->Chr);
|
---|
| 518 | ONrCharacter_SetHitPoints( PlayerList[Player]->Chr, PlayerList[Player]->Chr->MaxHealth );
|
---|
| 519 | }
|
---|
| 520 |
|
---|
| 521 |
|
---|
| 522 | void* ScoreboardInstance = 0;
|
---|
| 523 | void FLrRun_Scores()
|
---|
| 524 | {
|
---|
| 525 | if(client_connected || server_started)
|
---|
| 526 | {
|
---|
| 527 | if(!ScoreboardInstance){
|
---|
| 528 | void* TSFFTahoma;
|
---|
| 529 | TMrInstance_GetDataPtr( 'TSFF', "Tahoma", &TSFFTahoma);
|
---|
| 530 | TSrContext_New( TSFFTahoma, 7, 1, 1, 0, &ScoreboardInstance);
|
---|
| 531 | }
|
---|
| 532 | if(ScoreboardInstance){
|
---|
| 533 | const int white = 0x00FFFFFF;
|
---|
| 534 | const int green = 0x0000FF00;
|
---|
| 535 | const int red = 0x00FF0000;
|
---|
| 536 | const int blue = 0x000000FF;
|
---|
| 537 | int i;
|
---|
| 538 | char DrawString[255];
|
---|
| 539 | const int LineHeight = 15;
|
---|
| 540 | IMtPoint2D DrawLocation = {25, 20};
|
---|
| 541 | TSrContext_SetShade(ScoreboardInstance, white);
|
---|
| 542 | TSrContext_DrawText(ScoreboardInstance, "Oni Flatline build " __DATE__ " " __TIME__, 255, 0, &DrawLocation);
|
---|
| 543 | TSrContext_SetShade(ScoreboardInstance, white);
|
---|
| 544 | DrawLocation.y += LineHeight;
|
---|
| 545 | DrawLocation.x = 25;
|
---|
| 546 | TSrContext_DrawText(ScoreboardInstance, "Name", 255, 0, &DrawLocation);
|
---|
| 547 | DrawLocation.x += 150;
|
---|
| 548 | TSrContext_DrawText(ScoreboardInstance, "Score", 255, 0, &DrawLocation);
|
---|
| 549 | DrawLocation.x += 50;
|
---|
| 550 | TSrContext_DrawText(ScoreboardInstance, "Ping", 255, 0, &DrawLocation);
|
---|
| 551 | for(i = 0; i <MAX_PLAYERS; i++)
|
---|
| 552 | {
|
---|
| 553 | if(PlayerList[i] == 0 || PlayerList[i]->Chr == 0) continue;
|
---|
| 554 |
|
---|
| 555 | DrawLocation.x = 10;
|
---|
| 556 | DrawLocation.y += LineHeight;
|
---|
| 557 |
|
---|
| 558 | sprintf(DrawString, "%i.", i );
|
---|
| 559 | TSrContext_DrawText(ScoreboardInstance, DrawString, 255, 0, &DrawLocation);
|
---|
| 560 | DrawLocation.x += 15;
|
---|
| 561 |
|
---|
| 562 | if(PlayerList[i]->Chr && PlayerList[i]->Chr->Health == 0)
|
---|
| 563 | {
|
---|
| 564 | TSrContext_SetShade(ScoreboardInstance, red);
|
---|
| 565 | }
|
---|
| 566 | else if (i == client_slot)
|
---|
| 567 | {
|
---|
| 568 | TSrContext_SetShade(ScoreboardInstance, green);
|
---|
| 569 | }
|
---|
| 570 | TSrContext_DrawText(ScoreboardInstance, PlayerList[i]->name, 255, 0, &DrawLocation);
|
---|
| 571 | TSrContext_SetShade(ScoreboardInstance, white);
|
---|
| 572 | DrawLocation.x += 150;
|
---|
| 573 | sprintf(DrawString, "%i", PlayerList[i]->Chr->Damage);
|
---|
| 574 | TSrContext_DrawText(ScoreboardInstance, DrawString, 255, 0, &DrawLocation);
|
---|
| 575 | DrawLocation.x += 50;
|
---|
| 576 | sprintf(DrawString, "%i", PlayerList[i]->Ping);
|
---|
| 577 | TSrContext_DrawText(ScoreboardInstance, DrawString, 255, 0, &DrawLocation);
|
---|
| 578 | }
|
---|
| 579 | }
|
---|
| 580 | }
|
---|
| 581 | }
|
---|
| 582 |
|
---|
| 583 | bool FlatlineInitialize()
|
---|
| 584 | {
|
---|
| 585 | memset( Players, 0, sizeof( player_info ) * MAX_PLAYERS );
|
---|
| 586 | memset( PlayerList, 0, 4 * MAX_PLAYERS );
|
---|
| 587 | memset( &MultiplayerStatus, 0, sizeof( multiplayer_status ));
|
---|
| 588 | return 1;
|
---|
| 589 | }
|
---|