source: Daodan/src/Flatline.h@ 876

Last change on this file since 876 was 876, checked in by gumby, 12 years ago

Daodan pass 1

File size: 6.1 KB
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[876]1#pragma once
2#ifndef FLATLINE_H
3#define FLATLINE_H
4
5#include <stdlib.h>
6#include <stdio.h>
7#include <time.h>
8//#define DDrStartupMessage printf
9
10#include <string.h>
11////#include <stdint.h>
12
13#define thread __thread
14
15#include "Flatline_Public.h"
16
17#include <winsock2.h>
18#include "Flatline_Win32.h"
19#else
20#include <sys/ioctl.h>
21#include <sys/types.h>
22#include <sys/socket.h>
23#include <unistd.h>
24#include <stropts.h>
25#include <arpa/inet.h>
26#include <netinet/in.h>
27
28#define NetPlatform_Initalize() /* */
29#define NetPlatform_Shutdown() /* */
30#define closesocket close
31#define ioctlsocket ioctl
32#endif
33
34#include "Daodan.h"
35#include "BFW_Utility.h"
36#include "Daodan_Console.h"
37#include "Oni_Character.h"
38#include "Oni_Gamestate.h"
39#include "Flatline_Packet.h"
40
41#include "Oni_Symbols.h"
42//#define breakpoint asm("int3")
43
44
45#include "Flatline_Net.h"
46
47DWORD WINAPI StartServer(void* lol);
48DWORD WINAPI StartClient(void* lol);
49
50
51//initial connection
52typedef struct {
53 char country[2];
54 char name[256];
55} connect_send; //signature="CONNECT\0"
56
57//reply to connection.
58//goodtogo is if it is going to let you in
59//message is optional, only used for denial message
60typedef struct {
61 bool goodtogo;
62 int player_slot;
63 char message[256];
64} connect_reply;
65
66//um, status of the server? :/
67//probably obsolete. revive again once i do something crazy
68//like make a master server
69typedef struct {
70 char name[256];
71 uint32_t numplayers; //signature="STATUS\0\0"
72} server_status;
73
74typedef struct {
75 uint16_t Playernumber;
76 CharacterObject Character;
77} new_player;
78
79//extern int update_rate;
80
81typedef struct {
82 float MouseDeltaX;
83 float MouseDeltaY;
84 uint32_t Actions1;
85 uint32_t Actions2;
86 float DesiredFacing;
87 //unsigned int Time;
88} input_struct;
89
90//TODO:
91//Varient
92//Figure out + fix overlays
93//AC->HeadFacing
94//AC->HeadPitch
95typedef struct {
96 uint16_t throwing;
97 uint16_t throwFrame;
98 char throwName[32];
99} td;
100/*
101typedef struct {
102 uint16_t PlayerNum;
103 //Vector3 Position;
104
105 //float Facing;
106 //float DesiredFacing;
107
108 float UD;
109 float LR;
110
111 uint32_t Health;
112 uint32_t MaxHealth;
113 //input_struct Inputs;
114 int rare_sync_index;
115 char Animation[32];
116 uint16_t Frame;
117 td throw_data;
118 int Kills;
119 int Damage;
120 int Deaths;
121 uint16_t Ping;
122
123} player_data;
124*/
125//todo, move health in...
126/*typedef struct {
127 short unsigned int PlayerNum;
128 unsigned int index;
129 Inventory Inventory;
130 char Class[32];
131} rare_sync_data;
132*/
133typedef struct {
134 unsigned int event_index;
135 int intArray[];
136} flatline_event;
137/*
138typedef struct {
139 int16_t PlayerNum;
140 float MouseDeltaX;
141 float MouseDeltaY;
142 uint32_t Actions1;
143 uint32_t Actions2;
144 float Facing;
145 float DesiredFacing;
146 Vector3 Position;
147} player_input;
148*/
149//used for storing data about each player
150typedef struct {
151 //int FLATLINE;
152 short signature;
153 short id;
154 int size;
155 //int packet_index;
156 union
157 {
158 char data[1080];
159 connect_reply connect_reply;
160 connect_send connect_send;
161 input_struct input_struct;
162 new_player new_player;
163 server_status server_status;
164 //player_data player_data;
165 //rare_sync_data rare_sync_data;
166 uint16_t sync_request;
167 flatline_event flatline_event;
168 uint32_t ping;
169 //player_input all_input[33];
170 uint32_t integer; //generic integer ;)
171 };
172} flatline_packet;
173#define FLATLINE_HEADER (sizeof(flatline_packet)-sizeof(char)*1080)
174//#define FLATLINE_PACKET_SIZE sizeof(flatline_packet)
175
176
177bool FLrServer_PacketCallback(char* data, int datalen, int from);
178bool FLrServer_Run();
179bool FLrClient_Run(flatline_packet* packet);
180extern int sock;
181
182enum {
183 NULL_PACKET, //Don't use. ;)
184 CONNECT_SEND,
185 CONNECT_REPLY,
186 STATUS,
187 MESSAGE,
188 CHANGE_NAME,
189 ECHO,
190 NEW_PLAYER,
191 PLAYER_INPUT,
192 //PLAYER_DATA,
193 //RARE_SYNC_DATA,
194 //RARE_SYNC_DATA_REQUEST,
195 FLATLINE_EVENT,
196 PK_PING,
197 PK_PONG,
198 //PK_ALL_INPUT,
199 PK_PLAYER_DATA,
200 PK_MISSING_PLAYER,
201};
202
203enum FlatlineEvent {
204 EV_RESPAWN,
205 EV_KILLED,
206 EV_DISCONNECT,
207 EV_DOOR_OPEN,
208 EV_CONSOLE_USE,
209 EV_MAX,
210};
211
212
213typedef struct {
214 //Server Only
215 bool PleaseUpdateAllPlayers;
216 //Client stuff (can be used by server "client")
217
218 //Move from random scattered bools to these, please.
219 bool ClientConnected;
220 unsigned int ClientSlot;
221 bool ServerStatus;
222} multiplayer_status;
223
224enum {
225 STATE_ALIVE,
226 STATE_DEAD,
227};
228enum {
229 PF_HOST,
230 PF_BOT,
231 PF_SCRIPTEDAI,
232};
233typedef struct {
234 int ip;
235 char name[32];
236 char country[2];
237 Character* Chr;
238 uint16_t spawnnumber;
239 uint16_t list_slot;
240
241 PlayerInput InputFromClient;
242 float FacingFromClient;
243
244 ////////////////////////////
245 //Sync stuff
246 ////////////////////////////
247 uint16_t UpdateFlags;
248
249 PlayerInput Input;
250 PlayerHealth Health;
251 PlayerFacing Facings;
252 PlayerScore Score;
253 void* Animation;
254 char AnimationString[32];
255 uint16_t Frame;
256 PlayerThrowData ThrowData;
257 void* Class;
258 char ClassString[32];
259 PlayerInventory Inventory;
260 Vector3 Position;
261 ////////////////////////////
262 bool HasAppliedThrow;
263
264 unsigned int LastInputTime;
265
266
267 uint16_t state;
268 int flags;
269 int DeathTime;
270 uint32_t Ping;
271 bool DataApplied;
272 bool NeedToSetFP;
273 uint32_t ShapeshiftCooldown;
274} player_info;
275
276player_info * FLr_FindEmptySlot();
277uint16_t FLr_FindEmptyListSlot();
278void * ONICALL FLrInput_Update_Keys(void);
279
280void NetCatchError();
281#define MAX_PLAYERS 32
282#define CONNECTION_TIMEOUT 15
283#define MAX_CONNECTIONS 32
284#define NetTCPSocket_Send NetUDPSocket_Send
285#define NetTCPServer_Send NetUDPServer_Send
286extern int client_sock;
287//these two could probably be combined
288extern sockaddr_in client_address;
289extern sockaddr_in address;
290extern player_info Players[];
291extern player_info * PlayerList[];
292extern multiplayer_status MultiplayerStatus;
293int UDPServer_SendToAll(void* packet, int size);
294
295
296void FLrRun_Scores();
297void FLrPlayerDisconnect( int Player );
298void FLrPlayerRespawn( int Player );
299int FLrEvent_GetNumArgs( int eventIndex );
300bool FlatlineInitialize();
301
302bool DoWeUpdateThis( uint16_t BitSet, uint16_t Flag );
303
304extern unsigned int lastPingTime;
305
306extern char player_name[32];
307
308#define FLATLINE_PORT 27778
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