| 1 |
#include "Flatline.h" |
| 2 |
#include "Oni_Character.h" |
| 3 |
#include "Flatline_Client.h" |
| 4 |
#include "Flatline_Server.h" |
| 5 |
#include "Flatline_Events.h" |
| 6 |
//#include <sys/time.h> |
| 7 |
#include <time.h> |
| 8 |
uint32_t last1 = 0; uint32_t last2 = 0; |
| 9 |
player_info Players[MAX_PLAYERS] = {{0}, {0}, {0}, {0}}; |
| 10 |
player_info * PlayerList[MAX_CONNECTIONS] = {0}; |
| 11 |
const char * Rejection_Messages[][255] = { |
| 12 |
{"Server is full"}, |
| 13 |
{"-2"}, |
| 14 |
{"-3"}, |
| 15 |
{"-4"}, |
| 16 |
{"-5"}, |
| 17 |
}; |
| 18 |
|
| 19 |
#define BETTER_SYNC |
| 20 |
|
| 21 |
void DoRareSync( short Player, sockaddr_in * sender ) |
| 22 |
{ |
| 23 |
flatline_packet sync = {0}; |
| 24 |
|
| 25 |
if (Player > max_connections || !PlayerList[ Player ] ) return; |
| 26 |
|
| 27 |
|
| 28 |
// DDrConsole_PrintF( "Sending sync data for player %i, new index %u", Player, PlayerList[ Player ]->rare_sync_index); |
| 29 |
sender->sin_addr.S_un.S_addr = htonl(sender->sin_addr.S_un.S_addr); |
| 30 |
sync.id = RARE_SYNC_DATA; |
| 31 |
sprintf( sync.rare_sync_data.Class, TMrInstance_GetInstanceName( PlayerList[ Player ]->Chr->ONCC ) ); |
| 32 |
//using ->Inventory instead of ->Chr->Inventory to keep the index and Inventory in sync, just in case. |
| 33 |
memcpy( &(sync.rare_sync_data.Inventory), &(PlayerList[ Player ]->Inventory), sizeof(Inventory) ); |
| 34 |
//WEAPONS ARE DISABLED. Why? Pain in the arse to sync. |
| 35 |
sync.rare_sync_data.Inventory.Weapons[0] = NULL; |
| 36 |
sync.rare_sync_data.Inventory.Weapons[1] = NULL; |
| 37 |
sync.rare_sync_data.Inventory.Weapons[2] = NULL; |
| 38 |
sync.rare_sync_data.PlayerNum = Player; |
| 39 |
sync.rare_sync_data.index = PlayerList[ Player ]->rare_sync_index; |
| 40 |
NetTCPServer_Send( sender, (char*)&sync, sizeof(rare_sync_data) + FLATLINE_HEADER ); |
| 41 |
} |
| 42 |
|
| 43 |
bool FLrServer_PacketCallback(char* data, int datalen, int from) |
| 44 |
{ |
| 45 |
int i, j; |
| 46 |
bool found_player = 0; |
| 47 |
flatline_packet * packet = (flatline_packet*)data; |
| 48 |
static int recieved = 0; |
| 49 |
sockaddr_in sender; |
| 50 |
sender.sin_family = AF_INET; |
| 51 |
sender.sin_port = htons(27777); |
| 52 |
sender.sin_addr = *((struct in_addr*)(int*)&from); |
| 53 |
|
| 54 |
|
| 55 |
//packet->data[datalen] = '\0'; |
| 56 |
|
| 57 |
//DDrConsole_PrintF("Packet \r%d recieved from %i", ++recieved, from); |
| 58 |
|
| 59 |
|
| 60 |
|
| 61 |
//if data[0] != CONNECT_SEND, search in playerlist for ip address |
| 62 |
|
| 63 |
|
| 64 |
|
| 65 |
|
| 66 |
switch(packet->id) { |
| 67 |
flatline_packet connect_recv; |
| 68 |
player_info * playah; |
| 69 |
//rewrite this when we get TCP support. |
| 70 |
//rewrite this before we get TCP support* |
| 71 |
//the way of seeing if there is room for players sucks. |
| 72 |
case CONNECT_SEND: |
| 73 |
; |
| 74 |
|
| 75 |
connect_recv.id = CONNECT_REPLY; |
| 76 |
|
| 77 |
//if(Players[i].ip == sender.sin_addr.S_un.S_addr) break; //needs to send an error message |
| 78 |
sender.sin_addr.S_un.S_addr = htonl(sender.sin_addr.S_un.S_addr); |
| 79 |
playah = FLrServer_AddPlayer(from,packet->connect_send.name, 0, 0); |
| 80 |
DDrConsole_PrintF("%s connected from %s", packet->connect_send.name, inet_ntoa(sender.sin_addr ) ); |
| 81 |
if(!((int)playah > -5 && (int)playah <= 0)) { |
| 82 |
flatline_packet new_char = {0}; |
| 83 |
CharacterObject* Char; |
| 84 |
connect_recv.connect_reply.goodtogo = 1; |
| 85 |
connect_recv.connect_reply.player_slot = playah->list_slot; |
| 86 |
DDrConsole_PrintF("Slot: %i", playah->list_slot); |
| 87 |
|
| 88 |
//sending this several times to make sure it gets through. Really need to make up some form of packet tracking. |
| 89 |
NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); |
| 90 |
NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); |
| 91 |
NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); |
| 92 |
NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); |
| 93 |
NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); |
| 94 |
Sleep(100); |
| 95 |
|
| 96 |
new_char.id = NEW_PLAYER; |
| 97 |
Char = &new_char.new_player.Character; |
| 98 |
memset(Char, 0, sizeof(CharacterObject)); |
| 99 |
Char->Header.Type = 'CHAR'; |
| 100 |
Char->OSD.Options = chr_dontaim; |
| 101 |
for(j = 0; j < max_connections; j++) { |
| 102 |
if(PlayerList[j] != 0) { |
| 103 |
new_char.new_player.Playernumber = j; |
| 104 |
sprintf(Char->OSD.Name,"%s",PlayerList[j]->name); |
| 105 |
|
| 106 |
sprintf(Char->OSD.Class, "%s", TMrInstance_GetInstanceName(PlayerList[j]->Chr->ONCC)); |
| 107 |
DDrConsole_PrintF("Class %s", Char->OSD.Class ); |
| 108 |
|
| 109 |
sprintf(Char->OSD.Class, "konoko_generic"); |
| 110 |
NetTCPServer_Send((sockaddr *) &sender, (char*)&new_char, sizeof(new_player) + FLATLINE_HEADER ); |
| 111 |
} |
| 112 |
|
| 113 |
} |
| 114 |
} |
| 115 |
else { |
| 116 |
//fix the error messages... |
| 117 |
DDrConsole_PrintF("Server is full. :("); |
| 118 |
connect_recv.connect_reply.goodtogo = 0; |
| 119 |
sender.sin_addr.S_un.S_addr = htonl(sender.sin_addr.S_un.S_addr); |
| 120 |
memcpy(&connect_recv.connect_reply.message,"Server is full.", sizeof("Server is full.")); |
| 121 |
NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(bool)*2 + FLATLINE_HEADER + sizeof("Server is full.")); |
| 122 |
|
| 123 |
} |
| 124 |
|
| 125 |
|
| 126 |
break; |
| 127 |
case CONNECT_REPLY: |
| 128 |
break; //do nothing...a server shouldn't recieve this type of packet. |
| 129 |
case MESSAGE: |
| 130 |
for(i = 0; i < MAX_PLAYERS; i++) { |
| 131 |
//DDrConsole_PrintF("%i : %i | %s : %s", from, Players[i].ip, inet_ntoa(*(struct in_addr*)&from), inet_ntoa(*(struct in_addr*)&(Players[i].ip))); |
| 132 |
if(Players[i].ip == sender.sin_addr.S_un.S_addr) { |
| 133 |
found_player = 1; |
| 134 |
break; |
| 135 |
} |
| 136 |
} |
| 137 |
if(found_player == 0) return true; |
| 138 |
else { |
| 139 |
char message_buffer[512] = {0}; |
| 140 |
flatline_packet message; |
| 141 |
int message_size; |
| 142 |
data[datalen] = 0; |
| 143 |
|
| 144 |
DDrConsole_PrintF("%s: %s", Players[i].name, packet->data); |
| 145 |
sprintf(message_buffer, "%s: %s", Players[i].name, packet->data); |
| 146 |
|
| 147 |
message.id = MESSAGE; |
| 148 |
message_size = sprintf(message.data, "%s", message_buffer); |
| 149 |
COrMessage_Print(message_buffer, "chat", 0); |
| 150 |
UDPServer_SendToAll(&message, message_size + 1 + FLATLINE_HEADER); |
| 151 |
break; |
| 152 |
} |
| 153 |
case CHANGE_NAME: |
| 154 |
; //wtf, needed or i get an error. |
| 155 |
DDrConsole_PrintF("Changing Name to: %s", packet->data); |
| 156 |
for(i = 0; i < MAX_PLAYERS; i++) { |
| 157 |
if(Players[i].ip == sender.sin_addr.S_un.S_addr) { |
| 158 |
found_player = 1; |
| 159 |
break; |
| 160 |
} |
| 161 |
} |
| 162 |
if(found_player == 0) return true; |
| 163 |
else { |
| 164 |
bool name_exists = 0; |
| 165 |
for(j = 0; j < MAX_PLAYERS; j++) { |
| 166 |
if(!strcmp(packet->data, Players[j].name)) { |
| 167 |
name_exists = 1; |
| 168 |
break; |
| 169 |
} |
| 170 |
} |
| 171 |
if(!name_exists) { |
| 172 |
char message_buffer[1024]; |
| 173 |
sprintf(message_buffer,"%s changed their name to %s", Players[i].name, packet->data); |
| 174 |
COrMessage_Print(message_buffer, "name_change", 0); |
| 175 |
memcpy(Players[i].name, packet->data, 256); |
| 176 |
|
| 177 |
} |
| 178 |
break; |
| 179 |
} |
| 180 |
case PLAYER_INPUT: |
| 181 |
|
| 182 |
for(i = 0; i < max_connections; i++) { |
| 183 |
if(PlayerList[i] != 0 && PlayerList[i]->ip == sender.sin_addr.S_un.S_addr) { |
| 184 |
found_player = 1; |
| 185 |
break; |
| 186 |
} |
| 187 |
} |
| 188 |
|
| 189 |
if(found_player == 0) return true; |
| 190 |
else { |
| 191 |
input_struct * packet_input = &packet->input_struct; |
| 192 |
|
| 193 |
|
| 194 |
PlayerList[i]->Actions1 = packet_input->Actions1; |
| 195 |
PlayerList[i]->Actions2 = packet_input->Actions2; |
| 196 |
PlayerList[i]->MouseDeltaX = packet_input->MouseDeltaX; |
| 197 |
PlayerList[i]->MouseDeltaY = packet_input->MouseDeltaY; |
| 198 |
PlayerList[i]->LastInputTime = packet_input->Time; |
| 199 |
|
| 200 |
break; |
| 201 |
} |
| 202 |
case RARE_SYNC_DATA_REQUEST: |
| 203 |
DoRareSync( packet->sync_request , &sender); |
| 204 |
break; |
| 205 |
default: |
| 206 |
DDrConsole_PrintF("Warning, recieved badly formed packet!"); |
| 207 |
break; |
| 208 |
} |
| 209 |
return true; |
| 210 |
} |
| 211 |
|
| 212 |
bool FLrServer_Run() |
| 213 |
{ |
| 214 |
// Get the local hostname |
| 215 |
char szHostName[255]; |
| 216 |
struct hostent *host_entry; |
| 217 |
gethostname(szHostName, 255); |
| 218 |
|
| 219 |
host_entry=gethostbyname(szHostName); |
| 220 |
DDrConsole_PrintF("Server started at %s...", inet_ntoa (*(struct in_addr *)*host_entry->h_addr_list)); |
| 221 |
return NetUDPServer_Listen(27777, FLrServer_PacketCallback); |
| 222 |
} |
| 223 |
|
| 224 |
short TRrAnimation_GetType(char* anim) |
| 225 |
{ |
| 226 |
return *(short*)(anim + 0x15A); |
| 227 |
} |
| 228 |
|
| 229 |
void ONrCharacter_SetAnimationInternal(Character* Char, ActiveCharacter* AChar, |
| 230 |
short inFromState, short inNextAnimType, const void *TRAM) |
| 231 |
{ |
| 232 |
ONCC *ONCC = Char->ONCC; |
| 233 |
void *TRAC = ONCC->TRAC; |
| 234 |
short index = Char->Number; |
| 235 |
short animType; |
| 236 |
|
| 237 |
if (TRAM == 0) return; |
| 238 |
|
| 239 |
animType = TRrAnimation_GetType(TRAM); |
| 240 |
|
| 241 |
AChar->Animation = TRAM; |
| 242 |
AChar->Frame = 0; |
| 243 |
AChar->AnimationFromState = inFromState; |
| 244 |
AChar->AnimationType = animType; |
| 245 |
|
| 246 |
AChar->NextAnimationType= inNextAnimType; |
| 247 |
AChar->AnimationToState = TRrAnimation_GetTo(TRAM); |
| 248 |
|
| 249 |
return; |
| 250 |
} |
| 251 |
|
| 252 |
|
| 253 |
RGBA green = {0, 0xFF, 0, 0}; |
| 254 |
RGBA red = {0, 0, 0xFF, 0}; |
| 255 |
RGBA grey = {0x80,0x80,0x80,0x80}; |
| 256 |
|
| 257 |
//FLrClient_Run |
| 258 |
//Looping function that waits for packets from the server. |
| 259 |
|
| 260 |
int client_slot = 0; |
| 261 |
bool FLrClient_Run(flatline_packet* packet) |
| 262 |
{ |
| 263 |
|
| 264 |
char data[1400]; |
| 265 |
uint16_t len; |
| 266 |
int j; |
| 267 |
int sent_bytes; |
| 268 |
client_connected = 0; |
| 269 |
|
| 270 |
|
| 271 |
//starts the connection |
| 272 |
DDrConsole_PrintF("Connecting to server %s on socket %i", inet_ntoa(address.sin_addr), client_sock); |
| 273 |
sent_bytes = NetUDPSocket_Send(client_sock, (sockaddr*)&address, (char*)packet, 255); |
| 274 |
if(sent_bytes == SOCKET_ERROR) { |
| 275 |
NetCatchError(); |
| 276 |
} |
| 277 |
//loops once per second waiting for a reply. |
| 278 |
for(j = 0; j < CONNECTION_TIMEOUT; j++) { |
| 279 |
while(NetUDPSocket_Recieve(client_sock, (sockaddr_storage *) &client_address, data, &len)){ |
| 280 |
packet = (flatline_packet*)data; |
| 281 |
if(packet->id == CONNECT_REPLY) { |
| 282 |
if(packet->connect_reply.goodtogo){ |
| 283 |
client_connected = 1; |
| 284 |
|
| 285 |
client_slot = ((connect_reply*)packet->data)->player_slot; |
| 286 |
|
| 287 |
PlayerList[client_slot] = Players+client_slot; |
| 288 |
PlayerList[client_slot]->Chr = ONgGameState->PlayerCharacter; |
| 289 |
|
| 290 |
DDrConsole_PrintColored("Connection successful!",0,green, grey); |
| 291 |
|
| 292 |
//disable local input. |
| 293 |
DDrPatch_NOOP(0x004FA929, 5 + 6 + 5); |
| 294 |
|
| 295 |
//DDrConsole_PrintF("Slot %i", ((connect_reply*)packet)->player_slot); |
| 296 |
break; |
| 297 |
} |
| 298 |
else { |
| 299 |
DDrConsole_PrintF("Connection rejected: %s", ((connect_reply*)packet->data)->message); |
| 300 |
return false; |
| 301 |
break; |
| 302 |
} |
| 303 |
} |
| 304 |
} |
| 305 |
if(client_connected) break; |
| 306 |
DDrConsole_PrintF("Connection timing out in %i seconds...", CONNECTION_TIMEOUT - j); |
| 307 |
Sleep(1000); |
| 308 |
} |
| 309 |
//the client timed out without recieving an error message. |
| 310 |
if(!client_connected) { |
| 311 |
DDrConsole_PrintColored("Connection timed out.",0,red, grey); |
| 312 |
return false; |
| 313 |
} |
| 314 |
else |
| 315 |
{ |
| 316 |
ActiveCharacter * Active; |
| 317 |
flatline_packet packet; |
| 318 |
//#define SPAM_INPUT |
| 319 |
#ifdef SPAM_INPUT |
| 320 |
struct timeval lasttime; |
| 321 |
struct timeval thistime; |
| 322 |
gettimeofday(&lasttime, 0); |
| 323 |
#endif |
| 324 |
while(1) { |
| 325 |
#ifdef SPAM_INPUT |
| 326 |
gettimeofday(&thistime, 0); |
| 327 |
|
| 328 |
//DDrConsole_PrintF("%i.%i | %i.%i | %i.%i",lasttime.tv_sec, lasttime.tv_usec, thistime.tv_sec, thistime.tv_usec, |
| 329 |
// thistime.tv_sec - lasttime.tv_sec, thistime.tv_usec - lasttime.tv_usec); |
| 330 |
//checks to see if enough time has passed since the last input update (by default once every 10ms) |
| 331 |
if( |
| 332 |
((thistime.tv_sec > lasttime.tv_sec) && ((thistime.tv_usec + 1000000 - lasttime.tv_usec ) > update_rate * 1000) ) |
| 333 |
|| ((thistime.tv_sec == lasttime.tv_sec) && ((thistime.tv_usec - lasttime.tv_usec ) > update_rate * 1000)) |
| 334 |
) { |
| 335 |
|
| 336 |
flatline_packet input_packet; |
| 337 |
lasttime.tv_usec = ++thistime.tv_usec; //in case recieving packets takes less than 1 ms. |
| 338 |
|
| 339 |
input_packet.id = PLAYER_INPUT; |
| 340 |
|
| 341 |
if( ((GameState*)(ONgGameState))->Input.Current.Actions1 != last1 || ((GameState*)(ONgGameState))->Input.Current.Actions2 != last2) { |
| 342 |
last1 =((GameState*)(ONgGameState))->Input.Current.Actions1; |
| 343 |
last2 =((GameState*)(ONgGameState))->Input.Current.Actions2; |
| 344 |
} |
| 345 |
|
| 346 |
((input_struct*)(void*)(input_packet.data))->Actions1 = ((GameState*)(ONgGameState))->Input.Current.Actions1; |
| 347 |
((input_struct*)(void*)(input_packet.data))->Actions2 = ((GameState*)(ONgGameState))->Input.Current.Actions2; |
| 348 |
((input_struct*)(void*)(input_packet.data))->MouseDeltaX = ((GameState*)(ONgGameState))->Input.MouseDeltaX; |
| 349 |
((input_struct*)(void*)(input_packet.data))->MouseDeltaY = ((GameState*)(ONgGameState))->Input.MouseDeltaY; |
| 350 |
sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&input_packet, sizeof(input_struct) + FLATLINE_HEADER); |
| 351 |
//if(sent_bytes == SOCKET_ERROR) NetCatchError(); |
| 352 |
} |
| 353 |
#endif |
| 354 |
if(NetUDPSocket_Recieve(client_sock, (sockaddr_storage *) &client_address, &packet, &len)) { |
| 355 |
//packet = (flatline_packet*)data; |
| 356 |
//DDrConsole_PrintF("Data recieved, length %i, type %i", len, ((flatline_packet*)data)->id); |
| 357 |
switch(packet.id) { |
| 358 |
case MESSAGE: |
| 359 |
COrMessage_Print(packet.data, "chat", 0); |
| 360 |
break; |
| 361 |
case CONNECT_SEND: |
| 362 |
;if(1) { |
| 363 |
flatline_packet connect_recv; |
| 364 |
memcpy(&connect_recv.connect_reply.message,"This isn't a server!", sizeof("This isn't a server!")); |
| 365 |
NetUDPSocket_Send(client_sock, (sockaddr *) &address, (char*)&connect_recv, sizeof(bool) + FLATLINE_HEADER + sizeof("This isn't a server!")); |
| 366 |
} |
| 367 |
case CONNECT_REPLY: |
| 368 |
break; //extra packet or something. |
| 369 |
case NEW_PLAYER: |
| 370 |
;if(1) { //haxhaxhax |
| 371 |
CharacterObject* Char = &(packet.new_player.Character); |
| 372 |
uint32_t chr_index = 0; |
| 373 |
Character* PC; |
| 374 |
DDrConsole_PrintF("%i | %i", packet.new_player.Playernumber ,client_slot); |
| 375 |
//Char->OSD.Options = 0; |
| 376 |
if(packet.new_player.Playernumber == client_slot) { |
| 377 |
PlayerList[packet.new_player.Playernumber] = &Players[0]; |
| 378 |
PC = (ONgGameState->PlayerCharacter); |
| 379 |
Players[0].Chr = PC; |
| 380 |
|
| 381 |
} |
| 382 |
else { |
| 383 |
ONrGameState_NewCharacter(Char, NULL, NULL, &chr_index); |
| 384 |
ONgGameState->CharacterStorage[chr_index].charType = 0; |
| 385 |
PlayerList[packet.new_player.Playernumber] = &Players[chr_index]; |
| 386 |
Players[chr_index].Chr = &(ONgGameState->CharacterStorage[chr_index]); |
| 387 |
Players[chr_index].Chr->Flags &= 0xFFBFFFFF; |
| 388 |
Players[chr_index].spawnnumber = chr_index; |
| 389 |
DDrConsole_PrintF("Spawning player %s, class %s, slot %i", ((new_player*)(packet.data))->Character.OSD.Name, ((new_player*)(packet.data))->Character.OSD.Class,chr_index) ; |
| 390 |
} |
| 391 |
//Players[((new_player*)(packet.data))->Playernumber].spawnnumber = ONrGameState_NewCharacter(&(((new_player*)(packet.data))->Character), NULL, NULL, 0); |
| 392 |
break; |
| 393 |
} |
| 394 |
case PLAYER_DATA: |
| 395 |
if(1) { //haxhaxhax |
| 396 |
player_data* pd = &packet.player_data; |
| 397 |
uint16_t i = pd->PlayerNum; |
| 398 |
GameInput * Active_Input; |
| 399 |
pd = (void*)packet.data; |
| 400 |
|
| 401 |
//DDrConsole_PrintF("Got data for Player %i, %x", i, PlayerList[i]); |
| 402 |
if (i > max_connections) break; |
| 403 |
if( !PlayerList[i] ) break; |
| 404 |
//PlayerList[i]->Chr = ((GameState *)ONgGameState)->CharacterStorage; |
| 405 |
|
| 406 |
PlayerList[i]->Actions1 = pd->Inputs.Actions1; |
| 407 |
PlayerList[i]->Actions2 = pd->Inputs.Actions2; |
| 408 |
PlayerList[i]->MouseDeltaX = pd->Inputs.MouseDeltaX; |
| 409 |
PlayerList[i]->MouseDeltaY = pd->Inputs.MouseDeltaY; |
| 410 |
memcpy( &(PlayerList[i]->player_data), pd, sizeof(player_data) ); |
| 411 |
|
| 412 |
if( !server_started && pd->rare_sync_index > PlayerList[i]->rare_sync_index ) |
| 413 |
{ |
| 414 |
int sent_bytes; |
| 415 |
flatline_packet sync_request = {0}; |
| 416 |
sync_request.id = RARE_SYNC_DATA_REQUEST; |
| 417 |
sync_request.sync_request = i; |
| 418 |
DDrConsole_PrintF( "Requesting sync data for player %i, old index %u", i, PlayerList[i]->rare_sync_index); |
| 419 |
sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&sync_request, FLATLINE_HEADER + sizeof(int) ); |
| 420 |
} |
| 421 |
|
| 422 |
|
| 423 |
|
| 424 |
|
| 425 |
break; |
| 426 |
} |
| 427 |
case RARE_SYNC_DATA: |
| 428 |
if(1) { |
| 429 |
sl_arg hax[2]; |
| 430 |
int dontuse; |
| 431 |
uint16_t i = packet.rare_sync_data.PlayerNum; |
| 432 |
|
| 433 |
if (i > max_connections) break; |
| 434 |
if( !PlayerList[i] ) break; |
| 435 |
|
| 436 |
//WEAPONS ARE DISABLED. Why? Pain in the arse to sync. |
| 437 |
packet.rare_sync_data.Inventory.Weapons[0] = NULL; |
| 438 |
packet.rare_sync_data.Inventory.Weapons[1] = NULL; |
| 439 |
packet.rare_sync_data.Inventory.Weapons[2] = NULL; |
| 440 |
// TMrInstance_GetDataPtr( 'ONCC', packet.rare_sync_data.Class, PlayerList[ i ]->Chr->ONCC ); |
| 441 |
|
| 442 |
//add the target character |
| 443 |
hax[0].type = sl_int32; |
| 444 |
hax[0].value_int32 = PlayerList[ packet.rare_sync_data.PlayerNum ]->spawnnumber; |
| 445 |
|
| 446 |
//add the new class |
| 447 |
//fix this later so we cant buffer overflow :O |
| 448 |
hax[1].type = sl_str32; |
| 449 |
hax[1].value_str32 = packet.rare_sync_data.Class; |
| 450 |
|
| 451 |
//we are directly calling a bsl function instead of using the normal method for two reasons |
| 452 |
//1. it has all the checking built in |
| 453 |
iSetCharacterClass( 0, 2, hax, &dontuse, &dontuse, hax ); |
| 454 |
//DDrConsole_PrintF( "Recieved sync data for player %i, class %s, old index %u, new index %u", i, packet.rare_sync_data.Class, PlayerList[i]->rare_sync_index, packet.rare_sync_data.index); |
| 455 |
memcpy( &(PlayerList[ i ]->Chr->Inventory), &(packet.rare_sync_data.Inventory), sizeof(Inventory )); |
| 456 |
|
| 457 |
PlayerList[i]->rare_sync_index = packet.rare_sync_data.index; |
| 458 |
} |
| 459 |
break; |
| 460 |
case FLATLINE_EVENT: |
| 461 |
FLcEventHandler( packet.flatline_event.event_index, packet.flatline_event.intArray ); |
| 462 |
break; |
| 463 |
default: |
| 464 |
DDrConsole_PrintF("Warning, recieved badly formed packet!"); |
| 465 |
break; |
| 466 |
} |
| 467 |
} |
| 468 |
else { |
| 469 |
Sleep(1); |
| 470 |
} |
| 471 |
} |
| 472 |
} |
| 473 |
return true; |
| 474 |
} |
| 475 |
|
| 476 |
//wtf, this needs cleaned up... |
| 477 |
player_info *FLr_FindEmptySlot() { |
| 478 |
int j; |
| 479 |
for(j = 0; j < MAX_PLAYERS; j++) { |
| 480 |
if (Players[j].ip == 0) { |
| 481 |
return &Players[j]; |
| 482 |
} |
| 483 |
} |
| 484 |
return 0; |
| 485 |
} |
| 486 |
|
| 487 |
extern uint16_t max_connections; |
| 488 |
uint16_t FLr_FindEmptyListSlot() { |
| 489 |
int j; |
| 490 |
for(j = 0; j < max_connections; j++) { |
| 491 |
if (PlayerList[j] == 0) { |
| 492 |
return j; |
| 493 |
} |
| 494 |
} |
| 495 |
return -1; |
| 496 |
} |
| 497 |
typedef struct |
| 498 |
{ |
| 499 |
uint16_t x; |
| 500 |
uint16_t y; |
| 501 |
|
| 502 |
} IMtPoint2D; |
| 503 |
static flatline_packet cache_input = {0}; |
| 504 |
extern void* TSrTest; |
| 505 |
void * ONICALL FLrInput_Update_Keys(void) |
| 506 |
{ |
| 507 |
uint16_t i; |
| 508 |
|
| 509 |
ActiveCharacter * Active_Player = ONgGameState->ActiveCharacters; |
| 510 |
Active_Player->PhyContext->Rotation; |
| 511 |
Active_Player->PhyContext->Position; |
| 512 |
ONgGameState->PlayerCharacter->Position; |
| 513 |
|
| 514 |
if(client_connected) |
| 515 |
{ |
| 516 |
int sent_bytes; |
| 517 |
flatline_packet input_packet = {0}; |
| 518 |
input_packet.id = PLAYER_INPUT; |
| 519 |
input_packet.input_struct.Time = ONgGameState->GameTime; |
| 520 |
input_packet.input_struct.Actions1 = ((GameState*)(ONgGameState))->Input.Current.Actions1; |
| 521 |
input_packet.input_struct.Actions2 = ((GameState*)(ONgGameState))->Input.Current.Actions2; |
| 522 |
input_packet.input_struct.MouseDeltaX = ((GameState*)(ONgGameState))->Input.MouseDeltaX; |
| 523 |
input_packet.input_struct.MouseDeltaY = ((GameState*)(ONgGameState))->Input.MouseDeltaY; |
| 524 |
|
| 525 |
sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&input_packet, sizeof(input_struct) + FLATLINE_HEADER); |
| 526 |
|
| 527 |
//return ONgGameState; |
| 528 |
} |
| 529 |
|
| 530 |
|
| 531 |
if(!(server_started || client_connected)) return ONgGameState; |
| 532 |
|
| 533 |
for(i = 0; i < max_connections; i++) { |
| 534 |
ActiveCharacter * Active_Player; |
| 535 |
Character* Player; |
| 536 |
GameInput * Active_Input; |
| 537 |
if(PlayerList[i] == 0) continue; |
| 538 |
|
| 539 |
|
| 540 |
Player = PlayerList[i]->Chr; |
| 541 |
if( Player->Health == 0) |
| 542 |
{ |
| 543 |
int Actions; |
| 544 |
const short TicksToRespawn = 3 * 60; |
| 545 |
if(PlayerList[i]->state != STATE_DEAD) |
| 546 |
{ |
| 547 |
PlayerList[i]->state = STATE_DEAD; |
| 548 |
PlayerList[i]->DeathTime = ONgGameState->GameTime; |
| 549 |
if(i == client_slot) |
| 550 |
{ |
| 551 |
ONrGameState_Timer_Start( "", TicksToRespawn ); |
| 552 |
} |
| 553 |
} |
| 554 |
|
| 555 |
if(server_started & i == 0) |
| 556 |
{ |
| 557 |
Actions = ONgGameState->Input.Current.Actions1; |
| 558 |
} |
| 559 |
else |
| 560 |
{ |
| 561 |
Actions = PlayerList[i]->Actions1; |
| 562 |
} |
| 563 |
|
| 564 |
if(PlayerList[i]->flags & PF_SCRIPTEDAI) |
| 565 |
{ |
| 566 |
FLrPlayerDisconnect( i ); |
| 567 |
} |
| 568 |
else if(ONgGameState->GameTime - PlayerList[i]->DeathTime < TicksToRespawn ) |
| 569 |
{ |
| 570 |
continue; |
| 571 |
} |
| 572 |
else if(Actions & (Action_Punch | Action_Kick)) |
| 573 |
{ |
| 574 |
FLrPlayerRespawn( i ); |
| 575 |
} |
| 576 |
continue; |
| 577 |
|
| 578 |
|
| 579 |
} |
| 580 |
|
| 581 |
Active_Player = ONrGetActiveCharacter( PlayerList[i]->Chr); |
| 582 |
|
| 583 |
if(Active_Player == 0) continue; |
| 584 |
Active_Input = &(Active_Player->Input); |
| 585 |
if(server_started) { |
| 586 |
player_data * data; |
| 587 |
flatline_packet data_out = {0}; |
| 588 |
|
| 589 |
|
| 590 |
|
| 591 |
data_out.id = PLAYER_DATA; |
| 592 |
data = (void*)&(data_out.data); |
| 593 |
data->PlayerNum = i; |
| 594 |
data->Health = PlayerList[i]->Chr->Health; |
| 595 |
data->MaxHealth = PlayerList[i]->Chr->MaxHealth; |
| 596 |
data->Position = PlayerList[i]->Chr->Position; |
| 597 |
data->Facing = PlayerList[i]->Chr->Facing; |
| 598 |
data->DesiredFacing = PlayerList[i]->Chr->DesiredFacing; |
| 599 |
data->Position = Active_Player->PhyContext->Position; |
| 600 |
memcpy(data->Animation, TMrInstance_GetInstanceName(Active_Player->Animation), 31); |
| 601 |
data->Frame = Active_Player->Frame; |
| 602 |
|
| 603 |
if(Active_Player->targetThrow) |
| 604 |
{ |
| 605 |
data->throw_data.throwing = Players[Active_Player->throwing].list_slot; |
| 606 |
memcpy(data->throw_data.throwName, TMrInstance_GetInstanceName(Active_Player->targetThrow), 31); |
| 607 |
data->throw_data.throwFrame = ONrGetActiveCharacter(Active_Player->targetThrow)->Frame; |
| 608 |
} |
| 609 |
|
| 610 |
|
| 611 |
if( PlayerList[i]->OldClass != PlayerList[i]->Chr->ONCC || memcmp( &(PlayerList[i]->Inventory), &(PlayerList[i]->Chr->Inventory), sizeof(Inventory) ) ) |
| 612 |
{ |
| 613 |
PlayerList[i]->OldClass = PlayerList[i]->Chr->ONCC; |
| 614 |
memcpy( &(PlayerList[i]->Inventory), &(PlayerList[i]->Chr->Inventory), sizeof(Inventory) ); |
| 615 |
PlayerList[i]->rare_sync_index++; |
| 616 |
|
| 617 |
} |
| 618 |
|
| 619 |
data->rare_sync_index = PlayerList[i]->rare_sync_index; |
| 620 |
|
| 621 |
|
| 622 |
if(i == 0) { |
| 623 |
data->Inputs.Actions1 = ((GameState*)(ONgGameState))->Input.Current.Actions1; |
| 624 |
data->Inputs.Actions2 = ((GameState*)(ONgGameState))->Input.Current.Actions2; |
| 625 |
data->Inputs.MouseDeltaX = ONgGameState->Input.MouseDeltaX; |
| 626 |
data->Inputs.MouseDeltaY = ONgGameState->Input.MouseDeltaY; |
| 627 |
} |
| 628 |
else{ |
| 629 |
data->Inputs.Actions1 = PlayerList[i]->Actions1; |
| 630 |
data->Inputs.Actions2 = PlayerList[i]->Actions2; |
| 631 |
data->Inputs.MouseDeltaX = PlayerList[i]->MouseDeltaX; |
| 632 |
data->Inputs.MouseDeltaY = PlayerList[i]->MouseDeltaY; |
| 633 |
} |
| 634 |
memcpy( &(PlayerList[i]->player_data), data, sizeof(player_data) ); |
| 635 |
|
| 636 |
UDPServer_SendToAll(&data_out, sizeof(player_data) + FLATLINE_HEADER); |
| 637 |
} |
| 638 |
|
| 639 |
if( (server_started && i !=0) || (!server_started/* && i != client_slot*/) ) |
| 640 |
{ |
| 641 |
Active_Input->Stop.Actions1 = ~PlayerList[i]->Actions1 & Active_Input->Current.Actions1; |
| 642 |
Active_Input->Stop.Actions2 = ~PlayerList[i]->Actions2 & Active_Input->Current.Actions2; |
| 643 |
Active_Input->Start.Actions1 = ~Active_Input->Current.Actions1 & PlayerList[i]->Actions1; |
| 644 |
Active_Input->Start.Actions2 = ~Active_Input->Current.Actions2 & PlayerList[i]->Actions2; |
| 645 |
|
| 646 |
Active_Input->Current.Actions1 = PlayerList[i]->Actions1; |
| 647 |
Active_Input->Current.Actions2 = PlayerList[i]->Actions2; |
| 648 |
Active_Input->Stopped.Actions1 = ~Active_Input->Current.Actions1; |
| 649 |
Active_Input->Stopped.Actions2 = ~Active_Input->Current.Actions2; |
| 650 |
Active_Input->MouseDeltaX = PlayerList[i]->MouseDeltaX; |
| 651 |
Active_Input->MouseDeltaY = PlayerList[i]->MouseDeltaY; |
| 652 |
|
| 653 |
|
| 654 |
if( !server_started && PlayerList[i]->player_data.Health != 0) { |
| 655 |
void* OldAnimation; |
| 656 |
void* Animation; |
| 657 |
player_data* pd = &PlayerList[i]->player_data; |
| 658 |
Player->Health = PlayerList[i]->player_data.Health; |
| 659 |
PlayerList[i]->Chr->MaxHealth = PlayerList[i]->player_data.MaxHealth; |
| 660 |
|
| 661 |
PlayerList[i]->Chr->Facing = PlayerList[i]->player_data.Facing; |
| 662 |
PlayerList[i]->Chr->DesiredFacing = PlayerList[i]->player_data.DesiredFacing; |
| 663 |
|
| 664 |
PlayerList[i]->Actions1 = PlayerList[i]->player_data.Inputs.Actions1; |
| 665 |
PlayerList[i]->Actions2 = PlayerList[i]->player_data.Inputs.Actions2; |
| 666 |
PlayerList[i]->MouseDeltaX = PlayerList[i]->player_data.Inputs.MouseDeltaX; |
| 667 |
PlayerList[i]->MouseDeltaY = PlayerList[i]->player_data.Inputs.MouseDeltaY; |
| 668 |
Active_Player->PhyContext->Position = PlayerList[i]->player_data.Position; |
| 669 |
OldAnimation = Active_Player->Animation; |
| 670 |
|
| 671 |
if (!(Player->Flags & ONcCharacterFlag_BeingThrown) && |
| 672 |
(pd->Animation != 0)) |
| 673 |
{ |
| 674 |
// get a pointer to the animation |
| 675 |
|
| 676 |
TMrInstance_GetDataPtr( |
| 677 |
'TRAM', |
| 678 |
pd->Animation, |
| 679 |
&Animation); |
| 680 |
if (Animation != OldAnimation) |
| 681 |
{ |
| 682 |
short num_frames; |
| 683 |
bool updateAnimation = true; |
| 684 |
|
| 685 |
// if the character is dead, make sure this animation is appropriate for death |
| 686 |
/* |
| 687 |
if (Player->Flags & ONcCharacterFlag_Dead) |
| 688 |
{ |
| 689 |
short curToState = TRrAnimation_GetTo(Active_Player->Animation); |
| 690 |
short newToState = TRrAnimation_GetTo(animation); |
| 691 |
|
| 692 |
// if we are currently heading towards fallen and the new animation would not |
| 693 |
// then this is a better animation to run when we are dead |
| 694 |
if ((ONrAnimState_IsFallen(curToState)) && |
| 695 |
(!ONrAnimState_IsFallen(newToState))) |
| 696 |
{ |
| 697 |
updateAnimation = false; |
| 698 |
} |
| 699 |
} |
| 700 |
*/ |
| 701 |
if ((updateAnimation) && (Active_Player->Animation == Animation)) |
| 702 |
{ |
| 703 |
int oldFrame = Active_Player->Frame; |
| 704 |
int newFrame = pd->Frame; |
| 705 |
|
| 706 |
if (abs(oldFrame - newFrame) < 2) |
| 707 |
{ |
| 708 |
updateAnimation = false; |
| 709 |
} |
| 710 |
} |
| 711 |
|
| 712 |
if (updateAnimation) |
| 713 |
{ |
| 714 |
// set the characters animation |
| 715 |
/* ONrCharacter_SetAnimationInternal(Player, |
| 716 |
Active_Player, |
| 717 |
Active_Player->AnimationToState, |
| 718 |
0, |
| 719 |
Animation); |
| 720 |
ONrCharacter_NewAnimationHook(Player, Active_Player);*/ |
| 721 |
//Player->Flags |= 0x00000010; |
| 722 |
ONrCharacter_SetAnimationExternal(Player, TRrAnimation_GetFrom(Animation), Animation, 0); |
| 723 |
} |
| 724 |
|
| 725 |
num_frames = TRrAnimation_GetDuration(Active_Player->Animation); |
| 726 |
|
| 727 |
if (pd->Frame == num_frames) |
| 728 |
{ |
| 729 |
Active_Player->Frame = num_frames - 1; |
| 730 |
//Active_Player->Frame = 0; |
| 731 |
} |
| 732 |
else |
| 733 |
{ |
| 734 |
Active_Player->Frame = pd->Frame; |
| 735 |
} |
| 736 |
} |
| 737 |
} |
| 738 |
|
| 739 |
if (PlayerList[i]->player_data.throw_data.throwName[0] != 0) |
| 740 |
{ |
| 741 |
pd->throw_data.throwing = PlayerList[pd->throw_data.throwing]->spawnnumber; |
| 742 |
if ((pd->throw_data.throwing != Active_Player->throwing) && |
| 743 |
(pd->throw_data.throwFrame < 10)) |
| 744 |
{ |
| 745 |
void *throw_animation; |
| 746 |
ActiveCharacter* Target; |
| 747 |
// get the animation |
| 748 |
|
| 749 |
TMrInstance_GetDataPtr( |
| 750 |
'TRAM', |
| 751 |
pd->throw_data.throwName, |
| 752 |
&throw_animation); |
| 753 |
//if (error) return; |
| 754 |
|
| 755 |
// set the throw target |
| 756 |
Active_Player->ThrowTargetCharacter = &ONgGameState->CharacterStorage[pd->throw_data.throwing]; |
| 757 |
Target = ONrGetActiveCharacter(Active_Player->ThrowTargetCharacter); |
| 758 |
if ((Target->Animation != throw_animation) && |
| 759 |
(OldAnimation != Animation) && |
| 760 |
!(Active_Player->ThrowTargetCharacter->Flags & ONcCharacterFlag_BeingThrown)) |
| 761 |
{ |
| 762 |
// set the throw variables |
| 763 |
Active_Player->targetThrow = throw_animation; |
| 764 |
Active_Player->throwing = pd->throw_data.throwing; |
| 765 |
|
| 766 |
// run the throw |
| 767 |
ONrCharacter_NewAnimationHook(Player, Active_Player); |
| 768 |
|
| 769 |
if (Active_Player->ThrowTargetCharacter) |
| 770 |
{ |
| 771 |
Target->Frame += 2; |
| 772 |
Target->thrownBy = Player->Number; |
| 773 |
} |
| 774 |
} |
| 775 |
} |
| 776 |
} |
| 777 |
|
| 778 |
} |
| 779 |
} |
| 780 |
} |
| 781 |
|
| 782 |
return ONgGameState; |
| 783 |
} |
| 784 |
|
| 785 |
void FLrPlayerDisconnect( int Player ) |
| 786 |
{ |
| 787 |
if(server_started) |
| 788 |
{ |
| 789 |
//FLsPublic_Event(EV_DISCONNECT, &Player ); |
| 790 |
} |
| 791 |
//Kill off the character in another function, please |
| 792 |
//ONrCharacter_SetHitPoints( PlayerList[Player]->Chr, 0); |
| 793 |
|
| 794 |
memset(PlayerList[Player], 0, sizeof(player_info)); |
| 795 |
PlayerList[Player] = 0; |
| 796 |
|
| 797 |
|
| 798 |
|
| 799 |
return; |
| 800 |
} |
| 801 |
|
| 802 |
void FLrPlayerRespawn( int Player ) |
| 803 |
{ |
| 804 |
PlayerList[Player]->state = STATE_ALIVE; |
| 805 |
ONrCorpse_Create(PlayerList[Player]->Chr); |
| 806 |
ONrCharacter_SetHitPoints( PlayerList[Player]->Chr, PlayerList[Player]->Chr->MaxHealth ); |
| 807 |
} |
| 808 |
|
| 809 |
|
| 810 |
void* ScoreboardInstance = 0; |
| 811 |
void FLrRun_Scores() |
| 812 |
{ |
| 813 |
if(client_connected || server_started) |
| 814 |
{ |
| 815 |
if(!ScoreboardInstance){ |
| 816 |
void* TSFFTahoma; |
| 817 |
TMrInstance_GetDataPtr( 'TSFF', "Tahoma", &TSFFTahoma); |
| 818 |
TSrContext_New( TSFFTahoma, 7, 1, 1, 0, &ScoreboardInstance); |
| 819 |
} |
| 820 |
if(ScoreboardInstance){ |
| 821 |
const int white = 0x00FFFFFF; |
| 822 |
const int green = 0x0000FF00; |
| 823 |
const int red = 0x00FF0000; |
| 824 |
int i; |
| 825 |
char DrawString[255]; |
| 826 |
const int LineHeight = 15; |
| 827 |
IMtPoint2D DrawLocation = {20, 20}; |
| 828 |
TSrContext_SetShade(ScoreboardInstance, white); |
| 829 |
TSrContext_DrawText(ScoreboardInstance, "Oni Flatline build " __DATE__ " " __TIME__, 255, 0, &DrawLocation); |
| 830 |
DrawLocation.y += LineHeight; |
| 831 |
TSrContext_DrawText(ScoreboardInstance, "Name", 255, 0, &DrawLocation); |
| 832 |
DrawLocation.x += 150; |
| 833 |
TSrContext_DrawText(ScoreboardInstance, "Score", 255, 0, &DrawLocation); |
| 834 |
for(i = 0; i <MAX_PLAYERS; i++) |
| 835 |
{ |
| 836 |
if(PlayerList[i] == 0) continue; |
| 837 |
|
| 838 |
DrawLocation.x = 20; |
| 839 |
DrawLocation.y += LineHeight; |
| 840 |
|
| 841 |
if(PlayerList[i]->Chr->Health == 0) |
| 842 |
{ |
| 843 |
TSrContext_SetShade(ScoreboardInstance, red); |
| 844 |
} |
| 845 |
else if (i == client_slot) |
| 846 |
{ |
| 847 |
TSrContext_SetShade(ScoreboardInstance, green); |
| 848 |
} |
| 849 |
TSrContext_DrawText(ScoreboardInstance, PlayerList[i]->Chr->Name, 255, 0, &DrawLocation); |
| 850 |
TSrContext_SetShade(ScoreboardInstance, white); |
| 851 |
DrawLocation.x += 150; |
| 852 |
sprintf(DrawString, "%i", PlayerList[i]->Chr->Damage); |
| 853 |
TSrContext_DrawText(ScoreboardInstance, DrawString, 255, 0, &DrawLocation); |
| 854 |
|
| 855 |
} |
| 856 |
} |
| 857 |
} |
| 858 |
} |