| 3 |
|
#include "Flatline_Client.h" |
| 4 |
|
#include "Flatline_Server.h" |
| 5 |
|
#include "Flatline_Events.h" |
| 6 |
+ |
#include <Windows.h> |
| 7 |
|
//#include <sys/time.h> |
| 8 |
|
#include <time.h> |
| 9 |
+ |
#include <float.h> |
| 10 |
+ |
#define isnan(x) ((x) != (x)) |
| 11 |
|
uint32_t last1 = 0; uint32_t last2 = 0; |
| 12 |
|
player_info Players[MAX_PLAYERS] = {{0}, {0}, {0}, {0}}; |
| 13 |
|
player_info * PlayerList[MAX_CONNECTIONS] = {0}; |
| 14 |
< |
|
| 14 |
> |
multiplayer_status MultiplayerStatus; |
| 15 |
|
unsigned int lastPingTime; |
| 16 |
|
|
| 17 |
|
const char * Rejection_Messages[][255] = { |
| 209 |
|
DoRareSync( packet->sync_request , &sender); |
| 210 |
|
break; |
| 211 |
|
case PK_PONG: |
| 212 |
< |
for(i = 0; i < max_connections; i++) { |
| 212 |
> |
for(i = 0; i < max_connections; i++) { |
| 213 |
|
if(PlayerList[i] != 0 && PlayerList[i]->ip == sender.sin_addr.S_un.S_addr) { |
| 214 |
|
found_player = 1; |
| 215 |
|
break; |
| 223 |
|
} |
| 224 |
|
else |
| 225 |
|
{ |
| 226 |
< |
PlayerList[i]->Ping = (ONgGameState->GameTime - packet->ping) * 1000 / 60; |
| 226 |
> |
PlayerList[i]->Ping = GetTickCount() - packet->ping; |
| 227 |
|
} |
| 228 |
|
break; |
| 229 |
|
default: |
| 280 |
|
|
| 281 |
|
//FLrClient_Run |
| 282 |
|
//Looping function that waits for packets from the server. |
| 280 |
– |
|
| 283 |
|
int client_slot = 0; |
| 284 |
+ |
|
| 285 |
+ |
void FLrClient_GetPackets() |
| 286 |
+ |
{ |
| 287 |
+ |
flatline_packet packet; |
| 288 |
+ |
uint16_t len; |
| 289 |
+ |
//#define SPAM_INPUT |
| 290 |
+ |
#ifdef SPAM_INPUT |
| 291 |
+ |
struct timeval lasttime; |
| 292 |
+ |
struct timeval thistime; |
| 293 |
+ |
gettimeofday(&lasttime, 0); |
| 294 |
+ |
#endif |
| 295 |
+ |
|
| 296 |
+ |
|
| 297 |
+ |
while(NetUDPSocket_Recieve(client_sock, (sockaddr_storage *) &client_address, &packet, &len)) { |
| 298 |
+ |
//packet = (flatline_packet*)data; |
| 299 |
+ |
//DDrConsole_PrintF("Data recieved, length %i, type %i", len, ((flatline_packet*)data)->id); |
| 300 |
+ |
switch(packet.id) { |
| 301 |
+ |
case MESSAGE: |
| 302 |
+ |
COrMessage_Print(packet.data, "chat", 0); |
| 303 |
+ |
break; |
| 304 |
+ |
case CONNECT_SEND: |
| 305 |
+ |
;if(1) { |
| 306 |
+ |
flatline_packet connect_recv; |
| 307 |
+ |
memcpy(&connect_recv.connect_reply.message,"This isn't a server!", sizeof("This isn't a server!")); |
| 308 |
+ |
NetUDPSocket_Send(client_sock, (sockaddr *) &address, (char*)&connect_recv, sizeof(bool) + FLATLINE_HEADER + sizeof("This isn't a server!")); |
| 309 |
+ |
} |
| 310 |
+ |
case CONNECT_REPLY: |
| 311 |
+ |
break; //extra packet or something. |
| 312 |
+ |
case NEW_PLAYER: |
| 313 |
+ |
;if(1) { //haxhaxhax |
| 314 |
+ |
CharacterObject* Char = &(packet.new_player.Character); |
| 315 |
+ |
uint32_t chr_index = 0; |
| 316 |
+ |
Character* PC; |
| 317 |
+ |
DDrConsole_PrintF("%i | %i", packet.new_player.Playernumber ,client_slot); |
| 318 |
+ |
//Char->OSD.Options = 0; |
| 319 |
+ |
if(packet.new_player.Playernumber == client_slot) { |
| 320 |
+ |
PlayerList[packet.new_player.Playernumber] = &Players[0]; |
| 321 |
+ |
PC = (ONgGameState->PlayerCharacter); |
| 322 |
+ |
Players[0].Chr = PC; |
| 323 |
+ |
|
| 324 |
+ |
} |
| 325 |
+ |
else { |
| 326 |
+ |
ONrGameState_NewCharacter(Char, NULL, NULL, &chr_index); |
| 327 |
+ |
ONgGameState->CharacterStorage[chr_index].charType = 0; |
| 328 |
+ |
PlayerList[packet.new_player.Playernumber] = &Players[chr_index]; |
| 329 |
+ |
Players[chr_index].Chr = &(ONgGameState->CharacterStorage[chr_index]); |
| 330 |
+ |
Players[chr_index].Chr->Flags &= 0xFFBFFFFF; |
| 331 |
+ |
Players[chr_index].spawnnumber = chr_index; |
| 332 |
+ |
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) ; |
| 333 |
+ |
} |
| 334 |
+ |
//Players[((new_player*)(packet.data))->Playernumber].spawnnumber = ONrGameState_NewCharacter(&(((new_player*)(packet.data))->Character), NULL, NULL, 0); |
| 335 |
+ |
break; |
| 336 |
+ |
} |
| 337 |
+ |
case PLAYER_DATA: |
| 338 |
+ |
if(1) { //haxhaxhax |
| 339 |
+ |
player_data* pd = &packet.player_data; |
| 340 |
+ |
uint16_t i = pd->PlayerNum; |
| 341 |
+ |
|
| 342 |
+ |
pd = (void*)packet.data; |
| 343 |
+ |
|
| 344 |
+ |
|
| 345 |
+ |
if (i > max_connections) break; |
| 346 |
+ |
if( !PlayerList[i] ) break; |
| 347 |
+ |
|
| 348 |
+ |
memcpy( &(PlayerList[i]->player_data), pd, sizeof(player_data) ); |
| 349 |
+ |
|
| 350 |
+ |
if( !server_started && pd->rare_sync_index > PlayerList[i]->rare_sync_index ) |
| 351 |
+ |
{ |
| 352 |
+ |
int sent_bytes; |
| 353 |
+ |
flatline_packet sync_request = {0}; |
| 354 |
+ |
sync_request.id = RARE_SYNC_DATA_REQUEST; |
| 355 |
+ |
sync_request.sync_request = i; |
| 356 |
+ |
DDrConsole_PrintF( "Requesting sync data for player %i, old index %u", i, PlayerList[i]->rare_sync_index); |
| 357 |
+ |
sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&sync_request, FLATLINE_HEADER + sizeof(int) ); |
| 358 |
+ |
} |
| 359 |
+ |
|
| 360 |
+ |
PlayerList[i]->DataApplied = 0; |
| 361 |
+ |
|
| 362 |
+ |
|
| 363 |
+ |
break; |
| 364 |
+ |
} |
| 365 |
+ |
case RARE_SYNC_DATA: |
| 366 |
+ |
if(1) { |
| 367 |
+ |
sl_arg hax[2]; |
| 368 |
+ |
int dontuse; |
| 369 |
+ |
uint16_t i = packet.rare_sync_data.PlayerNum; |
| 370 |
+ |
|
| 371 |
+ |
if (i > max_connections) break; |
| 372 |
+ |
if( !PlayerList[i] ) break; |
| 373 |
+ |
|
| 374 |
+ |
//WEAPONS ARE DISABLED. Why? Pain in the arse to sync. |
| 375 |
+ |
packet.rare_sync_data.Inventory.Weapons[0] = NULL; |
| 376 |
+ |
packet.rare_sync_data.Inventory.Weapons[1] = NULL; |
| 377 |
+ |
packet.rare_sync_data.Inventory.Weapons[2] = NULL; |
| 378 |
+ |
// TMrInstance_GetDataPtr( 'ONCC', packet.rare_sync_data.Class, PlayerList[ i ]->Chr->ONCC ); |
| 379 |
+ |
|
| 380 |
+ |
//add the target character |
| 381 |
+ |
hax[0].type = sl_int32; |
| 382 |
+ |
hax[0].value_int32 = PlayerList[ packet.rare_sync_data.PlayerNum ]->spawnnumber; |
| 383 |
+ |
|
| 384 |
+ |
//add the new class |
| 385 |
+ |
//fix this later so we cant buffer overflow :O |
| 386 |
+ |
hax[1].type = sl_str32; |
| 387 |
+ |
hax[1].value_str32 = packet.rare_sync_data.Class; |
| 388 |
+ |
|
| 389 |
+ |
//we are directly calling a bsl function instead of using the normal method for two reasons |
| 390 |
+ |
//1. it has all the checking built in |
| 391 |
+ |
iSetCharacterClass( 0, 2, hax, &dontuse, &dontuse, hax ); |
| 392 |
+ |
//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); |
| 393 |
+ |
memcpy( &(PlayerList[ i ]->Chr->Inventory), &(packet.rare_sync_data.Inventory), sizeof(Inventory )); |
| 394 |
+ |
|
| 395 |
+ |
PlayerList[i]->rare_sync_index = packet.rare_sync_data.index; |
| 396 |
+ |
} |
| 397 |
+ |
break; |
| 398 |
+ |
case FLATLINE_EVENT: |
| 399 |
+ |
FLcEventHandler( packet.flatline_event.event_index, packet.flatline_event.intArray ); |
| 400 |
+ |
break; |
| 401 |
+ |
case PK_PING: |
| 402 |
+ |
packet.id = PK_PONG; |
| 403 |
+ |
NetUDPSocket_Send(client_sock, (sockaddr *) &address, (char*)&packet, FLATLINE_HEADER + 4); |
| 404 |
+ |
break; |
| 405 |
+ |
case PK_ALL_INPUT: |
| 406 |
+ |
if(1) |
| 407 |
+ |
{ |
| 408 |
+ |
int Player, i; |
| 409 |
+ |
for(i = 0; packet.all_input[i].PlayerNum != -1; i++) |
| 410 |
+ |
{ |
| 411 |
+ |
Player = packet.all_input[i].PlayerNum; |
| 412 |
+ |
if(PlayerList[Player]) |
| 413 |
+ |
{ |
| 414 |
+ |
PlayerList[Player]->Actions1 = packet.all_input[Player].Actions1; |
| 415 |
+ |
PlayerList[Player]->Actions2 = packet.all_input[Player].Actions2; |
| 416 |
+ |
PlayerList[Player]->MouseDeltaX = packet.all_input[Player].MouseDeltaX; |
| 417 |
+ |
PlayerList[Player]->MouseDeltaY = packet.all_input[Player].MouseDeltaY; |
| 418 |
+ |
PlayerList[Player]->Facing = packet.all_input[Player].Facing; |
| 419 |
+ |
PlayerList[Player]->DesiredFacing = packet.all_input[Player].DesiredFacing; |
| 420 |
+ |
PlayerList[Player]->Position = packet.all_input[Player].Position; |
| 421 |
+ |
} |
| 422 |
+ |
} |
| 423 |
+ |
} |
| 424 |
+ |
break; |
| 425 |
+ |
default: |
| 426 |
+ |
DDrConsole_PrintF("Warning, recieved badly formed packet!"); |
| 427 |
+ |
break; |
| 428 |
+ |
} |
| 429 |
+ |
} |
| 430 |
+ |
} |
| 431 |
+ |
|
| 432 |
+ |
|
| 433 |
|
bool FLrClient_Run(flatline_packet* packet) |
| 434 |
|
{ |
| 435 |
|
|
| 452 |
|
packet = (flatline_packet*)data; |
| 453 |
|
if(packet->id == CONNECT_REPLY) { |
| 454 |
|
if(packet->connect_reply.goodtogo){ |
| 455 |
+ |
|
| 456 |
|
client_connected = 1; |
| 457 |
|
|
| 458 |
|
client_slot = ((connect_reply*)packet->data)->player_slot; |
| 464 |
|
|
| 465 |
|
//disable local input. |
| 466 |
|
DDrPatch_NOOP(0x004FA929, 5 + 6 + 5); |
| 467 |
+ |
|
| 468 |
+ |
//Disable local turning |
| 469 |
+ |
//DDrPatch_NOOP(0x004F7EA8, 2); |
| 470 |
+ |
//DDrPatch_Byte( 0x004F7EB1 , 0xE9); |
| 471 |
+ |
//DDrPatch_MakeJump( 0x004F7EB1, 0x004F8030 ); |
| 472 |
+ |
|
| 473 |
+ |
|
| 474 |
+ |
//DDrPatch_Byte(0x04ED6FB, 0xEB); |
| 475 |
|
|
| 476 |
|
//DDrConsole_PrintF("Slot %i", ((connect_reply*)packet)->player_slot); |
| 477 |
+ |
//DDrPatch_NOOP(0x43B23,0x10); |
| 478 |
+ |
//DDrPatch_NOOP(0x4EC248,(0x5A-0x48)); |
| 479 |
+ |
//DDrPatch_NOOP(0x4EC861, 6); |
| 480 |
|
break; |
| 481 |
|
} |
| 482 |
|
else { |
| 495 |
|
DDrConsole_PrintColored("Connection timed out.",0,red, grey); |
| 496 |
|
return false; |
| 497 |
|
} |
| 335 |
– |
else |
| 336 |
– |
{ |
| 337 |
– |
ActiveCharacter * Active; |
| 338 |
– |
flatline_packet packet; |
| 339 |
– |
//#define SPAM_INPUT |
| 340 |
– |
#ifdef SPAM_INPUT |
| 341 |
– |
struct timeval lasttime; |
| 342 |
– |
struct timeval thistime; |
| 343 |
– |
gettimeofday(&lasttime, 0); |
| 344 |
– |
#endif |
| 345 |
– |
while(1) { |
| 346 |
– |
#ifdef SPAM_INPUT |
| 347 |
– |
gettimeofday(&thistime, 0); |
| 348 |
– |
|
| 349 |
– |
//DDrConsole_PrintF("%i.%i | %i.%i | %i.%i",lasttime.tv_sec, lasttime.tv_usec, thistime.tv_sec, thistime.tv_usec, |
| 350 |
– |
// thistime.tv_sec - lasttime.tv_sec, thistime.tv_usec - lasttime.tv_usec); |
| 351 |
– |
//checks to see if enough time has passed since the last input update (by default once every 10ms) |
| 352 |
– |
if( |
| 353 |
– |
((thistime.tv_sec > lasttime.tv_sec) && ((thistime.tv_usec + 1000000 - lasttime.tv_usec ) > update_rate * 1000) ) |
| 354 |
– |
|| ((thistime.tv_sec == lasttime.tv_sec) && ((thistime.tv_usec - lasttime.tv_usec ) > update_rate * 1000)) |
| 355 |
– |
) { |
| 356 |
– |
|
| 357 |
– |
flatline_packet input_packet; |
| 358 |
– |
lasttime.tv_usec = ++thistime.tv_usec; //in case recieving packets takes less than 1 ms. |
| 359 |
– |
|
| 360 |
– |
input_packet.id = PLAYER_INPUT; |
| 361 |
– |
|
| 362 |
– |
if( ((GameState*)(ONgGameState))->Input.Current.Actions1 != last1 || ((GameState*)(ONgGameState))->Input.Current.Actions2 != last2) { |
| 363 |
– |
last1 =((GameState*)(ONgGameState))->Input.Current.Actions1; |
| 364 |
– |
last2 =((GameState*)(ONgGameState))->Input.Current.Actions2; |
| 365 |
– |
} |
| 366 |
– |
|
| 367 |
– |
((input_struct*)(void*)(input_packet.data))->Actions1 = ((GameState*)(ONgGameState))->Input.Current.Actions1; |
| 368 |
– |
((input_struct*)(void*)(input_packet.data))->Actions2 = ((GameState*)(ONgGameState))->Input.Current.Actions2; |
| 369 |
– |
((input_struct*)(void*)(input_packet.data))->MouseDeltaX = ((GameState*)(ONgGameState))->Input.MouseDeltaX; |
| 370 |
– |
((input_struct*)(void*)(input_packet.data))->MouseDeltaY = ((GameState*)(ONgGameState))->Input.MouseDeltaY; |
| 371 |
– |
sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&input_packet, sizeof(input_struct) + FLATLINE_HEADER); |
| 372 |
– |
//if(sent_bytes == SOCKET_ERROR) NetCatchError(); |
| 373 |
– |
} |
| 374 |
– |
#endif |
| 375 |
– |
if(NetUDPSocket_Recieve(client_sock, (sockaddr_storage *) &client_address, &packet, &len)) { |
| 376 |
– |
//packet = (flatline_packet*)data; |
| 377 |
– |
//DDrConsole_PrintF("Data recieved, length %i, type %i", len, ((flatline_packet*)data)->id); |
| 378 |
– |
switch(packet.id) { |
| 379 |
– |
case MESSAGE: |
| 380 |
– |
COrMessage_Print(packet.data, "chat", 0); |
| 381 |
– |
break; |
| 382 |
– |
case CONNECT_SEND: |
| 383 |
– |
;if(1) { |
| 384 |
– |
flatline_packet connect_recv; |
| 385 |
– |
memcpy(&connect_recv.connect_reply.message,"This isn't a server!", sizeof("This isn't a server!")); |
| 386 |
– |
NetUDPSocket_Send(client_sock, (sockaddr *) &address, (char*)&connect_recv, sizeof(bool) + FLATLINE_HEADER + sizeof("This isn't a server!")); |
| 387 |
– |
} |
| 388 |
– |
case CONNECT_REPLY: |
| 389 |
– |
break; //extra packet or something. |
| 390 |
– |
case NEW_PLAYER: |
| 391 |
– |
;if(1) { //haxhaxhax |
| 392 |
– |
CharacterObject* Char = &(packet.new_player.Character); |
| 393 |
– |
uint32_t chr_index = 0; |
| 394 |
– |
Character* PC; |
| 395 |
– |
DDrConsole_PrintF("%i | %i", packet.new_player.Playernumber ,client_slot); |
| 396 |
– |
//Char->OSD.Options = 0; |
| 397 |
– |
if(packet.new_player.Playernumber == client_slot) { |
| 398 |
– |
PlayerList[packet.new_player.Playernumber] = &Players[0]; |
| 399 |
– |
PC = (ONgGameState->PlayerCharacter); |
| 400 |
– |
Players[0].Chr = PC; |
| 401 |
– |
|
| 402 |
– |
} |
| 403 |
– |
else { |
| 404 |
– |
ONrGameState_NewCharacter(Char, NULL, NULL, &chr_index); |
| 405 |
– |
ONgGameState->CharacterStorage[chr_index].charType = 0; |
| 406 |
– |
PlayerList[packet.new_player.Playernumber] = &Players[chr_index]; |
| 407 |
– |
Players[chr_index].Chr = &(ONgGameState->CharacterStorage[chr_index]); |
| 408 |
– |
Players[chr_index].Chr->Flags &= 0xFFBFFFFF; |
| 409 |
– |
Players[chr_index].spawnnumber = chr_index; |
| 410 |
– |
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) ; |
| 411 |
– |
} |
| 412 |
– |
//Players[((new_player*)(packet.data))->Playernumber].spawnnumber = ONrGameState_NewCharacter(&(((new_player*)(packet.data))->Character), NULL, NULL, 0); |
| 413 |
– |
break; |
| 414 |
– |
} |
| 415 |
– |
case PLAYER_DATA: |
| 416 |
– |
if(1) { //haxhaxhax |
| 417 |
– |
player_data* pd = &packet.player_data; |
| 418 |
– |
uint16_t i = pd->PlayerNum; |
| 419 |
– |
GameInput * Active_Input; |
| 420 |
– |
pd = (void*)packet.data; |
| 421 |
– |
|
| 422 |
– |
//DDrConsole_PrintF("Got data for Player %i, %x", i, PlayerList[i]); |
| 423 |
– |
if (i > max_connections) break; |
| 424 |
– |
if( !PlayerList[i] ) break; |
| 425 |
– |
//PlayerList[i]->Chr = ((GameState *)ONgGameState)->CharacterStorage; |
| 426 |
– |
|
| 427 |
– |
/* PlayerList[i]->Actions1 = pd->Inputs.Actions1; |
| 428 |
– |
PlayerList[i]->Actions2 = pd->Inputs.Actions2; |
| 429 |
– |
PlayerList[i]->MouseDeltaX = pd->Inputs.MouseDeltaX; |
| 430 |
– |
PlayerList[i]->MouseDeltaY = pd->Inputs.MouseDeltaY;*/ |
| 431 |
– |
memcpy( &(PlayerList[i]->player_data), pd, sizeof(player_data) ); |
| 432 |
– |
|
| 433 |
– |
if( !server_started && pd->rare_sync_index > PlayerList[i]->rare_sync_index ) |
| 434 |
– |
{ |
| 435 |
– |
int sent_bytes; |
| 436 |
– |
flatline_packet sync_request = {0}; |
| 437 |
– |
sync_request.id = RARE_SYNC_DATA_REQUEST; |
| 438 |
– |
sync_request.sync_request = i; |
| 439 |
– |
DDrConsole_PrintF( "Requesting sync data for player %i, old index %u", i, PlayerList[i]->rare_sync_index); |
| 440 |
– |
sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&sync_request, FLATLINE_HEADER + sizeof(int) ); |
| 441 |
– |
} |
| 442 |
– |
|
| 443 |
– |
PlayerList[i]->DataApplied = 0; |
| 444 |
– |
|
| 498 |
|
|
| 446 |
– |
break; |
| 447 |
– |
} |
| 448 |
– |
case RARE_SYNC_DATA: |
| 449 |
– |
if(1) { |
| 450 |
– |
sl_arg hax[2]; |
| 451 |
– |
int dontuse; |
| 452 |
– |
uint16_t i = packet.rare_sync_data.PlayerNum; |
| 453 |
– |
|
| 454 |
– |
if (i > max_connections) break; |
| 455 |
– |
if( !PlayerList[i] ) break; |
| 456 |
– |
|
| 457 |
– |
//WEAPONS ARE DISABLED. Why? Pain in the arse to sync. |
| 458 |
– |
packet.rare_sync_data.Inventory.Weapons[0] = NULL; |
| 459 |
– |
packet.rare_sync_data.Inventory.Weapons[1] = NULL; |
| 460 |
– |
packet.rare_sync_data.Inventory.Weapons[2] = NULL; |
| 461 |
– |
// TMrInstance_GetDataPtr( 'ONCC', packet.rare_sync_data.Class, PlayerList[ i ]->Chr->ONCC ); |
| 462 |
– |
|
| 463 |
– |
//add the target character |
| 464 |
– |
hax[0].type = sl_int32; |
| 465 |
– |
hax[0].value_int32 = PlayerList[ packet.rare_sync_data.PlayerNum ]->spawnnumber; |
| 466 |
– |
|
| 467 |
– |
//add the new class |
| 468 |
– |
//fix this later so we cant buffer overflow :O |
| 469 |
– |
hax[1].type = sl_str32; |
| 470 |
– |
hax[1].value_str32 = packet.rare_sync_data.Class; |
| 471 |
– |
|
| 472 |
– |
//we are directly calling a bsl function instead of using the normal method for two reasons |
| 473 |
– |
//1. it has all the checking built in |
| 474 |
– |
iSetCharacterClass( 0, 2, hax, &dontuse, &dontuse, hax ); |
| 475 |
– |
//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); |
| 476 |
– |
memcpy( &(PlayerList[ i ]->Chr->Inventory), &(packet.rare_sync_data.Inventory), sizeof(Inventory )); |
| 477 |
– |
|
| 478 |
– |
PlayerList[i]->rare_sync_index = packet.rare_sync_data.index; |
| 479 |
– |
} |
| 480 |
– |
break; |
| 481 |
– |
case FLATLINE_EVENT: |
| 482 |
– |
FLcEventHandler( packet.flatline_event.event_index, packet.flatline_event.intArray ); |
| 483 |
– |
break; |
| 484 |
– |
case PK_PING: |
| 485 |
– |
packet.id = PK_PONG; |
| 486 |
– |
NetUDPSocket_Send(client_sock, (sockaddr *) &address, (char*)&packet, FLATLINE_HEADER + 4); |
| 487 |
– |
break; |
| 488 |
– |
case PK_ALL_INPUT: |
| 489 |
– |
if(1) |
| 490 |
– |
{ |
| 491 |
– |
int Player; |
| 492 |
– |
for(Player = 0; Player < MAX_CONNECTIONS; Player++) |
| 493 |
– |
{ |
| 494 |
– |
if(PlayerList[Player]) |
| 495 |
– |
{ |
| 496 |
– |
PlayerList[Player]->Actions1 = packet.all_input[Player].Actions1; |
| 497 |
– |
PlayerList[Player]->Actions2 = packet.all_input[Player].Actions2; |
| 498 |
– |
PlayerList[Player]->MouseDeltaX = packet.all_input[Player].MouseDeltaX; |
| 499 |
– |
PlayerList[Player]->MouseDeltaY = packet.all_input[Player].MouseDeltaY; |
| 500 |
– |
} |
| 501 |
– |
} |
| 502 |
– |
} |
| 503 |
– |
break; |
| 504 |
– |
default: |
| 505 |
– |
DDrConsole_PrintF("Warning, recieved badly formed packet!"); |
| 506 |
– |
break; |
| 507 |
– |
} |
| 508 |
– |
} |
| 509 |
– |
else { |
| 510 |
– |
Sleep(1); |
| 511 |
– |
} |
| 512 |
– |
} |
| 513 |
– |
} |
| 499 |
|
return true; |
| 500 |
|
} |
| 501 |
|
|
| 527 |
|
|
| 528 |
|
} IMtPoint2D; |
| 529 |
|
static flatline_packet cache_input = {0}; |
| 530 |
< |
extern void* TSrTest; |
| 530 |
> |
enum |
| 531 |
> |
{ |
| 532 |
> |
FirstPass, |
| 533 |
> |
SecondPass, |
| 534 |
> |
NoPass, |
| 535 |
> |
}; |
| 536 |
> |
bool ShouldSendUpdate( int i, Character* Player, ActiveCharacter* Active_Player ) |
| 537 |
> |
{ |
| 538 |
> |
return |
| 539 |
> |
MultiplayerStatus.PleaseUpdateAllPlayers ? 1 : |
| 540 |
> |
strcmp(PlayerList[i]->player_data.Animation, |
| 541 |
> |
TMrInstance_GetInstanceName(Active_Player->Animation)) ? 1 : |
| 542 |
> |
PlayerList[i]->player_data.Health != Player->Health ? 1 : 0; |
| 543 |
> |
} |
| 544 |
> |
|
| 545 |
|
void * ONICALL FLrInput_Update_Keys(void) |
| 546 |
|
{ |
| 547 |
|
uint16_t i; |
| 548 |
|
flatline_packet all_input = {0}; |
| 549 |
< |
ActiveCharacter * Active_Player = ONgGameState->ActiveCharacters; |
| 550 |
< |
Active_Player->PhyContext->Rotation; |
| 551 |
< |
Active_Player->PhyContext->Position; |
| 553 |
< |
ONgGameState->PlayerCharacter->Position; |
| 554 |
< |
|
| 549 |
> |
int16_t InputIndex = 0; |
| 550 |
> |
//ActiveCharacter * Active_Player = ONgGameState->ActiveCharacters; |
| 551 |
> |
|
| 552 |
|
if(client_connected) |
| 553 |
|
{ |
| 554 |
|
int sent_bytes; |
| 555 |
|
flatline_packet input_packet = {0}; |
| 556 |
+ |
|
| 557 |
+ |
FLrClient_GetPackets(); |
| 558 |
+ |
|
| 559 |
|
input_packet.id = PLAYER_INPUT; |
| 560 |
|
input_packet.input_struct.Time = ONgGameState->GameTime; |
| 561 |
+ |
// ((GameState*)(ONgGameState))->Input.Current.Actions1 |= Action_Backward | Action_StepLeft; |
| 562 |
|
input_packet.input_struct.Actions1 = ((GameState*)(ONgGameState))->Input.Current.Actions1; |
| 563 |
|
input_packet.input_struct.Actions2 = ((GameState*)(ONgGameState))->Input.Current.Actions2; |
| 564 |
|
input_packet.input_struct.MouseDeltaX = ((GameState*)(ONgGameState))->Input.MouseDeltaX; |
| 579 |
|
FLsPingAll(); |
| 580 |
|
} |
| 581 |
|
|
| 582 |
+ |
if(server_started && PlayerList[0]) |
| 583 |
+ |
{ |
| 584 |
+ |
PlayerList[0]->Actions1 = ONgGameState->Input.Current.Actions1; |
| 585 |
+ |
PlayerList[0]->Actions2 = ONgGameState->Input.Current.Actions2; |
| 586 |
+ |
PlayerList[0]->MouseDeltaX = ONgGameState->Input.MouseDeltaX; |
| 587 |
+ |
PlayerList[0]->MouseDeltaY = ONgGameState->Input.MouseDeltaY; |
| 588 |
+ |
} |
| 589 |
+ |
|
| 590 |
|
for(i = 0; i < max_connections; i++) { |
| 591 |
|
ActiveCharacter * Active_Player; |
| 592 |
|
Character* Player; |
| 593 |
|
GameInput * Active_Input; |
| 594 |
|
if(PlayerList[i] == 0) continue; |
| 595 |
+ |
Player = PlayerList[i]->Chr; |
| 596 |
+ |
if(server_started) |
| 597 |
+ |
{ |
| 598 |
+ |
|
| 599 |
+ |
//Set up input packets |
| 600 |
|
|
| 601 |
+ |
all_input.all_input[InputIndex].Actions1 = PlayerList[i]->Actions1; |
| 602 |
+ |
all_input.all_input[InputIndex].Actions2 = PlayerList[i]->Actions2; |
| 603 |
+ |
all_input.all_input[InputIndex].MouseDeltaX = PlayerList[i]->MouseDeltaX; |
| 604 |
+ |
all_input.all_input[InputIndex].MouseDeltaY = PlayerList[i]->MouseDeltaY; |
| 605 |
|
|
| 606 |
< |
if(i == 0) { |
| 607 |
< |
all_input.all_input[i].Actions1 = ((GameState*)(ONgGameState))->Input.Current.Actions1; |
| 608 |
< |
all_input.all_input[i].Actions2 = ((GameState*)(ONgGameState))->Input.Current.Actions2; |
| 609 |
< |
all_input.all_input[i].MouseDeltaX = ONgGameState->Input.MouseDeltaX; |
| 610 |
< |
all_input.all_input[i].MouseDeltaY = ONgGameState->Input.MouseDeltaY; |
| 611 |
< |
} |
| 612 |
< |
else{ |
| 613 |
< |
all_input.all_input[i].Actions1 = PlayerList[i]->Actions1; |
| 596 |
< |
all_input.all_input[i].Actions2 = PlayerList[i]->Actions2; |
| 597 |
< |
all_input.all_input[i].MouseDeltaX = PlayerList[i]->MouseDeltaX; |
| 598 |
< |
all_input.all_input[i].MouseDeltaY = PlayerList[i]->MouseDeltaY; |
| 606 |
> |
all_input.all_input[InputIndex].Facing = Player->Facing; |
| 607 |
> |
all_input.all_input[InputIndex].DesiredFacing = Player->DesiredFacing; |
| 608 |
> |
|
| 609 |
> |
//Infinity... |
| 610 |
> |
*(int *)&all_input.all_input[InputIndex].Position.X = 0x7f800000; |
| 611 |
> |
|
| 612 |
> |
all_input.all_input[InputIndex].PlayerNum = i; |
| 613 |
> |
InputIndex++; |
| 614 |
|
} |
| 615 |
|
|
| 601 |
– |
Player = PlayerList[i]->Chr; |
| 616 |
|
if( Player->Health == 0) |
| 617 |
|
{ |
| 618 |
|
int Actions; |
| 627 |
|
} |
| 628 |
|
} |
| 629 |
|
|
| 630 |
< |
if(server_started & i == 0) |
| 630 |
> |
if(server_started && i == 0) |
| 631 |
|
{ |
| 632 |
|
Actions = ONgGameState->Input.Current.Actions1; |
| 633 |
|
} |
| 654 |
|
} |
| 655 |
|
|
| 656 |
|
Active_Player = ONrGetActiveCharacter( PlayerList[i]->Chr); |
| 657 |
< |
|
| 657 |
> |
|
| 658 |
|
if(Active_Player == 0) continue; |
| 645 |
– |
Active_Input = &(Active_Player->Input); |
| 659 |
|
|
| 660 |
< |
if(server_started && strcmp(PlayerList[i]->player_data.Animation, TMrInstance_GetInstanceName(Active_Player->Animation))) |
| 660 |
> |
|
| 661 |
> |
|
| 662 |
> |
//Active_Player->PlayingFilm.Flags = 1; |
| 663 |
> |
Active_Input = &(Active_Player->Input); |
| 664 |
> |
if(server_started) |
| 665 |
> |
{ |
| 666 |
> |
all_input.all_input[InputIndex - 1].Position = Active_Player->PhyContext->Position; |
| 667 |
> |
} |
| 668 |
> |
if(server_started && |
| 669 |
> |
ShouldSendUpdate( i, PlayerList[i]->Chr, Active_Player) ) |
| 670 |
|
{ |
| 671 |
|
player_data * data; |
| 672 |
|
flatline_packet data_out = {0}; |
| 677 |
|
data->PlayerNum = i; |
| 678 |
|
data->Health = PlayerList[i]->Chr->Health; |
| 679 |
|
data->MaxHealth = PlayerList[i]->Chr->MaxHealth; |
| 680 |
< |
data->Position = PlayerList[i]->Chr->Position; |
| 681 |
< |
data->Facing = PlayerList[i]->Chr->Facing; |
| 682 |
< |
data->DesiredFacing = PlayerList[i]->Chr->DesiredFacing; |
| 683 |
< |
data->Position = Active_Player->PhyContext->Position; |
| 680 |
> |
//data->Position = PlayerList[i]->Chr->Position; |
| 681 |
> |
//data->Facing = PlayerList[i]->Chr->Facing; |
| 682 |
> |
//data->DesiredFacing = PlayerList[i]->Chr->DesiredFacing; |
| 683 |
> |
//data->Position = Active_Player->PhyContext->Position; |
| 684 |
|
memcpy(data->Animation, TMrInstance_GetInstanceName(Active_Player->Animation), 31); |
| 685 |
|
data->Frame = Active_Player->Frame; |
| 686 |
|
|
| 687 |
+ |
data->UD = Active_Player->HeadPitch; |
| 688 |
+ |
data->LR = Active_Player->HeadFacing; |
| 689 |
+ |
|
| 690 |
|
if(Active_Player->targetThrow) |
| 691 |
|
{ |
| 692 |
|
data->throw_data.throwing = Players[Active_Player->throwing].list_slot; |
| 712 |
|
UDPServer_SendToAll(&data_out, sizeof(player_data) + FLATLINE_HEADER); |
| 713 |
|
} |
| 714 |
|
|
| 715 |
< |
if( (server_started && i !=0) || (!server_started/* && i != client_slot*/) ) |
| 715 |
> |
if( (server_started && i !=0) || !server_started ) |
| 716 |
|
{ |
| 717 |
|
Active_Input->Stop.Actions1 = ~PlayerList[i]->Actions1 & Active_Input->Current.Actions1; |
| 718 |
|
Active_Input->Stop.Actions2 = ~PlayerList[i]->Actions2 & Active_Input->Current.Actions2; |
| 731 |
|
void* OldAnimation; |
| 732 |
|
void* Animation; |
| 733 |
|
player_data* pd = &PlayerList[i]->player_data; |
| 734 |
+ |
|
| 735 |
+ |
PlayerList[i]->Chr->Facing = PlayerList[i]->Facing; |
| 736 |
+ |
PlayerList[i]->Chr->DesiredFacing = PlayerList[i]->DesiredFacing; |
| 737 |
+ |
|
| 738 |
+ |
if(*(int*)&PlayerList[i]->Chr->Position.X != 0x7f800000) |
| 739 |
+ |
{ |
| 740 |
+ |
Active_Player->PhyContext->Position = PlayerList[i]->Position; |
| 741 |
+ |
} |
| 742 |
+ |
else |
| 743 |
+ |
{ |
| 744 |
+ |
int breakfast = 0; |
| 745 |
+ |
} |
| 746 |
+ |
/* |
| 747 |
+ |
if(isnan(Active_Player->PhyContext->Position.Y) || |
| 748 |
+ |
isnan(Active_Player->PhyContext->Position.X) || |
| 749 |
+ |
isnan(Active_Player->PhyContext->Position.Z) ) |
| 750 |
+ |
{ |
| 751 |
+ |
//DDrConsole_PrintF("Player is NAN! %x %x", Active_Player->PhyContext->Position.Y, PlayerList[i]->Height); |
| 752 |
+ |
DDrConsole_PrintF("Player is NAN! %x %x %x", Active_Player->PhyContext->Position.X, Active_Player->PhyContext->Position.Y, Active_Player->PhyContext->Position.Z); |
| 753 |
+ |
//DDrConsole_PrintF("Velocity %x %x %x", Active_Player->PhyContext->Velocity.X, Active_Player->PhyContext->Velocity.Y, Active_Player->PhyContext->Velocity.Z); |
| 754 |
+ |
|
| 755 |
+ |
|
| 756 |
+ |
} |
| 757 |
+ |
*/ |
| 758 |
|
|
| 759 |
< |
|
| 711 |
< |
//Note to self: sort out which needs to be applied the first time and which the second. |
| 712 |
< |
switch(PlayerList[i]->DataApplied) |
| 759 |
> |
if( PlayerList[i]->DataApplied == FirstPass ) |
| 760 |
|
{ |
| 761 |
< |
case 1: |
| 762 |
< |
PlayerList[i]->DataApplied = 2; |
| 763 |
< |
break; |
| 764 |
< |
case 0: |
| 765 |
< |
PlayerList[i]->DataApplied = 1; |
| 719 |
< |
case 2: |
| 720 |
< |
continue; |
| 761 |
> |
PlayerList[i]->DataApplied = SecondPass; |
| 762 |
> |
|
| 763 |
> |
Player->Health = PlayerList[i]->player_data.Health; |
| 764 |
> |
PlayerList[i]->Chr->MaxHealth = PlayerList[i]->player_data.MaxHealth; |
| 765 |
> |
|
| 766 |
|
} |
| 767 |
< |
|
| 768 |
< |
Player->Health = PlayerList[i]->player_data.Health; |
| 769 |
< |
PlayerList[i]->Chr->MaxHealth = PlayerList[i]->player_data.MaxHealth; |
| 767 |
> |
else if( PlayerList[i]->DataApplied == SecondPass ) |
| 768 |
> |
{ |
| 769 |
> |
OldAnimation = Active_Player->Animation; |
| 770 |
> |
|
| 771 |
> |
PlayerList[i]->DataApplied = NoPass; |
| 772 |
|
|
| 773 |
< |
PlayerList[i]->Chr->Facing = PlayerList[i]->player_data.Facing; |
| 727 |
< |
PlayerList[i]->Chr->DesiredFacing = PlayerList[i]->player_data.DesiredFacing; |
| 773 |
> |
PlayerList[i]->player_data.Frame++; |
| 774 |
|
|
| 775 |
< |
/* PlayerList[i]->Actions1 = PlayerList[i]->player_data.Inputs.Actions1; |
| 776 |
< |
PlayerList[i]->Actions2 = PlayerList[i]->player_data.Inputs.Actions2; |
| 731 |
< |
PlayerList[i]->MouseDeltaX = PlayerList[i]->player_data.Inputs.MouseDeltaX; |
| 732 |
< |
PlayerList[i]->MouseDeltaY = PlayerList[i]->player_data.Inputs.MouseDeltaY;*/ |
| 733 |
< |
Active_Player->PhyContext->Position = PlayerList[i]->player_data.Position; |
| 734 |
< |
OldAnimation = Active_Player->Animation; |
| 735 |
< |
|
| 736 |
< |
if (!(Player->Flags & ONcCharacterFlag_BeingThrown) && |
| 737 |
< |
(pd->Animation != 0)) |
| 738 |
< |
{ |
| 739 |
< |
// get a pointer to the animation |
| 740 |
< |
|
| 741 |
< |
TMrInstance_GetDataPtr( |
| 742 |
< |
'TRAM', |
| 743 |
< |
pd->Animation, |
| 744 |
< |
&Animation); |
| 745 |
< |
if (Animation != OldAnimation) |
| 775 |
> |
if (!(Player->Flags & ONcCharacterFlag_BeingThrown) && |
| 776 |
> |
(pd->Animation[0] != 0)) |
| 777 |
|
{ |
| 778 |
< |
short num_frames; |
| 748 |
< |
bool updateAnimation = true; |
| 778 |
> |
// get a pointer to the animation |
| 779 |
|
|
| 780 |
< |
// if the character is dead, make sure this animation is appropriate for death |
| 781 |
< |
/* |
| 782 |
< |
if (Player->Flags & ONcCharacterFlag_Dead) |
| 780 |
> |
TMrInstance_GetDataPtr( |
| 781 |
> |
'TRAM', |
| 782 |
> |
pd->Animation, |
| 783 |
> |
&Animation); |
| 784 |
> |
if (Animation != OldAnimation) |
| 785 |
|
{ |
| 786 |
< |
short curToState = TRrAnimation_GetTo(Active_Player->Animation); |
| 787 |
< |
short newToState = TRrAnimation_GetTo(animation); |
| 786 |
> |
short num_frames; |
| 787 |
> |
bool updateAnimation = true; |
| 788 |
|
|
| 789 |
< |
// if we are currently heading towards fallen and the new animation would not |
| 790 |
< |
// then this is a better animation to run when we are dead |
| 791 |
< |
if ((ONrAnimState_IsFallen(curToState)) && |
| 792 |
< |
(!ONrAnimState_IsFallen(newToState))) |
| 793 |
< |
{ |
| 794 |
< |
updateAnimation = false; |
| 763 |
< |
} |
| 764 |
< |
} |
| 765 |
< |
*/ |
| 766 |
< |
if ((updateAnimation) && (Active_Player->Animation == Animation)) |
| 767 |
< |
{ |
| 768 |
< |
int oldFrame = Active_Player->Frame; |
| 769 |
< |
int newFrame = pd->Frame; |
| 789 |
> |
// if the character is dead, make sure this animation is appropriate for death |
| 790 |
> |
/* |
| 791 |
> |
if (Player->Flags & ONcCharacterFlag_Dead) |
| 792 |
> |
{ |
| 793 |
> |
short curToState = TRrAnimation_GetTo(Active_Player->Animation); |
| 794 |
> |
short newToState = TRrAnimation_GetTo(animation); |
| 795 |
|
|
| 796 |
< |
if (abs(oldFrame - newFrame) < 2) |
| 796 |
> |
// if we are currently heading towards fallen and the new animation would not |
| 797 |
> |
// then this is a better animation to run when we are dead |
| 798 |
> |
if ((ONrAnimState_IsFallen(curToState)) && |
| 799 |
> |
(!ONrAnimState_IsFallen(newToState))) |
| 800 |
|
{ |
| 801 |
< |
updateAnimation = false; |
| 801 |
> |
updateAnimation = false; |
| 802 |
|
} |
| 803 |
< |
} |
| 803 |
> |
} |
| 804 |
> |
*/ |
| 805 |
> |
if ((updateAnimation) && (Active_Player->Animation == Animation)) |
| 806 |
> |
{ |
| 807 |
> |
int oldFrame = Active_Player->Frame; |
| 808 |
> |
int newFrame = pd->Frame; |
| 809 |
|
|
| 810 |
< |
if (updateAnimation) |
| 811 |
< |
{ |
| 812 |
< |
// set the characters animation |
| 813 |
< |
/* ONrCharacter_SetAnimationInternal(Player, |
| 814 |
< |
Active_Player, |
| 782 |
< |
Active_Player->AnimationToState, |
| 783 |
< |
0, |
| 784 |
< |
Animation); |
| 785 |
< |
ONrCharacter_NewAnimationHook(Player, Active_Player);*/ |
| 786 |
< |
//Player->Flags |= 0x00000010; |
| 787 |
< |
ONrCharacter_SetAnimationExternal(Player, TRrAnimation_GetFrom(Animation), Animation, 0); |
| 788 |
< |
//ONrCharacter_NewAnimationHook(Player, Active_Player); |
| 789 |
< |
} |
| 810 |
> |
if (abs(oldFrame - newFrame) < 2) |
| 811 |
> |
{ |
| 812 |
> |
updateAnimation = false; |
| 813 |
> |
} |
| 814 |
> |
} |
| 815 |
|
|
| 816 |
< |
num_frames = TRrAnimation_GetDuration(Active_Player->Animation); |
| 816 |
> |
if (updateAnimation) |
| 817 |
> |
{ |
| 818 |
> |
// set the characters animation |
| 819 |
> |
/* ONrCharacter_SetAnimationInternal(Player, |
| 820 |
> |
Active_Player, |
| 821 |
> |
Active_Player->AnimationToState, |
| 822 |
> |
0, |
| 823 |
> |
Animation); |
| 824 |
> |
ONrCharacter_NewAnimationHook(Player, Active_Player);*/ |
| 825 |
> |
//Player->Flags |= 0x00000010; |
| 826 |
> |
ONrCharacter_SetAnimationExternal(Player, TRrAnimation_GetFrom(Animation), Animation, 0); |
| 827 |
> |
//ONrCharacter_NewAnimationHook(Player, Active_Player); |
| 828 |
> |
} |
| 829 |
|
|
| 830 |
< |
if (pd->Frame == num_frames) |
| 831 |
< |
{ |
| 832 |
< |
Active_Player->Frame = num_frames - 1; |
| 833 |
< |
//Active_Player->Frame = 0; |
| 834 |
< |
} |
| 835 |
< |
else |
| 836 |
< |
{ |
| 837 |
< |
Active_Player->Frame = pd->Frame; |
| 830 |
> |
num_frames = TRrAnimation_GetDuration(Active_Player->Animation); |
| 831 |
> |
|
| 832 |
> |
if (pd->Frame == num_frames) |
| 833 |
> |
{ |
| 834 |
> |
Active_Player->Frame = num_frames - 1; |
| 835 |
> |
//Active_Player->Frame = 0; |
| 836 |
> |
} |
| 837 |
> |
else |
| 838 |
> |
{ |
| 839 |
> |
Active_Player->Frame = pd->Frame; |
| 840 |
> |
} |
| 841 |
|
} |
| 842 |
< |
} |
| 803 |
< |
} |
| 842 |
> |
} //animation check |
| 843 |
|
|
| 844 |
< |
if (PlayerList[i]->player_data.throw_data.throwName[0] != 0) |
| 806 |
< |
{ |
| 807 |
< |
short throwTarget = PlayerList[pd->throw_data.throwing]->spawnnumber; |
| 808 |
< |
if ((throwTarget != Active_Player->throwing) && |
| 809 |
< |
(pd->throw_data.throwFrame < 10)) |
| 844 |
> |
if (PlayerList[i]->player_data.throw_data.throwName[0] != 0) |
| 845 |
|
{ |
| 846 |
< |
void *throw_animation; |
| 847 |
< |
ActiveCharacter* Target; |
| 848 |
< |
// get the animation |
| 814 |
< |
|
| 815 |
< |
TMrInstance_GetDataPtr( |
| 816 |
< |
'TRAM', |
| 817 |
< |
pd->throw_data.throwName, |
| 818 |
< |
&throw_animation); |
| 819 |
< |
//if (error) return; |
| 820 |
< |
|
| 821 |
< |
// set the throw target |
| 822 |
< |
Active_Player->ThrowTargetCharacter = &ONgGameState->CharacterStorage[throwTarget]; |
| 823 |
< |
Target = ONrGetActiveCharacter(Active_Player->ThrowTargetCharacter); |
| 824 |
< |
if ((Target->Animation != throw_animation) && |
| 825 |
< |
(OldAnimation != Animation) && |
| 826 |
< |
!(Active_Player->ThrowTargetCharacter->Flags & ONcCharacterFlag_BeingThrown)) |
| 846 |
> |
short throwTarget = PlayerList[pd->throw_data.throwing]->spawnnumber; |
| 847 |
> |
if ((throwTarget != Active_Player->throwing) && |
| 848 |
> |
(pd->throw_data.throwFrame < 10)) |
| 849 |
|
{ |
| 850 |
< |
// set the throw variables |
| 851 |
< |
Active_Player->targetThrow = throw_animation; |
| 852 |
< |
Active_Player->throwing = throwTarget; |
| 853 |
< |
|
| 854 |
< |
// run the throw |
| 855 |
< |
ONrCharacter_NewAnimationHook(Player, Active_Player); |
| 856 |
< |
|
| 857 |
< |
if (Active_Player->ThrowTargetCharacter) |
| 850 |
> |
void *throw_animation; |
| 851 |
> |
ActiveCharacter* Target; |
| 852 |
> |
// get the animation |
| 853 |
> |
|
| 854 |
> |
TMrInstance_GetDataPtr( |
| 855 |
> |
'TRAM', |
| 856 |
> |
pd->throw_data.throwName, |
| 857 |
> |
&throw_animation); |
| 858 |
> |
//if (error) return; |
| 859 |
> |
|
| 860 |
> |
// set the throw target |
| 861 |
> |
Active_Player->ThrowTargetCharacter = &ONgGameState->CharacterStorage[throwTarget]; |
| 862 |
> |
Target = ONrGetActiveCharacter(Active_Player->ThrowTargetCharacter); |
| 863 |
> |
if ((Target->Animation != throw_animation) && |
| 864 |
> |
(OldAnimation != Animation) && |
| 865 |
> |
!(Active_Player->ThrowTargetCharacter->Flags & ONcCharacterFlag_BeingThrown)) |
| 866 |
|
{ |
| 867 |
< |
Target->Frame += 2; |
| 868 |
< |
Target->thrownBy = Player->Number; |
| 867 |
> |
// set the throw variables |
| 868 |
> |
Active_Player->targetThrow = throw_animation; |
| 869 |
> |
Active_Player->throwing = throwTarget; |
| 870 |
> |
|
| 871 |
> |
// run the throw |
| 872 |
> |
ONrCharacter_NewAnimationHook(Player, Active_Player); |
| 873 |
> |
|
| 874 |
> |
if (Active_Player->ThrowTargetCharacter) |
| 875 |
> |
{ |
| 876 |
> |
Target->Frame += 2; |
| 877 |
> |
Target->thrownBy = Player->Number; |
| 878 |
> |
} |
| 879 |
|
} |
| 880 |
|
} |
| 881 |
< |
} |
| 881 |
> |
} //throw check |
| 882 |
> |
} //second pass |
| 883 |
> |
} //if not dead |
| 884 |
> |
} //if( (server_started && i !=0) || !server_started ) |
| 885 |
> |
|
| 886 |
> |
//Check for character switching requests |
| 887 |
> |
if(server_started && PlayerList[i]->Actions1 & Action_Block && PlayerList[i]->ShapeshiftCooldown < ONgGameState->GameTime) |
| 888 |
> |
{ |
| 889 |
> |
int error; |
| 890 |
> |
|
| 891 |
> |
|
| 892 |
> |
|
| 893 |
> |
ONCC *newClass; |
| 894 |
> |
short numClasses = (short)TMrInstance_GetTagCount('ONCC'); |
| 895 |
> |
/* |
| 896 |
> |
if(Active_Player->Input.Start.Actions1 & Action_Block) |
| 897 |
> |
{ |
| 898 |
> |
//This might not be getting hit. Find out why, eh? |
| 899 |
> |
PlayerList[i]->ShapeshiftCooldown = ONgGameState->GameTime + 15; |
| 900 |
> |
} |
| 901 |
> |
else |
| 902 |
> |
{ |
| 903 |
> |
PlayerList[i]->ShapeshiftCooldown = ONgGameState->GameTime + 5; |
| 904 |
> |
} |
| 905 |
> |
*/ |
| 906 |
> |
if (PlayerList[i]->Actions1 & Action_Crouch) { |
| 907 |
> |
Player->ONCCnumber += numClasses - 1; |
| 908 |
> |
} |
| 909 |
> |
else { |
| 910 |
> |
Player->ONCCnumber += 1; |
| 911 |
> |
} |
| 912 |
> |
|
| 913 |
> |
if (numClasses > 0) { |
| 914 |
> |
Player->ONCCnumber = Player->ONCCnumber % numClasses; |
| 915 |
> |
|
| 916 |
> |
error = TMrInstance_GetDataPtr_ByNumber('ONCC', Player->ONCCnumber, &newClass); |
| 917 |
> |
|
| 918 |
> |
if ((newClass != NULL) && (!error)) { |
| 919 |
> |
ONrCharacter_SetCharacterClass(Player, newClass); |
| 920 |
|
} |
| 921 |
+ |
} |
| 922 |
|
|
| 844 |
– |
} |
| 923 |
|
} |
| 924 |
|
|
| 925 |
+ |
|
| 926 |
|
} |
| 927 |
|
if(server_started) |
| 928 |
|
{ |
| 929 |
< |
UDPServer_SendToAll(&all_input, FLATLINE_HEADER + sizeof(player_input) * 32); |
| 929 |
> |
all_input.all_input[InputIndex].PlayerNum = -1; |
| 930 |
> |
UDPServer_SendToAll(&all_input, |
| 931 |
> |
FLATLINE_HEADER + sizeof(player_input) * InputIndex + sizeof(int16_t)); |
| 932 |
|
} |
| 933 |
< |
|
| 933 |
> |
MultiplayerStatus.PleaseUpdateAllPlayers = 0; |
| 934 |
|
return ONgGameState; |
| 935 |
|
} |
| 936 |
|
|
| 939 |
|
if(server_started) |
| 940 |
|
{ |
| 941 |
|
//FLsPublic_Event(EV_DISCONNECT, &Player ); |
| 942 |
+ |
MultiplayerStatus.PleaseUpdateAllPlayers = 1; |
| 943 |
|
} |
| 944 |
|
//Kill off the character in another function, please |
| 945 |
|
//ONrCharacter_SetHitPoints( PlayerList[Player]->Chr, 0); |
| 1013 |
|
} |
| 1014 |
|
} |
| 1015 |
|
} |
| 1016 |
+ |
|
| 1017 |
+ |
bool FlatlineInitialize() |
| 1018 |
+ |
{ |
| 1019 |
+ |
|
| 1020 |
+ |
memset( Players, 0, sizeof( player_info ) * MAX_PLAYERS ); |
| 1021 |
+ |
memset( PlayerList, 0, 4 * MAX_PLAYERS ); |
| 1022 |
+ |
memset( &MultiplayerStatus, 0, sizeof( multiplayer_status )); |
| 1023 |
+ |
return 1; |
| 1024 |
+ |
} |