| 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 "Daodan_Utility.h" |
| 7 |
#include <Windows.h> |
| 8 |
//#include <sys/time.h> |
| 9 |
#include <time.h> |
| 10 |
#include <float.h> |
| 11 |
#define isnan(x) ((x) != (x)) |
| 12 |
uint32_t last1 = 0; uint32_t last2 = 0; |
| 13 |
player_info Players[MAX_PLAYERS] = {{0}, {0}, {0}, {0}}; |
| 14 |
player_info * PlayerList[MAX_CONNECTIONS] = {0}; |
| 15 |
multiplayer_status MultiplayerStatus; |
| 16 |
unsigned int lastPingTime; |
| 17 |
|
| 18 |
const char * Rejection_Messages[][255] = { |
| 19 |
{"Server is full"}, |
| 20 |
{"-2"}, |
| 21 |
{"-3"}, |
| 22 |
{"-4"}, |
| 23 |
{"-5"}, |
| 24 |
}; |
| 25 |
|
| 26 |
#define BETTER_SYNC |
| 27 |
|
| 28 |
|
| 29 |
bool FLrServer_Run() |
| 30 |
{ |
| 31 |
// Get the local hostname |
| 32 |
char szHostName[255]; |
| 33 |
struct hostent *host_entry; |
| 34 |
gethostname(szHostName, 255); |
| 35 |
|
| 36 |
host_entry=gethostbyname(szHostName); |
| 37 |
DDrConsole_PrintF("Server started at %s...", inet_ntoa (*(struct in_addr *)*host_entry->h_addr_list)); |
| 38 |
return NetUDPServer_Listen(27777, FLrServer_PacketCallback); |
| 39 |
} |
| 40 |
|
| 41 |
short TRrAnimation_GetType(char* anim) |
| 42 |
{ |
| 43 |
return *(short*)(anim + 0x15A); |
| 44 |
} |
| 45 |
|
| 46 |
void ONrCharacter_SetAnimationInternal(Character* Char, ActiveCharacter* AChar, |
| 47 |
short inFromState, short inNextAnimType, const void *TRAM) |
| 48 |
{ |
| 49 |
ONCC *ONCC = Char->ONCC; |
| 50 |
void *TRAC = ONCC->TRAC; |
| 51 |
short index = Char->Number; |
| 52 |
short animType; |
| 53 |
|
| 54 |
if (TRAM == 0) return; |
| 55 |
|
| 56 |
animType = TRrAnimation_GetType(TRAM); |
| 57 |
|
| 58 |
AChar->Animation = TRAM; |
| 59 |
AChar->Frame = 0; |
| 60 |
AChar->AnimationFromState = inFromState; |
| 61 |
AChar->AnimationType = animType; |
| 62 |
|
| 63 |
AChar->NextAnimationType= inNextAnimType; |
| 64 |
AChar->AnimationToState = TRrAnimation_GetTo(TRAM); |
| 65 |
|
| 66 |
return; |
| 67 |
} |
| 68 |
|
| 69 |
|
| 70 |
|
| 71 |
|
| 72 |
|
| 73 |
|
| 74 |
//wtf, this needs cleaned up... |
| 75 |
player_info *FLr_FindEmptySlot() { |
| 76 |
int j; |
| 77 |
for(j = 0; j < MAX_PLAYERS; j++) { |
| 78 |
if (Players[j].ip == 0) { |
| 79 |
return &Players[j]; |
| 80 |
} |
| 81 |
} |
| 82 |
return 0; |
| 83 |
} |
| 84 |
|
| 85 |
extern uint16_t max_connections; |
| 86 |
uint16_t FLr_FindEmptyListSlot() { |
| 87 |
int j; |
| 88 |
for(j = 0; j < max_connections; j++) { |
| 89 |
if (PlayerList[j] == 0) { |
| 90 |
return j; |
| 91 |
} |
| 92 |
} |
| 93 |
return -1; |
| 94 |
} |
| 95 |
typedef struct |
| 96 |
{ |
| 97 |
uint16_t x; |
| 98 |
uint16_t y; |
| 99 |
|
| 100 |
} IMtPoint2D; |
| 101 |
static flatline_packet cache_input = {0}; |
| 102 |
|
| 103 |
|
| 104 |
void * ONICALL FLrInput_Update_Keys(void) |
| 105 |
{ |
| 106 |
uint32_t i; |
| 107 |
flatline_packet all_input = {0}; |
| 108 |
int16_t InputIndex = 0; |
| 109 |
|
| 110 |
if(client_connected) |
| 111 |
{ |
| 112 |
int sent_bytes; |
| 113 |
flatline_packet input_packet = {0}; |
| 114 |
|
| 115 |
FLrClient_GetPackets(); |
| 116 |
|
| 117 |
input_packet.id = PLAYER_INPUT; |
| 118 |
// input_packet.input_struct.Time = ONgGameState->GameTime; |
| 119 |
input_packet.input_struct.Actions1 = ONgGameState->Input.Current.Actions1; |
| 120 |
input_packet.input_struct.Actions2 = ONgGameState->Input.Current.Actions2; |
| 121 |
input_packet.input_struct.MouseDeltaX = ONgGameState->Input.MouseDeltaX; |
| 122 |
input_packet.input_struct.MouseDeltaY = ONgGameState->Input.MouseDeltaY; |
| 123 |
input_packet.input_struct.DesiredFacing = ONgGameState->PlayerCharacter->DesiredFacing; |
| 124 |
|
| 125 |
sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&input_packet, sizeof(input_struct) + FLATLINE_HEADER); |
| 126 |
|
| 127 |
//return ONgGameState; |
| 128 |
} |
| 129 |
|
| 130 |
|
| 131 |
if(!(server_started || client_connected)) return ONgGameState; |
| 132 |
|
| 133 |
|
| 134 |
|
| 135 |
for(i = 0; i < max_connections; i++) { |
| 136 |
ActiveCharacter * Active_Player; |
| 137 |
Character* Player; |
| 138 |
GameInput * Active_Input; |
| 139 |
if(PlayerList[i] == 0) continue; |
| 140 |
|
| 141 |
|
| 142 |
|
| 143 |
Player = PlayerList[i]->Chr; |
| 144 |
Active_Player = ONrGetActiveCharacter( PlayerList[i]->Chr); |
| 145 |
|
| 146 |
if(!Player) |
| 147 |
{ |
| 148 |
DDrConsole_Print("Warning, missing Character!"); |
| 149 |
continue; |
| 150 |
} |
| 151 |
|
| 152 |
if( server_started && i != 0 ) |
| 153 |
{ |
| 154 |
PlayerList[i]->Chr->DesiredFacing = PlayerList[i]->FacingFromClient; |
| 155 |
} |
| 156 |
|
| 157 |
|
| 158 |
|
| 159 |
//Set the health properly first. |
| 160 |
//Always overridden by the server because of the chance of random damage and such |
| 161 |
if( client_connected && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Health) ) |
| 162 |
{ |
| 163 |
PlayerList[i]->Chr->MaxHealth = PlayerList[i]->Health.MaxHealth; |
| 164 |
ONrCharacter_SetHitPoints( PlayerList[i]->Chr, PlayerList[i]->Health.Health); |
| 165 |
//PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Health ); |
| 166 |
} |
| 167 |
|
| 168 |
//If the player is dead |
| 169 |
if( PlayerList[i]->Chr->Health == 0 ) |
| 170 |
|
| 171 |
{ |
| 172 |
const short TicksToRespawn = 3 * 60; |
| 173 |
|
| 174 |
//Permanently kill off dumb AI |
| 175 |
if(PlayerList[i]->flags & PF_SCRIPTEDAI) |
| 176 |
{ |
| 177 |
FLrPlayerDisconnect( i ); |
| 178 |
continue; |
| 179 |
} |
| 180 |
|
| 181 |
//Just to know if we have started counting off the respawn |
| 182 |
if(PlayerList[i]->state != STATE_DEAD) |
| 183 |
{ |
| 184 |
PlayerList[i]->state = STATE_DEAD; |
| 185 |
PlayerList[i]->DeathTime = ONgGameState->GameTime; |
| 186 |
if(i == client_slot) |
| 187 |
{ |
| 188 |
ONrGameState_Timer_Start( "", TicksToRespawn ); |
| 189 |
} |
| 190 |
|
| 191 |
if(server_started) |
| 192 |
{ |
| 193 |
FLsPublic_Event( EV_KILLED, &i ); |
| 194 |
} |
| 195 |
|
| 196 |
} |
| 197 |
|
| 198 |
//Server respawning |
| 199 |
if(server_started) |
| 200 |
{ |
| 201 |
int Actions; |
| 202 |
if(i == 0) |
| 203 |
{ |
| 204 |
Actions = ONgGameState->Input.Current.Actions1; |
| 205 |
} |
| 206 |
else |
| 207 |
{ |
| 208 |
Actions = PlayerList[i]->InputFromClient.Actions1; |
| 209 |
} |
| 210 |
|
| 211 |
if(ONgGameState->GameTime - PlayerList[i]->DeathTime > TicksToRespawn && |
| 212 |
(Actions & (Action_Punch | Action_Kick)) ) |
| 213 |
{ |
| 214 |
FLrPlayerRespawn( i ); |
| 215 |
|
| 216 |
FLsPublic_Event( EV_RESPAWN, &i ); |
| 217 |
} |
| 218 |
else |
| 219 |
{ |
| 220 |
continue; |
| 221 |
} |
| 222 |
} |
| 223 |
else //clients?! |
| 224 |
{ |
| 225 |
continue; |
| 226 |
} |
| 227 |
} |
| 228 |
|
| 229 |
PlayerList[i]->state = STATE_ALIVE; |
| 230 |
|
| 231 |
if( client_connected && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Class ) ) |
| 232 |
{ |
| 233 |
if(PlayerList[i]->Class) |
| 234 |
{ |
| 235 |
ONrCharacter_SetCharacterClass( PlayerList[i]->Chr, PlayerList[i]->Class ); |
| 236 |
} |
| 237 |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Class ); |
| 238 |
} |
| 239 |
|
| 240 |
if( client_connected && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Facing ) ) |
| 241 |
{ |
| 242 |
PlayerList[i]->Chr->Facing = PlayerList[i]->Facings.Facing; |
| 243 |
if(i != client_slot) |
| 244 |
{ |
| 245 |
PlayerList[i]->Chr->DesiredFacing = PlayerList[i]->Facings.DesiredFacing; |
| 246 |
} |
| 247 |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Facing ); |
| 248 |
} |
| 249 |
|
| 250 |
if(Active_Player == 0) continue; |
| 251 |
|
| 252 |
|
| 253 |
|
| 254 |
// Active_Player->PlayingFilm.Flags = 1; |
| 255 |
|
| 256 |
Active_Input = &(Active_Player->Input); |
| 257 |
|
| 258 |
|
| 259 |
if( (server_started && i !=0) || !server_started ) |
| 260 |
{ |
| 261 |
Active_Input->Stop.Actions1 = ~PlayerList[i]->Input.Actions1 & Active_Input->Current.Actions1; |
| 262 |
Active_Input->Stop.Actions2 = ~PlayerList[i]->Input.Actions2 & Active_Input->Current.Actions2; |
| 263 |
Active_Input->Start.Actions1 = ~Active_Input->Current.Actions1 & PlayerList[i]->Input.Actions1; |
| 264 |
Active_Input->Start.Actions2 = ~Active_Input->Current.Actions2 & PlayerList[i]->Input.Actions2; |
| 265 |
|
| 266 |
Active_Input->Current.Actions1 = PlayerList[i]->Input.Actions1; |
| 267 |
Active_Input->Current.Actions2 = PlayerList[i]->Input.Actions2; |
| 268 |
Active_Input->Stopped.Actions1 = ~Active_Input->Current.Actions1; |
| 269 |
Active_Input->Stopped.Actions2 = ~Active_Input->Current.Actions2; |
| 270 |
if(client_connected && i == client_slot) |
| 271 |
{ |
| 272 |
Active_Input->MouseDeltaX = ONgGameState->Input.MouseDeltaX; |
| 273 |
Active_Input->MouseDeltaY = ONgGameState->Input.MouseDeltaY; |
| 274 |
} |
| 275 |
else |
| 276 |
{ |
| 277 |
Active_Input->MouseDeltaX = PlayerList[i]->Input.MouseDeltaX; |
| 278 |
Active_Input->MouseDeltaY = PlayerList[i]->Input.MouseDeltaY; |
| 279 |
} |
| 280 |
} |
| 281 |
|
| 282 |
{ |
| 283 |
void* ConsoleAnimation = 0; |
| 284 |
TMrInstance_GetDataPtr( 'TRAM', "KONOKOwatch_idle", &ConsoleAnimation); |
| 285 |
|
| 286 |
if(!Active_Player->IsInAir && Active_Input->Current.Actions1 & (Action_Console | Action_PauseScreen) |
| 287 |
&& !(PlayerList[i]->Chr->Flags & ONcCharacterFlag_BeingThrown) |
| 288 |
&& Active_Player->ThrowTargetCharacter != -1) |
| 289 |
{ |
| 290 |
if(ConsoleAnimation && ConsoleAnimation != Active_Player->Animation) |
| 291 |
{ |
| 292 |
ONrCharacter_SetAnimationExternal(PlayerList[i]->Chr, Active_Player->AnimationFromState, ConsoleAnimation, 10); |
| 293 |
Player->Flags |= 0x00200000; |
| 294 |
Active_Player->ForcedAnimationFrames = -1;// TRrAnimation_GetDuration(ConsoleAnimation); |
| 295 |
} |
| 296 |
} |
| 297 |
else if(Active_Input->Stopped.Actions1 & (Action_Console | Action_PauseScreen) ) |
| 298 |
{ |
| 299 |
Active_Player->ForcedAnimationFrames = 0; |
| 300 |
} |
| 301 |
|
| 302 |
} |
| 303 |
|
| 304 |
//Check for character switching requests |
| 305 |
if(server_started && PlayerList[i]->Chr->Health != 0 |
| 306 |
&& PlayerList[i]->InputFromClient.Actions1 & Action_Block) |
| 307 |
{ |
| 308 |
if( PlayerList[i]->ShapeshiftCooldown < ONgGameState->GameTime) |
| 309 |
{ |
| 310 |
int error; |
| 311 |
|
| 312 |
|
| 313 |
|
| 314 |
ONCC *newClass; |
| 315 |
short numClasses = (short)TMrInstance_GetTagCount('ONCC'); |
| 316 |
/* |
| 317 |
if(Active_Player->Input.Start.Actions1 & Action_Block) |
| 318 |
{ |
| 319 |
//This might not be getting hit. Find out why, eh? |
| 320 |
PlayerList[i]->ShapeshiftCooldown = ONgGameState->GameTime + 15; |
| 321 |
} |
| 322 |
else |
| 323 |
{ |
| 324 |
PlayerList[i]->ShapeshiftCooldown = ONgGameState->GameTime + 5; |
| 325 |
} |
| 326 |
*/ |
| 327 |
|
| 328 |
PlayerList[i]->ShapeshiftCooldown = ONgGameState->GameTime + 15; |
| 329 |
|
| 330 |
if (PlayerList[i]->InputFromClient.Actions1 & Action_Crouch) { |
| 331 |
Player->ONCCnumber += numClasses - 1; |
| 332 |
} |
| 333 |
else { |
| 334 |
Player->ONCCnumber += 1; |
| 335 |
} |
| 336 |
|
| 337 |
if (numClasses > 0) { |
| 338 |
Player->ONCCnumber = Player->ONCCnumber % numClasses; |
| 339 |
|
| 340 |
error = TMrInstance_GetDataPtr_ByNumber('ONCC', Player->ONCCnumber, &newClass); |
| 341 |
|
| 342 |
if ((newClass != NULL) && (!error)) { |
| 343 |
ONrCharacter_SetCharacterClass(Player, newClass); |
| 344 |
} |
| 345 |
} |
| 346 |
|
| 347 |
} |
| 348 |
} |
| 349 |
else |
| 350 |
{ |
| 351 |
PlayerList[i]->ShapeshiftCooldown = 0; |
| 352 |
} |
| 353 |
if(client_connected) { |
| 354 |
|
| 355 |
if( DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Position) ) |
| 356 |
{ |
| 357 |
//Active_Player->PhyContext->Position = PlayerList[i]->Position; |
| 358 |
|
| 359 |
Active_Player->PhyContext->Position.X = |
| 360 |
(PlayerList[i]->Position.X + Active_Player->PhyContext->Position.X) / 2; |
| 361 |
|
| 362 |
Active_Player->PhyContext->Position.Y = |
| 363 |
(PlayerList[i]->Position.Y + Active_Player->PhyContext->Position.Y) / 2; |
| 364 |
|
| 365 |
Active_Player->PhyContext->Position.Z = |
| 366 |
(PlayerList[i]->Position.Z + Active_Player->PhyContext->Position.Z) / 2; |
| 367 |
|
| 368 |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Position ); |
| 369 |
} |
| 370 |
|
| 371 |
|
| 372 |
|
| 373 |
|
| 374 |
if (!(Player->Flags & ONcCharacterFlag_BeingThrown) && |
| 375 |
DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Animation) && (PlayerList[i]->Animation)) |
| 376 |
{ |
| 377 |
// get a pointer to the animation |
| 378 |
|
| 379 |
|
| 380 |
if (PlayerList[i]->Animation != Active_Player->Animation) |
| 381 |
{ |
| 382 |
|
| 383 |
/////////////////////////////////// |
| 384 |
//TODO: Check age of animation |
| 385 |
/////////////////////////////////// |
| 386 |
// set the characters animation |
| 387 |
/*ONrCharacter_SetAnimationInternal(Player, |
| 388 |
Active_Player, |
| 389 |
Active_Player->AnimationToState, |
| 390 |
0, |
| 391 |
PlayerList[i]->Animation);*/ |
| 392 |
//ONrCharacter_NewAnimationHook(Player, Active_Player); |
| 393 |
ONrCharacter_SetAnimationExternal(Player, TRrAnimation_GetFrom(PlayerList[i]->Animation), PlayerList[i]->Animation, 1); |
| 394 |
//ONrCharacter_NewAnimationHook(Player, Active_Player); |
| 395 |
} |
| 396 |
|
| 397 |
|
| 398 |
} |
| 399 |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Animation ); |
| 400 |
|
| 401 |
//Disabled Frame syncing for now. In most cases it won't be useful. |
| 402 |
if(0 && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_FramePing) && PlayerList[i]->Frame != -1 |
| 403 |
//&& !DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Animation) |
| 404 |
) |
| 405 |
{ |
| 406 |
if( abs(PlayerList[i]->Frame - Active_Player->Frame) > 2 ) |
| 407 |
{ |
| 408 |
short AnimationLength; |
| 409 |
AnimationLength = TRrAnimation_GetDuration(Active_Player->Animation); |
| 410 |
if (PlayerList[i]->Frame >= AnimationLength) |
| 411 |
{ |
| 412 |
Active_Player->Frame = AnimationLength - 1; |
| 413 |
//Active_Player->Frame = 0; |
| 414 |
} |
| 415 |
else |
| 416 |
{ |
| 417 |
Active_Player->Frame = PlayerList[i]->Frame; |
| 418 |
} |
| 419 |
} |
| 420 |
|
| 421 |
} |
| 422 |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_FramePing ); |
| 423 |
|
| 424 |
//Increment frame in case we were waiting |
| 425 |
PlayerList[i]->Frame++; |
| 426 |
|
| 427 |
if (DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Throws) |
| 428 |
&& PlayerList[i]->ThrowData.throwName[0] != 0) |
| 429 |
{ |
| 430 |
if(PlayerList[PlayerList[i]->ThrowData.throwing]) |
| 431 |
{ |
| 432 |
short throwTarget = PlayerList[PlayerList[i]->ThrowData.throwing]->spawnnumber; |
| 433 |
/*if ((throwTarget != Active_Player->throwing) && |
| 434 |
(PlayerList[i]->ThrowData.throwFrame < 10))*/ |
| 435 |
{ |
| 436 |
void *throw_animation; |
| 437 |
ActiveCharacter* Target; |
| 438 |
// get the animation |
| 439 |
|
| 440 |
TMrInstance_GetDataPtr( |
| 441 |
'TRAM', |
| 442 |
PlayerList[i]->ThrowData.throwName, |
| 443 |
&throw_animation); |
| 444 |
//if (error) return; |
| 445 |
|
| 446 |
// set the throw target |
| 447 |
Active_Player->ThrowTargetCharacter = &ONgGameState->CharacterStorage[throwTarget]; |
| 448 |
Target = ONrGetActiveCharacter(Active_Player->ThrowTargetCharacter); |
| 449 |
//if (/*(Target->Animation != throw_animation) &&*/ |
| 450 |
// (OldAnimation != Animation) && |
| 451 |
// !(Active_Player->ThrowTargetCharacter->Flags & ONcCharacterFlag_BeingThrown)) |
| 452 |
// Target->thrownBy == - |
| 453 |
{ |
| 454 |
// set the throw variables |
| 455 |
Active_Player->targetThrow = throw_animation; |
| 456 |
Active_Player->throwing = throwTarget; |
| 457 |
|
| 458 |
// run the throw |
| 459 |
ONrCharacter_NewAnimationHook(Player, Active_Player); |
| 460 |
|
| 461 |
//if (Active_Player->ThrowTargetCharacter) |
| 462 |
{ |
| 463 |
// Target->Frame += 2; |
| 464 |
//DDrConsole_PrintF("Thrown by player %hi", Player->Number ); |
| 465 |
//DDrStartupMessage("Thrown by player %hi", Player->Number ); |
| 466 |
Target->thrownBy = Player->Number & 0x00ff; |
| 467 |
} |
| 468 |
} |
| 469 |
} |
| 470 |
} |
| 471 |
else |
| 472 |
{ |
| 473 |
DDrConsole_PrintF("Warning, tried to throw nonexistant player %hi", |
| 474 |
PlayerList[i]->ThrowData.throwing ); |
| 475 |
} |
| 476 |
} |
| 477 |
|
| 478 |
//Always discard old throw data, even if it isnt applied |
| 479 |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Throws ); |
| 480 |
} |
| 481 |
|
| 482 |
|
| 483 |
} |
| 484 |
|
| 485 |
if(server_started) |
| 486 |
{ |
| 487 |
if(ONgGameState->GameTime % 120 == 0) |
| 488 |
{ |
| 489 |
FLsPingAll(); |
| 490 |
} |
| 491 |
|
| 492 |
if(PlayerList[0]) |
| 493 |
{ |
| 494 |
PlayerList[0]->InputFromClient.Actions1 = ONgGameState->Input.Current.Actions1; |
| 495 |
PlayerList[0]->InputFromClient.Actions2 = ONgGameState->Input.Current.Actions2; |
| 496 |
PlayerList[0]->InputFromClient.MouseDeltaX = ONgGameState->Input.MouseDeltaX; |
| 497 |
PlayerList[0]->InputFromClient.MouseDeltaY = ONgGameState->Input.MouseDeltaY; |
| 498 |
} |
| 499 |
FLsSendPlayerData(); |
| 500 |
} |
| 501 |
MultiplayerStatus.PleaseUpdateAllPlayers = 0; |
| 502 |
return ONgGameState; |
| 503 |
} |
| 504 |
|
| 505 |
void FLrPlayerDisconnect( int Player ) |
| 506 |
{ |
| 507 |
if(server_started) |
| 508 |
{ |
| 509 |
//FLsPublic_Event(EV_DISCONNECT, &Player ); |
| 510 |
MultiplayerStatus.PleaseUpdateAllPlayers = 1; |
| 511 |
} |
| 512 |
//Kill off the character in another function, please |
| 513 |
//ONrCharacter_SetHitPoints( PlayerList[Player]->Chr, 0); |
| 514 |
|
| 515 |
memset(PlayerList[Player], 0, sizeof(player_info)); |
| 516 |
PlayerList[Player] = 0; |
| 517 |
|
| 518 |
|
| 519 |
|
| 520 |
return; |
| 521 |
} |
| 522 |
|
| 523 |
void FLrPlayerRespawn( int Player ) |
| 524 |
{ |
| 525 |
PlayerList[Player]->state = STATE_ALIVE; |
| 526 |
ONrCorpse_Create(PlayerList[Player]->Chr); |
| 527 |
ONrCharacter_SetHitPoints( PlayerList[Player]->Chr, PlayerList[Player]->Chr->MaxHealth ); |
| 528 |
} |
| 529 |
|
| 530 |
|
| 531 |
void* ScoreboardInstance = 0; |
| 532 |
void FLrRun_Scores() |
| 533 |
{ |
| 534 |
if(client_connected || server_started) |
| 535 |
{ |
| 536 |
if(!ScoreboardInstance){ |
| 537 |
void* TSFFTahoma; |
| 538 |
TMrInstance_GetDataPtr( 'TSFF', "Tahoma", &TSFFTahoma); |
| 539 |
TSrContext_New( TSFFTahoma, 7, 1, 1, 0, &ScoreboardInstance); |
| 540 |
} |
| 541 |
if(ScoreboardInstance){ |
| 542 |
const int white = 0x00FFFFFF; |
| 543 |
const int green = 0x0000FF00; |
| 544 |
const int red = 0x00FF0000; |
| 545 |
const int blue = 0x000000FF; |
| 546 |
int i; |
| 547 |
char DrawString[255]; |
| 548 |
const int LineHeight = 15; |
| 549 |
IMtPoint2D DrawLocation = {25, 20}; |
| 550 |
TSrContext_SetShade(ScoreboardInstance, white); |
| 551 |
TSrContext_DrawText(ScoreboardInstance, "Oni Flatline build " __DATE__ " " __TIME__, 255, 0, &DrawLocation); |
| 552 |
TSrContext_SetShade(ScoreboardInstance, white); |
| 553 |
DrawLocation.y += LineHeight; |
| 554 |
DrawLocation.x = 25; |
| 555 |
TSrContext_DrawText(ScoreboardInstance, "Name", 255, 0, &DrawLocation); |
| 556 |
DrawLocation.x += 150; |
| 557 |
TSrContext_DrawText(ScoreboardInstance, "Score", 255, 0, &DrawLocation); |
| 558 |
DrawLocation.x += 50; |
| 559 |
TSrContext_DrawText(ScoreboardInstance, "Ping", 255, 0, &DrawLocation); |
| 560 |
for(i = 0; i <MAX_PLAYERS; i++) |
| 561 |
{ |
| 562 |
if(PlayerList[i] == 0 || PlayerList[i]->Chr == 0) continue; |
| 563 |
|
| 564 |
DrawLocation.x = 10; |
| 565 |
DrawLocation.y += LineHeight; |
| 566 |
|
| 567 |
sprintf(DrawString, "%i.", i ); |
| 568 |
TSrContext_DrawText(ScoreboardInstance, DrawString, 255, 0, &DrawLocation); |
| 569 |
DrawLocation.x += 15; |
| 570 |
|
| 571 |
if(PlayerList[i]->Chr && PlayerList[i]->Chr->Health == 0) |
| 572 |
{ |
| 573 |
TSrContext_SetShade(ScoreboardInstance, red); |
| 574 |
} |
| 575 |
else if (i == client_slot) |
| 576 |
{ |
| 577 |
TSrContext_SetShade(ScoreboardInstance, green); |
| 578 |
} |
| 579 |
TSrContext_DrawText(ScoreboardInstance, PlayerList[i]->name, 255, 0, &DrawLocation); |
| 580 |
TSrContext_SetShade(ScoreboardInstance, white); |
| 581 |
DrawLocation.x += 150; |
| 582 |
sprintf(DrawString, "%i", PlayerList[i]->Chr->Damage); |
| 583 |
TSrContext_DrawText(ScoreboardInstance, DrawString, 255, 0, &DrawLocation); |
| 584 |
DrawLocation.x += 50; |
| 585 |
sprintf(DrawString, "%i", PlayerList[i]->Ping); |
| 586 |
TSrContext_DrawText(ScoreboardInstance, DrawString, 255, 0, &DrawLocation); |
| 587 |
} |
| 588 |
} |
| 589 |
} |
| 590 |
} |
| 591 |
|
| 592 |
bool FlatlineInitialize() |
| 593 |
{ |
| 594 |
|
| 595 |
memset( Players, 0, sizeof( player_info ) * MAX_PLAYERS ); |
| 596 |
memset( PlayerList, 0, 4 * MAX_PLAYERS ); |
| 597 |
memset( &MultiplayerStatus, 0, sizeof( multiplayer_status )); |
| 598 |
return 1; |
| 599 |
} |