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 |
memset( Players, 0, sizeof( player_info ) * MAX_PLAYERS ); |
595 |
memset( PlayerList, 0, 4 * MAX_PLAYERS ); |
596 |
memset( &MultiplayerStatus, 0, sizeof( multiplayer_status )); |
597 |
return 1; |
598 |
} |