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#include "Flatline.h" |
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#include "Flatline_Server.h" |
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//I hereby apologize for the uglyness of the below code. |
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//It was never intended to be "final" code, much less shared with anyone |
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int total_players = 0; |
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uint16_t max_connections = MAX_CONNECTIONS; |
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CharacterObject* Char; |
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uint32_t player_slot = 0; |
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int playerlist_slot = 0; |
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if(is_server) goto server; |
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if(total_players < max_connections) { |
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char* zero = strchr(name, 0); |
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if(is_server || total_players < max_connections) { |
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int i = 0; |
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int k = 0; |
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playerlist_slot = FLr_FindEmptyListSlot(); |
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total_players++; |
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//Skip for the host |
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if(!is_server) |
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{ |
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char* zero = strchr(name, 0); |
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playerlist_slot = FLr_FindEmptyListSlot(); |
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//send new player packet to all players |
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//char tempname[32] = {0}; |
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total_players++; |
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//checks to see if a name exists or not |
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//then appends [#] on the end of it if it does |
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if(zero - name > 28) zero = name + 28; |
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for(i = 0; i < max_connections; i++) { |
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if(PlayerList[i] != 0 && !strcmp(name, PlayerList[i]->name)) { |
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k++; |
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sprintf(zero, "[%i]", k); |
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i = 0; |
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//checks to see if a name exists or not |
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//then appends [#] on the end of it if it does |
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//May be buggy, come back to this. |
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if(zero - name > 28) zero = name + 28; |
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for(i = 0; i < max_connections; i++) { |
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if(PlayerList[i] != 0 && !strcmp(name, PlayerList[i]->name)) { |
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k++; |
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sprintf(zero, "[%i]", k); |
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i = 0; |
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} |
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} |
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} |
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server: ; |
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//memset( new_char, 0, sizeof(new_char); |
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//new_char = {0}; |
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new_char.new_player.Playernumber = playerlist_slot; |
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//Set up a new Character structure to be spawned as the new player. |
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//Can this code be surrounded with if(!is_server){}? |
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Char = &new_char.new_player.Character; |
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memset(Char, 0, sizeof(CharacterObject)); |
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Char->Header.Type = 'CHAR'; |
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//Char->OSD.Options = char_dontaim; |
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sprintf(Char->OSD.Name,"%s",name); |
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sprintf(Char->OSD.Class, "%s", "konoko_generic"); |
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if(is_bot) { |
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} |
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//TMrInstance_GetDataPtr('ONCC', "striker_easy_1", PlayerList[playerlist_slot]->Chr->ONCC); |
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new_char.id = NEW_PLAYER; |
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if(!is_server) { |
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PlayerList[playerlist_slot] = Players+player_slot; |
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PlayerList[playerlist_slot]->spawnnumber = player_slot; |
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PlayerList[playerlist_slot]->Chr = &((Character *)(((GameState * )(ONgGameState))->CharacterStorage))[player_slot]; |
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// PlayerList[playerlist_slot]->Chr->Flags = chr_dontaim | chr_unkillable; //&= 0xFFBFFFFF; //WTF |
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if(!is_bot) PlayerList[playerlist_slot]->Chr->Flags &= 0xFFBFFFFF; //WTF |
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PlayerList[playerlist_slot]->Chr = &(ONgGameState->CharacterStorage)[player_slot]; |
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//PlayerList[playerlist_slot]->Chr->Flags = chr_dontaim | chr_unkillable; //&= 0xFFBFFFFF; //WTF |
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if(!is_bot) PlayerList[playerlist_slot]->Chr->Flags &= 0xFFBFFFFF; //WTF, magic number. |
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sprintf(PlayerList[playerlist_slot]->Chr->Name, "%.31s", name); |
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UDPServer_SendToAll( (char*)&new_char, sizeof(new_player) + FLATLINE_HEADER ); |
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return players; |
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} |
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//Sends an event (door opening, player disconnecting, etc) to all players |
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//Always make sure you send a pointer to this, even if it is just one arg. ;) |
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void FLsPublic_Event( unsigned int eventIndex, int * args ) |
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{ |
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UDPServer_SendToAll( &eventPacket, sizeof(int) * (numArgs + 1) + FLATLINE_HEADER ); |
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} |
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void PlayerDisconnect( int Player ) |
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{ |
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FLsPublic_Event(EV_DISCONNECT, &Player ); |
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memset(PlayerList[Player], 0, sizeof(player_info)); |
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return; |
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} |