1 |
#include "Flatline.h" |
2 |
#include "Flatline_Server.h" |
3 |
|
4 |
//I hereby apologize for the uglyness of the below code. |
5 |
//It was never intended to be "final" code, much less shared with anyone |
6 |
|
7 |
int total_players = 0; |
8 |
uint16_t max_connections = MAX_CONNECTIONS; |
9 |
|
10 |
player_info* FLrServer_AddPlayer(int ip, char* name, bool is_server, bool is_bot) { |
11 |
flatline_packet new_char = {0}; |
12 |
CharacterObject* Char; |
13 |
uint32_t player_slot = 0; |
14 |
int playerlist_slot = 0; |
15 |
|
16 |
if(is_server || total_players < max_connections) { |
17 |
|
18 |
int i = 0; |
19 |
int k = 0; |
20 |
|
21 |
//Skip for the host |
22 |
if(!is_server) |
23 |
{ |
24 |
char* zero = strchr(name, 0); |
25 |
playerlist_slot = FLr_FindEmptyListSlot(); |
26 |
|
27 |
total_players++; |
28 |
|
29 |
//checks to see if a name exists or not |
30 |
//then appends [#] on the end of it if it does |
31 |
//May be buggy, come back to this. |
32 |
if(zero - name > 28) zero = name + 28; |
33 |
for(i = 0; i < max_connections; i++) { |
34 |
if(PlayerList[i] != 0 && !strcmp(name, PlayerList[i]->name)) { |
35 |
k++; |
36 |
sprintf(zero, "[%i]", k); |
37 |
i = 0; |
38 |
} |
39 |
} |
40 |
} |
41 |
|
42 |
new_char.new_player.Playernumber = playerlist_slot; |
43 |
|
44 |
//Set up a new Character structure to be spawned as the new player. |
45 |
//Can this code be surrounded with if(!is_server){}? |
46 |
Char = &new_char.new_player.Character; |
47 |
memset(Char, 0, sizeof(CharacterObject)); |
48 |
Char->Header.Type = 'CHAR'; |
49 |
sprintf(Char->OSD.Name,"%s",name); |
50 |
sprintf(Char->OSD.Class, "%s", "konoko_generic"); |
51 |
if(is_bot) { |
52 |
Char->OSD.MeleeID = 22; |
53 |
Char->OSD.JobID = 1; |
54 |
Char->OSD.MinimalAlertLevel = 4; |
55 |
Char->OSD.InvestigatingAlertLevel = 4; |
56 |
Char->OSD.InitialAlertLevel = 4; |
57 |
Char->OSD.StartJobAlertLevel = 4; |
58 |
} |
59 |
else if( !is_server ) |
60 |
{ |
61 |
Char->Header.Position.X = PlayerList[0]->Chr->Position.X; |
62 |
Char->Header.Position.Y = PlayerList[0]->Chr->Position.Y; |
63 |
Char->Header.Position.Z = PlayerList[0]->Chr->Position.Z; |
64 |
} |
65 |
|
66 |
//TMrInstance_GetDataPtr('ONCC', "striker_easy_1", PlayerList[playerlist_slot]->Chr->ONCC); |
67 |
|
68 |
new_char.id = NEW_PLAYER; |
69 |
if(!is_server) { |
70 |
ONrGameState_NewCharacter(Char, NULL, NULL, &(player_slot)); |
71 |
//move this to a set up characters function... |
72 |
if(!is_bot) ONgGameState->CharacterStorage[player_slot].charType = 0; |
73 |
|
74 |
PlayerList[playerlist_slot] = Players+player_slot; |
75 |
PlayerList[playerlist_slot]->spawnnumber = player_slot; |
76 |
PlayerList[playerlist_slot]->Chr = &(ONgGameState->CharacterStorage)[player_slot]; |
77 |
//PlayerList[playerlist_slot]->Chr->Flags = chr_dontaim | chr_unkillable; //&= 0xFFBFFFFF; //WTF |
78 |
if(!is_bot) PlayerList[playerlist_slot]->Chr->Flags &= 0xFFBFFFFF; //WTF, magic number. |
79 |
sprintf(PlayerList[playerlist_slot]->Chr->Name, "%.31s", name); |
80 |
UDPServer_SendToAll( (char*)&new_char, sizeof(new_player) + FLATLINE_HEADER ); |
81 |
|
82 |
} |
83 |
else { |
84 |
PlayerList[0] = Players; |
85 |
PlayerList[0]->Chr = (Character *)(((GameState * )(ONgGameState))->CharacterStorage); |
86 |
} |
87 |
|
88 |
//add player to list |
89 |
|
90 |
PlayerList[playerlist_slot]->ip = ip; |
91 |
PlayerList[playerlist_slot]->list_slot = playerlist_slot; |
92 |
sprintf(PlayerList[playerlist_slot]->name,"%.31s",name); |
93 |
|
94 |
return &Players[player_slot]; |
95 |
} |
96 |
return (player_info*)(-1); |
97 |
} |
98 |
|
99 |
void FLrServer_Initialize(){ |
100 |
FLrServer_AddPlayer(inet_addr("127.0.0.1"), "host", 1, 0); |
101 |
} |
102 |
|
103 |
//UDPServer_SendToAll |
104 |
//Sends a packet to all the clients currently connected. |
105 |
//Returns the number of players sent to. |
106 |
int UDPServer_SendToAll(void* packet, int size) { |
107 |
int j; |
108 |
int players = 0; |
109 |
sockaddr_in address; |
110 |
memset(&address, 0, sizeof(sockaddr_in)); |
111 |
address.sin_family = AF_INET; |
112 |
address.sin_addr.s_addr = htonl(INADDR_ANY); |
113 |
address.sin_port = htons(27777); |
114 |
for(j = 0; j < max_connections; j++) { |
115 |
if (PlayerList[j] != 0 && PlayerList[j]->ip && (PlayerList[j]->ip != inet_addr("127.0.0.1"))) { |
116 |
int sent_bytes; |
117 |
address.sin_addr.s_addr = htonl(PlayerList[j]->ip);//*((struct in_addr*)(int*)&(Players[j].ip)); |
118 |
sent_bytes = NetUDPServer_Send((sockaddr *) &address, (char*)packet, size); |
119 |
if(sent_bytes == SOCKET_ERROR) NetCatchError(); |
120 |
else players++; |
121 |
} |
122 |
} |
123 |
return players; |
124 |
} |
125 |
|
126 |
//Sends an event (door opening, player disconnecting, etc) to all players |
127 |
//Always make sure you send a pointer to this, even if it is just one arg. ;) |
128 |
void FLsPublic_Event( unsigned int eventIndex, int * args ) |
129 |
{ |
130 |
int numArgs = FLrEvent_GetNumArgs( eventIndex ); |
131 |
flatline_packet eventPacket = {0}; |
132 |
eventPacket.id = FLATLINE_EVENT; |
133 |
eventPacket.flatline_event.event_index = eventIndex; |
134 |
memcpy( eventPacket.flatline_event.intArray, args, sizeof(int) * numArgs ); |
135 |
UDPServer_SendToAll( &eventPacket, sizeof(int) * (numArgs + 1) + FLATLINE_HEADER ); |
136 |
} |
137 |
|
138 |
void PlayerDisconnect( int Player ) |
139 |
{ |
140 |
FLsPublic_Event(EV_DISCONNECT, &Player ); |
141 |
memset(PlayerList[Player], 0, sizeof(player_info)); |
142 |
return; |
143 |
} |