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#include "Flatline.h" |
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#include "Flatline_Server.h" |
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#include <Windows.h> |
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|
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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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|
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int total_players = 0; |
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uint16_t max_connections = MAX_CONNECTIONS; |
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|
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player_info* FLrServer_AddPlayer(int ip, char* name, bool is_server, bool is_bot) { |
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flatline_packet new_char = {0}; |
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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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|
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if(is_server || total_players < max_connections) { |
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|
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int i = 0; |
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int k = 0; |
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|
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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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|
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total_players++; |
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|
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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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|
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new_char.new_player.Playernumber = playerlist_slot; |
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|
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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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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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Char->OSD.MeleeID = 22; |
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Char->OSD.JobID = 1; |
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Char->OSD.MinimalAlertLevel = 4; |
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Char->OSD.InvestigatingAlertLevel = 4; |
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Char->OSD.InitialAlertLevel = 4; |
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Char->OSD.StartJobAlertLevel = 4; |
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} |
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else if( !is_server ) |
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{ |
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Char->Header.Position.X = PlayerList[0]->Chr->Position.X; |
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Char->Header.Position.Y = PlayerList[0]->Chr->Position.Y; |
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Char->Header.Position.Z = PlayerList[0]->Chr->Position.Z; |
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} |
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|
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//TMrInstance_GetDataPtr('ONCC', "striker_easy_1", PlayerList[playerlist_slot]->Chr->ONCC); |
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|
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new_char.id = NEW_PLAYER; |
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if(!is_server) { |
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ONrGameState_NewCharacter(Char, NULL, NULL, &(player_slot)); |
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//move this to a set up characters function... |
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if(!is_bot) ONgGameState->CharacterStorage[player_slot].charType = 0; |
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|
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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 = &(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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|
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} |
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else { |
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PlayerList[0] = Players; |
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PlayerList[0]->Chr = (Character *)(((GameState * )(ONgGameState))->CharacterStorage); |
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} |
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|
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//add player to list |
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|
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PlayerList[playerlist_slot]->ip = ip; |
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PlayerList[playerlist_slot]->list_slot = playerlist_slot; |
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sprintf(PlayerList[playerlist_slot]->name,"%.31s",name); |
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|
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MultiplayerStatus.PleaseUpdateAllPlayers = 1; |
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|
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return &Players[player_slot]; |
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} |
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return (player_info*)(-1); |
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} |
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|
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void FLrServer_Initialize(){ |
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FLrServer_AddPlayer(inet_addr("127.0.0.1"), "host", 1, 0); |
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} |
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|
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//UDPServer_SendToAll |
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//Sends a packet to all the clients currently connected. |
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//Returns the number of players sent to. |
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int UDPServer_SendToAll(void* packet, int size) { |
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int j; |
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int players = 0; |
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sockaddr_in address; |
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memset(&address, 0, sizeof(sockaddr_in)); |
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address.sin_family = AF_INET; |
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address.sin_addr.s_addr = htonl(INADDR_ANY); |
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address.sin_port = htons(27777); |
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for(j = 0; j < max_connections; j++) { |
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if (PlayerList[j] != 0 && PlayerList[j]->ip && (PlayerList[j]->ip != inet_addr("127.0.0.1"))) { |
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int sent_bytes; |
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address.sin_addr.s_addr = htonl(PlayerList[j]->ip);//*((struct in_addr*)(int*)&(Players[j].ip)); |
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sent_bytes = NetUDPServer_Send((sockaddr *) &address, (char*)packet, size); |
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if(sent_bytes == SOCKET_ERROR) NetCatchError(); |
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else players++; |
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} |
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} |
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return players; |
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} |
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|
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//FLsPublic_Event |
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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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//If it is void the double door in State crashes. Probably stack corruption, |
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//I'm not sure exactly why. |
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//So we return 0 to stop that. |
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int FLsPublic_Event( const unsigned int eventIndex, const int * args ) |
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{ |
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int numArgs = FLrEvent_GetNumArgs( eventIndex ); |
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int ret; |
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flatline_packet eventPacket = {0}; |
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eventPacket.id = FLATLINE_EVENT; |
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eventPacket.flatline_event.event_index = eventIndex; |
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ret = memcpy( eventPacket.flatline_event.intArray, args, sizeof(int) * numArgs ); |
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ret = UDPServer_SendToAll( &eventPacket, sizeof(int) * (numArgs + 1) + FLATLINE_HEADER ); |
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return 0; |
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} |
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|
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void FLsPingAll() |
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{ |
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flatline_packet ping; |
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ping.id = PK_PING; |
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lastPingTime = ping.ping = GetTickCount(); |
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UDPServer_SendToAll(&ping, FLATLINE_HEADER + 4); |
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} |