void Role::chooseRole(int r) { if (r < NROFROLES) { role = r; health = atoi(loadedRoles[role][HEALTH].c_str()); maxHealth = health; loadWeapons(role, 0); loadWeapons(role, 1); loadRoleSpecifics(role); movementSpeed = float(atof(loadedRoles[role][MOVEMENTSPEED].c_str())); jumpHeight = float(atof(loadedRoles[role][JUMPHEIGHT].c_str())); boundingBoxModifier = 0.55f; boundingBoxRadius = 0.9f; gainSpecial = true; currentWpn = 0; } }
int main(int argc, char *argv[]) { #ifdef PSPSDK pspDebugScreenInit(); SetupCallbacks(); #else // Shut down the server if we get a kill signal. signal( SIGINT, (sighandler_t) shutdownServer ); signal( SIGTERM, (sighandler_t) shutdownServer ); #endif /* Setup Data-Directory */ dataDir = CBuffer(argv[0]).replaceAll("\\", "/"); dataDir = dataDir.copy(0, dataDir.findl('/') + 1); programDir = dataDir; dataDir << "world/"; /* Main Initiating */ adminNames.load( __admin, sizeof(__admin) / sizeof(const char*) ); colourNames.load( __colours, sizeof(__colours) / sizeof(const char*) ); clothCommands.load( __cloths, sizeof(__cloths) / sizeof(const char*) ); defaultFiles.load( __defaultfiles, sizeof(__defaultfiles) / sizeof(const char*) ); playerIds.add(0); playerIds.add(0); npcIds.add(0); srand((int)time(NULL)); /* Load Important Files */ updateFile("rchelp.txt"); updateFile("rcmessage.txt"); updateFile("rules.txt"); updateFile("serverflags.txt"); updateFile("servermessage.html"); updateFile("foldersconfig.txt"); /* Load Settings */ if (!loadSettings("serveroptions.txt")) { errorOut("errorlog.txt", "Unable to load server settings.."); return 1; } /* Load Weapons */ if (!loadWeapons("weapons.txt")) { errorOut("errorlog.txt", "Unable to load weapons from weapons.txt.."); return 1; } /* Initialize Sockets */ serverSock.setType( SOCKET_TYPE_SERVER ); serverSock.setProtocol( SOCKET_PROTOCOL_TCP ); serverSock.setOptions( SOCKET_OPTION_NONBLOCKING ); serverSock.setDescription( "serverSock" ); CString empty; if ( serverSock.init( empty, serverPort ) ) return 1; // Connect server socket. if ( serverSock.connect() ) { errorOut("errorlog.txt", CString() << "SOCK ERROR: Unable to listen on port: " << serverPort); return 1; } /* Server Finished Loading */ printf("GServer 2 by 39ster\nSpecial thanks to Marlon, Agret, Pac300, 39ster and others for porting the \noriginal 1.39 gserver to 2.1\nServer listening on port: %s\nServer version: Build %s\n\n", serverPort.text(), listServerFields[3].text()); errorOut("serverlog.txt", "Server started"); if ( listServerFields[5] == "localhost" ) errorOut("serverlog.txt", "[DEBUG_LOCALHOSTMODE] Localhost mode is activated.\nListserver communication & account authentication are disabled.", true); serverRunning = true; if ( !(listServerFields[5] == "localhost") ) if (!lsConnected) ListServer_Connect(); while (serverRunning) { long long second = time(NULL); while (second == time(NULL)) { acceptNewPlayers(serverSock); for (int i = 0; i < newPlayers.count(); i ++) { CPlayer* player = (CPlayer*)newPlayers[i]; player->main(); if (player->deleteMe) { delete player; i--; } } for(int i = 0; i < playerList.count(); i++) { CPlayer* player = (CPlayer*)playerList[i]; player->main(); if(player->deleteMe) { delete player; i--; } } // Was moved so it can process faster. - Joey ListServer_Main(); wait(10); } doTimer(); gameTime ++; NOLEVEL->reset(); // Every 30 seconds if (gameTime % 30 == 0) { ListServer_Send(CPacket() << (char)SLSPING << "\n"); } // Every 10 seconds if (gameTime % 10 == 0) { CPacket pPacket; CString file; for (int i = 0; i < playerList.count(); i++) { CPlayer *player = (CPlayer *)playerList[i]; file << player->accountName << "," << player->nickName << "," << player->levelName << "," << toString(player->x) << "," << toString(player->y) << "," << toString(player->ap) << "\n"; } file.save("logs/playerlist.txt"); serverFlags.save("serverflags.txt"); } //Every 5 seconds? int current = getNWTime(); if (nwTime != current) { nwTime = current; for (int i = 0; i < playerList.count(); i++) { CPacket out; out << (char)NEWWORLDTIME; out.writeByte4(current); ((CPlayer*)playerList[i])->sendPacket(out); } } } }
void ItemManager::init() { loadItems(); loadArmors(); loadWeapons(); loadSkills(); }