// client processing of the incoming network stream #include "cube.h" extern int clientnum; extern bool c2sinit, senditemstoserver; extern string clientpassword; void neterr(char *s) { conoutf("illegal network message (%s)", s); disconnect(); }; void changemapserv(char *name, int mode) // forced map change from the server { gamemode = mode; load_world(name); }; void changemap(char *name) // request map change, server may ignore { addmsg(SV_MAPCHANGE, "rsi", name, nextmode); }; // update the position of other clients in the game in our world // don't care if he's in the scenery or other players, // just don't overlap with our client void updatepos(playerent *d) { const float r = player1->radius+d->radius; const float dx = player1->o.x-d->o.x; const float dy = player1->o.y-d->o.y; const float dz = player1->o.z-d->o.z; const float rz = player1->aboveeye+d->eyeheight; const float fx = (float)fabs(dx), fy = (float)fabs(dy), fz = (float)fabs(dz); if(fxstate!=CS_DEAD) { if(fxo.y += dy<0 ? r-fy : -(r-fy); // push aside else d->o.x += dx<0 ? r-fx : -(r-fx); }; int lagtime = lastmillis-d->lastupdate; if(lagtime) { d->plag = (d->plag*5+lagtime)/6; d->lastupdate = lastmillis; }; }; extern void trydisconnect(); #define CN_CHECK if(!players.inrange(cn)) { conoutf("invalid client (msg %i)", type); return; }; //#define SENDER_CHECK if(sender<0) { conoutf("invalid sender (msg %i)", type); return; }; void parsepositions(ucharbuf &p) { int cn = -1, type; playerent *d = NULL; while(p.remaining()) switch(type = getint(p)) { case SV_POS: // position of another client { cn = getint(p); d = getclient(cn); if(!d) return; d->o.x = getuint(p)/DMF; d->o.y = getuint(p)/DMF; d->o.z = getuint(p)/DMF; d->yaw = getuint(p)/DAF; d->pitch = getint(p)/DAF; d->roll = getint(p)/DAF; d->vel.x = getint(p)/DVF; d->vel.y = getint(p)/DVF; d->vel.z = getint(p)/DVF; int f = getint(p); d->strafe = (f&3)==3 ? -1 : f&3; f >>= 2; d->move = (f&3)==3 ? -1 : f&3; d->onfloor = (f>>2)&1; int state = f>>3; if(state==CS_DEAD && d->state!=CS_DEAD) d->lastaction = lastmillis; d->state = state; if(!demoplayback) updatepos(d); break; }; default: neterr("type"); return; }; }; void parsemessages(int cn, playerent *d, ucharbuf &p) { static char text[MAXTRANS]; int type; bool mapchanged = false; bool c2si = false; bool gib=false; while(p.remaining()) switch(type = getint(p)) { case SV_INITS2C: // welcome messsage from the server { int mycn = getint(p), prot = getint(p); if(prot!=PROTOCOL_VERSION) { conoutf("you are using a different game protocol (you: %d, server: %d)", PROTOCOL_VERSION, prot); disconnect(); return; }; clientnum = mycn; // we are now fully connected bool firstplayer = !getint(p); if(getint(p) > 0) { conoutf("INFO: this server is password protected"); sendpwd = true; }; if(firstplayer && getclientmap()[0]) changemap(getclientmap()); // we are the first client on this server, set map break; }; case SV_SOUND: playsound(getint(p), &d->o); break; case SV_TEXT: getstring(text, p); conoutf("%s:\f %s", d->name, &text); break; case SV_MAPCHANGE: getstring(text, p); changemapserv(text, getint(p)); mapchanged = true; break; case SV_ITEMLIST: { int n; if(mapchanged) { senditemstoserver = false; resetspawns(); }; while((n = getint(p))!=-1) if(mapchanged) setspawn(n, true); break; }; case SV_MAPRELOAD: // server requests next map { getint(p); s_sprintfd(nextmapalias)("nextmap_%s", getclientmap()); char *map = getalias(nextmapalias); // look up map in the cycle changemap(map ? map : getclientmap()); break; }; case SV_INITC2S: // another client either connected or changed name/team { getstring(text, p); if(d->name[0]) // already connected { if(strcmp(d->name, text)) conoutf("%s is now known as %s", d->name, &text); } else // new client { c2sinit = false; // send new players my info again conoutf("connected: %s", &text); gun_changed = true; // Added by Rick: If we are the host("the bot owner"), tell the bots // to update their stats if (ishost()) BotManager.LetBotsUpdateStats(); // End add by Rick }; s_strcpy(d->name, text); getstring(text, p); s_strcpy(d->team, text); d->skin = getint(p); d->lifesequence = getint(p); c2si = true; break; }; case SV_CDIS: { int cn = getint(p); if(!(d = getclient(cn))) break; if(d->name[0]) conoutf("player %s disconnected", d->name); zapplayer(players[cn]); break; }; case SV_SHOT: { int gun = getint(p); vec s, e; s.x = getint(p)/DMF; s.y = getint(p)/DMF; s.z = getint(p)/DMF; e.x = getint(p)/DMF; e.y = getint(p)/DMF; e.z = getint(p)/DMF; if(gun==GUN_SHOTGUN) createrays(s, e); d->lastaction = lastmillis; d->lastattackgun = gun; shootv(gun, s, e, d, false, getint(p)); break; }; case SV_GIBDAMAGE: gib = true; case SV_DAMAGE: { int target = getint(p); int damage = getint(p); int ls = getint(p); if(target==clientnum) { if(ls==player1->lifesequence) selfdamage(damage, cn, d, gib); } else { playerent *victim = getclient(target); playsound(S_PAIN1+rnd(5), &victim->o); victim->lastpain = lastmillis; }; gib = false; break; } case SV_GIBDIED: gib = true; case SV_DIED: { int actor = getint(p); if(actor==cn) { conoutf("%s suicided", d->name); } else if(actor==clientnum) { int frags; if(isteam(player1->team, d->team)) { frags = -1; conoutf("you fragged a teammate (%s)", d->name); } else { frags = 1; conoutf("you fragged %s", d->name); }; addmsg(SV_FRAGS, "ri", player1->frags += frags); if(gib) addgib(d); } else { playerent *a = getclient(actor); if(a) { if(isteam(a->team, d->name)) { conoutf("%s fragged his teammate (%s)", a->name, d->name); } else { conoutf("%s fragged %s", a->name, d->name); }; if(gib) addgib(d); }; }; playsound(S_DIE1+rnd(2), &d->o); if(!c2si) d->lifesequence++; gib = false; break; }; case SV_FRAGS: CN_CHECK; players[cn]->frags = getint(p); break; case SV_RESUME: { int cn = getint(p), frags = getint(p), flags = getint(p); playerent *d = cn==clientnum ? player1 : getclient(cn); if(d) { d->frags = frags; d->flagscore = flags; }; break; }; case SV_ITEMPICKUP: setspawn(getint(p), false); getint(p); break; case SV_ITEMSPAWN: { uint i = getint(p); setspawn(i, true); break; }; case SV_ITEMACC: // server acknowledges that I picked up this item realpickup(getint(p), player1); break; case SV_EDITH: // coop editing messages, should be extended to include all possible editing ops case SV_EDITT: case SV_EDITS: case SV_EDITD: case SV_EDITE: { int x = getint(p); int y = getint(p); int xs = getint(p); int ys = getint(p); int v = getint(p); block b = { x, y, xs, ys }; switch(type) { case SV_EDITH: editheightxy(v!=0, getint(p), b); break; case SV_EDITT: edittexxy(v, getint(p), b); break; case SV_EDITS: edittypexy(v, b); break; case SV_EDITD: setvdeltaxy(v, b); break; case SV_EDITE: editequalisexy(v!=0, b); break; }; break; }; case SV_EDITENT: // coop edit of ent { uint i = getint(p); while((uint)ents.length()<=i) ents.add().type = NOTUSED; int to = ents[i].type; ents[i].type = getint(p); ents[i].x = getint(p); ents[i].y = getint(p); ents[i].z = getint(p); ents[i].attr1 = getint(p); ents[i].attr2 = getint(p); ents[i].attr3 = getint(p); ents[i].attr4 = getint(p); ents[i].spawned = false; if(ents[i].type==LIGHT || to==LIGHT) calclight(); break; }; case SV_PONG: addmsg(SV_CLIENTPING, "i", player1->ping = (player1->ping*5+lastmillis-getint(p))/6); break; case SV_CLIENTPING: CN_CHECK; players[cn]->ping = getint(p); break; case SV_GAMEMODE: nextmode = getint(p); break; case SV_TIMEUP: timeupdate(getint(p)); break; case SV_RECVMAP: { getstring(text, p); conoutf("received map \"%s\" from server, reloading..", &text); int mapsize = getint(p); if(p.remaining() < mapsize) { p.forceoverread(); break; }; writemap(text, mapsize, &p.buf[p.len]); p.len += mapsize; changemapserv(text, gamemode); break; }; case SV_WEAPCHANGE: { CN_CHECK; players[cn]->gunselect = getint(p); break; }; case SV_SERVMSG: getstring(text, p); conoutf("%s", text); break; // EDIT: AH case SV_FLAGINFO: { int flag = getint(p); if(flag<0||flag>1) return; flaginfo &f = flaginfos[flag]; f.state = getint(p); int action = getint(p); if(f.state==CTFF_STOLEN) { int actor_cn = getint(p); f.actor = actor_cn == getclientnum() ? player1 : getclient(actor_cn); f.flag->spawned = false; } else if(f.state==CTFF_DROPPED) { f.flag->x = (ushort) (getint(p)/DMF); f.flag->y = (ushort) (getint(p)/DMF); f.flag->z = (ushort) (getint(p)/DMF); f.flag->z -= 4; float floor = (float)S(f.flag->x, f.flag->y)->floor; if(f.flag->z > hdr.waterlevel) // above water { if(floor < hdr.waterlevel) f.flag->z = hdr.waterlevel; // avoid dropping into water else f.flag->z = (short)floor; }; f.flag->spawned = true; } else if(f.state==CTFF_INBASE) { if(action==SV_FLAGRETURN) { int returnerer_cn = getint(p); f.actor = returnerer_cn == getclientnum() ? player1 : getclient(returnerer_cn); } f.flag->x = (ushort) f.originalpos.x; f.flag->y = (ushort) f.originalpos.y; f.flag->z = (ushort) f.originalpos.z; f.flag->spawned = true; }; flagaction(flag, action); break; }; case SV_FLAGS: { CN_CHECK; players[cn]->flagscore = getint(p); break; }; /* demo recording compat */ case SV_PING: getint(p); break; // End add default: neterr("type"); return; }; }; void localservertoclient(int chan, uchar *buf, int len) // processes any updates from the server { incomingdemodata(chan, buf, len); ucharbuf p(buf, len); switch(chan) { case 0: parsepositions(p); break; case 1: parsemessages(-1, NULL, p); break; case 2: while(p.remaining()) { int cn = p.get(); playerent *d = getclient(cn); int len = p.get(); len += p.get()<<8; ucharbuf q(&p.buf[p.len], min(len, p.maxlen-p.len)); if(d) parsemessages(cn, d, q); p.len += min(len, p.maxlen-p.len); }; break; case 3: parsemessages(-1, NULL, p); break; case 42: // player1 demo data only extern int democlientnum; parsemessages(democlientnum, getclient(democlientnum), p); break; }; };