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// client processing of the incoming network stream
#include "cube.h"
extern int clientnum;
extern bool c2sinit, senditemstoserver;
extern string toservermap;
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;
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// client processing of the incoming network stream
#include "cube.h"
extern int clientnum;
extern bool c2sinit, senditemstoserver;
extern string toservermap;
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;
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while (p < end)
switch (type = getint(p)) {
case SV_INITS2C: // welcome messsage from the server
{
cn = getint(p);
int prot = getint(p);
if (prot != PROTOCOL_VERSION) {
conoutf("you are using a different game "
"protocol (you: %d, server: %d)",
PROTOCOL_VERSION, prot);
disconnect();
return;
};
toservermap[0] = 0;
clientnum = cn; // we are now fully connected
if (!getint(p))
strcpy_s(toservermap,
getclientmap()); // we are the first client
// on this server, set map
sgetstr();
if (text[0] && strcmp(text, clientpassword)) {
conoutf("you need to set the correct password "
"to join this server!");
disconnect();
return;
};
if (getint(p) == 1) {
conoutf("server is FULL, disconnecting..");
};
break;
};
case SV_POS: // position of another client
{
cn = getint(p);
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while (p < end)
switch (type = getint(p)) {
case SV_INITS2C: // welcome messsage from the server
{
cn = getint(p);
int prot = getint(p);
if (prot != PROTOCOL_VERSION) {
conoutf(@"you are using a different game "
@"protocol (you: %d, server: %d)",
PROTOCOL_VERSION, prot);
disconnect();
return;
};
toservermap[0] = 0;
clientnum = cn; // we are now fully connected
if (!getint(p))
strcpy_s(toservermap,
getclientmap()); // we are the first client
// on this server, set map
sgetstr();
if (text[0] && strcmp(text, clientpassword)) {
conoutf(@"you need to set the correct password "
@"to join this server!");
disconnect();
return;
};
if (getint(p) == 1) {
conoutf(@"server is FULL, disconnecting..");
};
break;
};
case SV_POS: // position of another client
{
cn = getint(p);
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case SV_SOUND:
playsound(getint(p), &d->o);
break;
case SV_TEXT:
sgetstr();
conoutf("%s:\f %s", d->name, text);
break;
case SV_MAPCHANGE:
sgetstr();
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);
sprintf_sd(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
{
sgetstr();
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);
};
strcpy_s(d->name, text);
sgetstr();
strcpy_s(d->team, text);
d->lifesequence = getint(p);
break;
};
case SV_CDIS:
cn = getint(p);
if (!(d = getclient(cn)))
break;
conoutf("player %s disconnected",
d->name[0] ? d->name : "[incompatible client]");
zapdynent(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_SG)
createrays(s, e);
shootv(gun, s, e, d);
break;
};
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);
} else
playsound(
S_PAIN1 + rnd(5), &getclient(target)->o);
break;
};
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(1, 2, SV_FRAGS, player1->frags += frags);
} else {
dynent *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);
};
};
};
playsound(S_DIE1 + rnd(2), &d->o);
d->lifesequence++;
break;
};
case SV_FRAGS:
players[cn]->frags = getint(p);
break;
case SV_ITEMPICKUP:
setspawn(getint(p), false);
getint(p);
break;
case SV_ITEMSPAWN: {
uint i = getint(p);
setspawn(i, true);
if (i >= (uint)ents.length())
break;
vec v = {(float)ents[i].x, (float)ents[i].y,
(float)ents[i].z};
playsound(S_ITEMSPAWN, &v);
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
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case SV_SOUND:
playsound(getint(p), &d->o);
break;
case SV_TEXT:
sgetstr();
conoutf(@"%s:\f %s", d->name, text);
break;
case SV_MAPCHANGE:
sgetstr();
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);
sprintf_sd(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
{
sgetstr();
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);
};
strcpy_s(d->name, text);
sgetstr();
strcpy_s(d->team, text);
d->lifesequence = getint(p);
break;
}
case SV_CDIS:
cn = getint(p);
if (!(d = getclient(cn)))
break;
conoutf(@"player %s disconnected",
d->name[0] ? d->name : "[incompatible client]");
zapdynent(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_SG)
createrays(s, e);
shootv(gun, s, e, d);
break;
}
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);
} else
playsound(
S_PAIN1 + rnd(5), &getclient(target)->o);
break;
}
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(1, 2, SV_FRAGS, player1->frags += frags);
} else {
dynent *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);
}
}
}
playsound(S_DIE1 + rnd(2), &d->o);
d->lifesequence++;
break;
}
case SV_FRAGS:
players[cn]->frags = getint(p);
break;
case SV_ITEMPICKUP:
setspawn(getint(p), false);
getint(p);
break;
case SV_ITEMSPAWN: {
uint i = getint(p);
setspawn(i, true);
if (i >= (uint)ents.length())
break;
vec v = {(float)ents[i].x, (float)ents[i].y,
(float)ents[i].z};
playsound(S_ITEMSPAWN, &v);
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
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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_PING:
getint(p);
break;
case SV_PONG:
addmsg(0, 2, SV_CLIENTPING,
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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_PING:
getint(p);
break;
case SV_PONG:
addmsg(0, 2, SV_CLIENTPING,
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case SV_TIMEUP:
timeupdate(getint(p));
break;
case SV_RECVMAP: {
sgetstr();
conoutf("received map \"%s\" from server, reloading..",
text);
int mapsize = getint(p);
writemap(text, mapsize, p);
p += mapsize;
changemapserv(text, gamemode);
break;
};
case SV_SERVMSG:
sgetstr();
conoutf("%s", text);
break;
case SV_EXT: // so we can messages without breaking previous
// clients/servers, if necessary
{
for (int n = getint(p); n; n--)
getint(p);
break;
};
default:
neterr("type");
return;
};
};
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case SV_TIMEUP:
timeupdate(getint(p));
break;
case SV_RECVMAP: {
sgetstr();
conoutf(@"received map \"%s\" from server, reloading..",
text);
int mapsize = getint(p);
writemap(text, mapsize, p);
p += mapsize;
changemapserv(text, gamemode);
break;
}
case SV_SERVMSG:
sgetstr();
conoutf(@"%s", text);
break;
case SV_EXT: // so we can messages without breaking previous
// clients/servers, if necessary
{
for (int n = getint(p); n; n--)
getint(p);
break;
}
default:
neterr("type");
return;
}
}
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