// 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;
load_world(name);
};
void changemap(char *name) // request map change, server may ignore
{
strcpy_s(toservermap, name);
};
// 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(dynent *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(fx<r && fy<r && fz<rz && d->state!=CS_DEAD)
{
if(fx<fy) d->o.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;
};
};
void localservertoclient(uchar *buf, int len) // processes any updates from the server
{
if(ENET_NET_TO_HOST_16(*(ushort *)buf)!=len) neterr("packet length");
incomingdemodata(buf, len);
uchar *end = buf+len;
uchar *p = buf+2;
char text[MAXTRANS];
int cn = -1, type;
dynent *d = NULL;
bool mapchanged = false;
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);
d = getclient(cn);
if(!d) return;
d->o.x = getint(p)/DMF;
d->o.y = getint(p)/DMF;
d->o.z = getint(p)/DMF;
d->yaw = getint(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;
};
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 = { ents[i].x, ents[i].y, 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 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_PING:
getint(p);
break;
case SV_PONG:
addmsg(0, 2, SV_CLIENTPING, player1->ping = (player1->ping*5+lastmillis-getint(p))/6);
break;
case SV_CLIENTPING:
players[cn]->ping = getint(p);
break;
case SV_GAMEMODE:
nextmode = getint(p);
break;
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;
};
};