Beispiel #1
0
void rvPlayerStat::UnpackStats( const idBitMsg& msg ) {
	for( int i = 0; i < MAX_WEAPONS; i++ ) {
		weaponShots[ i ] = msg.ReadShort();
	}

	for( int i = 0; i < MAX_WEAPONS; i++ ) {
		weaponHits[ i ] = msg.ReadShort();
	}

	for( int i = 0; i < IGA_NUM_AWARDS; i++ ) {
		inGameAwards[ i ] = msg.ReadByte();
	}

	endGameAwards.SetNum( msg.ReadByte() );
	for( int i = 0; i < endGameAwards.Num(); i++ ) {
		endGameAwards[ i ] = (endGameAward_t)msg.ReadByte();
	}

	deaths = msg.ReadBits( ASYNC_PLAYER_DEATH_BITS );
	kills = msg.ReadBits( ASYNC_PLAYER_KILL_BITS );
}
Beispiel #2
0
/*
================
idMoveable::ReadFromSnapshot
================
*/
void idExplodingBarrel::ReadFromSnapshot( const idBitMsg& msg )
{

	idMoveable::ReadFromSnapshot( msg );
	if( msg.ReadBits( 1 ) )
	{
		Hide();
	}
	else
	{
		Show();
	}
}
/*
================
idPhysics_Monster::ReadFromSnapshot
================
*/
void idPhysics_Monster::ReadFromSnapshot( const idBitMsg& msg )
{
	current.origin[0] = msg.ReadFloat();
	current.origin[1] = msg.ReadFloat();
	current.origin[2] = msg.ReadFloat();
	current.velocity[0] = msg.ReadFloat( MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	current.velocity[1] = msg.ReadFloat( MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	current.velocity[2] = msg.ReadFloat( MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	current.localOrigin[0] = msg.ReadDeltaFloat( current.origin[0] );
	current.localOrigin[1] = msg.ReadDeltaFloat( current.origin[1] );
	current.localOrigin[2] = msg.ReadDeltaFloat( current.origin[2] );
	current.pushVelocity[0] = msg.ReadDeltaFloat( 0.0f, MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	current.pushVelocity[1] = msg.ReadDeltaFloat( 0.0f, MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	current.pushVelocity[2] = msg.ReadDeltaFloat( 0.0f, MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	current.atRest = msg.ReadLong();
	current.onGround = msg.ReadBits( 1 ) != 0;
}
Beispiel #4
0
END_CLASS

bool idPDAItem::ClientReceiveEvent(int event,int time,const idBitMsg &msg)
{
  switch (event)
  {
  case EVENT_GIVEPDA: {
		int spawnId = msg.ReadBits( 32 );
		idEntityPtr< idPlayer > entPtr;
		if( !entPtr.SetSpawnId( spawnId ) ) {
			break;
		}
    Event_GivePDA(entPtr.GetEntity());
    return true;
    }
  }
  return idItem::ClientReceiveEvent(event,time,msg);
}
Beispiel #5
0
void rvStatManager::ReceiveAllStats( const idBitMsg& msg ) {
	assert( gameLocal.isClient );

	assert( MAX_CLIENTS <= 32 );

	unsigned	sentClients = msg.ReadBits( MAX_CLIENTS );

	for(int i=0; i < MAX_CLIENTS; i++)
	{
		if ( sentClients & ( 1 << i ) ) {
			playerStats[ i ].UnpackStats( msg );
		} else {
			playerStats[ i ].Clear();
		}

		playerStats[ i ].lastUpdateTime = gameLocal.time;
	}
	if ( gameLocal.mpGame.GetGameState()->GetMPGameState() == GAMEREVIEW ) {
		gameLocal.mpGame.ShowStatSummary();
	}
}
Beispiel #6
0
/*
================
idScriptObject::ReadNetworkState
================
*/
void idScriptObject::ReadNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, const idBitMsg& msg ) const {
	NET_GET_STATES( sdScriptObjectNetworkData );
	SetupStateData( mode, newData );

	baseData.Reset();
	newData.Reset();

	for ( int i = 0; i < networkFields[ mode ].fields.Num(); i++ ) {
		const networkFieldSync_t& value = networkFields[ mode ].fields[ i ];

		switch( value.type ) {
			case ev_object: {
				const int& oldBase = baseData.GetInt();
				int& newBase = newData.GetInt();
				newBase = msg.ReadDeltaLong( oldBase );
				break;
			}
			case ev_vector: {
				const idVec3& oldBase = baseData.GetVector();
				idVec3& newBase = newData.GetVector();
				newBase = msg.ReadDeltaVector( oldBase );
				break;
			}
			case ev_float: {
				const float& oldBase = baseData.GetFloat();
				float& newBase = newData.GetFloat();
				newBase = msg.ReadDeltaFloat( oldBase );
				break;
			}
			case ev_boolean: {
				const int& oldBase = baseData.GetInt();
				int& newBase = newData.GetInt();
				newBase = msg.ReadBits( 1 );
				break;
			}
		}
	}
}
/*
================
idGameLocal::ServerProcessReliableMessage
================
*/
void idGameLocal::ServerProcessReliableMessage( int clientNum, int type, const idBitMsg& msg )
{
	if( clientNum < 0 )
	{
		return;
	}
	switch( type )
	{
		case GAME_RELIABLE_MESSAGE_CHAT:
		case GAME_RELIABLE_MESSAGE_TCHAT:
		{
			char name[128];
			char text[128];
			
			msg.ReadString( name, sizeof( name ) );
			msg.ReadString( text, sizeof( text ) );
			
			mpGame.ProcessChatMessage( clientNum, type == GAME_RELIABLE_MESSAGE_TCHAT, name, text, NULL );
			break;
		}
		case GAME_RELIABLE_MESSAGE_VCHAT:
		{
			int index = msg.ReadLong();
			bool team = msg.ReadBits( 1 ) != 0;
			mpGame.ProcessVoiceChat( clientNum, team, index );
			break;
		}
		case GAME_RELIABLE_MESSAGE_DROPWEAPON:
		{
			mpGame.DropWeapon( clientNum );
			break;
		}
		case GAME_RELIABLE_MESSAGE_EVENT:
		{
			// allocate new event
			entityNetEvent_t* event = eventQueue.Alloc();
			eventQueue.Enqueue( event, idEventQueue::OUTOFORDER_DROP );
			
			event->spawnId = msg.ReadBits( 32 );
			event->event = msg.ReadByte();
			event->time = msg.ReadLong();
			
			event->paramsSize = msg.ReadBits( idMath::BitsForInteger( MAX_EVENT_PARAM_SIZE ) );
			if( event->paramsSize )
			{
				if( event->paramsSize > MAX_EVENT_PARAM_SIZE )
				{
					NetworkEventWarning( event, "invalid param size" );
					return;
				}
				msg.ReadByteAlign();
				msg.ReadData( event->paramsBuf, event->paramsSize );
			}
			break;
		}
		case GAME_RELIABLE_MESSAGE_SPECTATE:
		{
			bool spec = msg.ReadBool();
			idPlayer* player = GetClientByNum( clientNum );
			if( serverInfo.GetBool( "si_spectators" ) )
			{
				// never let spectators go back to game while sudden death is on
				if( mpGame.GetGameState() == idMultiplayerGame::SUDDENDEATH && !spec && player->wantSpectate )
				{
					// Don't allow the change
				}
				else
				{
					if( player->wantSpectate && !spec )
					{
						player->forceRespawn = true;
					}
					player->wantSpectate = spec;
				}
			}
			else
			{
				// If the server turned off si_spectators while a player is spectating, then any spectate message forces the player out of spectate mode
				if( player->wantSpectate )
				{
					player->forceRespawn = true;
				}
				player->wantSpectate = false;
			}
			break;
		}
		case GAME_RELIABLE_MESSAGE_CLIENT_HITSCAN_HIT:
		{
			const int attackerNum = msg.ReadShort();
			const int victimNum = msg.ReadShort();
			idVec3 dir;
			msg.ReadVectorFloat( dir );
			const int damageDefIndex = msg.ReadLong();
			const float damageScale = msg.ReadFloat();
			const int location = msg.ReadLong();
			
			if( gameLocal.entities[victimNum] == NULL )
			{
				break;
			}
			
			if( gameLocal.entities[attackerNum] == NULL )
			{
				break;
			}
			
			idPlayer& victim = static_cast< idPlayer& >( *gameLocal.entities[victimNum] );
			idPlayer& attacker = static_cast< idPlayer& >( *gameLocal.entities[attackerNum] );
			
			if( victim.GetPhysics() == NULL )
			{
				break;
			}
			
			if( attacker.weapon.GetEntity() == NULL )
			{
				break;
			}
			
			if( location == INVALID_JOINT )
			{
				break;
			}
			
			// Line of sight check. As a basic precaution against cheating,
			// the server performs a ray intersection from the client's position
			// to the joint he hit on the target.
			idVec3 muzzleOrigin;
			idMat3 muzzleAxis;
			
			attacker.weapon.GetEntity()->GetProjectileLaunchOriginAndAxis( muzzleOrigin, muzzleAxis );
			
			idVec3 targetLocation = victim.GetRenderEntity()->origin + victim.GetRenderEntity()->joints[location].ToVec3() * victim.GetRenderEntity()->axis;
			
			trace_t tr;
			gameLocal.clip.Translation( tr, muzzleOrigin, targetLocation, NULL, mat3_identity, MASK_SHOT_RENDERMODEL, &attacker );
			
			idEntity* hitEnt = gameLocal.entities[ tr.c.entityNum ];
			if( hitEnt != &victim )
			{
				break;
			}
			const idDeclEntityDef* damageDef = static_cast<const idDeclEntityDef*>( declManager->DeclByIndex( DECL_ENTITYDEF, damageDefIndex, false ) );
			
			if( damageDef != NULL )
			{
				victim.Damage( NULL, gameLocal.entities[attackerNum], dir, damageDef->GetName(), damageScale, location );
			}
			break;
		}
		default:
		{
			Warning( "Unknown reliable message (%d) from client %d", type, clientNum );
			break;
		}
	}
}