/* =========== ClientConnect Called when a player begins connecting to the server. Called again for every map change or tournement restart. The session information will be valid after exit. Return NULL if the client should be allowed, otherwise return a string with the reason for denial. Otherwise, the client will be sent the current gamestate and will eventually get to ClientBegin. firstTime will be qtrue the very first time a client connects to the server machine, but qfalse on map changes and tournement restarts. ============ */ char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot, int connectionNum, int localPlayerNum ) { char *value; // char *areabits; gclient_t *client; char userinfo[MAX_INFO_STRING]; gentity_t *ent; qboolean firstConnectionPlayer; ent = &g_entities[ clientNum ]; trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); // Check if it's the first player on the client (i.e. not a splitscreen player) firstConnectionPlayer = ( level.connections[connectionNum].numLocalPlayers == 0 ); if ( firstConnectionPlayer ) { // IP filtering // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500 // recommanding PB based IP / GUID banning, the builtin system is pretty limited // check to see if they are on the banned IP list value = Info_ValueForKey (userinfo, "ip"); if ( G_FilterPacket( value ) ) { return "You are banned from this server."; } // we don't check password for bots and local client // NOTE: local client <-> "ip" "localhost" // this means this client is not running in our current process if ( !isBot && (strcmp(value, "localhost") != 0) ) { // check for a password value = Info_ValueForKey (userinfo, "password"); if ( g_password.string[0] && Q_stricmp( g_password.string, "none" ) && strcmp( g_password.string, value) != 0) { return "Invalid password"; } } } else { // Don't allow splitscreen players in single player. if ( g_singlePlayer.integer ) { return "Splitscreen not allowed in single player."; } } // if a player reconnects quickly after a disconnect, the client disconnect may never be called, thus flag can get lost in the ether if (ent->inuse) { G_LogPrintf("Forcing disconnect on active client: %i\n", clientNum); // so lets just fix up anything that should happen on a disconnect ClientDisconnect(clientNum); } // they can connect ent->client = level.clients + clientNum; client = ent->client; // areabits = client->areabits; memset( client, 0, sizeof(*client) ); client->pers.connected = CON_CONNECTING; // update client connection info level.connections[connectionNum].numLocalPlayers++; level.connections[connectionNum].localPlayerNums[localPlayerNum] = clientNum; client->pers.connectionNum = connectionNum; client->pers.localPlayerNum = localPlayerNum; // read or initialize the session data if ( firstTime || level.newSession ) { G_InitSessionData( client, userinfo ); } G_ReadSessionData( client ); if( isBot ) { ent->r.svFlags |= SVF_BOT; ent->inuse = qtrue; if( !G_BotConnect( clientNum, !firstTime ) ) { return "BotConnectfailed"; } } // get and distribute relevent paramters G_LogPrintf( "ClientConnect: %i\n", clientNum ); ClientUserinfoChanged( clientNum ); // don't do the "xxx connected" messages if they were caried over from previous level // or if they're an extra local player if ( firstTime && firstConnectionPlayer ) { trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " connected\n\"", client->pers.netname) ); } if ( g_gametype.integer >= GT_TEAM && client->sess.sessionTeam != TEAM_SPECTATOR ) { BroadcastTeamChange( client, -1 ); } // count current clients and rank for scoreboard CalculateRanks(); // for statistics // client->areabits = areabits; // if ( !client->areabits ) // client->areabits = G_Alloc( (trap_AAS_PointReachabilityAreaIndex( NULL ) + 7) / 8 ); return NULL; }
/* =========== ClientSpawn Called every time a client is placed fresh in the world: after the first ClientBegin, and after each respawn Initializes all non-persistant parts of playerState ============ */ void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles ) { int index; vec3_t spawn_origin, spawn_angles; gclient_t *client; int i; clientPersistant_t saved; clientSession_t savedSess; int persistant[ MAX_PERSISTANT ]; gentity_t *spawnPoint = NULL, *event; int flags; int savedPing; int teamLocal; int eventSequence; char userinfo[ MAX_INFO_STRING ]; vec3_t up = { 0.0f, 0.0f, 1.0f }, implant_dir, implant_angles, spawnPoint_velocity; int maxAmmo, maxClips; weapon_t weapon; qboolean fromImplant = qfalse, hatchingFailed = qfalse; index = ent - g_entities; client = ent->client; teamLocal = client->pers.teamSelection; //if client is dead and following teammate, stop following before spawning if( client->sess.spectatorClient != -1 ) { client->sess.spectatorClient = -1; client->sess.spectatorState = SPECTATOR_FREE; } // only start client if chosen a class and joined a team if( client->pers.classSelection == PCL_NONE && teamLocal == TEAM_NONE ) client->sess.spectatorState = SPECTATOR_FREE; else if( client->pers.classSelection == PCL_NONE ) client->sess.spectatorState = SPECTATOR_LOCKED; // if client is dead and following teammate, stop following before spawning if( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) G_StopFollowing( ent ); if( origin != NULL ) VectorCopy( origin, spawn_origin ); if( angles != NULL ) VectorCopy( angles, spawn_angles ); // find a spawn point // do it before setting health back up, so farthest // ranging doesn't count this client if( client->sess.spectatorState != SPECTATOR_NOT ) { if( teamLocal == TEAM_NONE ) spawnPoint = G_SelectSpectatorSpawnPoint( spawn_origin, spawn_angles ); else if( teamLocal == TEAM_ALIENS ) spawnPoint = G_SelectAlienLockSpawnPoint( spawn_origin, spawn_angles ); else if( teamLocal == TEAM_HUMANS ) spawnPoint = G_SelectHumanLockSpawnPoint( spawn_origin, spawn_angles ); } else { if( spawn == NULL ) { G_Error( "ClientSpawn: spawn is NULL\n" ); return; } spawnPoint = spawn; if( ent != spawn ) { if( !spawnPoint->client ) //might be a human { //start spawn animation on spawnPoint G_SetBuildableAnim( spawnPoint, BANIM_SPAWN1, qtrue ); if( spawnPoint->buildableTeam == TEAM_ALIENS ) spawnPoint->clientSpawnTime = ALIEN_SPAWN_REPEAT_TIME; else if( spawnPoint->buildableTeam == TEAM_HUMANS ) spawnPoint->clientSpawnTime = HUMAN_SPAWN_REPEAT_TIME; } else { qboolean crouch; int i; float zoffs = 0.0f; trace_t tr; vec3_t neworigin, mins, maxs; fromImplant = qtrue; //spawning from a human // move the origin a bit on the Z axis so the aliens jumps out of the chest, not knees // also prevents grangers from getting stuck in ceilings and floors crouch = spawnPoint->client->ps.pm_flags & PMF_DUCKED; switch( client->pers.classSelection ) { case PCL_ALIEN_BUILDER0: if( !crouch ) zoffs = 19.0f; else zoffs = -4.0f; break; case PCL_ALIEN_BUILDER0_UPG: if( !crouch ) zoffs = 16.5f; else zoffs = -4.0f; break; case PCL_ALIEN_LEVEL0: if( !crouch ) zoffs = 15.0f; else zoffs = -9.1f; break; } spawn_origin[ 2 ] += zoffs; // check if the spot would block BG_ClassBoundingBox( client->pers.classSelection, mins, maxs, NULL, NULL, NULL ); trap_Trace( &tr, spawn_origin, mins, maxs, spawn_origin, spawnPoint->s.number, MASK_PLAYERSOLID ); // try to unblock the player if( tr.startsolid ) { Com_Printf("DEBUG: player is stuck!\n"); for( i = 0; i < 16*2; i++ ) { float a, r; VectorCopy( spawn_origin, neworigin ); a = (float)i / 16.0f * 2.0f * M_PI; #define fmod(a,n) ((a)-(n)*floor((a)/(n))) r = ( i < 16 ? 5.5f : 11.0f ) * 1.0f / cos( fmod( a+0.25f*M_PI, 0.5f*M_PI ) - 0.25f*M_PI ); neworigin[ 0 ] += cos( a ) * r; neworigin[ 1 ] += sin( a ) * r; trap_Trace( &tr, neworigin, mins, maxs, neworigin, spawnPoint->s.number, MASK_PLAYERSOLID ); if( !tr.startsolid ) { Com_Printf("DEBUG: player position fixed at iteration %i\n",i); VectorCopy( neworigin, spawn_origin ); break; } } } //reward the player that implanted this one if( spawnPoint->client->impregnatedBy >= 0 ) { gentity_t *granger; granger = &g_entities[ spawnPoint->client->impregnatedBy ]; G_AddCreditToClient( granger->client, ALIEN_IMPREGNATION_REWARD, qtrue ); AddScore( granger, ALIEN_IMPREGNATION_REWARD_SCORE ); } // kill the human, set up angles and velocity for the new alien if( !BG_InventoryContainsUpgrade( UP_BATTLESUIT, spawnPoint->client->ps.stats ) //humans without battlesuits always die || spawnPoint->client->ps.stats[ STAT_HEALTH ] < ALIEN_HATCHING_MAX_BATTLESUIT_HEALTH ) //battlesuits survive if high hp { //save viewangles and spawn velocity for velocity calculation VectorCopy( spawnPoint->client->ps.viewangles, implant_angles ); AngleVectors( implant_angles, implant_dir, NULL, NULL ); VectorCopy( spawnPoint->client->ps.velocity, spawnPoint_velocity ); //fire a nice chest exploding effect event = G_TempEntity( spawnPoint->s.pos.trBase, EV_ALIEN_HATCH ); VectorCopy( implant_dir, event->s.angles ); //kill the player G_Damage( spawnPoint, NULL, ent, NULL, NULL, spawnPoint->client->ps.stats[ STAT_HEALTH ], DAMAGE_NO_ARMOR, MOD_ALIEN_HATCH ); } else //human survives { //clear impregnation so the human won't explode again spawnPoint->client->isImpregnated = qfalse; spawnPoint->client->isImplantMature = qfalse; //make a sound event = G_TempEntity( spawnPoint->s.pos.trBase, EV_ALIEN_HATCH_FAILURE ); //damage the human G_Damage( spawnPoint, NULL, ent, NULL, NULL, ALIEN_FAILED_HATCH_DAMAGE, DAMAGE_NO_ARMOR, MOD_ALIEN_HATCH ); //kill the newly spawned alien VectorCopy( spawnPoint->client->ps.viewangles, implant_angles ); implant_dir[0] = 0.0f; implant_dir[1] = 0.0f; implant_dir[2] = 0.0f; hatchingFailed = qtrue; } } } } // toggle the teleport bit so the client knows to not lerp flags = ( ent->client->ps.eFlags & EF_TELEPORT_BIT ) ^ EF_TELEPORT_BIT; G_UnlaggedClear( ent ); // clear everything but the persistant data saved = client->pers; savedSess = client->sess; savedPing = client->ps.ping; for( i = 0; i < MAX_PERSISTANT; i++ ) persistant[ i ] = client->ps.persistant[ i ]; eventSequence = client->ps.eventSequence; memset( client, 0, sizeof( *client ) ); client->pers = saved; client->sess = savedSess; client->ps.ping = savedPing; client->lastkilled_client = -1; for( i = 0; i < MAX_PERSISTANT; i++ ) client->ps.persistant[ i ] = persistant[ i ]; client->ps.eventSequence = eventSequence; // increment the spawncount so the client will detect the respawn client->ps.persistant[ PERS_SPAWN_COUNT ]++; client->ps.persistant[ PERS_SPECSTATE ] = client->sess.spectatorState; client->airOutTime = level.time + 12000; trap_GetUserinfo( index, userinfo, sizeof( userinfo ) ); client->ps.eFlags = flags; //Com_Printf( "ent->client->pers->pclass = %i\n", ent->client->pers.classSelection ); ent->s.groundEntityNum = ENTITYNUM_NONE; ent->client = &level.clients[ index ]; ent->takedamage = qtrue; ent->inuse = qtrue; ent->classname = "player"; ent->r.contents = CONTENTS_BODY; ent->clipmask = MASK_PLAYERSOLID; ent->die = player_die; ent->waterlevel = 0; ent->watertype = 0; ent->flags = 0; // calculate each client's acceleration ent->evaluateAcceleration = qtrue; client->ps.stats[ STAT_MISC ] = 0; client->buildTimer = 0; client->ps.eFlags = flags; client->ps.clientNum = index; BG_ClassBoundingBox( ent->client->pers.classSelection, ent->r.mins, ent->r.maxs, NULL, NULL, NULL ); if( client->sess.spectatorState == SPECTATOR_NOT ) client->ps.stats[ STAT_MAX_HEALTH ] = BG_Class( ent->client->pers.classSelection )->health; else client->ps.stats[ STAT_MAX_HEALTH ] = 100; // clear entity values if( ent->client->pers.classSelection == PCL_HUMAN ) { BG_AddUpgradeToInventory( UP_MEDKIT, client->ps.stats ); weapon = client->pers.humanItemSelection; } else if( client->sess.spectatorState == SPECTATOR_NOT ) weapon = BG_Class( ent->client->pers.classSelection )->startWeapon; else weapon = WP_NONE; maxAmmo = BG_Weapon( weapon )->maxAmmo; maxClips = BG_Weapon( weapon )->maxClips; client->ps.stats[ STAT_WEAPON ] = weapon; client->ps.ammo = maxAmmo; client->ps.clips = maxClips; // We just spawned, not changing weapons client->ps.persistant[ PERS_NEWWEAPON ] = 0; ent->client->ps.stats[ STAT_CLASS ] = ent->client->pers.classSelection; ent->client->ps.stats[ STAT_TEAM ] = ent->client->pers.teamSelection; ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE; ent->client->ps.stats[ STAT_STATE ] = 0; VectorSet( ent->client->ps.grapplePoint, 0.0f, 0.0f, 1.0f ); // health will count down towards max_health ent->health = client->ps.stats[ STAT_HEALTH ] = client->ps.stats[ STAT_MAX_HEALTH ]; //* 1.25; //if evolving scale health if( ent == spawn ) { ent->health *= ent->client->pers.evolveHealthFraction; client->ps.stats[ STAT_HEALTH ] *= ent->client->pers.evolveHealthFraction; } //clear the credits array for( i = 0; i < MAX_CLIENTS; i++ ) ent->credits[ i ] = 0; client->ps.stats[ STAT_STAMINA ] = STAMINA_MAX; //never impregnated after respawning client->isImpregnated = qfalse; client->isImplantMature = qfalse; G_SetOrigin( ent, spawn_origin ); VectorCopy( spawn_origin, client->ps.origin ); #define UP_VEL 150.0f #define F_VEL 50.0f //give aliens some spawn velocity if( client->sess.spectatorState == SPECTATOR_NOT && client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) { if( ent == spawn ) { //evolution particle system G_AddPredictableEvent( ent, EV_ALIEN_EVOLVE, DirToByte( up ) ); } else if( !fromImplant ) //regular egg { spawn_angles[ YAW ] += 180.0f; AngleNormalize360( spawn_angles[ YAW ] ); if( spawnPoint->s.origin2[ 2 ] > 0.0f ) { vec3_t forward, dir; AngleVectors( spawn_angles, forward, NULL, NULL ); VectorScale( forward, F_VEL, forward ); VectorAdd( spawnPoint->s.origin2, forward, dir ); VectorNormalize( dir ); VectorScale( dir, UP_VEL, client->ps.velocity ); } G_AddPredictableEvent( ent, EV_PLAYER_RESPAWN, 0 ); } else //implanted egg { VectorCopy( implant_angles, spawn_angles ); VectorScale( implant_dir, ALIEN_HATCHING_VELOCITY, client->ps.velocity ); VectorAdd( client->ps.velocity, spawnPoint_velocity, client->ps.velocity ); } } else if( client->sess.spectatorState == SPECTATOR_NOT && client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) { spawn_angles[ YAW ] += 180.0f; AngleNormalize360( spawn_angles[ YAW ] ); } // the respawned flag will be cleared after the attack and jump keys come up client->ps.pm_flags |= PMF_RESPAWNED; trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd ); G_SetClientViewAngle( ent, spawn_angles ); if( client->sess.spectatorState == SPECTATOR_NOT ) { trap_LinkEntity( ent ); // force the base weapon up if( client->pers.teamSelection == TEAM_HUMANS ) G_ForceWeaponChange( ent, weapon ); client->ps.weaponstate = WEAPON_READY; } // don't allow full run speed for a bit client->ps.pm_flags |= PMF_TIME_KNOCKBACK; client->ps.pm_time = 100; client->respawnTime = level.time; ent->nextRegenTime = level.time; client->inactivityTime = level.time + g_inactivity.integer * 1000; client->latched_buttons = 0; // set default animations client->ps.torsoAnim = TORSO_STAND; client->ps.legsAnim = LEGS_IDLE; if( level.intermissiontime ) MoveClientToIntermission( ent ); else { // fire the targets of the spawn point if( !spawn ) G_UseTargets( spawnPoint, ent ); // select the highest weapon number available, after any // spawn given items have fired client->ps.weapon = 1; for( i = WP_NUM_WEAPONS - 1; i > 0 ; i-- ) { if( BG_InventoryContainsWeapon( i, client->ps.stats ) ) { client->ps.weapon = i; break; } } } client->lastRantBombTime = level.time; // run a client frame to drop exactly to the floor, // initialize animations and other things client->ps.commandTime = level.time - 100; ent->client->pers.cmd.serverTime = level.time; ClientThink( ent-g_entities ); // positively link the client, even if the command times are weird if( client->sess.spectatorState == SPECTATOR_NOT ) { BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue ); VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); trap_LinkEntity( ent ); } // must do this here so the number of active clients is calculated CalculateRanks( ); // run the presend to set anything else ClientEndFrame( ent ); // clear entity state values BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue ); // kill him instantly after respawning if hatching failed if( fromImplant && hatchingFailed ) { VectorCopy( spawnPoint->client->ps.velocity, client->ps.velocity ); client->ps.stats[ STAT_HEALTH ] = ent->health = 0; player_die( ent, NULL, spawnPoint, 0, MOD_ALIEN_HATCH_FAILED ); } }
/* =========== ClientConnect Called when a player begins connecting to the server. Called again for every map change or tournement restart. The session information will be valid after exit. Return NULL if the client should be allowed, otherwise return a string with the reason for denial. Otherwise, the client will be sent the current gamestate and will eventually get to ClientBegin. firstTime will be qtrue the very first time a client connects to the server machine, but qfalse on map changes and tournement restarts. ============ */ char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) { char *value; // char *areabits; gclient_t *client; char userinfo[MAX_INFO_STRING]; gentity_t *ent; ent = &g_entities[ clientNum ]; trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); // IP filtering // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500 // recommanding PB based IP / GUID banning, the builtin system is pretty limited // check to see if they are on the banned IP list value = Info_ValueForKey (userinfo, "ip"); if ( G_FilterPacket( value ) ) { return "You are banned from this server."; } // we don't check password for bots and local client // NOTE: local client <-> "ip" "localhost" // this means this client is not running in our current process if ( !isBot && (strcmp(value, "localhost") != 0)) { // check for a password value = Info_ValueForKey (userinfo, "password"); if ( g_password.string[0] && Q_stricmp( g_password.string, "none" ) && strcmp( g_password.string, value) != 0) { return "Invalid password"; } } // they can connect ent->client = level.clients + clientNum; client = ent->client; // areabits = client->areabits; memset( client, 0, sizeof(*client) ); client->pers.connected = CON_CONNECTING; // read or initialize the session data if ( firstTime || level.newSession ) { G_InitSessionData( client, userinfo ); } G_ReadSessionData( client ); if( isBot ) { ent->r.svFlags |= SVF_BOT; ent->inuse = qtrue; if( !G_BotConnect( clientNum, !firstTime ) ) { return "BotConnectfailed"; } } // get and distribute relevent paramters G_LogPrintf( "ClientConnect: %i\n", clientNum ); ClientUserinfoChanged( clientNum ); // don't do the "xxx connected" messages if they were caried over from previous level if ( firstTime ) { trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " connected\n\"", client->pers.netname) ); } if ( g_gametype.integer >= GT_TEAM && client->sess.sessionTeam != TEAM_SPECTATOR ) { BroadcastTeamChange( client, -1 ); } // count current clients and rank for scoreboard CalculateRanks(); // for statistics // client->areabits = areabits; // if ( !client->areabits ) // client->areabits = G_Alloc( (trap_AAS_PointReachabilityAreaIndex( NULL ) + 7) / 8 ); return NULL; }
/* ================ Bot_ScriptInitBot ================ */ qboolean Bot_ScriptInitBot(int entnum) { gentity_t *ent, *trav; bot_state_t *bs; char userinfo[MAX_INFO_STRING]; bot_script_global_data_t *bsgd; char *token, *p, *pBackup; int i, val = 0; int weapons[2]; gitem_t *item = NULL; char *name; // bs = &botstates[entnum]; if (!bs->inuse) { return qfalse; } if (bs->script.data) { return qtrue; } // set starting defaults bs->script.status.eventIndex = -1; bs->script.data = NULL; // ent = BotGetEntity(bs->entitynum); trap_GetUserinfo(bs->entitynum, userinfo, sizeof(userinfo)); name = Info_ValueForKey(userinfo, "scriptName"); if (!name || !name[0]) { return qfalse; } // find the script data for this bot bsgd = botCharacterScriptData; for (i = 0; i < numScriptCharacters; i++, bsgd++) { if (Q_stricmp(name, bsgd->name) != 0) { continue; } // check params p = bsgd->params; // // eliminate them with each condition not met while (qtrue) { token = COM_ParseExt(&p, qfalse); if (!token || !token[0]) { // we're done, we found a match break; } // if (token[0] != '/') { G_Error("BotScript, line %i: condition identifier expected, '%s' found\n", bsgd->lineNum, token); } // if (!Q_stricmp(token, "/team")) { token = COM_ParseExt(&p, qfalse); if (!token || !token[0] || token[0] == '/') { G_Error("BotScript, line %i: unexpected end of /team parameter", bsgd->lineNum); } // if (!Q_stricmp(token, "axis")) { val = TEAM_AXIS; } else if (!Q_stricmp(token, "allies")) { val = TEAM_ALLIES; } else { G_Error("BotScript, line %i: unknown team \"%s\"", bsgd->lineNum, token); } // eliminate player if (bs->mpTeam != val) { break; } } else // if (!Q_stricmp(token, "/class")) { token = COM_ParseExt(&p, qfalse); if (!token || !token[0] || token[0] == '/') { G_Error("BotScript, line %i: unexpected end of /class parameter", bsgd->lineNum); } // val = Team_ClassForString(token); if (val < 0) { G_Error("BotScript, line %i: unknown class \"%s\"", bsgd->lineNum, token); } if (bs->mpClass != val) { break; } } else // if (!Q_stricmp(token, "/weapon")) { memset(weapons, 0, sizeof(weapons)); // for each weapon while (qtrue) { // read the weapon token = COM_ParseExt(&p, qfalse); if (!token || !token[0] || token[0] == '/') { G_Error("BotScript, line %i: unexpected end of /weapon parameter", bsgd->lineNum); } // if ((item = BG_FindItem(token))) { if (!item->giTag) { G_Error("BotScript, line %i: unknown weapon \"%s\"", bsgd->lineNum, token); } COM_BitSet(weapons, item->giTag); } else { G_Error("BotScript, line %i: unknown weapon \"%s\"", bsgd->lineNum, token); } // pBackup = p; token = COM_ParseExt(&p, qfalse); if (Q_stricmp(token, "or") != 0) { // not OR, so drop out of here p = pBackup; break; } } if (!(ent->client->ps.weapons[0] & weapons[0]) && !(ent->client->ps.weapons[1] & weapons[1])) { break; } } else // if (!Q_stricmp(token, "/within_range")) { // targetname token = COM_ParseExt(&p, qfalse); if (!token || !token[0] || token[0] == '/') { G_Error("BotScript, line %i: unexpected end of /within_range parameter", bsgd->lineNum); } trav = G_FindByTargetname(NULL, token); if (!trav) { G_Error("BotScript, line %i: unknown spawn point \"%s\"", bsgd->lineNum, token); } // range token = COM_ParseExt(&p, qfalse); if (!token || !token[0] || token[0] == '/') { G_Error("BotScript, line %i: range expected, not found", bsgd->lineNum); } // // eliminate players if (VectorDistanceSquared(ent->r.currentOrigin, trav->s.origin) > SQR(atof(token))) { break; } } } // // if there is a NOT a valid token waiting, then we passed all checks if (!token[0]) { break; } } // if (i < numScriptCharacters) { // we found a script for this character bs->script.data = bsgd->data; return qtrue; } // return qfalse; }
/* =========== ClientUserInfoChanged Called from ClientConnect when the player first connects and directly by the server system when the player updates a userinfo variable. The game can override any of the settings and call trap_SetUserinfo if desired. ============ */ void ClientUserinfoChanged(int clientNum) { gentity_t *ent; int teamTask, teamLeader, team, health; char *s; char model[MAX_QPATH]; char oldname[MAX_STRING_CHARS]; gclient_t *client; char c1[MAX_INFO_STRING]; char c2[MAX_INFO_STRING]; char redTeam[MAX_INFO_STRING]; char blueTeam[MAX_INFO_STRING]; char userinfo[MAX_INFO_STRING]; ent = g_entities + clientNum; client = ent->client; trap_GetUserinfo(clientNum, userinfo, sizeof(userinfo)); // check for malformed or illegal info strings if(!Info_Validate(userinfo)) { strcpy(userinfo, "\\name\\badinfo"); } // check for local client s = Info_ValueForKey(userinfo, "ip"); if(!strcmp(s, "localhost")) { client->pers.localClient = qtrue; } // check the item prediction s = Info_ValueForKey(userinfo, "cg_predictItems"); if(!atoi(s)) { client->pers.predictItemPickup = qfalse; } else { client->pers.predictItemPickup = qtrue; } // set name Q_strncpyz(oldname, client->pers.netname, sizeof(oldname)); s = Info_ValueForKey(userinfo, "name"); ClientCleanName(s, client->pers.netname, sizeof(client->pers.netname)); if(client->sess.sessionTeam == TEAM_SPECTATOR) { if(client->sess.spectatorState == SPECTATOR_SCOREBOARD) { Q_strncpyz(client->pers.netname, "scoreboard", sizeof(client->pers.netname)); } } if(client->pers.connected == CON_CONNECTED) { if(strcmp(oldname, client->pers.netname)) { trap_SendServerCommand(-1, va("print \"%s" S_COLOR_WHITE " renamed to %s\n\"", oldname, client->pers.netname)); } } // set max health #ifdef MISSIONPACK if(client->ps.powerups[PW_GUARD]) { client->pers.maxHealth = 200; } else { health = atoi(Info_ValueForKey(userinfo, "handicap")); client->pers.maxHealth = health; if(client->pers.maxHealth < 1 || client->pers.maxHealth > 100) { client->pers.maxHealth = 100; } } #else health = atoi(Info_ValueForKey(userinfo, "handicap")); client->pers.maxHealth = health; if(client->pers.maxHealth < 1 || client->pers.maxHealth > 100) { client->pers.maxHealth = 100; } #endif client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; // set model Q_strncpyz(model, Info_ValueForKey(userinfo, "model"), sizeof(model)); // bots set their team a few frames later if(g_gametype.integer >= GT_TEAM && g_entities[clientNum].r.svFlags & SVF_BOT) { s = Info_ValueForKey(userinfo, "team"); if(!Q_stricmp(s, "red") || !Q_stricmp(s, "r")) { team = TEAM_RED; } else if(!Q_stricmp(s, "blue") || !Q_stricmp(s, "b")) { team = TEAM_BLUE; } else { // pick the team with the least number of players team = PickTeam(clientNum); } } else { team = client->sess.sessionTeam; } /* NOTE: all client side now // team switch( team ) { case TEAM_RED: ForceClientSkin(client, model, "red"); // ForceClientSkin(client, headModel, "red"); break; case TEAM_BLUE: ForceClientSkin(client, model, "blue"); // ForceClientSkin(client, headModel, "blue"); break; } // don't ever use a default skin in teamplay, it would just waste memory // however bots will always join a team but they spawn in as spectator if ( g_gametype.integer >= GT_TEAM && team == TEAM_SPECTATOR) { ForceClientSkin(client, model, "red"); // ForceClientSkin(client, headModel, "red"); } */ #ifdef MISSIONPACK if(g_gametype.integer >= GT_TEAM) { client->pers.teamInfo = qtrue; } else { s = Info_ValueForKey(userinfo, "teamoverlay"); if(!*s || atoi(s) != 0) { client->pers.teamInfo = qtrue; } else { client->pers.teamInfo = qfalse; } } #else // teamInfo s = Info_ValueForKey(userinfo, "teamoverlay"); if(!*s || atoi(s) != 0) { client->pers.teamInfo = qtrue; } else { client->pers.teamInfo = qfalse; } #endif /* s = Info_ValueForKey( userinfo, "cg_pmove_fixed" ); if ( !*s || atoi( s ) == 0 ) { client->pers.pmoveFixed = qfalse; } else { client->pers.pmoveFixed = qtrue; } */ // team task (0 = none, 1 = offence, 2 = defence) teamTask = atoi(Info_ValueForKey(userinfo, "teamtask")); // team Leader (1 = leader, 0 is normal player) teamLeader = client->sess.teamLeader; // colors strcpy(c1, Info_ValueForKey(userinfo, "color1")); strcpy(c2, Info_ValueForKey(userinfo, "color2")); strcpy(redTeam, Info_ValueForKey(userinfo, "g_redteam")); strcpy(blueTeam, Info_ValueForKey(userinfo, "g_blueteam")); // send over a subset of the userinfo keys so other clients can // print scoreboards, display models, and play custom sounds #if 0 if(ent->r.svFlags & SVF_BOT) { Com_sprintf(userinfo, sizeof(userinfo), "n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\g_redteam\\%s\\g_blueteam\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s\\tt\\%d\\tl\\%d", client->pers.netname, team, model, headModel, redTeam, blueTeam, c1, c2, client->pers.maxHealth, client->sess.wins, client->sess.losses, Info_ValueForKey(userinfo, "skill"), teamTask, teamLeader); } else #endif { Com_sprintf(userinfo, sizeof(userinfo), "n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\g_redteam\\%s\\g_blueteam\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d", client->pers.netname, team, model, "", redTeam, blueTeam, c1, c2, client->pers.maxHealth, client->sess.wins, client->sess.losses, teamTask, teamLeader); } trap_SetConfigstring(CS_PLAYERS + clientNum, userinfo); #ifdef G_LUA // Lua API callbacks // This only gets called when the ClientUserinfo is changed, replicating // ETPro's behaviour. G_LuaHook_ClientUserinfoChanged(clientNum); #endif // this is not the userinfo, more like the configstring actually G_LogPrintf("ClientUserinfoChanged: %i %s\n", clientNum, s); }
static void Svcmd_Kick_f( void ) { gclient_t *cl; int i; int timeout = -1; char sTimeout[MAX_TOKEN_CHARS]; char name[MAX_TOKEN_CHARS]; // make sure server is running if ( !G_Is_SV_Running() ) { G_Printf( "Server is not running.\n" ); return; } if ( trap_Argc() < 2 || trap_Argc() > 3 ) { G_Printf ("Usage: kick <player name> [timeout]\n"); return; } if( trap_Argc() == 3 ) { trap_Argv( 2, sTimeout, sizeof( sTimeout ) ); timeout = atoi( sTimeout ); } else { timeout = 300; } trap_Argv(1, name, sizeof(name)); cl = G_GetPlayerByName( name );//ClientForString( name ); if ( !cl ) { if ( !Q_stricmp(name, "all") ) { for (i = 0, cl = level.clients; i < level.numConnectedClients; i++, cl++) { // dont kick localclients ... if ( cl->pers.localClient ) { continue; } if ( timeout != -1 ) { char *ip; char userinfo[MAX_INFO_STRING]; trap_GetUserinfo( cl->ps.clientNum, userinfo, sizeof( userinfo ) ); ip = Info_ValueForKey (userinfo, "ip"); // use engine banning system, mods may choose to use their own banlist if (USE_ENGINE_BANLIST) { // kick but dont ban bots, they arent that lame if ( (g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT) ) { timeout = 0; } trap_DropClient(cl->ps.clientNum, "player kicked", timeout); } else { trap_DropClient(cl->ps.clientNum, "player kicked", 0); // kick but dont ban bots, they arent that lame if ( !(g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT) ) AddIPBan( ip ); } } else { trap_DropClient(cl->ps.clientNum, "player kicked", 0); } } } else if ( !Q_stricmp(name, "allbots") ) { for (i = 0, cl = level.clients; i < level.numConnectedClients; i++, cl++) { if ( !(g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT) ) { continue; } // kick but dont ban bots, they arent that lame trap_DropClient(cl->ps.clientNum, "player kicked", 0); } } return; } else { // dont kick localclients ... if ( cl->pers.localClient ) { G_Printf("Cannot kick host player\n"); return; } if ( timeout != -1 ) { char *ip; char userinfo[MAX_INFO_STRING]; trap_GetUserinfo( cl->ps.clientNum, userinfo, sizeof( userinfo ) ); ip = Info_ValueForKey (userinfo, "ip"); // use engine banning system, mods may choose to use their own banlist if (USE_ENGINE_BANLIST) { // kick but dont ban bots, they arent that lame if ( (g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT) ) { timeout = 0; } trap_DropClient(cl->ps.clientNum, "player kicked", timeout); } else { trap_DropClient(cl->ps.clientNum, "player kicked", 0); // kick but dont ban bots, they arent that lame if ( !(g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT) ) AddIPBan( ip ); } } else { trap_DropClient(cl->ps.clientNum, "player kicked", 0); } } }
void JMP_AdminExecuteCommand( gentity_t *pEntity, sAdminData_t *am, int trueTarget ) { char zUserInfo[MAX_TOKEN_CHARS]; char par1[MAX_TOKEN_CHARS]; // Used char par2[MAX_TOKEN_CHARS]; char par3[MAX_TOKEN_CHARS]; char par4[MAX_TOKEN_CHARS]; char par5[MAX_TOKEN_CHARS]; int clientNum = pEntity->s.number; int targetNum = trueTarget; int i = 0; trap_Argv( 1, par1, sizeof( par1 )); trap_Argv( 2, par2, sizeof( par2 )); trap_Argv( 3, par3, sizeof( par3 )); trap_Argv( 4, par4, sizeof( par4 )); trap_Argv( 5, par5, sizeof( par5 )); if ( targetNum == -1 ) { if ( JMP_AdminNoAccess( clientNum, am->iCmdFlag )) { return; } targetNum = JMP_GetTarget( pEntity, par1 ); if ( targetNum == -1 && !am->bAllowAll ) { JMP_AdminMessage( clientNum, "You are not allowed to use this command on multiple persons" ); return; } else if ( targetNum == -2 ) { JMP_AdminMessage( clientNum, "No target has been found in your crosshair" ); return; } else if ( targetNum == -3 ) { JMP_AdminMessage( clientNum, "No target matching your specifications has been found" ); return; } else if ( targetNum == -4 ) { JMP_AdminMessage( clientNum, "Multiple matches have been found, only one is allowed" ); return; } else if ( targetNum == clientNum && !am->bAllowSelf ) { #ifndef _DEBUG JMP_AdminMessage( clientNum, "This command may not be executed upon yourself" ); return; #endif } else if ( targetNum != -1 && targetNum != clientNum && sPlayerData[targetNum]->iAdminLogged && sPlayerData[targetNum]->iAdminLogged <= sPlayerData[clientNum]->iAdminLogged && JMP_AdminEvilCommand( am->iCmdFlag )) { JMP_AdminMessage( clientNum, "This command may not be executed upon an equal/higher ranked admin" ); return; } } if ( targetNum == -1 ) { for ( i = 0; i < MAX_CLIENTS; i++ ) { if ( !sPlayerData[i]->iInUse || ( i == clientNum && !am->bAllowSelf ) || ( i != clientNum && sPlayerData[i]->iAdminLogged && sPlayerData[i]->iAdminLogged <= sPlayerData[clientNum]->iAdminLogged && JMP_AdminEvilCommand( am->iCmdFlag ))) { continue; } JMP_AdminExecuteCommand( pEntity, am, i ); } return; } if ( !sPlayerData[targetNum]->iInUse ) { return; } switch( am->iCmdFlag ) { case DS_KICK: { if ( !strlen( par2 )) { JMP_DropPlayer( g_entities[targetNum], "has been kicked." ); } else { JMP_DropPlayer( g_entities[targetNum], va( "has been kicked. (^3 Reason^7: ^1%s ^7)", ConcatArgs( 2 ))); } break; } case DS_KICKBAN: case DS_BANRANGE: { // Initialize the ban for each type of command. if ( am->iCmdFlag == DS_KICKBAN ) { trap_SendConsoleCommand( EXEC_APPEND, va("addip %i.%i.%i.%i", sPlayerData[targetNum]->iPlayerIP[0], sPlayerData[targetNum]->iPlayerIP[1], sPlayerData[targetNum]->iPlayerIP[2], sPlayerData[targetNum]->iPlayerIP[3] )); } else { trap_SendConsoleCommand( EXEC_APPEND, va("addip %i.%i.0.0", sPlayerData[targetNum]->iPlayerIP[0], sPlayerData[targetNum]->iPlayerIP[1] )); } // Give the message for the ban, good bye player! if ( !strlen( par2 )) { JMP_DropPlayer( g_entities[targetNum], "has been banned." ); } else { JMP_DropPlayer( g_entities[targetNum], va( "has been banned. (^3 Reason^7: ^1%s ^7)", ConcatArgs( 2 ))); } break; } case DS_SLAP: { if ( g_clients[targetNum]->stats[STAT_HEALTH] <= 0 ) { JMP_AdminMessage( clientNum, "This player is not alive!" ); break; } if ( !( sPlayerData[targetNum]->iClientEffect & ( 1 << F_SLEEP )) && !( sPlayerData[targetNum]->iClientEffect & ( 1 << F_PUNISH ))) { int iAngle; vec3_t vDir; if ( g_clients[targetNum]->saberHolstered != 2 ) { g_clients[targetNum]->saberHolstered = 2; } VectorNormalize2( g_clients[clientNum]->velocity, vDir ); VectorScale( vDir, -1, vDir ); iAngle = g_clients[clientNum]->viewangles[YAW] * ( M_PI * 2 / 360 ); vDir[1] = ( sin( iAngle ) * 500 ); vDir[0] = ( cos( iAngle ) * 500 ); g_clients[targetNum]->velocity[0] = vDir[0]; g_clients[targetNum]->velocity[1] = vDir[1]; g_clients[targetNum]->velocity[2] = 500; g_clients[targetNum]->forceHandExtend = HANDEXTEND_KNOCKDOWN + bMovieBattles; g_clients[targetNum]->forceHandExtendTime = sWorldData->iTime + 3000; g_clients[targetNum]->forceDodgeAnim = 0; } break; } case DS_SLEEP: { if ( !( sPlayerData[targetNum]->iClientEffect & ( 1 << F_SLEEP )) && !( sPlayerData[targetNum]->iClientEffect & ( 1 << F_PUNISH ))) { if ( g_clients[targetNum]->saberHolstered != 2 ) { g_clients[targetNum]->saberHolstered = 2; } sPlayerData[targetNum]->iClientEffect |= ( 1 << F_SLEEP ); g_clients[targetNum]->forceHandExtend = HANDEXTEND_KNOCKDOWN + bMovieBattles; g_clients[targetNum]->forceHandExtendTime = sWorldData->iTime + INFINITE; g_clients[targetNum]->forceDodgeAnim = 0; } break; } case DS_WAKE: { if ( sPlayerData[targetNum]->iClientEffect & ( 1 << F_SLEEP )) { sPlayerData[targetNum]->iClientEffect &= ~( 1 << F_SLEEP ); g_clients[targetNum]->forceHandExtendTime = sWorldData->iTime + 500; } break; } case DS_PUNISH: { if ( !( sPlayerData[targetNum]->iClientEffect & ( 1 << F_SLEEP )) && !( sPlayerData[targetNum]->iClientEffect & ( 1 << F_PUNISH ))) { if ( g_clients[targetNum]->saberHolstered != 2 ) { g_clients[targetNum]->saberHolstered = 2; } sPlayerData[targetNum]->iClientEffect |= ( 1 << F_PUNISH ); g_clients[targetNum]->forceHandExtend = HANDEXTEND_CHOKE + bMovieBattles; g_clients[targetNum]->forceHandExtendTime = sWorldData->iTime + INFINITE; g_clients[targetNum]->forceGripChangeMovetype = PM_FLOAT; } break; } case DS_UNPUNISH: { if ( sPlayerData[targetNum]->iClientEffect & ( 1 << F_PUNISH )) { sPlayerData[targetNum]->iClientEffect &= ~( 1 << F_PUNISH ); g_clients[targetNum]->forceHandExtend = HANDEXTEND_NONE + bMovieBattles; g_clients[targetNum]->forceHandExtendTime = sWorldData->iTime; g_clients[targetNum]->forceGripChangeMovetype = PM_NORMAL; } break; } case DS_SILENCE: { if ( !( sPlayerData[targetNum]->iClientEffect & ( 1 << F_SILENCE ))) { sPlayerData[targetNum]->iClientEffect |= ( 1 << F_SILENCE ); } break; } case DS_UNSILENCE: { if ( sPlayerData[targetNum]->iClientEffect & ( 1 << F_SILENCE )) { sPlayerData[targetNum]->iClientEffect &= ~( 1 << F_SILENCE ); } break; } case DS_PSAY: { if ( trap_Argc() < 2 ) { JMP_AdminMessage( clientNum, "Enter a message to broadcast" ); return; } JMP_StringEscape( ConcatArgs( 2 ), zUserInfo ); JMP_SendCommand( targetNum, "cp", zUserInfo ); break; } case DS_RENAME: { if ( trap_Argc() < 3 ) { JMP_AdminMessage( clientNum, "Please enter a new name to set for the player" ); return; } JMP_SendCommand( -1, "print", va( "%s ^7has been renamed to %s ^7by %s^7.\n", sPlayerData[targetNum]->zPlayerName, ConcatArgs( 2 ), sPlayerData[clientNum]->zPlayerName )); trap_GetUserinfo( targetNum, zUserInfo, MAX_INFO_STRING ); Info_SetValueForKey( zUserInfo, "name", ConcatArgs( 2 )); trap_SetUserinfo( targetNum, zUserInfo ); ( *pVmMain )( GAME_CLIENT_USERINFO_CHANGED, targetNum, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); break; } case DS_EXPLODE: { if ( g_clients[targetNum]->stats[STAT_HEALTH] <= 0 ) { JMP_AdminMessage( clientNum, "This player is not alive!" ); break; } if ( g_clients[targetNum]->clientNum == targetNum ) { void ( *pCmd_Kill_f )( gentity_t * ) = ( void ( * )( gentity_t * )) dlsym( hHandle, "Cmd_Kill_f" ); if ( pCmd_Kill_f == NULL ) { JMP_AdminMessage( clientNum, "This function is not supported on this modification or operating system!" ); return; } pCmd_Kill_f( g_entities[targetNum] ); } break; } case DS_FORCETEAM: { if ( par2[0] == 'R' || par2[0] == 'r' || Q_stricmpn( par2, "red", 3 ) || par2[0] == 'B' || par2[0] == 'b' || Q_stricmpn( par2, "blue", 4 ) || par2[0] == 'S' || par2[0] == 's' || Q_stricmpn( par2, "spec", 4 )) { trap_SendConsoleCommand( EXEC_APPEND, va( "forceteam %i %s", targetNum, par2 )); } else { JMP_AdminMessage( clientNum, "The specified team is not recognized!" ); } break; } case DS_CONTROLHUMAN: { if ( sPlayerData[clientNum]->bControlMaster ) { if ( sPlayerData[clientNum]->iControlMaster == targetNum ) { // Release him from your control. sPlayerData[sPlayerData[clientNum]->iControlMaster]->bControlSlave = qfalse; sPlayerData[sPlayerData[clientNum]->iControlMaster]->iControlMaster = 0; // Release self from underpression. sPlayerData[clientNum]->bControlMaster = qfalse; sPlayerData[clientNum]->iControlMaster = 0; } else { // Release previous target from your control. sPlayerData[sPlayerData[clientNum]->iControlMaster]->bControlSlave = qfalse; sPlayerData[sPlayerData[clientNum]->iControlMaster]->iControlMaster = 0; // Put the new target under your juristiction! sPlayerData[targetNum]->bControlSlave = qtrue; sPlayerData[targetNum]->iControlMaster = clientNum; // Set self to static mode. sPlayerData[clientNum]->bControlMaster = qtrue; sPlayerData[clientNum]->iControlMaster = targetNum; } } else { // Put the new target under your juristiction! sPlayerData[targetNum]->bControlSlave = qtrue; sPlayerData[targetNum]->iControlMaster = clientNum; // Set self to static mode. sPlayerData[clientNum]->bControlMaster = qtrue; sPlayerData[clientNum]->iControlMaster = targetNum; } break; } case DS_IGNORE: { if ( sPlayerData[clientNum]->iIgnoreList & ( 1 << targetNum )) { sPlayerData[clientNum]->iIgnoreList &= ~( 1 << targetNum ); JMP_AdminMessage( clientNum, va( "%s ^7is now unignored", sPlayerData[targetNum]->zPlayerName )); } else { sPlayerData[clientNum]->iIgnoreList |= ( 1 << targetNum ); JMP_AdminMessage( clientNum, va( "%s ^7is now ignored", sPlayerData[targetNum]->zPlayerName )); } break; } } }
/* =========== ClientConnect Called when a player begins connecting to the server. Called again for every map change or tournement restart. The session information will be valid after exit. Return NULL if the client should be allowed, otherwise return a string with the reason for denial. Otherwise, the client will be sent the current gamestate and will eventually get to ClientBegin. firstTime will be qtrue the very first time a client connects to the server machine, but qfalse on map changes and tournement restarts. ============ */ char *ClientConnect(int clientNum, qboolean firstTime, qboolean isBot) { char *value; // char *areabits; gclient_t *client; char userinfo[MAX_INFO_STRING]; char reason[MAX_STRING_CHARS] = ""; gentity_t *ent; ent = &g_entities[clientNum]; trap_GetUserinfo(clientNum, userinfo, sizeof(userinfo)); trap_LoadPlayerWeapons(clientNum, rr_weaponsAllowed.string); // IP filtering // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500 // recommanding PB based IP / GUID banning, the builtin system is pretty limited // check to see if they are on the banned IP list value = Info_ValueForKey(userinfo, "ip"); if(G_FilterPacket(value)) { return "You are banned from this server."; } // we don't check password for bots and local client // NOTE: local client <-> "ip" "localhost" // this means this client is not running in our current process if(!isBot && (strcmp(value, "localhost") != 0)) { // check for a password value = Info_ValueForKey(userinfo, "password"); if(g_password.string[0] && Q_stricmp(g_password.string, "none") && strcmp(g_password.string, value) != 0) { return "Invalid password"; } } #ifdef G_LUA // Lua API callbacks (check with Lua scripts) if(G_LuaHook_ClientConnect(clientNum, firstTime, isBot, reason)) { return "Connection Rejected by lua module."; } #endif // they can connect ent->client = level.clients + clientNum; client = ent->client; // areabits = client->areabits; memset(client, 0, sizeof(*client)); client->pers.connected = CON_CONNECTING; // read or initialize the session data if(firstTime || level.newSession) { G_InitSessionData(client, userinfo); } G_ReadSessionData(client); // Tr3B: add SVF_CAPSULE to players so we can trace against the rotated capsules // in the server entity tracing code SV_ClipToEntity // FIXME UPDATE: this seems to break the box traces against the player capsules by entities like rockets // it should be a bug in CM_TraceBoundingBoxThroughCapsule //ent->r.svFlags |= SVF_CAPSULE; if(isBot) { ent->r.svFlags |= SVF_BOT; ent->inuse = qtrue; #if defined(BRAINWORKS) if(!G_BotConnect(clientNum, !firstTime)) { return "BotConnectfailed"; } #elif defined(ACEBOT) if(!ACESP_BotConnect(clientNum, !firstTime)) { return "BotConnectfailed"; } #else return "BotConnectfailed"; #endif } // get and distribute relevent paramters G_LogPrintf("ClientConnect: %i\n", clientNum); ClientUserinfoChanged(clientNum); // don't do the "xxx connected" messages if they were caried over from previous level if(firstTime) { trap_SendServerCommand(-1, va("print \"%s" S_COLOR_WHITE " connected\n\"", client->pers.netname)); } if(g_gametype.integer >= GT_TEAM && client->sess.sessionTeam != TEAM_SPECTATOR) { BroadcastTeamChange(client, -1); } // count current clients and rank for scoreboard CalculateRanks(); // for statistics // client->areabits = areabits; // if ( !client->areabits ) // client->areabits = G_Alloc( (trap_AAS_PointReachabilityAreaIndex( NULL ) + 7) / 8 ); return NULL; }
/** Called when a player begins connecting to the server. Called again for every map change or tournement restart. The session information will be valid after exit. Return NULL if the client should be allowed, otherwise return a string with the reason for denial. Otherwise, the client will be sent the current gamestate and will eventually get to ClientBegin. firstTime will be qtrue the very first time a client connects to the server machine, but qfalse on map changes and tournement restarts. */ char *ClientConnect(int clientNum, qboolean firstTime, qboolean isBot) { char name[MAX_NETNAME]; char *value, *nameError; gclient_t *client; char userinfo[MAX_INFO_STRING]; gentity_t *ent; ent = &g_entities[ clientNum ]; trap_GetUserinfo(clientNum, userinfo, sizeof(userinfo)); if (G_BanCheck(userinfo)) { return "You are banned from this server."; } value = Info_ValueForKey(userinfo, "ip"); nameError = Info_ValueForKey(userinfo, "name"); nameError = ClientCleanName(nameError, name, sizeof name); // we don't check password for bots and local client // NOTE: local client <-> "ip" "localhost" // this means this client is not running in our current process if (!isBot && strcmp(value, "localhost")) { // check for invalid player name if (nameError) { return nameError; } // check for a password value = Info_ValueForKey (userinfo, "password"); if (g_password.string[0] && Q_stricmp(g_password.string, "none") && strcmp(g_password.string, value) != 0) { return "Invalid password"; } } // if a player reconnects quickly after a disconnect, the client disconnect may never be called, thus flag can get lost in the ether if (ent->inuse) { G_LogPrintf("Forcing disconnect on active client: %i\n", clientNum); // so lets just fix up anything that should happen on a disconnect ClientDisconnect(clientNum); } // they can connect ent->client = level.clients + clientNum; client = ent->client; memset(client, 0, sizeof(*client)); client->pers.connected = CON_CONNECTING; // read or initialize the session data if (firstTime || level.newSession) { G_InitSessionData(client, userinfo); } G_ReadSessionData(client); if (isBot) { ent->r.svFlags |= SVF_BOT; ent->inuse = qtrue; if (!G_BotConnect(clientNum, !firstTime)) { return "BotConnectfailed"; } } // don't do the "xxx connected" messages if they were caried over from previous level if (firstTime) { ClientScreenPrint(NULL, "%s ^7connected", name); } // get and distribute relevent paramters G_LogPrintf("ClientConnect: %i\n", clientNum); ClientUserinfoChanged(clientNum); if (g_gametype.integer >= GT_TEAM && client->sess.sessionTeam != TEAM_SPECTATOR) { LogTeamChange(client, -1); } // count current clients and rank for scoreboard CalculateRanks(); return NULL; }
/** Called every time a client is placed fresh in the world: after the first ClientBegin, and after each respawn Initializes all non-persistant parts of playerState */ void ClientSpawn(gentity_t *ent) { int index; vec3_t spawn_origin, spawn_angles; gclient_t *client; clientPersistant_t saved; clientSession_t savedSess; int persistant[MAX_PERSISTANT]; gentity_t *spawnPoint; gentity_t *tent; int flags; int eventSequence; char userinfo[MAX_INFO_STRING]; index = ent - g_entities; client = ent->client; // follow other players when eliminated if (!level.warmupTime && g_gametype.integer == GT_ELIMINATION && client->sess.sessionTeam != TEAM_SPECTATOR) { if (level.roundStarted) { client->sess.spectatorState = SPECTATOR_FREE; client->eliminated = qtrue; return; } else { client->sess.spectatorState = SPECTATOR_NOT; client->eliminated = qfalse; } } VectorClear(spawn_origin); // find a spawn point // do it before setting health back up, so farthest // ranging doesn't count this client if (client->sess.sessionTeam == TEAM_SPECTATOR) { SelectSpectatorSpawnPoint(spawn_origin, spawn_angles); } else if (g_gametype.integer == GT_DEFRAG) { spawnPoint = SelectDefragSpawnPoint(spawn_origin, spawn_angles); } else if (g_gametype.integer == GT_CTF) { spawnPoint = SelectCTFSpawnPoint(client->sess.sessionTeam, spawn_origin, spawn_angles, !!(ent->r.svFlags & SVF_BOT)); } else if (client->pers.lastKiller) { spawnPoint = SelectSpawnPoint(client->pers.lastKiller->ps.origin, spawn_origin, spawn_angles, ent->r.svFlags & SVF_BOT); } else { spawnPoint = SelectSpawnPoint(client->ps.origin, spawn_origin, spawn_angles, ent->r.svFlags & SVF_BOT); } if (!spawnPoint) { G_Error("Cannot find a spawn point.\n"); return; } // toggle the teleport bit so the client knows to not lerp flags = ent->client->ps.eFlags & (EF_TELEPORT_BIT); flags ^= EF_TELEPORT_BIT; // unlagged - backward reconciliation #3 // we don't want players being backward-reconciled to the place they died G_ResetHistory( ent ); // and this is as good a time as any to clear the saved state ent->client->saved.leveltime = 0; // clear everything but the persistant data saved = client->pers; savedSess = client->sess; eventSequence = client->ps.eventSequence; Com_Memcpy(persistant, client->ps.persistant, sizeof persistant); Com_Memset(client, 0, sizeof(*client)); client->pers = saved; client->sess = savedSess; client->ps.eventSequence = eventSequence; Com_Memcpy(client->ps.persistant, persistant, sizeof client->ps.persistant); // increment the spawncount so the client will detect the respawn client->ps.persistant[PERS_SPAWN_COUNT]++; client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam; client->airOutTime = level.time + 12000; trap_GetUserinfo(index, userinfo, sizeof(userinfo)); // set max health client->pers.maxHealth = atoi(Info_ValueForKey(userinfo, "handicap")); if (client->pers.maxHealth < 1 || client->pers.maxHealth > 100) { client->pers.maxHealth = 100; } // clear entity values client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; client->ps.eFlags = flags; ent->s.groundEntityNum = ENTITYNUM_NONE; ent->client = &level.clients[index]; ent->takedamage = qtrue; ent->inuse = qtrue; ent->classname = "player"; ent->r.contents = CONTENTS_BODY; ent->clipmask = MASK_PLAYERSOLID; ent->die = player_die; ent->waterlevel = 0; ent->watertype = 0; ent->flags &= ~FL_NO_KNOCKBACK; ent->flags &= ~FL_FORCE_GESTURE; VectorCopy(playerMins, ent->r.mins); VectorCopy(playerMaxs, ent->r.maxs); client->ps.clientNum = index; ClientGiveWeapons(client); if (g_gametype.integer == GT_ELIMINATION) { client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] * 2; client->ps.stats[STAT_ARMOR] = client->ps.stats[STAT_MAX_HEALTH] * 1.5; } else { client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] + 25; } ent->health = client->ps.stats[STAT_HEALTH]; G_SetOrigin(ent, spawn_origin); VectorCopy(spawn_origin, client->ps.origin); // the respawned flag will be cleared after the attack and jump keys come up client->ps.pm_flags |= PMF_RESPAWNED; trap_GetUsercmd(client - level.clients, &ent->client->pers.cmd); SetClientViewAngle(ent, spawn_angles); // don't allow full run speed for a bit client->ps.pm_flags |= PMF_TIME_KNOCKBACK; client->ps.pm_time = 100; client->respawnTime = level.time; client->inactivityTime = level.time + g_inactivity.integer * 1000; client->latched_buttons = 0; // set default animations client->ps.torsoAnim = TORSO_STAND; client->ps.legsAnim = LEGS_IDLE; if (level.intermissiontime) { // move players to intermission MoveClientToIntermission(ent); } else if (ent->client->sess.sessionTeam != TEAM_SPECTATOR) { G_KillBox(ent); // fire the targets of the spawn point G_UseTargets(spawnPoint, ent); // positively link the client, even if the command times are weird VectorCopy(ent->client->ps.origin, ent->r.currentOrigin); tent = G_TempEntity(ent->client->ps.origin, EV_PLAYER_TELEPORT_IN); tent->s.clientNum = ent->s.clientNum; trap_LinkEntity (ent); } // run a client frame to drop exactly to the floor, // initialize animations and other things client->ps.commandTime = level.totalTime - 100; client->pers.cmd.serverTime = level.totalTime; ClientThink(ent-g_entities); // run the presend to set anything else, follow spectators wait // until all clients have been reconnected after map_restart if (ent->client->sess.spectatorState != SPECTATOR_FOLLOW) { ClientEndFrame(ent); } // clear entity state values BG_PlayerStateToEntityState(&client->ps, &ent->s, qtrue); }
/** Called from ClientConnect when the player first connects and directly by the server system when the player updates a userinfo variable. The game can override any of the settings and call trap_SetUserinfo if desired. */ void ClientUserinfoChanged(int clientNum) { gentity_t *ent; int teamTask, teamLeader, team, health; char *s; char oldname[MAX_STRING_CHARS]; gclient_t *client; char userinfo[MAX_INFO_STRING]; char *nameError; ent = g_entities + clientNum; client = ent->client; trap_GetUserinfo(clientNum, userinfo, sizeof(userinfo)); // check for malformed or illegal info strings if (!Info_Validate(userinfo)) { strcpy (userinfo, "\\name\\badinfo"); // don't keep those clients and userinfo trap_DropClient(clientNum, "Invalid userinfo"); } // check for local client s = Info_ValueForKey(userinfo, "ip"); if (!strcmp(s, "localhost")) { client->pers.localClient = qtrue; } // check the item prediction s = Info_ValueForKey(userinfo, "cg_predictItems"); if (!atoi(s)) { client->pers.predictItemPickup = qfalse; } else { client->pers.predictItemPickup = qtrue; } // set name Q_strncpyz(oldname, client->pers.netname, sizeof(oldname)); s = Info_ValueForKey(userinfo, "name"); nameError = ClientCleanName(s, client->pers.netname, sizeof client->pers.netname); if (client->pers.connected == CON_CONNECTED && strcmp(oldname, s)) { if (client->pers.muted) { ClientPrint(ent, "You cannot change your name while you are muted."); } else if (nameError) { ClientPrint(ent, "%s", nameError); } else { G_LogPrintf("%s ^7renamed to %s\n", oldname, client->pers.netname); } if (nameError || client->pers.muted) { Q_strncpyz(client->pers.netname, oldname, sizeof client->pers.netname); } } if (client->sess.sessionTeam == TEAM_SPECTATOR) { if (client->sess.spectatorState == SPECTATOR_SCOREBOARD) { Q_strncpyz(client->pers.netname, "scoreboard", sizeof(client->pers.netname)); } } // set max health health = atoi(Info_ValueForKey(userinfo, "handicap")); client->pers.maxHealth = health; if (client->pers.maxHealth < 1 || client->pers.maxHealth > 100) { client->pers.maxHealth = 100; } client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; // bots set their team a few frames later if (g_gametype.integer >= GT_TEAM && g_entities[clientNum].r.svFlags & SVF_BOT) { s = Info_ValueForKey(userinfo, "team"); if (!Q_stricmp(s, "red") || !Q_stricmp(s, "r")) { team = TEAM_RED; } else if (!Q_stricmp(s, "blue") || !Q_stricmp(s, "b")) { team = TEAM_BLUE; } else { // pick the team with the least number of players team = PickTeam(clientNum); } } else { team = client->sess.sessionTeam; } // team task (0 = none, 1 = offence, 2 = defence) teamTask = atoi(Info_ValueForKey(userinfo, "teamtask")); // team Leader (1 = leader, 0 is normal player) teamLeader = client->sess.teamLeader; // send over a subset of the userinfo keys so other clients can // print scoreboards, display models, and play custom sounds if (ent->r.svFlags & SVF_BOT) { s = va("n\\%s\\t\\%i\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s\\tt\\%d\\tl\\%d", client->pers.netname, team, client->pers.maxHealth, client->sess.wins, client->sess.losses, Info_ValueForKey(userinfo, "skill"), teamTask, teamLeader); } else { s = va("n\\%s\\t\\%i\\s\\%d\\r\\%i\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d", client->pers.netname, team, client->sess.specOnly, client->pers.ready, client->pers.maxHealth, client->sess.wins, client->sess.losses, teamTask, teamLeader); } trap_SetConfigstring(CS_PLAYERS+clientNum, s); // this is not the userinfo, more like the configstring actually G_LogPrintf("ClientUserinfoChanged: %i %s\n", clientNum, s); }
//[TABBot] //added bot type varible static void G_AddBot( const char *name, float skill, const char *team, int delay, char *altname, int bottype) { //static void G_AddBot( const char *name, float skill, const char *team, int delay, char *altname) { //[/TABBot] int clientNum; char *botinfo; gentity_t *bot; char *key; char *s; char *botname; char *model; // char *headmodel; char userinfo[MAX_INFO_STRING]; int preTeam = 0; //[DuelGuns][EnhancedImpliment] /* char *firearm; //** change gun model qboolean bot_dualguns = qfalse; int gunoption=0; */ //[/DuelGuns][EnhancedImpliment] // get the botinfo from bots.txt botinfo = G_GetBotInfoByName( name ); if ( !botinfo ) { G_Printf( S_COLOR_RED "Error: Bot '%s' not defined\n", name ); return; } // create the bot's userinfo userinfo[0] = '\0'; botname = Info_ValueForKey( botinfo, "funname" ); if( !botname[0] ) { botname = Info_ValueForKey( botinfo, "name" ); } // check for an alternative name if (altname && altname[0]) { botname = altname; } Info_SetValueForKey( userinfo, "name", botname ); Info_SetValueForKey( userinfo, "rate", "25000" ); Info_SetValueForKey( userinfo, "snaps", "20" ); Info_SetValueForKey( userinfo, "skill", va("%1.2f", skill) ); if ( skill >= 1 && skill < 2 ) { Info_SetValueForKey( userinfo, "handicap", "50" ); } else if ( skill >= 2 && skill < 3 ) { Info_SetValueForKey( userinfo, "handicap", "70" ); } else if ( skill >= 3 && skill < 4 ) { Info_SetValueForKey( userinfo, "handicap", "90" ); } key = "model"; model = Info_ValueForKey( botinfo, key ); if ( !*model ) { model = "kyle/default"; } Info_SetValueForKey( userinfo, key, model ); /* key = "headmodel"; headmodel = Info_ValueForKey( botinfo, key ); if ( !*headmodel ) { headmodel = model; } Info_SetValueForKey( userinfo, key, headmodel ); key = "team_headmodel"; Info_SetValueForKey( userinfo, key, headmodel ); */ key = "gender"; s = Info_ValueForKey( botinfo, key ); if ( !*s ) { s = "male"; } Info_SetValueForKey( userinfo, "sex", s ); key = "color1"; s = Info_ValueForKey( botinfo, key ); if ( !*s ) { s = "4"; } Info_SetValueForKey( userinfo, key, s ); key = "color2"; s = Info_ValueForKey( botinfo, key ); if ( !*s ) { s = "4"; } Info_SetValueForKey( userinfo, key, s ); key = "saber1"; s = Info_ValueForKey( botinfo, key ); if ( !*s ) { s = "single_1"; } Info_SetValueForKey( userinfo, key, s ); key = "saber2"; s = Info_ValueForKey( botinfo, key ); if ( !*s ) { s = "none"; } Info_SetValueForKey( userinfo, key, s ); s = Info_ValueForKey(botinfo, "personality"); if (!*s ) { Info_SetValueForKey( userinfo, "personality", "botfiles/default.jkb" ); } else { Info_SetValueForKey( userinfo, "personality", s ); } //[DuelGuns][EnhancedImpliment] /* // if(1)//f_dualguns.integer) // { key = "dualgun"; s = Info_ValueForKey(botinfo, key); if (*s) { gunoption = atoi(s); } if(gunoption>0) bot_dualguns = qtrue; // } firearm = Info_ValueForKey( botinfo, "firearm"); if (!*firearm) { Info_SetValueForKey( userinfo, "firearm", botname ); } else { Info_SetValueForKey( userinfo, "firearm", firearm); } */ //[/DuelGuns][EnhancedImpliment] //[RGBSabers] key = "rgb_saber1"; s = Info_ValueForKey( botinfo, key ); if ( !*s ) { s = "255,0,0"; } Info_SetValueForKey( userinfo, key, s ); key = "rgb_saber2"; s = Info_ValueForKey( botinfo, key ); if ( !*s ) { s = "0,255,255"; } Info_SetValueForKey( userinfo, key, s ); key = "rgb_script1"; s = Info_ValueForKey( botinfo, key ); if ( !*s ) { s = "none"; } Info_SetValueForKey( userinfo, key, s ); key = "rgb_script2"; s = Info_ValueForKey( botinfo, key ); if ( !*s ) { s = "none"; } Info_SetValueForKey( userinfo, key, s ); //[/RGBSabers] //[ClientPlugInDetect] //set it so that the bots are assumed to have the OJP client plugin //this should be CURRENT_OJPENHANCED_CLIENTVERSION Info_SetValueForKey( userinfo, "ojp_clientplugin", CURRENT_OJPENHANCED_CLIENTVERSION ); //[/ClientPlugInDetect] // have the server allocate a client slot clientNum = trap_BotAllocateClient(); if ( clientNum == -1 ) { // G_Printf( S_COLOR_RED "Unable to add bot. All player slots are in use.\n" ); // G_Printf( S_COLOR_RED "Start server with more 'open' slots.\n" ); trap_SendServerCommand( -1, va("print \"%s\n\"", G_GetStringEdString("MP_SVGAME", "UNABLE_TO_ADD_BOT"))); return; } //[DuelGuns][EnhancedImpliment] /* if(bot_dualguns) { g_entities[clientNum].client->ps.dualguns = 1; } */ //[/DuelGuns][EnhancedImpliment] // initialize the bot settings if( !team || !*team ) { if( g_gametype.integer >= GT_TEAM ) { //[AdminSys] if( PickTeam(clientNum, qtrue) == TEAM_RED) { //if( PickTeam(clientNum) == TEAM_RED) { //[/AdminSys] team = "red"; } else { team = "blue"; } } else { team = "red"; } } // Info_SetValueForKey( userinfo, "characterfile", Info_ValueForKey( botinfo, "aifile" ) ); Info_SetValueForKey( userinfo, "skill", va( "%5.2f", skill ) ); Info_SetValueForKey( userinfo, "team", team ); //[TABBot] Info_SetValueForKey( userinfo, "bottype", va( "%i", bottype) ); //[/TABBot] bot = &g_entities[ clientNum ]; bot->r.svFlags |= SVF_BOT; bot->inuse = qtrue; // register the userinfo trap_SetUserinfo( clientNum, userinfo ); //[NewGameTypes][EnhancedImpliment] //if (g_gametype.integer >= GT_TEAM && g_gametype.integer != GT_RPG) if (g_gametype.integer >= GT_TEAM) //[/NewGameTypes][EnhancedImpliment] { if (team && Q_stricmp(team, "red") == 0) { bot->client->sess.sessionTeam = TEAM_RED; } else if (team && Q_stricmp(team, "blue") == 0) { bot->client->sess.sessionTeam = TEAM_BLUE; } else { //[AdminSys] bot->client->sess.sessionTeam = PickTeam( -1, qtrue ); //bot->client->sess.sessionTeam = PickTeam( -1 ); //[/AdminSys] } } if (g_gametype.integer == GT_SIEGE) { bot->client->sess.siegeDesiredTeam = bot->client->sess.sessionTeam; bot->client->sess.sessionTeam = TEAM_SPECTATOR; } preTeam = bot->client->sess.sessionTeam; // have it connect to the game as a normal client if ( ClientConnect( clientNum, qtrue, qtrue ) ) { return; } if (bot->client->sess.sessionTeam != preTeam) { trap_GetUserinfo(clientNum, userinfo, MAX_INFO_STRING); if (bot->client->sess.sessionTeam == TEAM_SPECTATOR) { bot->client->sess.sessionTeam = preTeam; } if (bot->client->sess.sessionTeam == TEAM_RED) { team = "Red"; } else { if (g_gametype.integer == GT_SIEGE) { if (bot->client->sess.sessionTeam == TEAM_BLUE) { team = "Blue"; } else { team = "s"; } } else { team = "Blue"; } } Info_SetValueForKey( userinfo, "team", team ); trap_SetUserinfo( clientNum, userinfo ); bot->client->ps.persistant[ PERS_TEAM ] = bot->client->sess.sessionTeam; G_ReadSessionData( bot->client ); ClientUserinfoChanged( clientNum ); } if (g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL) { int loners = 0; int doubles = 0; bot->client->sess.duelTeam = 0; G_PowerDuelCount(&loners, &doubles, qtrue); if (!doubles || loners > (doubles/2)) { bot->client->sess.duelTeam = DUELTEAM_DOUBLE; } else { bot->client->sess.duelTeam = DUELTEAM_LONE; } bot->client->sess.sessionTeam = TEAM_SPECTATOR; SetTeam(bot, "s"); } else { if( delay == 0 ) { ClientBegin( clientNum, qfalse ); //UNIQUEFIX - what's the purpose of this? //ClientUserinfoChanged( clientNum ); return; } AddBotToSpawnQueue( clientNum, delay ); //UNIQUEFIX - what's the purpose of this? //ClientUserinfoChanged( clientNum ); } }
/* =============== G_AddBot =============== */ static void G_AddBot( const char *name, float skill, const char *team, int delay, char *altname) { int clientNum; char *botinfo; gentity_t *bot; char *key; char *s; char *botname; char *model; // char *headmodel; char userinfo[MAX_INFO_STRING]; int preTeam = 0; // get the botinfo from bots.txt botinfo = G_GetBotInfoByName( name ); if ( !botinfo ) { G_Printf( S_COLOR_RED "Error: Bot '%s' not defined\n", name ); return; } // create the bot's userinfo userinfo[0] = '\0'; botname = Info_ValueForKey( botinfo, "funname" ); if( !botname[0] ) { botname = Info_ValueForKey( botinfo, "name" ); } // check for an alternative name if (altname && altname[0]) { botname = altname; } Info_SetValueForKey( userinfo, "name", botname ); Info_SetValueForKey( userinfo, "rate", "25000" ); Info_SetValueForKey( userinfo, "snaps", "20" ); Info_SetValueForKey( userinfo, "skill", va("%1.2f", skill) ); if ( skill >= 1 && skill < 2 ) { Info_SetValueForKey( userinfo, "handicap", "50" ); } else if ( skill >= 2 && skill < 3 ) { Info_SetValueForKey( userinfo, "handicap", "70" ); } else if ( skill >= 3 && skill < 4 ) { Info_SetValueForKey( userinfo, "handicap", "90" ); } key = "model"; model = Info_ValueForKey( botinfo, key ); if ( !*model ) { model = "visor/default"; } Info_SetValueForKey( userinfo, key, model ); key = "team_model"; Info_SetValueForKey( userinfo, key, model ); /* key = "headmodel"; headmodel = Info_ValueForKey( botinfo, key ); if ( !*headmodel ) { headmodel = model; } Info_SetValueForKey( userinfo, key, headmodel ); key = "team_headmodel"; Info_SetValueForKey( userinfo, key, headmodel ); */ key = "gender"; s = Info_ValueForKey( botinfo, key ); if ( !*s ) { s = "male"; } Info_SetValueForKey( userinfo, "sex", s ); key = "color1"; s = Info_ValueForKey( botinfo, key ); if ( !*s ) { s = "4"; } Info_SetValueForKey( userinfo, key, s ); key = "color2"; s = Info_ValueForKey( botinfo, key ); if ( !*s ) { s = "5"; } Info_SetValueForKey( userinfo, key, s ); s = Info_ValueForKey(botinfo, "personality"); if (!*s ) { Info_SetValueForKey( userinfo, "personality", "botfiles/default.jkb" ); } else { Info_SetValueForKey( userinfo, "personality", s ); } // have the server allocate a client slot clientNum = trap_BotAllocateClient(); if ( clientNum == -1 ) { // G_Printf( S_COLOR_RED "Unable to add bot. All player slots are in use.\n" ); // G_Printf( S_COLOR_RED "Start server with more 'open' slots.\n" ); trap_SendServerCommand( -1, va("print \"%s\n\"", G_GetStripEdString("SVINGAME", "UNABLE_TO_ADD_BOT"))); return; } // initialize the bot settings if( !team || !*team ) { if( g_gametype.integer >= GT_TEAM ) { if( PickTeam(clientNum) == TEAM_RED) { team = "red"; } else { team = "blue"; } } else { team = "red"; } } // Info_SetValueForKey( userinfo, "characterfile", Info_ValueForKey( botinfo, "aifile" ) ); Info_SetValueForKey( userinfo, "skill", va( "%5.2f", skill ) ); Info_SetValueForKey( userinfo, "team", team ); bot = &g_entities[ clientNum ]; bot->r.svFlags |= SVF_BOT; bot->inuse = qtrue; // register the userinfo trap_SetUserinfo( clientNum, userinfo ); if (g_gametype.integer >= GT_TEAM) { if (team && Q_stricmp(team, "red") == 0) { bot->client->sess.sessionTeam = TEAM_RED; } else if (team && Q_stricmp(team, "blue") == 0) { bot->client->sess.sessionTeam = TEAM_BLUE; } else { bot->client->sess.sessionTeam = PickTeam( -1 ); } } preTeam = bot->client->sess.sessionTeam; // have it connect to the game as a normal client if ( ClientConnect( clientNum, qtrue, qtrue ) ) { return; } if (bot->client->sess.sessionTeam != preTeam) { trap_GetUserinfo(clientNum, userinfo, MAX_INFO_STRING); if (bot->client->sess.sessionTeam == TEAM_SPECTATOR) { bot->client->sess.sessionTeam = preTeam; } if (bot->client->sess.sessionTeam == TEAM_RED) { team = "Red"; } else { team = "Blue"; } Info_SetValueForKey( userinfo, "team", team ); trap_SetUserinfo( clientNum, userinfo ); bot->client->ps.persistant[ PERS_TEAM ] = bot->client->sess.sessionTeam; G_ReadSessionData( bot->client ); ClientUserinfoChanged( clientNum ); } if( delay == 0 ) { ClientBegin( clientNum, qfalse ); return; } AddBotToSpawnQueue( clientNum, delay ); }
/* =============== G_AddBot =============== */ static void G_AddBot( const char *name, float skill, const char *team, const char *pclass, int delay, char *altname) { int clientNum; char *botinfo; gentity_t *bot; char *key; char *s; char *botname; char *model; char userinfo[MAX_INFO_STRING]; int preTeam = 0; // get the botinfo from bots.txt botinfo = G_GetBotInfoByName( name ); if ( !botinfo ) { G_Printf( S_COLOR_RED "Error: Bot '%s' not defined\n", name ); return; } // create the bot's userinfo userinfo[0] = '\0'; botname = Info_ValueForKey( botinfo, "funname" ); if( !botname[0] ) { botname = Info_ValueForKey( botinfo, "name" ); } // check for an alternative name if (altname && altname[0]) { botname = altname; } Info_SetValueForKey( userinfo, "name", botname ); Info_SetValueForKey( userinfo, "rate", "25000" ); Info_SetValueForKey( userinfo, "snaps", "20" ); Info_SetValueForKey( userinfo, "skill", va("%1.2f", skill) ); /* if ( skill >= 1 && skill < 2 ) { Info_SetValueForKey( userinfo, "handicap", "50" ); } else if ( skill >= 2 && skill < 3 ) { Info_SetValueForKey( userinfo, "handicap", "70" ); } else if ( skill >= 3 && skill < 4 ) { Info_SetValueForKey( userinfo, "handicap", "90" ); } */ key = "model"; model = Info_ValueForKey( botinfo, key ); if ( !*model ) { model = "munro/main/default"; //RPG-X MODEL SYSTEM } Info_SetValueForKey( userinfo, key, model ); key = "gender"; s = Info_ValueForKey( botinfo, key ); if ( !*s ) { s = "male"; } Info_SetValueForKey( userinfo, "sex", s ); key = "color"; s = Info_ValueForKey( botinfo, key ); if ( !*s ) { s = "4"; } Info_SetValueForKey( userinfo, key, s ); s = Info_ValueForKey(botinfo, "aifile"); if (!*s ) { trap_Printf( S_COLOR_RED "Error: bot has no aifile specified\n" ); return; } // have the server allocate a client slot clientNum = trap_BotAllocateClient(); if ( clientNum == -1 ) { G_Printf( S_COLOR_RED "Unable to add bot. All player slots are in use.\n" ); G_Printf( S_COLOR_RED "Start server with more 'open' slots (or check setting of sv_maxclients cvar).\n" ); return; } // initialize the bot settings if( !team || !*team ) { if( g_gametype.integer >= GT_TEAM ) { if( G_Client_PickTeam(clientNum) == TEAM_RED) { team = "red"; } else { team = "blue"; } } else { team = "red"; } } Info_SetValueForKey( userinfo, "characterfile", Info_ValueForKey( botinfo, "aifile" ) ); Info_SetValueForKey( userinfo, "skill", va( "%5.2f", skill ) ); Info_SetValueForKey( userinfo, "team", team ); bot = &g_entities[ clientNum ]; bot->r.svFlags |= SVF_BOT; bot->inuse = qtrue; // register the userinfo trap_SetUserinfo( clientNum, userinfo ); if (g_gametype.integer >= GT_TEAM) { if (team && Q_stricmp(team, "red") == 0) { bot->client->sess.sessionTeam = TEAM_RED; } else if (team && Q_stricmp(team, "blue") == 0) { bot->client->sess.sessionTeam = TEAM_BLUE; } else { bot->client->sess.sessionTeam = G_Client_PickTeam( -1 ); } } preTeam = bot->client->sess.sessionTeam; // have it connect to the game as a normal client if ( G_Client_Connect( clientNum, qtrue, qtrue ) ) { return; } if (bot->client->sess.sessionTeam != preTeam) { trap_GetUserinfo(clientNum, userinfo, MAX_INFO_STRING); if (bot->client->sess.sessionTeam == TEAM_SPECTATOR) { bot->client->sess.sessionTeam = preTeam; } if (bot->client->sess.sessionTeam == TEAM_RED) { team = "Red"; } else { team = "Blue"; } Info_SetValueForKey( userinfo, "team", team ); trap_SetUserinfo( clientNum, userinfo ); bot->client->ps.persistant[ PERS_TEAM ] = bot->client->sess.sessionTeam; G_ReadSessionData( bot->client ); G_Client_UserinfoChanged( clientNum ); } if( delay == 0 ) { G_Client_Begin( clientNum, qfalse, qfalse, qfalse ); return; } AddBotToSpawnQueue( clientNum, delay ); }
// ************** PLAYERS // // Show client info void G_players_cmd( gentity_t *ent, unsigned int dwCommand, qboolean fValue ) { int i, idnum, max_rate, cnt = 0, tteam; int user_rate, user_snaps; gclient_t *cl; gentity_t *cl_ent; char n2[MAX_NETNAME], ready[16], ref[16], rate[256]; const char *s; const char* tc; const char* coach; char userinfo[MAX_INFO_STRING]; if ( g_gamestate.integer == GS_PLAYING ) { if ( ent ) { CP( "print \"\n^3 ID^1 : ^3Player Nudge Rate MaxPkts Snaps\n\"" ); CP( "print \"^1-----------------------------------------------------------^7\n\"" ); } else { G_Printf( " ID : Player Nudge Rate MaxPkts Snaps\n" ); G_Printf( "-----------------------------------------------------------\n" ); } } else { if ( ent ) { CP( "print \"\n^3Status^1 : ^3ID^1 : ^3Player Nudge Rate MaxPkts Snaps\n\"" ); CP( "print \"^1---------------------------------------------------------------------^7\n\"" ); } else { G_Printf( "Status : ID : Player Nudge Rate MaxPkts Snaps\n" ); G_Printf( "---------------------------------------------------------------------\n" ); } } max_rate = trap_Cvar_VariableIntegerValue( "sv_maxrate" ); for ( i = 0; i < level.numConnectedClients; i++ ) { idnum = level.sortedClients[i]; //level.sortedNames[i]; cl = &level.clients[idnum]; cl_ent = g_entities + idnum; SanitizeString( cl->pers.netname, n2, qtrue ); n2[26] = 0; ref[0] = 0; ready[0] = 0; // Rate info if ( cl_ent->r.svFlags & SVF_BOT ) { strcpy( rate, va( "%s%s%s%s", "[BOT]", " -----", " --", " --" ) ); } else if ( cl->pers.connected == CON_CONNECTING ) { strcpy( rate, va( "%s", "^3>>> CONNECTING <<<" ) ); } else { trap_GetUserinfo( idnum, userinfo, sizeof( userinfo ) ); s = Info_ValueForKey( userinfo, "rate" ); user_rate = ( max_rate > 0 && atoi( s ) > max_rate ) ? max_rate : atoi( s ); s = Info_ValueForKey( userinfo, "snaps" ); user_snaps = atoi( s ); strcpy( rate, va( "%5d%6d%9d%7d", cl->pers.clientTimeNudge, user_rate, cl->pers.clientMaxPackets, user_snaps ) ); } if ( g_gamestate.integer != GS_PLAYING ) { if ( cl->sess.sessionTeam == TEAM_SPECTATOR || cl->pers.connected == CON_CONNECTING ) { strcpy( ready, ( ( ent ) ? "^5--------^1 :" : "-------- :" ) ); } else if ( cl->pers.ready || ( g_entities[idnum].r.svFlags & SVF_BOT ) ) { strcpy( ready, ( ( ent ) ? "^3(READY)^1 :" : "(READY) :" ) ); } else { strcpy( ready, ( ( ent ) ? "NOTREADY^1 :" : "NOTREADY :" ) ); } } if ( cl->sess.referee ) { strcpy( ref, "REF" ); } if ( cl->sess.coach_team ) { tteam = cl->sess.coach_team; coach = ( ent ) ? "^3C" : "C"; } else { tteam = cl->sess.sessionTeam; coach = " "; } tc = ( ent ) ? "^7 " : " "; if ( g_gametype.integer >= GT_WOLF ) { if ( tteam == TEAM_AXIS ) { tc = ( ent ) ? "^1X^7" : "X"; } if ( tteam == TEAM_ALLIES ) { tc = ( ent ) ? "^4L^7" : "L"; } } if ( ent ) { CP( va( "print \"%s%s%2d%s^1:%s %-26s^7%s ^3%s\n\"", ready, tc, idnum, coach, ( ( ref[0] ) ? "^3" : "^7" ), n2, rate, ref ) ); } else { G_Printf( "%s%s%2d%s: %-26s%s %s\n", ready, tc, idnum, coach, n2, rate, ref );} cnt++; } if ( ent ) { CP( va( "print \"\n^3%2d^7 total players\n\n\"", cnt ) ); } else { G_Printf( "\n%2d total players\n\n", cnt );} // Team speclock info if ( g_gametype.integer >= GT_WOLF ) { for ( i = TEAM_AXIS; i <= TEAM_ALLIES; i++ ) { if ( teamInfo[i].spec_lock ) { if ( ent ) { CP( va( "print \"** %s team is speclocked.\n\"", aTeams[i] ) ); } else { G_Printf( "** %s team is speclocked.\n", aTeams[i] );} } } } }
void Svcmd_BanUser_f( void ) { char str[MAX_TOKEN_CHARS]; char userInfo[MAX_TOKEN_CHARS]; idFilter_t id; int playerNum; char *ip; if ( trap_Argc() < 2 ) { G_Printf("Usage: banUser <client ID> <reason for banning>\n"); return; } trap_Argv( 1, str, sizeof( str ) ); playerNum = atoi(str); if ( playerNum > MAX_CLIENTS || playerNum < 0 || !g_entities[playerNum].client ) { G_Printf("Error: Player ID wasn't valid.\n"); return; } trap_GetUserinfo( playerNum, userInfo, sizeof( userInfo ) ); if ( !userInfo[0] ) return; //get unique Ban ID id.playerID = atoul( Info_ValueForKey( userInfo, "sv_securityCode" ) ); //Get player name and clean it of color tags Q_strncpyz( id.playerName, Q_CleanStr(Info_ValueForKey( userInfo, "name" )), sizeof( id.playerName ) ); //get ban reason trap_Argv( 2, id.banReason, sizeof( id.banReason ) ); if ( !id.banReason[0] ) Q_strncpyz( id.banReason, "No reason given.", sizeof( id.banReason ) ); AddID( &id ); ip = g_entities[playerNum].client->pers.ip; UpdateIDBans(); //Scooter's filter list if( Q_stricmp( ip, "localhost" ) //localhost && Q_strncmp( ip, "10.", 3 ) //class A && Q_strncmp( ip, "172.16.", 7 ) //class B && Q_strncmp( ip, "192.168.", 8 ) //class C && Q_strncmp( ip, "127.", 4 ) //loopback && Q_strncmp( ip, "169.254.", 8 ) //link-local ) { AddIP( ip ); G_Printf( "User: %s ( %i - %s ) ^7was successfully banned.\n", Info_ValueForKey( userInfo, "name" ), playerNum, ip ); } trap_DropClient( playerNum, "Banned from the server" ); G_Printf( "User: %s ( %i ) ^7was successfully banned.\n", id.playerName, playerNum ); }
/* =========== ClientConnect Called when a player begins connecting to the server. Called again for every map change or tournement restart. The session information will be valid after exit. Return NULL if the client should be allowed, otherwise return a string with the reason for denial. Otherwise, the client will be sent the current gamestate and will eventually get to ClientBegin. firstTime will be qtrue the very first time a client connects to the server machine, but qfalse on map changes and tournement restarts. ============ */ char *ClientConnect( int clientNum, qboolean firstTime ) { char *value; char *userInfoError; gclient_t *client; char userinfo[ MAX_INFO_STRING ]; gentity_t *ent; char reason[ MAX_STRING_CHARS ] = {""}; int i; ent = &g_entities[ clientNum ]; client = &level.clients[ clientNum ]; // ignore if client already connected if( client->pers.connected != CON_DISCONNECTED ) return NULL; ent->client = client; memset( client, 0, sizeof( *client ) ); trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); value = Info_ValueForKey( userinfo, "cl_guid" ); Q_strncpyz( client->pers.guid, value, sizeof( client->pers.guid ) ); value = Info_ValueForKey( userinfo, "ip" ); // check for local client if( !strcmp( value, "localhost" ) ) client->pers.localClient = qtrue; G_AddressParse( value, &client->pers.ip ); client->pers.admin = G_admin_admin( client->pers.guid ); // check for admin ban if( G_admin_ban_check( ent, reason, sizeof( reason ) ) ) { return va( "%s", reason ); } // check for a password value = Info_ValueForKey( userinfo, "password" ); if( g_password.string[ 0 ] && Q_stricmp( g_password.string, "none" ) && strcmp( g_password.string, value ) != 0 ) return "Invalid password"; // add guid to session so we don't have to keep parsing userinfo everywhere for( i = 0; i < sizeof( client->pers.guid ) - 1 && isxdigit( client->pers.guid[ i ] ); i++ ); if( i < sizeof( client->pers.guid ) - 1 && !( ent->r.svFlags & SVF_BOT ) ) return "Invalid GUID"; for( i = 0; i < level.maxclients; i++ ) { if( level.clients[ i ].pers.connected == CON_DISCONNECTED ) continue; if( !Q_stricmp( client->pers.guid, level.clients[ i ].pers.guid ) && !( ent->r.svFlags & SVF_BOT ) ) { if( !G_ClientIsLagging( level.clients + i ) ) { trap_SendServerCommand( i, "cp \"Your GUID is not secure\"" ); return "Duplicate GUID"; } trap_DropClient( i, "Ghost" ); } } client->pers.connected = CON_CONNECTING; // read or initialize the session data if( firstTime || level.newSession ) G_InitSessionData( client, userinfo ); G_ReadSessionData( client ); // get and distribute relevent paramters G_namelog_connect( client ); userInfoError = ClientUserinfoChanged( clientNum, qfalse ); if( userInfoError != NULL && !( ent->r.svFlags & SVF_BOT ) ) return userInfoError; G_LogPrintf( "ClientConnect: %i [%s] (%s) \"%s^7\" \"%c%s%c^7\"\n", clientNum, client->pers.ip.str, client->pers.guid, client->pers.netname, DECOLOR_OFF, client->pers.netname, DECOLOR_ON ); // don't do the "xxx connected" messages if they were caried over from previous level if( firstTime ) trap_SendServerCommand( -1, va( "print \"%s" S_COLOR_WHITE " connected\n\"", client->pers.netname ) ); if( client->pers.admin ) G_admin_authlog( ent ); // count current clients and rank for scoreboard CalculateRanks( ); // if this is after !restart keepteams or !restart switchteams, apply said selection if ( client->sess.restartTeam != TEAM_NONE ) { G_ChangeTeam( ent, client->sess.restartTeam ); client->sess.restartTeam = TEAM_NONE; } return NULL; }
/* =========== ClientSpawn Called every time a client is placed fresh in the world: after the first ClientBegin, and after each respawn Initializes all non-persistant parts of playerState ============ */ void ClientSpawn(gentity_t * ent) { int index; vec3_t spawn_origin, spawn_angles; gclient_t *client; int i; clientPersistant_t saved; clientSession_t savedSess; int persistant[MAX_PERSISTANT]; gentity_t *spawnPoint; int flags; int savedPing; // char *savedAreaBits; int accuracy_hits, accuracy_shots; int eventSequence; char userinfo[MAX_INFO_STRING]; index = ent - g_entities; client = ent->client; // find a spawn point // do it before setting health back up, so farthest // ranging doesn't count this client if(client->sess.sessionTeam == TEAM_SPECTATOR) { spawnPoint = SelectSpectatorSpawnPoint(spawn_origin, spawn_angles); } else if(g_gametype.integer >= GT_CTF) { // all base oriented team games use the CTF spawn points spawnPoint = SelectCTFSpawnPoint(client->sess.sessionTeam, client->pers.teamState.state, spawn_origin, spawn_angles); } else { do { // the first spawn should be at a good looking spot if(!client->pers.initialSpawn && client->pers.localClient) { client->pers.initialSpawn = qtrue; spawnPoint = SelectInitialSpawnPoint(spawn_origin, spawn_angles); } else { // don't spawn near existing origin if possible spawnPoint = SelectSpawnPoint(client->ps.origin, spawn_origin, spawn_angles); } // Tim needs to prevent bots from spawning at the initial point // on q3dm0... if((spawnPoint->flags & FL_NO_BOTS) && (ent->r.svFlags & SVF_BOT)) { continue; // try again } // just to be symetric, we have a nohumans option... if((spawnPoint->flags & FL_NO_HUMANS) && !(ent->r.svFlags & SVF_BOT)) { continue; // try again } break; } while(1); } client->pers.teamState.state = TEAM_ACTIVE; // always clear the kamikaze flag ent->s.eFlags &= ~EF_KAMIKAZE; // toggle the teleport bit so the client knows to not lerp // and never clear the voted flag flags = ent->client->ps.eFlags & (EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED); flags ^= EF_TELEPORT_BIT; // clear everything but the persistant data saved = client->pers; savedSess = client->sess; savedPing = client->ps.ping; // savedAreaBits = client->areabits; accuracy_hits = client->accuracy_hits; accuracy_shots = client->accuracy_shots; for(i = 0; i < MAX_PERSISTANT; i++) { persistant[i] = client->ps.persistant[i]; } eventSequence = client->ps.eventSequence; Com_Memset(client, 0, sizeof(*client)); client->pers = saved; client->sess = savedSess; client->ps.ping = savedPing; // client->areabits = savedAreaBits; client->accuracy_hits = accuracy_hits; client->accuracy_shots = accuracy_shots; client->lastkilled_client = -1; for(i = 0; i < MAX_PERSISTANT; i++) { client->ps.persistant[i] = persistant[i]; } client->ps.eventSequence = eventSequence; // increment the spawncount so the client will detect the respawn client->ps.persistant[PERS_SPAWN_COUNT]++; client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam; client->airOutTime = level.time + 12000; trap_GetUserinfo(index, userinfo, sizeof(userinfo)); // set max health client->pers.maxHealth = atoi(Info_ValueForKey(userinfo, "handicap")); if(client->pers.maxHealth < 1 || client->pers.maxHealth > 100) { client->pers.maxHealth = 100; } // clear entity values client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; client->ps.eFlags = flags; ent->s.groundEntityNum = ENTITYNUM_NONE; ent->client = &level.clients[index]; ent->takedamage = qtrue; ent->inuse = qtrue; ent->classname = "player"; ent->r.contents = CONTENTS_BODY; ent->clipmask = MASK_PLAYERSOLID; ent->die = player_die; ent->waterlevel = 0; ent->watertype = 0; ent->flags = 0; VectorCopy(playerMins, ent->r.mins); VectorCopy(playerMaxs, ent->r.maxs); client->ps.clientNum = index; /* client->ps.stats[STAT_WEAPONS] = (1 << WP_MACHINEGUN); if(g_gametype.integer == GT_TEAM) { client->ps.ammo[WP_MACHINEGUN] = 50; } else { client->ps.ammo[WP_MACHINEGUN] = 100; } */ /* client->ps.stats[STAT_WEAPONS] |= (1 << WP_GAUNTLET); client->ps.ammo[WP_GAUNTLET] = -1; */ // health will count down towards max_health ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] + 25; client->ps.stats[STAT_ARMOR] = client->ps.stats[STAT_MAX_HEALTH]; G_SetOrigin(ent, spawn_origin); VectorCopy(spawn_origin, client->ps.origin); // the respawned flag will be cleared after the attack and jump keys come up client->ps.pm_flags |= PMF_RESPAWNED; trap_GetUsercmd(client - level.clients, &ent->client->pers.cmd); SetClientViewAngle(ent, spawn_angles); if(ent->client->sess.sessionTeam == TEAM_SPECTATOR) { } else { G_KillBox(ent); trap_LinkEntity(ent); // force the base weapon up //client->ps.weapon = WP_MACHINEGUN; client->ps.weaponstate = WEAPON_READY; } // don't allow full run speed for a bit client->ps.pm_flags |= PMF_TIME_KNOCKBACK; client->ps.pm_time = 100; client->respawnTime = level.time; client->inactivityTime = level.time + g_inactivity.integer * 1000; client->latched_buttons = 0; // set default animations client->ps.torsoAnim = TORSO_STAND; client->ps.legsAnim = LEGS_IDLE; if(level.intermissiontime) { MoveClientToIntermission(ent); } else { // fire the targets of the spawn point G_UseTargets(spawnPoint, ent); #ifdef G_LUA // Lua API callbacks if(spawnPoint && spawnPoint->luaTrigger) { G_LuaHook_EntityTrigger(spawnPoint->luaTrigger, spawnPoint->s.number, ent->s.number); } #endif // select the highest weapon number available, after any // spawn given items have fired client->ps.weapon = 0; for(i = WP_NUM_WEAPONS - 1; i > 0; i--) { if(client->ps.stats[STAT_WEAPONS] & (1 << i)) { client->ps.weapon = i; break; } } } #if defined(ACEBOT) if(ent->r.svFlags & SVF_BOT) { ACESP_SetupBotState(ent); } #endif #ifdef G_LUA // Lua API callbacks G_LuaHook_ClientSpawn(ent->s.number); #endif // run a client frame to drop exactly to the floor, // initialize animations and other things client->ps.commandTime = level.time - 100; ent->client->pers.cmd.serverTime = level.time; ClientThink(ent - g_entities); // positively link the client, even if the command times are weird if(ent->client->sess.sessionTeam != TEAM_SPECTATOR) { BG_PlayerStateToEntityState(&client->ps, &ent->s, qtrue); VectorCopy(ent->client->ps.origin, ent->r.currentOrigin); trap_LinkEntity(ent); } // run the presend to set anything else ClientEndFrame(ent); // clear entity state values BG_PlayerStateToEntityState(&client->ps, &ent->s, qtrue); }
/* =========== ClientSpawn Called every time a client is placed fresh in the world: after the first ClientBegin, and after each respawn Initializes all non-persistant parts of playerState ============ */ void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles ) { int index; vec3_t spawn_origin, spawn_angles; gclient_t *client; int i; clientPersistant_t saved; clientSession_t savedSess; int persistant[ MAX_PERSISTANT ]; gentity_t *spawnPoint = NULL; int flags; int savedPing; int teamLocal; int eventSequence; char userinfo[ MAX_INFO_STRING ]; vec3_t up = { 0.0f, 0.0f, 1.0f }; int maxAmmo, maxClips; weapon_t weapon; index = ent - g_entities; client = ent->client; teamLocal = client->pers.teamSelection; //if client is dead and following teammate, stop following before spawning if( client->sess.spectatorClient != -1 ) { client->sess.spectatorClient = -1; client->sess.spectatorState = SPECTATOR_FREE; } // only start client if chosen a class and joined a team if( client->pers.classSelection == PCL_NONE && teamLocal == TEAM_NONE ) client->sess.spectatorState = SPECTATOR_FREE; else if( client->pers.classSelection == PCL_NONE ) client->sess.spectatorState = SPECTATOR_LOCKED; // if client is dead and following teammate, stop following before spawning if( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) G_StopFollowing( ent ); if( origin != NULL ) VectorCopy( origin, spawn_origin ); if( angles != NULL ) VectorCopy( angles, spawn_angles ); // find a spawn point // do it before setting health back up, so farthest // ranging doesn't count this client if( client->sess.spectatorState != SPECTATOR_NOT ) { if( teamLocal == TEAM_NONE ) spawnPoint = G_SelectSpectatorSpawnPoint( spawn_origin, spawn_angles ); else if( teamLocal == TEAM_ALIENS ) spawnPoint = G_SelectAlienLockSpawnPoint( spawn_origin, spawn_angles ); else if( teamLocal == TEAM_HUMANS ) spawnPoint = G_SelectHumanLockSpawnPoint( spawn_origin, spawn_angles ); } else { if( spawn == NULL ) { G_Error( "ClientSpawn: spawn is NULL\n" ); return; } spawnPoint = spawn; if( ent != spawn ) { //start spawn animation on spawnPoint G_SetBuildableAnim( spawnPoint, BANIM_SPAWN1, qtrue ); if( spawnPoint->buildableTeam == TEAM_ALIENS ) spawnPoint->clientSpawnTime = ALIEN_SPAWN_REPEAT_TIME; else if( spawnPoint->buildableTeam == TEAM_HUMANS ) spawnPoint->clientSpawnTime = HUMAN_SPAWN_REPEAT_TIME; } } // toggle the teleport bit so the client knows to not lerp flags = ( ent->client->ps.eFlags & EF_TELEPORT_BIT ) ^ EF_TELEPORT_BIT; G_UnlaggedClear( ent ); // clear everything but the persistant data saved = client->pers; savedSess = client->sess; savedPing = client->ps.ping; for( i = 0; i < MAX_PERSISTANT; i++ ) persistant[ i ] = client->ps.persistant[ i ]; eventSequence = client->ps.eventSequence; memset( client, 0, sizeof( *client ) ); client->pers = saved; client->sess = savedSess; client->ps.ping = savedPing; client->lastkilled_client = -1; for( i = 0; i < MAX_PERSISTANT; i++ ) client->ps.persistant[ i ] = persistant[ i ]; client->ps.eventSequence = eventSequence; // increment the spawncount so the client will detect the respawn client->ps.persistant[ PERS_SPAWN_COUNT ]++; client->ps.persistant[ PERS_SPECSTATE ] = client->sess.spectatorState; client->airOutTime = level.time + 12000; trap_GetUserinfo( index, userinfo, sizeof( userinfo ) ); client->ps.eFlags = flags; //Com_Printf( "ent->client->pers->pclass = %i\n", ent->client->pers.classSelection ); ent->s.groundEntityNum = ENTITYNUM_NONE; ent->client = &level.clients[ index ]; ent->takedamage = qtrue; ent->inuse = qtrue; ent->classname = "player"; ent->r.contents = CONTENTS_BODY; ent->clipmask = MASK_PLAYERSOLID; ent->die = player_die; ent->waterlevel = 0; ent->watertype = 0; ent->flags = 0; ent->pathid = -1; //LEPE: 0 exists // calculate each client's acceleration ent->evaluateAcceleration = qtrue; client->ps.stats[ STAT_MISC ] = 0; client->ps.eFlags = flags; client->ps.clientNum = index; BG_ClassBoundingBox( ent->client->pers.classSelection, ent->r.mins, ent->r.maxs, NULL, NULL, NULL ); if( client->sess.spectatorState == SPECTATOR_NOT ) client->ps.stats[ STAT_MAX_HEALTH ] = BG_Class( ent->client->pers.classSelection )->health; else client->ps.stats[ STAT_MAX_HEALTH ] = 100; // clear entity values if( ent->client->pers.classSelection == PCL_HUMAN ) { BG_AddUpgradeToInventory( UP_MEDKIT, client->ps.stats ); weapon = client->pers.humanItemSelection; } else if( client->sess.spectatorState == SPECTATOR_NOT ) weapon = BG_Class( ent->client->pers.classSelection )->startWeapon; else weapon = WP_NONE; maxAmmo = BG_Weapon( weapon )->maxAmmo; maxClips = BG_Weapon( weapon )->maxClips; client->ps.stats[ STAT_WEAPON ] = weapon; client->ps.ammo = maxAmmo; client->ps.clips = maxClips; // We just spawned, not changing weapons client->ps.persistant[ PERS_NEWWEAPON ] = 0; ent->client->ps.stats[ STAT_CLASS ] = ent->client->pers.classSelection; ent->client->ps.stats[ STAT_TEAM ] = ent->client->pers.teamSelection; ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE; ent->client->ps.stats[ STAT_STATE ] = 0; VectorSet( ent->client->ps.grapplePoint, 0.0f, 0.0f, 1.0f ); // health will count down towards max_health ent->health = client->ps.stats[ STAT_HEALTH ] = client->ps.stats[ STAT_MAX_HEALTH ]; //* 1.25; //if evolving scale health if( ent == spawn ) { ent->health *= ent->client->pers.evolveHealthFraction; client->ps.stats[ STAT_HEALTH ] *= ent->client->pers.evolveHealthFraction; } //clear the credits array for( i = 0; i < MAX_CLIENTS; i++ ) ent->credits[ i ] = 0; client->ps.stats[ STAT_STAMINA ] = STAMINA_MAX; G_SetOrigin( ent, spawn_origin ); VectorCopy( spawn_origin, client->ps.origin ); #define UP_VEL 150.0f #define F_VEL 50.0f //give aliens some spawn velocity if( client->sess.spectatorState == SPECTATOR_NOT && client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) { if( ent == spawn ) { //evolution particle system G_AddPredictableEvent( ent, EV_ALIEN_EVOLVE, DirToByte( up ) ); } else { spawn_angles[ YAW ] += 180.0f; AngleNormalize360( spawn_angles[ YAW ] ); if( spawnPoint->s.origin2[ 2 ] > 0.0f ) { vec3_t forward, dir; AngleVectors( spawn_angles, forward, NULL, NULL ); VectorScale( forward, F_VEL, forward ); VectorAdd( spawnPoint->s.origin2, forward, dir ); VectorNormalize( dir ); VectorScale( dir, UP_VEL, client->ps.velocity ); } G_AddPredictableEvent( ent, EV_PLAYER_RESPAWN, 0 ); } } else if( client->sess.spectatorState == SPECTATOR_NOT && client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) { spawn_angles[ YAW ] += 180.0f; AngleNormalize360( spawn_angles[ YAW ] ); } // the respawned flag will be cleared after the attack and jump keys come up client->ps.pm_flags |= PMF_RESPAWNED; trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd ); G_SetClientViewAngle( ent, spawn_angles ); if( client->sess.spectatorState == SPECTATOR_NOT ) { trap_LinkEntity( ent ); // force the base weapon up if( client->pers.teamSelection == TEAM_HUMANS ) G_ForceWeaponChange( ent, weapon ); client->ps.weaponstate = WEAPON_READY; } // don't allow full run speed for a bit client->ps.pm_flags |= PMF_TIME_KNOCKBACK; client->ps.pm_time = 100; client->respawnTime = level.time; ent->nextRegenTime = level.time; client->inactivityTime = level.time + g_inactivity.integer * 1000; client->latched_buttons = 0; // set default animations client->ps.torsoAnim = TORSO_STAND; client->ps.legsAnim = LEGS_IDLE; if( level.intermissiontime ) MoveClientToIntermission( ent ); else { // fire the targets of the spawn point if( !spawn ) G_UseTargets( spawnPoint, ent ); // select the highest weapon number available, after any // spawn given items have fired client->ps.weapon = 1; for( i = WP_NUM_WEAPONS - 1; i > 0 ; i-- ) { if( BG_InventoryContainsWeapon( i, client->ps.stats ) ) { client->ps.weapon = i; break; } } } // run a client frame to drop exactly to the floor, // initialize animations and other things client->ps.commandTime = level.time - 100; ent->client->pers.cmd.serverTime = level.time; ClientThink( ent-g_entities ); // positively link the client, even if the command times are weird if( client->sess.spectatorState == SPECTATOR_NOT ) { BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue ); VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); trap_LinkEntity( ent ); } // must do this here so the number of active clients is calculated CalculateRanks( ); // run the presend to set anything else ClientEndFrame( ent ); // clear entity state values BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue ); }
/** * @brief kick a user off of the server */ static void Svcmd_KickNum_f(void) { gclient_t *cl; int timeout; char *ip; char userinfo[MAX_INFO_STRING]; char sTimeout[MAX_TOKEN_CHARS]; char name[MAX_TOKEN_CHARS]; int clientNum; // make sure server is running if (!G_Is_SV_Running()) { G_Printf("Server is not running.\n"); return; } if (trap_Argc() < 2 || trap_Argc() > 3) { G_Printf("Usage: kick <client number> [timeout]\n"); return; } if (trap_Argc() == 3) { trap_Argv(2, sTimeout, sizeof(sTimeout)); timeout = atoi(sTimeout); } else { timeout = 300; } trap_Argv(1, name, sizeof(name)); clientNum = atoi(name); cl = G_GetPlayerByNum(clientNum); if (!cl) { return; } if (cl->pers.localClient) { G_Printf("Cannot kick host player\n"); return; } trap_GetUserinfo(cl->ps.clientNum, userinfo, sizeof(userinfo)); ip = Info_ValueForKey(userinfo, "ip"); // use engine banning system, mods may choose to use their own banlist if (USE_ENGINE_BANLIST) { // kick but dont ban bots, they arent that lame if ((g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT)) { timeout = 0; } trap_DropClient(cl->ps.clientNum, "player kicked", timeout); } else { trap_DropClient(cl->ps.clientNum, "player kicked", 0); // kick but dont ban bots, they arent that lame if (!(g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT)) { AddIPBan(ip); } } }
/* =========== ClientUserInfoChanged Called from ClientConnect when the player first connects and directly by the server system when the player updates a userinfo variable. The game can override any of the settings and call trap_SetUserinfo if desired. ============ */ char *ClientUserinfoChanged( int clientNum, qboolean forceName ) { gentity_t *ent; char *s; char model[ MAX_QPATH ]; char buffer[ MAX_QPATH ]; char filename[ MAX_QPATH ]; char oldname[ MAX_NAME_LENGTH ]; char newname[ MAX_NAME_LENGTH ]; char s_newname[ MAX_NAME_LENGTH ]; char err[ MAX_STRING_CHARS ]; qboolean revertName = qfalse; qboolean hasbotinname= qfalse; gclient_t *client; char userinfo[ MAX_INFO_STRING ]; ent = g_entities + clientNum; client = ent->client; trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); // check for malformed or illegal info strings if( !Info_Validate(userinfo) ) { trap_SendServerCommand( ent - g_entities, "disconnect \"illegal or malformed userinfo\n\"" ); trap_DropClient( ent - g_entities, "dropped: illegal or malformed userinfo"); return "Illegal or malformed userinfo"; } // If their userinfo overflowed, tremded is in the process of disconnecting them. // If we send our own disconnect, it won't work, so just return to prevent crashes later // in this function. This check must come after the Info_Validate call. else if( !userinfo[ 0 ] ) return "Empty (overflowed) userinfo"; // stickyspec toggle s = Info_ValueForKey( userinfo, "cg_stickySpec" ); client->pers.stickySpec = atoi( s ) != 0; // set name Q_strncpyz( oldname, client->pers.netname, sizeof( oldname ) ); s = Info_ValueForKey( userinfo, "name" ); G_ClientCleanName( s, newname, sizeof( newname ) ); // check if the name contains [BOT] G_DecolorString(newname, s_newname, sizeof(newname)); hasbotinname = Com_StringContains(s_newname, "[BOT]", 0) ? qtrue : qfalse; if( strcmp( oldname, newname ) ) { if( !forceName && client->pers.namelog->nameChangeTime && level.time - client->pers.namelog->nameChangeTime <= g_minNameChangePeriod.value * 1000 ) { trap_SendServerCommand( ent - g_entities, va( "print \"Name change spam protection (g_minNameChangePeriod = %d)\n\"", g_minNameChangePeriod.integer ) ); revertName = qtrue; } else if( !forceName && g_maxNameChanges.integer > 0 && client->pers.namelog->nameChanges >= g_maxNameChanges.integer ) { trap_SendServerCommand( ent - g_entities, va( "print \"Maximum name changes reached (g_maxNameChanges = %d)\n\"", g_maxNameChanges.integer ) ); revertName = qtrue; } else if( !forceName && client->pers.namelog->muted ) { trap_SendServerCommand( ent - g_entities, "print \"You cannot change your name while you are muted\n\"" ); revertName = qtrue; } else if( !G_admin_name_check( ent, newname, err, sizeof( err ) ) ) { trap_SendServerCommand( ent - g_entities, va( "print \"%s\n\"", err ) ); revertName = qtrue; } //LEPE: Players are not allowed to have [BOT] or [bot] in names if(!(ent->r.svFlags & SVF_BOT) && g_bot_tagname.integer == 1) { if (hasbotinname) { trap_SendServerCommand( ent - g_entities, "print \"You cannot use [BOT] in your name\n\"" ); revertName = qtrue; hasbotinname = qfalse; } } if( revertName ) { Q_strncpyz( client->pers.netname, *oldname ? oldname : "UnnamedPlayer", sizeof( client->pers.netname ) ); Info_SetValueForKey( userinfo, "name", oldname ); trap_SetUserinfo( clientNum, userinfo ); } else { G_CensorString( client->pers.netname, newname, sizeof( client->pers.netname ), ent ); if( !forceName && client->pers.connected == CON_CONNECTED ) { client->pers.namelog->nameChangeTime = level.time; client->pers.namelog->nameChanges++; } if( *oldname ) { G_LogPrintf( "ClientRename: %i [%s] (%s) \"%s^7\" -> \"%s^7\" \"%c%s%c^7\"\n", clientNum, client->pers.ip.str, client->pers.guid, oldname, client->pers.netname, DECOLOR_OFF, client->pers.netname, DECOLOR_ON ); } } G_namelog_update_name( client ); } if( client->pers.classSelection == PCL_NONE ) { //This looks hacky and frankly it is. The clientInfo string needs to hold different //model details to that of the spawning class or the info change will not be //registered and an axis appears instead of the player model. There is zero chance //the player can spawn with the battlesuit, hence this choice. Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_ClassConfig( PCL_HUMAN_BSUIT )->modelName, BG_ClassConfig( PCL_HUMAN_BSUIT )->skinName ); } else { Com_sprintf( buffer, MAX_QPATH, "%s/%s%s", BG_ClassConfig( client->pers.classSelection )->modelName, BG_ClassConfig( client->pers.classSelection )->skinName, g_bot_skins.integer && hasbotinname == qtrue ? "_bot" : ""); //model segmentation Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", BG_ClassConfig( client->pers.classSelection )->modelName ); if( G_NonSegModel( filename ) ) client->ps.persistant[ PERS_STATE ] |= PS_NONSEGMODEL; else client->ps.persistant[ PERS_STATE ] &= ~PS_NONSEGMODEL; } Q_strncpyz( model, buffer, sizeof( model ) ); // wallwalk follow s = Info_ValueForKey( userinfo, "cg_wwFollow" ); if( atoi( s ) ) client->ps.persistant[ PERS_STATE ] |= PS_WALLCLIMBINGFOLLOW; else client->ps.persistant[ PERS_STATE ] &= ~PS_WALLCLIMBINGFOLLOW; // wallwalk toggle s = Info_ValueForKey( userinfo, "cg_wwToggle" ); if( atoi( s ) ) client->ps.persistant[ PERS_STATE ] |= PS_WALLCLIMBINGTOGGLE; else client->ps.persistant[ PERS_STATE ] &= ~PS_WALLCLIMBINGTOGGLE; // always sprint s = Info_ValueForKey( userinfo, "cg_sprintToggle" ); if( atoi( s ) ) client->ps.persistant[ PERS_STATE ] |= PS_SPRINTTOGGLE; else client->ps.persistant[ PERS_STATE ] &= ~PS_SPRINTTOGGLE; // fly speed s = Info_ValueForKey( userinfo, "cg_flySpeed" ); if( *s ) client->pers.flySpeed = atoi( s ); else client->pers.flySpeed = BG_Class( PCL_NONE )->speed; // disable blueprint errors s = Info_ValueForKey( userinfo, "cg_disableBlueprintErrors" ); if( atoi( s ) ) client->pers.disableBlueprintErrors = qtrue; else client->pers.disableBlueprintErrors = qfalse; // teamInfo s = Info_ValueForKey( userinfo, "teamoverlay" ); if( atoi( s ) != 0 ) client->pers.teamInfo = qtrue; else client->pers.teamInfo = qfalse; s = Info_ValueForKey( userinfo, "cg_unlagged" ); if( !s[0] || atoi( s ) != 0 ) client->pers.useUnlagged = qtrue; else client->pers.useUnlagged = qfalse; Q_strncpyz( client->pers.voice, Info_ValueForKey( userinfo, "voice" ), sizeof( client->pers.voice ) ); // send over a subset of the userinfo keys so other clients can // print scoreboards, display models, and play custom sounds Com_sprintf( userinfo, sizeof( userinfo ), "n\\%s\\t\\%i\\model\\%s\\ig\\%16s\\v\\%s", client->pers.netname, client->pers.teamSelection, model, Com_ClientListString( &client->sess.ignoreList ), client->pers.voice ); trap_SetConfigstring( CS_PLAYERS + clientNum, userinfo ); /*G_LogPrintf( "ClientUserinfoChanged: %i %s\n", clientNum, userinfo );*/ return NULL; }
int Pickup_PersistantPowerup(gentity_t *ent, gentity_t *other) { int clientNum; char userinfo[MAX_INFO_STRING]; float handicap; int max; other->client->ps.stats[STAT_PERSISTANT_POWERUP] = ent->item - bg_itemlist; other->client->persistantPowerup = ent; switch (ent->item->giTag) { case PW_GUARD: clientNum = other->client->ps.clientNum; trap_GetUserinfo(clientNum, userinfo, sizeof(userinfo)); handicap = atof(Info_ValueForKey(userinfo, "handicap")); if (handicap <= 0.0f || handicap > 100.0f) { handicap = 100.0f; } max = (int)(2 * handicap); other->health = max; other->client->ps.stats[STAT_HEALTH] = max; other->client->ps.stats[STAT_MAX_HEALTH] = max; other->client->ps.stats[STAT_ARMOR] = max; other->client->pers.maxHealth = max; break; case PW_SCOUT: clientNum = other->client->ps.clientNum; trap_GetUserinfo(clientNum, userinfo, sizeof(userinfo)); handicap = atof(Info_ValueForKey(userinfo, "handicap")); if (handicap <= 0.0f || handicap > 100.0f) { handicap = 100.0f; } other->client->pers.maxHealth = handicap; other->client->ps.stats[STAT_ARMOR] = 0; break; case PW_DOUBLER: clientNum = other->client->ps.clientNum; trap_GetUserinfo(clientNum, userinfo, sizeof(userinfo)); handicap = atof(Info_ValueForKey(userinfo, "handicap")); if (handicap <= 0.0f || handicap > 100.0f) { handicap = 100.0f; } other->client->pers.maxHealth = handicap; break; case PW_AMMOREGEN: clientNum = other->client->ps.clientNum; trap_GetUserinfo(clientNum, userinfo, sizeof(userinfo)); handicap = atof(Info_ValueForKey(userinfo, "handicap")); if (handicap <= 0.0f || handicap > 100.0f) { handicap = 100.0f; } other->client->pers.maxHealth = handicap; memset(other->client->ammoTimes, 0, sizeof(other->client->ammoTimes)); break; default: clientNum = other->client->ps.clientNum; trap_GetUserinfo(clientNum, userinfo, sizeof(userinfo)); handicap = atof(Info_ValueForKey(userinfo, "handicap")); if (handicap <= 0.0f || handicap > 100.0f) { handicap = 100.0f; } other->client->pers.maxHealth = handicap; break; } return -1; }
/* ================= G_UpdateCharacter ================= */ void G_UpdateCharacter(gclient_t *client) { char infostring[MAX_INFO_STRING]; char *s; int characterIndex; bg_character_t *character; trap_GetUserinfo(client->ps.clientNum, infostring, sizeof(infostring)); s = Info_ValueForKey(infostring, "ch"); if (*s) { characterIndex = atoi(s); if (characterIndex < 0 || characterIndex >= MAX_CHARACTERS) { goto set_default_character; } if (client->pers.characterIndex != characterIndex) { client->pers.characterIndex = characterIndex; trap_GetConfigstring(CS_CHARACTERS + characterIndex, infostring, MAX_INFO_STRING); if (!(client->pers.character = BG_FindCharacter(infostring))) { // not found - create it (this should never happen as we should have everything precached) client->pers.character = BG_FindFreeCharacter(infostring); if (!client->pers.character) { goto set_default_character; } Q_strncpyz(client->pers.character->characterFile, infostring, sizeof(client->pers.character->characterFile)); if (!G_RegisterCharacter(infostring, client->pers.character)) { G_Printf(S_COLOR_YELLOW "WARNING: G_UpdateCharacter: failed to load character file '%s' for %s\n", infostring, client->pers.netname); goto set_default_character; } } // reset anims so client's dont freak out // xkan: this can only be done if the model really changed - otherwise, the // animation may get screwed up if we are in the middle of some animation // and we come into this function; // plus, also reset the timer so we can properly start the next animation client->ps.legsAnim = 0; client->ps.torsoAnim = 0; client->ps.legsTimer = 0; client->ps.torsoTimer = 0; } return; } set_default_character: // set default character character = BG_GetCharacter(client->sess.sessionTeam, client->sess.playerType); if (client->pers.character != character) { client->pers.characterIndex = -1; client->pers.character = character; client->ps.legsAnim = 0; client->ps.torsoAnim = 0; client->ps.legsTimer = 0; client->ps.torsoTimer = 0; } }
/* =========== ClientSpawn Called every time a client is placed fresh in the world: after the first ClientBegin, and after each respawn Initializes all non-persistant parts of playerState ============ */ void ClientSpawn(gentity_t *ent) { int index; vec3_t spawn_origin, spawn_angles; gclient_t *client; int i; clientPersistant_t saved; clientSession_t savedSess; int persistant[MAX_PERSISTANT]; gentity_t *spawnPoint; int flags; int savedPing; // char *savedAreaBits; int accuracy_hits, accuracy_shots; int eventSequence; char userinfo[MAX_INFO_STRING]; index = ent - g_entities; client = ent->client; // find a spawn point // do it before setting health back up, so farthest // ranging doesn't count this client if ( client->sess.sessionTeam == TEAM_SPECTATOR ) { spawnPoint = SelectSpectatorSpawnPoint ( spawn_origin, spawn_angles); } else { do { // the first spawn should be at a good looking spot if ( !client->pers.initialSpawn && client->pers.localClient ) { client->pers.initialSpawn = qtrue; spawnPoint = SelectInitialSpawnPoint( spawn_origin, spawn_angles ); } else { // don't spawn near existing origin if possible spawnPoint = SelectSpawnPoint ( client->ps.origin, spawn_origin, spawn_angles); } // Tim needs to prevent bots from spawning at the initial point // on q3dm0... if ( ( spawnPoint->flags & FL_NO_BOTS ) && ( ent->r.svFlags & SVF_BOT ) ) { continue; // try again } // just to be symetric, we have a nohumans option... if ( ( spawnPoint->flags & FL_NO_HUMANS ) && !( ent->r.svFlags & SVF_BOT ) ) { continue; // try again } break; } while ( 1 ); } client->pers.teamState.state = TEAM_ACTIVE; // always clear the kamikaze flag // ent->s.eFlags &= ~EF_KAMIKAZE; // toggle the teleport bit so the client knows to not lerp // and never clear the voted flag flags = ent->s.eFlags & (EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED); flags ^= EF_TELEPORT_BIT; // clear everything but the persistant data saved = client->pers; savedSess = client->sess; savedPing = client->ps.ping; // savedAreaBits = client->areabits; accuracy_hits = client->accuracy_hits; accuracy_shots = client->accuracy_shots; Com_Memset (client, 0, sizeof(*client)); client->ps.stats[STAT_ATTACKERCLIENT] = -1; client->ps.stats[STAT_INFOCLIENT] = -1; client->pers = saved; client->sess = savedSess; client->ps.ping = savedPing; // client->areabits = savedAreaBits; client->accuracy_hits = accuracy_hits; client->accuracy_shots = accuracy_shots; client->lastkilled_client = -1; client->airOutTime = level.time + 12000; trap_GetUserinfo( index, userinfo, sizeof(userinfo) ); // set max health client->pers.maxHealth = atoi( Info_ValueForKey( userinfo, "handicap" ) ); if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) { client->pers.maxHealth = 100; } // clear entity values client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; ent->s.eFlags = flags; ent->s.groundEntityNum = ENTITYNUM_NONE; ent->client = &level.clients[index]; ent->takedamage = qtrue; ent->inuse = qtrue; ent->classname = "player"; ent->r.contents = CONTENTS_BODY; ent->clipmask = MASK_PLAYERSOLID; ent->die = player_die; ent->waterlevel = 0; ent->watertype = 0; ent->flags = 0; VectorCopy (playerMins, ent->r.mins); VectorCopy (playerMaxs, ent->r.maxs); client->ps.clientNum = index; // health will count down towards max_health ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] + 25; G_SetOrigin( ent, spawn_origin ); VectorCopy( spawn_origin, client->ps.origin ); // the respawned flag will be cleared after the attack and jump keys come up client->ps.pm_flags |= PMF_RESPAWNED; trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd ); SetClientViewAngle( ent, spawn_angles ); if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) { } else { G_KillBox( ent ); trap_LinkEntity (ent); } // don't allow full run speed for a bit client->ps.pm_flags |= PMF_TIME_KNOCKBACK; client->ps.pm_time = 100; client->respawnTime = level.time; client->inactivityTime = level.time + g_inactivity.integer * 1000; client->latched_buttons = 0; if ( level.intermissiontime ) { MoveClientToIntermission( ent ); } else { // fire the targets of the spawn point G_UseTargets( spawnPoint, ent ); } // run a client frame to drop exactly to the floor, // initialize animations and other things client->ps.commandTime = level.time - 100; ent->client->pers.cmd.serverTime = level.time; ClientThink( ent-g_entities ); // positively link the client, even if the command times are weird if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) { BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue ); VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); trap_LinkEntity( ent ); } // run the presend to set anything else ClientEndFrame( ent ); // clear entity state values BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue ); ent->s.modelindex = G_ModelIndex("models/human/coxswain.tik"); }
/* =========== ClientConnect Called when a player begins connecting to the server. Called again for every map change or tournement restart. The session information will be valid after exit. Return NULL if the client should be allowed, otherwise return a string with the reason for denial. Otherwise, the client will be sent the current gamestate and will eventually get to ClientBegin. firstTime will be qtrue the very first time a client connects to the server machine, but qfalse on map changes and tournement restarts. ============ */ char *ClientConnect(int clientNum, qboolean firstTime) { char *value; gclient_t *client; char userinfo[MAX_INFO_STRING]; gentity_t *ent; char userinfo2[MAX_INFO_STRING]; // Nico, used in connections limit check int i = 0; int clientNum2; // Nico, used in connections limit check int conn_per_ip = 1; // Nico, connections per IP counter char ip[20], ip2[20]; // Nico, used in connections limit check char parsedIp[20], parsedIp2[20]; // Nico, used in connections limit check char cs_name[MAX_NETNAME]; ent = &g_entities[clientNum]; trap_GetUserinfo(clientNum, userinfo, sizeof (userinfo)); // IP filtering // show_bug.cgi?id=500 // recommanding PB based IP / GUID banning, the builtin system is pretty limited // check to see if they are on the banned IP list value = Info_ValueForKey(userinfo, "ip"); if (G_FilterIPBanPacket(value)) { return "You are banned from this server."; } // Nico, check maximum connections per IP (from ETpub) // (prevents fakeplayers DOS http://aluigi.altervista.org/fakep.htm ) // note: value is the client ip if (!getParsedIp(value, parsedIp)) { return "Invalid IP address"; } Q_strncpyz(ip, parsedIp, sizeof (ip)); for (i = 0; i < level.numConnectedClients; ++i) { clientNum2 = level.sortedClients[i]; if (clientNum == clientNum2) { continue; } trap_GetUserinfo(clientNum2, userinfo2, sizeof (userinfo2)); value = Info_ValueForKey(userinfo2, "ip"); if (!getParsedIp(value, parsedIp2)) { continue; } Q_strncpyz(ip2, parsedIp2, sizeof (ip2)); if (strcmp(ip, ip2) == 0) { conn_per_ip++; } } if (conn_per_ip > g_maxConnsPerIP.integer) { G_LogPrintf("%s: possible DoS attack, rejecting client from %s (%d connections already)\n", GAME_VERSION, ip, g_maxConnsPerIP.integer); return "Too many connections from your IP."; } // Nico, end of check maximum connections per IP // Nico, check name value = Info_ValueForKey(userinfo, "name"); Q_strncpyz(cs_name, value, sizeof (cs_name)); if (CheckName(cs_name) != qtrue) { return "Bad name: extended ASCII characters or too long name. Please change your name."; } // we don't check password for bots and local client // NOTE: local client <-> "ip" "localhost" // this means this client is not running in our current process if (strcmp(Info_ValueForKey(userinfo, "ip"), "localhost") != 0) { // check for a password value = Info_ValueForKey(userinfo, "password"); if (g_password.string[0] && Q_stricmp(g_password.string, "none") && strcmp(g_password.string, value) != 0 && (!sv_privatepassword.string[0] || strcmp(sv_privatepassword.string, value) != 0)) { return "Invalid password"; } } // Gordon: porting q3f flag bug fix // If a player reconnects quickly after a disconnect, the client disconnect may never be called, thus flag can get lost in the ether if (ent->inuse) { G_LogPrintf("Forcing disconnect on active client: %d\n", (int)(ent - g_entities)); // so lets just fix up anything that should happen on a disconnect ClientDisconnect(ent - g_entities); } // they can connect ent->client = level.clients + clientNum; client = ent->client; memset(client, 0, sizeof (*client)); client->pers.connected = CON_CONNECTING; // read or initialize the session data if (firstTime) { G_InitSessionData(client); client->pers.enterTime = level.time; client->ps.persistant[PERS_SCORE] = 0; } else { G_ReadSessionData(client); } client->pers.enterTime = level.time; if (firstTime) { // force into spectator client->sess.sessionTeam = TEAM_SPECTATOR; client->sess.spectatorState = SPECTATOR_FREE; client->sess.spectatorClient = 0; // unlink the entity - just in case they were already connected trap_UnlinkEntity(ent); } // Nico, GeoIP if (gidb != NULL) { value = Info_ValueForKey (userinfo, "ip"); if (!strcmp(value, "localhost")) { client->sess.countryCode = 0; } else { char realIP[IP_MAX_LENGTH] = {0};// Nico, used to store IP without :port unsigned long ip; // Nico, remove :port from IP sscanf(value, "%15[0-9.]:%*d", realIP); ip = GeoIP_addr_to_num(realIP); if (((ip & 0xFF000000) == 0x0A000000) || ((ip & 0xFFF00000) == 0xAC100000) || ((ip & 0xFFFF0000) == 0xC0A80000) || ( ip == 0x7F000001) ) { client->sess.countryCode = 246; } else { unsigned int ret = GeoIP_seek_record(gidb, ip); if (ret > 0) { client->sess.countryCode = ret; } else { client->sess.countryCode = 246; G_LogPrintf("GeoIP: This IP:%s cannot be located\n", realIP); } } } } else { client->sess.countryCode = 255; } // Nico, end of GeoIP // get and distribute relevent paramters G_LogPrintf("ClientConnect: %i\n", clientNum); G_UpdateCharacter(client); ClientUserinfoChanged(clientNum); // don't do the "xxx connected" messages if they were caried over from previous level // TAT 12/10/2002 - Don't display connected messages in single player if (firstTime) { trap_SendServerCommand(-1, va("cpm \"%s" S_COLOR_WHITE " connected\n\"", client->pers.netname)); } // count current clients and rank for scoreboard CalculateRanks(); return NULL; }
/* =========== ClientUserInfoChanged Called from ClientConnect when the player first connects and directly by the server system when the player updates a userinfo variable. The game can override any of the settings and call trap_SetUserinfo if desired. ============ */ void ClientUserinfoChanged( int clientNum ) { gentity_t *ent; int teamTask, teamLeader; char *s; char model[MAX_QPATH]; char headModel[MAX_QPATH]; char oldname[MAX_STRING_CHARS]; gclient_t *client; char c1[MAX_INFO_STRING]; char c2[MAX_INFO_STRING]; char userinfo[MAX_INFO_STRING]; ent = g_entities + clientNum; client = ent->client; trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); // check for malformed or illegal info strings if ( !Info_Validate(userinfo) ) { strcpy (userinfo, "\\name\\badinfo"); // don't keep those clients and userinfo trap_DropClient(clientNum, "Invalid userinfo"); } // check for local client s = Info_ValueForKey( userinfo, "ip" ); if ( !strcmp( s, "localhost" ) ) { client->pers.localClient = qtrue; } // check the item prediction s = Info_ValueForKey( userinfo, "cg_predictItems" ); if ( !atoi( s ) ) { client->pers.predictItemPickup = qfalse; } else { client->pers.predictItemPickup = qtrue; } // set name Q_strncpyz ( oldname, client->pers.netname, sizeof( oldname ) ); s = Info_ValueForKey (userinfo, "name"); ClientCleanName( s, client->pers.netname, sizeof(client->pers.netname) ); if ( client->sess.sessionTeam == TEAM_SPECTATOR ) { if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) { Q_strncpyz( client->pers.netname, "scoreboard", sizeof(client->pers.netname) ); } } if ( client->pers.connected == CON_CONNECTED ) { if ( strcmp( oldname, client->pers.netname ) ) { trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " renamed to %s\n\"", oldname, client->pers.netname) ); } } // set max health #ifdef MISSIONPACK if (client->ps.powerups[PW_GUARD]) { client->pers.maxHealth = 200; } else { client->pers.maxHealth = ClientHandicap( client ); } #else client->pers.maxHealth = ClientHandicap( client ); #endif client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; // set model if( g_gametype.integer >= GT_TEAM ) { Q_strncpyz( model, Info_ValueForKey (userinfo, "team_model"), sizeof( model ) ); Q_strncpyz( headModel, Info_ValueForKey (userinfo, "team_headmodel"), sizeof( headModel ) ); } else { Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) ); Q_strncpyz( headModel, Info_ValueForKey (userinfo, "headmodel"), sizeof( headModel ) ); } /* NOTE: all client side now // team switch( team ) { case TEAM_RED: ForceClientSkin(client, model, "red"); // ForceClientSkin(client, headModel, "red"); break; case TEAM_BLUE: ForceClientSkin(client, model, "blue"); // ForceClientSkin(client, headModel, "blue"); break; } // don't ever use a default skin in teamplay, it would just waste memory // however bots will always join a team but they spawn in as spectator if ( g_gametype.integer >= GT_TEAM && team == TEAM_SPECTATOR) { ForceClientSkin(client, model, "red"); // ForceClientSkin(client, headModel, "red"); } */ #ifdef MISSIONPACK if (g_gametype.integer >= GT_TEAM) { client->pers.teamInfo = qtrue; } else { s = Info_ValueForKey( userinfo, "teamoverlay" ); if ( ! *s || atoi( s ) != 0 ) { client->pers.teamInfo = qtrue; } else { client->pers.teamInfo = qfalse; } } #else // teamInfo s = Info_ValueForKey( userinfo, "teamoverlay" ); if ( ! *s || atoi( s ) != 0 ) { client->pers.teamInfo = qtrue; } else { client->pers.teamInfo = qfalse; } #endif /* s = Info_ValueForKey( userinfo, "cg_pmove_fixed" ); if ( !*s || atoi( s ) == 0 ) { client->pers.pmoveFixed = qfalse; } else { client->pers.pmoveFixed = qtrue; } */ // team task (0 = none, 1 = offence, 2 = defence) teamTask = atoi(Info_ValueForKey(userinfo, "teamtask")); // team Leader (1 = leader, 0 is normal player) teamLeader = client->sess.teamLeader; // colors strcpy(c1, Info_ValueForKey( userinfo, "color1" )); strcpy(c2, Info_ValueForKey( userinfo, "color2" )); // send over a subset of the userinfo keys so other clients can // print scoreboards, display models, and play custom sounds if (ent->r.svFlags & SVF_BOT) { s = va("n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s\\tt\\%d\\tl\\%d", client->pers.netname, client->sess.sessionTeam, model, headModel, c1, c2, client->pers.maxHealth, client->sess.wins, client->sess.losses, Info_ValueForKey( userinfo, "skill" ), teamTask, teamLeader ); } else { s = va("n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d", client->pers.netname, client->sess.sessionTeam, model, headModel, c1, c2, client->pers.maxHealth, client->sess.wins, client->sess.losses, teamTask, teamLeader); } trap_SetConfigstring( CS_PLAYERS+clientNum, s ); // this is not the userinfo, more like the configstring actually G_LogPrintf( "ClientUserinfoChanged: %i %s\n", clientNum, s ); }
/* =========== ClientUserInfoChanged Called from ClientConnect when the player first connects and directly by the server system when the player updates a userinfo variable. The game can override any of the settings and call trap_SetUserinfo if desired. ============ */ void ClientUserinfoChanged(int clientNum) { gentity_t *ent; char *s; char oldname[MAX_STRING_CHARS]; char userinfo[MAX_INFO_STRING]; gclient_t *client; char *ip = NULL; // Nico, used to store client ip char *rate = NULL; // Nico, used to store client rate char *snaps = NULL; // Nico, used to store client snaps char *name = NULL; // Nico, used to store client name char oldAuthToken[MAX_QPATH]; // Nico, used to see if auth token was changed ent = g_entities + clientNum; client = ent->client; client->ps.clientNum = clientNum; // Nico, flood protection if (ClientIsFlooding(ent)) { G_LogPrintf("Dropping client %d: flooded userinfo\n", clientNum); trap_DropClient(clientNum, "^1You were kicked because of flooded userinfo", 0); return; } trap_GetUserinfo(clientNum, userinfo, sizeof (userinfo)); // Nico, perform security checks on userinfo string if (!checkUserinfoString(clientNum, userinfo)) { return; } if (g_developer.integer || *g_log.string || g_dedicated.integer) { G_Printf("Userinfo: %s\n", userinfo); } // check for local client ip = Info_ValueForKey(userinfo, "ip"); Q_strncpyz(client->pers.ip, ip, IP_MAX_LENGTH); if (ip && !strcmp(ip, "localhost")) { client->pers.localClient = qtrue; level.fLocalHost = qtrue; client->sess.referee = RL_REFEREE; } // Nico, store rate and snaps rate = Info_ValueForKey(userinfo, "rate"); client->pers.rate = atoi(rate); snaps = Info_ValueForKey(userinfo, "snaps"); client->pers.snaps = atoi(snaps); // Nico, backup old auth token Q_strncpyz(oldAuthToken, client->pers.authToken, sizeof (oldAuthToken)); s = Info_ValueForKey(userinfo, "cg_uinfo"); sscanf(s, "%i %i %i %i %s %i %i %i %i %i %i %i %i %i", &client->pers.clientFlags, &client->pers.clientTimeNudge, &client->pers.clientMaxPackets, // Nico, max FPS &client->pers.maxFPS, // Nico, auth Token (char *)&client->pers.authToken, // Nico, load view angles on load &client->pers.loadViewAngles, // Nico, load weapon on load &client->pers.loadWeapon, // Nico, load position when player dies &client->pers.autoLoad, // Nico, cgaz &client->pers.cgaz, // Nico, hideme &client->pers.hideme, // Nico, client auto demo record setting &client->pers.autoDemo, // Nico, automatically load checkpoints &client->pers.autoLoadCheckpoints, // Nico, persistant specLock (int *)&client->sess.specLocked, // Nico, keep all demos &client->pers.keepAllDemos ); // Nico, check if auth token was changed if (oldAuthToken[0] != '\0' && Q_stricmp(oldAuthToken, client->pers.authToken) && client->sess.logged) { // Nico, auth token was changed => logout player if he was logged in CP("cp \"You are no longer logged in!\n\""); G_LogPrintf("ClientUserinfoChanged: authToken changed for client %d, forcing logout\n", clientNum); ent->client->sess.logged = qfalse; } client->pers.autoActivate = (client->pers.clientFlags & CGF_AUTOACTIVATE) ? PICKUP_TOUCH : PICKUP_ACTIVATE; client->pers.predictItemPickup = ((client->pers.clientFlags & CGF_PREDICTITEMS) != 0); if (client->pers.clientFlags & CGF_AUTORELOAD) { client->pers.bAutoReloadAux = qtrue; client->pmext.bAutoReload = qtrue; } else { client->pers.bAutoReloadAux = qfalse; client->pmext.bAutoReload = qfalse; } // Nico, pmove_fixed client->pers.pmoveFixed = client->pers.clientFlags & CGF_PMOVEFIXED; // Nico, autologin client->pers.autoLogin = client->pers.clientFlags & CGF_AUTOLOGIN; // // Nico, name handling // // Backup old name Q_strncpyz(oldname, client->pers.netname, sizeof (oldname)); // Get new name from userinfo string name = Info_ValueForKey(userinfo, "name"); // Clean the new name ClientCleanName(name, client->pers.netname, sizeof (client->pers.netname)); // Check it's valid if (CheckName(client->pers.netname) != qtrue) { // Invalid name, restore old name Q_strncpyz(client->pers.netname, oldname, sizeof (client->pers.netname)); Info_SetValueForKey(userinfo, "name", oldname); trap_SetUserinfo(clientNum, userinfo); CPx(clientNum, "print \"^1Invalid name, name change refused\n\""); G_LogPrintf("Client %d name change refused\n", clientNum); } else { // Name is valid // Now, check if name was changed or not if (client->pers.connected == CON_CONNECTED && strcmp(oldname, client->pers.netname) != 0) { // Name was changed // Now, check name changes limit if (g_maxNameChanges.integer > -1 && client->pers.nameChanges >= g_maxNameChanges.integer) { // Nico, limit reached, forbid name change Q_strncpyz(client->pers.netname, oldname, sizeof (client->pers.netname)); Info_SetValueForKey(userinfo, "name", oldname); trap_SetUserinfo(clientNum, userinfo); CPx(clientNum, "print \"^1You had too many namechanges\n\""); G_LogPrintf("Client %d name change refused\n", clientNum); return; } client->pers.nameChanges++; trap_SendServerCommand(-1, va("print \"%s" S_COLOR_WHITE " renamed to %s\n\"", oldname, client->pers.netname)); } } // // Nico, end of name handling // client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; // To communicate it to cgame client->ps.stats[STAT_PLAYER_CLASS] = client->sess.playerType; // Gordon: Not needed any more as it's in clientinfo? // send over a subset of the userinfo keys so other clients can // print scoreboards, display models, and play custom sounds s = va("n\\%s\\t\\%i\\c\\%i\\w\\%i\\lw\\%i\\sw\\%i\\mu\\%i\\ref\\%i\\pm\\%i\\l\\%i\\h\\%i\\cc\\%i", client->pers.netname, client->sess.sessionTeam, client->sess.playerType, client->sess.playerWeapon, client->sess.latchPlayerWeapon, client->sess.latchPlayerWeapon2, client->sess.muted ? 1 : 0, client->sess.referee, client->pers.pmoveFixed ? 1 : 0, // Nico, pmove_fixed client->sess.logged ? 1 : 0, // Nico, login status client->pers.hideme, // Nico, hideme client->sess.countryCode// Nico, country code (GeoIP) ); trap_GetConfigstring(CS_PLAYERS + clientNum, oldname, sizeof (oldname)); trap_SetConfigstring(CS_PLAYERS + clientNum, s); if (!Q_stricmp(oldname, s)) { return; } G_LogPrintf("ClientUserinfoChanged: %i %s\n", clientNum, s); G_DPrintf("ClientUserinfoChanged: %i :: %s\n", clientNum, s); }
/* =========== ClientConnect Called when a player begins connecting to the server. Called again for every map change or tournement restart. The session information will be valid after exit. Return NULL if the client should be allowed, otherwise return a string with the reason for denial. Otherwise, the client will be sent the current gamestate and will eventually get to ClientBegin. firstTime will be qtrue the very first time a client connects to the server machine, but qfalse on map changes and tournement restarts. ============ */ char *ClientConnect( int clientNum, qboolean firstTime ) { char *value; char *userInfoError; gclient_t *client; char userinfo[ MAX_INFO_STRING ]; char pubkey[ RSA_STRING_LENGTH ]; gentity_t *ent; char reason[ MAX_STRING_CHARS ] = { "" }; int i; ent = &g_entities[ clientNum ]; client = &level.clients[ clientNum ]; // ignore if client already connected if ( client->pers.connected != CON_DISCONNECTED ) { return NULL; } ent->client = client; memset( client, 0, sizeof( *client ) ); trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); value = Info_ValueForKey( userinfo, "ip" ); // check for local client if ( !strcmp( value, "localhost" ) ) { client->pers.localClient = qtrue; } G_AddressParse( value, &client->pers.ip ); trap_GetPlayerPubkey( clientNum, pubkey, sizeof( pubkey ) ); if ( strlen( pubkey ) != RSA_STRING_LENGTH - 1 ) { return "Invalid pubkey key"; } trap_GenFingerprint( pubkey, sizeof( pubkey ), client->pers.guid, sizeof( client->pers.guid ) ); client->pers.admin = G_admin_admin( client->pers.guid ); client->pers.pubkey_authenticated = 0; if ( client->pers.admin ) { trap_RealTime( &client->pers.admin->lastSeen ); } // check for admin ban if ( G_admin_ban_check( ent, reason, sizeof( reason ) ) ) { return va( "%s", reason ); // reason is local } // check for a password value = Info_ValueForKey( userinfo, "password" ); if ( g_password.string[ 0 ] && Q_stricmp( g_password.string, "none" ) && strcmp( g_password.string, value ) != 0 ) { return "Invalid password"; } // if a player reconnects quickly after a disconnect, the client disconnect may never be called, thus flag can get lost in the ether if ( ent->inuse ) { G_LogPrintf( "Forcing disconnect on active client: %i\n", (int)( ent - g_entities ) ); // so lets just fix up anything that should happen on a disconnect ClientDisconnect( ent-g_entities ); } for ( i = 0; i < level.maxclients; i++ ) { if ( level.clients[ i ].pers.connected == CON_DISCONNECTED ) { continue; } if ( !Q_stricmp( client->pers.guid, level.clients[ i ].pers.guid ) ) { if ( !G_ClientIsLagging( level.clients + i ) ) { trap_SendServerCommand( i, "cp \"Your GUID is not secure\"" ); return "Duplicate GUID"; } trap_DropClient( i, "Ghost" ); } } client->pers.connected = CON_CONNECTING; // read or initialize the session data if ( firstTime ) { G_InitSessionData( client, userinfo ); } G_ReadSessionData( client ); // get and distribute relevent paramters G_namelog_connect( client ); userInfoError = ClientUserinfoChanged( clientNum, qfalse ); if ( userInfoError != NULL ) { return userInfoError; } G_LogPrintf( "ClientConnect: %i [%s] (%s) \"%s^7\" \"%c%s%c^7\"\n", clientNum, client->pers.ip.str, client->pers.guid, client->pers.netname, DECOLOR_OFF, client->pers.netname, DECOLOR_ON ); // don't do the "xxx connected" messages if they were caried over from previous level if ( firstTime ) { trap_SendServerCommand( -1, va( "print_tr %s %s", QQ( N_("$1$^7 connected\n") ), Quote( client->pers.netname ) ) ); } // count current clients and rank for scoreboard CalculateRanks(); // if this is after !restart keepteams or !restart switchteams, apply said selection if ( client->sess.restartTeam != TEAM_NONE ) { G_ChangeTeam( ent, client->sess.restartTeam ); client->sess.restartTeam = TEAM_NONE; } return NULL; }
/* =========== PlayerUserinfoChanged Called from PlayerConnect when the player first connects and directly by the server system when the player updates a userinfo variable. The game can override any of the settings and call trap_SetUserinfo if desired. ============ */ void PlayerUserinfoChanged( int playerNum ) { gentity_t *ent; int teamTask, teamLeader; char *s; char model[MAX_QPATH]; char headModel[MAX_QPATH]; char oldname[MAX_STRING_CHARS]; gplayer_t *player; char c1[MAX_INFO_STRING]; char c2[MAX_INFO_STRING]; char userinfo[MAX_INFO_STRING]; ent = g_entities + playerNum; player = ent->player; trap_GetUserinfo( playerNum, userinfo, sizeof( userinfo ) ); // check for malformed or illegal info strings if ( !Info_Validate(userinfo) ) { strcpy (userinfo, "\\name\\badinfo"); // don't keep those players and userinfo trap_DropPlayer(playerNum, "Invalid userinfo"); } // check the item prediction s = Info_ValueForKey( userinfo, "cg_predictItems" ); if ( !atoi( s ) ) { player->pers.predictItemPickup = qfalse; } else { player->pers.predictItemPickup = qtrue; } // check the anti lag s = Info_ValueForKey( userinfo, "cg_antiLag" ); player->pers.antiLag = atoi( s ); // set name Q_strncpyz ( oldname, player->pers.netname, sizeof( oldname ) ); s = Info_ValueForKey (userinfo, "name"); PlayerCleanName( s, player->pers.netname, sizeof(player->pers.netname) ); if ( player->sess.sessionTeam == TEAM_SPECTATOR ) { if ( player->sess.spectatorState == SPECTATOR_SCOREBOARD ) { Q_strncpyz( player->pers.netname, "scoreboard", sizeof(player->pers.netname) ); } } if ( player->pers.connected == CON_CONNECTED ) { if ( strcmp( oldname, player->pers.netname ) ) { trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " renamed to %s\n\"", oldname, player->pers.netname) ); } } // set max health #ifdef MISSIONPACK if (player->ps.powerups[PW_GUARD]) { player->pers.maxHealth = 200; } else { player->pers.maxHealth = PlayerHandicap( player ); } #else player->pers.maxHealth = PlayerHandicap( player ); #endif player->ps.stats[STAT_MAX_HEALTH] = player->pers.maxHealth; // set model if( g_gametype.integer >= GT_TEAM ) { Q_strncpyz( model, Info_ValueForKey (userinfo, "team_model"), sizeof( model ) ); Q_strncpyz( headModel, Info_ValueForKey (userinfo, "team_headmodel"), sizeof( headModel ) ); } else { Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) ); Q_strncpyz( headModel, Info_ValueForKey (userinfo, "headmodel"), sizeof( headModel ) ); } // teamInfo s = Info_ValueForKey( userinfo, "teamoverlay" ); if ( ! *s || atoi( s ) != 0 ) { player->pers.teamInfo = qtrue; } else { player->pers.teamInfo = qfalse; } /* s = Info_ValueForKey( userinfo, "cg_pmove_fixed" ); if ( !*s || atoi( s ) == 0 ) { player->pers.pmoveFixed = qfalse; } else { player->pers.pmoveFixed = qtrue; } */ // team task (0 = none, 1 = offence, 2 = defence) teamTask = atoi(Info_ValueForKey(userinfo, "teamtask")); // team Leader (1 = leader, 0 is normal player) teamLeader = player->sess.teamLeader; // colors strcpy(c1, Info_ValueForKey( userinfo, "color1" )); strcpy(c2, Info_ValueForKey( userinfo, "color2" )); // send over a subset of the userinfo keys so other clients can // print scoreboards, display models, and play custom sounds if (ent->r.svFlags & SVF_BOT) { s = va("n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s\\tt\\%d\\tl\\%d", player->pers.netname, player->sess.sessionTeam, model, headModel, c1, c2, player->pers.maxHealth, player->sess.wins, player->sess.losses, Info_ValueForKey( userinfo, "skill" ), teamTask, teamLeader ); } else { s = va("n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d", player->pers.netname, player->sess.sessionTeam, model, headModel, c1, c2, player->pers.maxHealth, player->sess.wins, player->sess.losses, teamTask, teamLeader); } trap_SetConfigstring( CS_PLAYERS+playerNum, s ); // this is not the userinfo, more like the configstring actually G_LogPrintf( "PlayerUserinfoChanged: %i %s\n", playerNum, s ); }