void rvInstance::PopulateFromMessage( const idBitMsg& msg ) { bool proto69 = ( gameLocal.GetCurrentDemoProtocol() == 69 ); if ( proto69 ) { numMapEntities = msg.ReadShort(); } initialSpawnCount = msg.ReadShort(); delete[] mapEntityNumbers; mapEntityNumbers = NULL; if ( proto69 ) { RV_PUSH_SYS_HEAP_ID(RV_HEAP_ID_LEVEL); mapEntityNumbers = new unsigned short[ numMapEntities ]; RV_POP_HEAP(); memset( mapEntityNumbers, -1, sizeof( unsigned short ) * numMapEntities ); for ( int i = 0; i < numMapEntities; i++ ) { mapEntityNumbers[ i ] = msg.ReadShort(); } Populate(); } else { int populateIndex = msg.ReadLong(); gameLocal.ClientSetStartingIndex( populateIndex ); //common->Printf( "pos: set firstFreeIndex to %d\n", populateIndex ); int checksum = msg.ReadLong(); Populate( checksum ); } }
/* ================ sdClientProjectile::ClientReceiveEvent ================ */ bool sdClientProjectile::ClientReceiveEvent( const idVec3 &origin, int event, int time, const idBitMsg &msg ) { if ( sdClientEntity::ClientReceiveEvent( origin, event, time, msg ) ) { return true; } switch( event ) { case EVENT_COLLIDE: { trace_t collision; idVec3 velocity; int index; memset( &collision, 0, sizeof( collision ) ); collision.endpos = collision.c.point = origin; collision.c.normal = msg.ReadDir( 24 ); collision.endAxis = collision.c.normal.ToMat3(); index = msg.ReadShort(); if ( index >= -1 && index < declManager->GetNumMaterials() ) { if ( index != -1 ) { collision.c.material = declManager->MaterialByIndex( index, false ); } } velocity[0] = msg.ReadFloat( 5, 10 ); velocity[1] = msg.ReadFloat( 5, 10 ); velocity[2] = msg.ReadFloat( 5, 10 ); Collide( collision, velocity ); return true; } default: { return false; } } }
void rvPlayerStat::UnpackStats( const idBitMsg& msg ) { for( int i = 0; i < MAX_WEAPONS; i++ ) { weaponShots[ i ] = msg.ReadShort(); } for( int i = 0; i < MAX_WEAPONS; i++ ) { weaponHits[ i ] = msg.ReadShort(); } for( int i = 0; i < IGA_NUM_AWARDS; i++ ) { inGameAwards[ i ] = msg.ReadByte(); } endGameAwards.SetNum( msg.ReadByte() ); for( int i = 0; i < endGameAwards.Num(); i++ ) { endGameAwards[ i ] = (endGameAward_t)msg.ReadByte(); } deaths = msg.ReadBits( ASYNC_PLAYER_DEATH_BITS ); kills = msg.ReadBits( ASYNC_PLAYER_KILL_BITS ); }
/* ================ idGameLocal::ServerProcessReliableMessage ================ */ void idGameLocal::ServerProcessReliableMessage( int clientNum, int type, const idBitMsg& msg ) { if( clientNum < 0 ) { return; } switch( type ) { case GAME_RELIABLE_MESSAGE_CHAT: case GAME_RELIABLE_MESSAGE_TCHAT: { char name[128]; char text[128]; msg.ReadString( name, sizeof( name ) ); msg.ReadString( text, sizeof( text ) ); mpGame.ProcessChatMessage( clientNum, type == GAME_RELIABLE_MESSAGE_TCHAT, name, text, NULL ); break; } case GAME_RELIABLE_MESSAGE_VCHAT: { int index = msg.ReadLong(); bool team = msg.ReadBits( 1 ) != 0; mpGame.ProcessVoiceChat( clientNum, team, index ); break; } case GAME_RELIABLE_MESSAGE_DROPWEAPON: { mpGame.DropWeapon( clientNum ); break; } case GAME_RELIABLE_MESSAGE_EVENT: { // allocate new event entityNetEvent_t* event = eventQueue.Alloc(); eventQueue.Enqueue( event, idEventQueue::OUTOFORDER_DROP ); event->spawnId = msg.ReadBits( 32 ); event->event = msg.ReadByte(); event->time = msg.ReadLong(); event->paramsSize = msg.ReadBits( idMath::BitsForInteger( MAX_EVENT_PARAM_SIZE ) ); if( event->paramsSize ) { if( event->paramsSize > MAX_EVENT_PARAM_SIZE ) { NetworkEventWarning( event, "invalid param size" ); return; } msg.ReadByteAlign(); msg.ReadData( event->paramsBuf, event->paramsSize ); } break; } case GAME_RELIABLE_MESSAGE_SPECTATE: { bool spec = msg.ReadBool(); idPlayer* player = GetClientByNum( clientNum ); if( serverInfo.GetBool( "si_spectators" ) ) { // never let spectators go back to game while sudden death is on if( mpGame.GetGameState() == idMultiplayerGame::SUDDENDEATH && !spec && player->wantSpectate ) { // Don't allow the change } else { if( player->wantSpectate && !spec ) { player->forceRespawn = true; } player->wantSpectate = spec; } } else { // If the server turned off si_spectators while a player is spectating, then any spectate message forces the player out of spectate mode if( player->wantSpectate ) { player->forceRespawn = true; } player->wantSpectate = false; } break; } case GAME_RELIABLE_MESSAGE_CLIENT_HITSCAN_HIT: { const int attackerNum = msg.ReadShort(); const int victimNum = msg.ReadShort(); idVec3 dir; msg.ReadVectorFloat( dir ); const int damageDefIndex = msg.ReadLong(); const float damageScale = msg.ReadFloat(); const int location = msg.ReadLong(); if( gameLocal.entities[victimNum] == NULL ) { break; } if( gameLocal.entities[attackerNum] == NULL ) { break; } idPlayer& victim = static_cast< idPlayer& >( *gameLocal.entities[victimNum] ); idPlayer& attacker = static_cast< idPlayer& >( *gameLocal.entities[attackerNum] ); if( victim.GetPhysics() == NULL ) { break; } if( attacker.weapon.GetEntity() == NULL ) { break; } if( location == INVALID_JOINT ) { break; } // Line of sight check. As a basic precaution against cheating, // the server performs a ray intersection from the client's position // to the joint he hit on the target. idVec3 muzzleOrigin; idMat3 muzzleAxis; attacker.weapon.GetEntity()->GetProjectileLaunchOriginAndAxis( muzzleOrigin, muzzleAxis ); idVec3 targetLocation = victim.GetRenderEntity()->origin + victim.GetRenderEntity()->joints[location].ToVec3() * victim.GetRenderEntity()->axis; trace_t tr; gameLocal.clip.Translation( tr, muzzleOrigin, targetLocation, NULL, mat3_identity, MASK_SHOT_RENDERMODEL, &attacker ); idEntity* hitEnt = gameLocal.entities[ tr.c.entityNum ]; if( hitEnt != &victim ) { break; } const idDeclEntityDef* damageDef = static_cast<const idDeclEntityDef*>( declManager->DeclByIndex( DECL_ENTITYDEF, damageDefIndex, false ) ); if( damageDef != NULL ) { victim.Damage( NULL, gameLocal.entities[attackerNum], dir, damageDef->GetName(), damageScale, location ); } break; } default: { Warning( "Unknown reliable message (%d) from client %d", type, clientNum ); break; } } }