Remove friendlySaving for now

Achievements are saved in the state field, so we don't have room to save
friendlies there anymore. DZE_FriendlySaving is removed for now. I will
add it back later with a save to player profile instead.

The dayz_players variable is not used for anything. There were several
other unused variables in server_playerLogin.sqf.
This commit is contained in:
ebaydayz
2016-03-24 17:04:17 -04:00
parent 3ed4a95c14
commit ee13f4caf7
23 changed files with 218 additions and 401 deletions

View File

@@ -1,6 +1,6 @@
private ["_characterID","_playerObj","_playerID","_dummy","_worldspace","_state","_doLoop","_key","_primary","_medical","_stats","_humanity","_lastinstance","_friendlies","_randomSpot","_position","_debug","_distance","_hit","_fractures","_score","_findSpot","_pos","_isIsland","_w","_clientID","_spawnMC","_namespace"];
private ["_characterID","_playerObj","_playerID","_dummy","_worldspace","_state","_doLoop","_key","_primary","_medical","_stats","_humanity","_randomSpot","_position","_debug","_distance","_fractures","_score","_findSpot","_mkr","_j","_isIsland","_w","_clientID","_lastInstance"];
//diag_log ("SETUP: attempted with " + str(_this));
diag_log (format["%1 DEBUG %2", __FILE__, _this]);
_characterID = _this select 0;
_playerObj = _this select 1;
@@ -8,6 +8,7 @@ _spawnSelection = _this select 3;
_playerID = [_playerObj] call FNC_GetPlayerUID;
#include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"
if (isNull _playerObj) exitWith {
diag_log ("SETUP INIT FAILED: Exiting, player object null: " + str(_playerObj));
};
@@ -20,17 +21,15 @@ if (_playerID == "") exitWith {
diag_log ("SETUP INIT FAILED: Exiting, no player ID: " + str(_playerObj));
};
private["_dummy"];
private "_dummy";
_dummy = [_playerObj] call FNC_GetPlayerUID;
if ( _playerID != _dummy ) then {
if (_playerID != _dummy) then {
diag_log format["DEBUG: _playerID miscompare with UID! _playerID:%1",_playerID];
_playerID = _dummy;
};
//Variables
_worldspace = [];
_state = [];
_worldspace = [];
_state = [];
//Do Connection Attempt
_doLoop = 0;
@@ -45,63 +44,44 @@ while {_doLoop < 5} do {
_doLoop = _doLoop + 1;
};
if (isNull _playerObj || !isPlayer _playerObj) exitWith {
if (isNull _playerObj or !isPlayer _playerObj) exitWith {
diag_log ("SETUP RESULT: Exiting, player object null: " + str(_playerObj));
};
//Wait for HIVE to be free
//diag_log ("SETUP: RESULT: Successful with " + str(_primary));
_medical = _primary select 1;
_stats = _primary select 2;
_state = _primary select 3;
_statearray = if (count _primary >= 4) then { _primary select 3 } else {[""]};
_worldspace = _primary select 4;
_humanity = _primary select 5;
_lastinstance = _primary select 6;
if (count _statearray == 0) then { _statearray = [""]; };
//diag_log ("StateNew: "+str(_statearray));
if (typeName ((_statearray) select 0) == "STRING") then {
_statearray = [_statearray,[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]];
};
_state = ((_statearray) select 0);
//diag_log ("State: "+str(_state));
_Achievements = ((_statearray) select 1);
if (count _Achievements == 0) then {
_Achievements = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0];
};
//diag_log ("Achievements: "+str(_Achievements));
_medical = _primary select 1;
_stats = _primary select 2;
_worldspace = _primary select 4;
_humanity = _primary select 5;
_lastInstance = _primary select 6;
_randomSpot = false; //Set position
//Set position
_randomSpot = false;
_statearray = if (count _primary >= 4) then {_primary select 3} else {[""]};
if (count _statearray == 0) then {_statearray = [""];}; //diag_log ("StateNew: "+str(_statearray));
if (typeName ((_statearray) select 0) == "STRING") then {_statearray = [_statearray,[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]];};
_state = (_statearray) select 0; //diag_log ("State: "+str(_state));
_Achievements = (_statearray) select 1;
if (count _Achievements == 0) then {_Achievements = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0];};
//diag_log ("Achievements: "+str(_Achievements));
//diag_log ("WORLDSPACE: " + str(_worldspace));
if (count _worldspace > 0) then {
_position = _worldspace select 1;
if (count _position < 3) then {
//prevent debug world!
_randomSpot = true;
};
if (count _worldspace > 0) then {
_position = _worldspace select 1;
if (count _position < 3) then {_randomSpot = true;}; //prevent debug world!
_debug = getMarkerpos "respawn_west";
_distance = _debug distance _position;
if (_distance < 2000) then {
_randomSpot = true;
};
if (_distance < 2000) then {_randomSpot = true;};
_distance = [0,0,0] distance _position;
if (_distance < 500) then {
_randomSpot = true;
};
if (_distance < 500) then {_randomSpot = true;};
//_playerObj setPosATL _position;
// Came from another server force random spawn
if (_lastInstance != dayZ_instance) then {_randomSpot = true;};
} else {
_randomSpot = true;
};
@@ -110,34 +90,32 @@ if (count _worldspace > 0) then {
//set medical values
if (count _medical > 0) then {
_playerObj setVariable["USEC_isDead",(_medical select 0),true];
_playerObj setVariable["NORRN_unconscious", (_medical select 1), true];
_playerObj setVariable["USEC_infected",(_medical select 2),true];
_playerObj setVariable["USEC_injured",(_medical select 3),true];
_playerObj setVariable["USEC_inPain",(_medical select 4),true];
_playerObj setVariable["USEC_isCardiac",(_medical select 5),true];
_playerObj setVariable["USEC_lowBlood",(_medical select 6),true];
_playerObj setVariable["USEC_BloodQty",(_medical select 7),true];
_playerObj setVariable["unconsciousTime",(_medical select 10),true];
//Add Wounds
_playerObj setVariable ["USEC_isDead",(_medical select 0),true];
_playerObj setVariable ["NORRN_unconscious",(_medical select 1),true];
_playerObj setVariable ["USEC_infected",(_medical select 2),true];
_playerObj setVariable ["USEC_injured",(_medical select 3),true];
_playerObj setVariable ["USEC_inPain",(_medical select 4),true];
_playerObj setVariable ["USEC_isCardiac",(_medical select 5),true];
_playerObj setVariable ["USEC_lowBlood",(_medical select 6),true];
_playerObj setVariable ["USEC_BloodQty",(_medical select 7),true];
//Add bleeding wounds
{
_playerObj setVariable["hit_"+_x,true, true];
} count (_medical select 8);
_playerObj setVariable ["hit_"+_x,true,true];
} forEach (_medical select 8);
//Add fractures
_fractures = (_medical select 9);
_fractures = _medical select 9;
_playerObj setVariable ["hit_legs",(_fractures select 0),true];
_playerObj setVariable ["hit_hands",(_fractures select 1),true];
_playerObj setVariable["messing",if (count _medical >= 14) then {(_medical select 13)} else {[0,0,0]},true];
_playerObj setVariable["blood_testdone",if (count _medical >= 15) then {(_medical select 14)} else {false},true];
_playerObj setVariable ["unconsciousTime",(_medical select 10),true];
_playerObj setVariable ["messing",if (count _medical >= 14) then {(_medical select 13)} else {[0,0,0]},true];
_playerObj setVariable ["blood_testdone",if (count _medical >= 15) then {(_medical select 14)} else {false},true];
if (count _medical >= 12) then {
_playerObj setVariable["blood_type",(_medical select 11),true];
_playerObj setVariable["rh_factor",(_medical select 12),true];
_playerObj setVariable ["blood_type",(_medical select 11),true];
_playerObj setVariable ["rh_factor",(_medical select 12),true];
diag_log [ "Character data: blood_type,rh_factor,testdone=",
_playerObj getVariable ["blood_type", "?"],_playerObj getVariable ["rh_factor", "?"], _playerObj getVariable["blood_testdone", false]
_playerObj getVariable ["blood_type", "?"],_playerObj getVariable ["rh_factor", "?"], _playerObj getVariable ["blood_testdone", false]
];
} else {
_playerObj call player_bloodCalc;
@@ -146,7 +124,7 @@ if (count _medical > 0) then {
} else {
//Reset bleeding wounds
call fnc_usec_resetWoundPoints;
//Reset Fractures
//Reset fractures
_playerObj setVariable ["hit_legs",0,true];
_playerObj setVariable ["hit_hands",0,true];
_playerObj setVariable ["USEC_injured",false,true];
@@ -156,131 +134,106 @@ if (count _medical > 0) then {
_playerObj setVariable ["messing",[0,0,0],true];
_playerObj setVariable ["blood_testdone",false,true];
};
if (count _stats > 0) then {
//register stats
_playerObj setVariable["zombieKills",(_stats select 0),true];
_playerObj setVariable["headShots",(_stats select 1),true];
_playerObj setVariable["humanKills",(_stats select 2),true];
_playerObj setVariable["banditKills",(_stats select 3),true];
_playerObj setVariable ["zombieKills",(_stats select 0),true];
_playerObj setVariable ["headShots",(_stats select 1),true];
_playerObj setVariable ["humanKills",(_stats select 2),true];
_playerObj setVariable ["banditKills",(_stats select 3),true];
_playerObj addScore (_stats select 1);
//Save Score
_score = score _playerObj;
_playerObj addScore ((_stats select 0) - _score);
//record for Server JIP checks
_playerObj setVariable["zombieKills_CHK",(_stats select 0)];
_playerObj setVariable["headShots_CHK",(_stats select 1)];
_playerObj setVariable["humanKills_CHK",(_stats select 2)];
_playerObj setVariable["banditKills_CHK",(_stats select 3)];
_playerObj setVariable ["zombieKills_CHK",(_stats select 0)];
_playerObj setVariable ["headShots_CHK",(_stats select 1)];
if (count _stats > 4) then {
if (!(_stats select 3)) then {
_playerObj setVariable["selectSex",true,true];
};
if !(_stats select 3) then {_playerObj setVariable ["selectSex",true,true];};
} else {
_playerObj setVariable["selectSex",true,true];
_playerObj setVariable ["selectSex",true,true];
};
} else {
//Save initial loadout
//register stats
_playerObj setVariable["zombieKills",0,true];
_playerObj setVariable["humanKills",0,true];
_playerObj setVariable["banditKills",0,true];
_playerObj setVariable["headShots",0,true];
_playerObj setVariable ["zombieKills",0,true];
_playerObj setVariable ["humanKills",0,true];
_playerObj setVariable ["banditKills",0,true];
_playerObj setVariable ["headShots",0,true];
//record for Server JIP checks
_playerObj setVariable["zombieKills_CHK",0];
_playerObj setVariable["humanKills_CHK",0,true];
_playerObj setVariable["banditKills_CHK",0,true];
_playerObj setVariable["headShots_CHK",0];
_playerObj setVariable ["zombieKills_CHK",0];
_playerObj setVariable ["headShots_CHK",0];
};
if (_randomSpot) then {
private["_counter","_position","_isNear","_isZero","_mkr"];
if (!isDedicated) then {
endLoadingScreen;
};
private ["_counter","_position","_isNear","_isZero","_mkr"];
if (!isDedicated) then {endLoadingScreen;};
_IslandMap = if (worldName in ["dzhg","panthera2","Sara","Utes","Dingor","namalsk","isladuala","Tavi","dayznogova","tasmania2010"]) then {true} else {false};
//Spawn modify via mission init.sqf
if(isnil "spawnArea") then {
spawnArea = 1500;
};
if(isnil "spawnShoremode") then {
spawnShoremode = 1;
};
//
_spawnMC = actualSpawnMarkerCount;
if (worldName in ["dzhg", "panthera2", "Sara", "Utes", "Dingor", "namalsk", "isladuala", "Tavi", "dayznogova","tasmania2010"]) then { _IslandMap = true; } else { _IslandMap = false; };
if (isNil "spawnArea") then {spawnArea = 1400;};
if (isNil "spawnShoremode") then {spawnShoremode = 1;};
//spawn into random
_findSpot = true;
_mkr = [];
_position = [0,0,0];
for [{_j=0},{_j<=100 AND _findSpot},{_j=_j+1}] do {
for [{_j=0},{_j<=100 && _findSpot},{_j=_j+1}] do {
if (_spawnSelection == 9) then {
// random spawn location selected, lets get the marker and spawn in somewhere
if (dayz_spawnselection == 1) then { _mkr = getMarkerPos ("spawn" + str(floor(random 6))); } else { _mkr = getMarkerPos ("spawn" + str(floor(random 5))); };
// random spawn location selected, lets get the marker and spawn in somewhere
if (dayz_spawnselection == 1) then {_mkr = getMarkerPos ("spawn" + str(floor(random 6)));} else {_mkr = getMarkerPos ("spawn" + str(floor(random 5)));};
} else {
// spawn is not random, lets spawn in our location that was selected
_mkr = getMarkerPos ("spawn" + str(_spawnSelection));
};
_position = ([_mkr,0,spawnArea,10,0,2,spawnShoremode] call BIS_fnc_findSafePos);
if ((count _position >= 2) // !bad returned position
AND {(_position distance _mkr < 1400)}) then { // !ouside the disk
&& {(_position distance _mkr < spawnArea)}) then { // !ouside the disk
_position set [2, 0];
if (((ATLtoASL _position) select 2 > 2.5) //! player's feet too wet
AND {({alive _x} count (_position nearEntities ["Man",150]) == 0)}) then { // !too close from other players/zombies
&& {({alive _x} count (_position nearEntities ["Man",150]) == 0)}) then { // !too close from other players/zombies
_pos = +(_position);
_isIsland = false; //Can be set to true during the Check
_isIsland = false; //Can be set to true during the Check
// we check over a 809-meter cross line, with an effective interlaced step of 5 meters
for [{_w = 0}, {_w != 809}, {_w = ((_w + 17) % 811)}] do {
//if (_w < 17) then { diag_log format[ "%1 loop starts with _w=%2", __FILE__, _w]; };
_pos = [((_pos select 0) - _w),((_pos select 1) + _w),(_pos select 2)];
if((surfaceisWater _pos) and (!_IslandMap)) exitWith {
_isIsland = true;
};
if ((surfaceisWater _pos) && !_IslandMap) exitWith {_isIsland = true;};
};
if (!_isIsland) then {_findSpot = false};
};
};
//diag_log format["%1: pos:%2 _findSpot:%3", __FILE__, _position, _findSpot];
};
if ((_findSpot) and (!_IslandMap)) exitWith {
if (_findSpot && !_IslandMap) exitWith {
diag_log format["%1: Error, failed to find a suitable spawn spot for player. area:%2",__FILE__, _mkr];
};
_worldspace = [0,_position];
};
//Record player for management
dayz_players set [count dayz_players,_playerObj];
//record player pos locally for server checking
_playerObj setVariable["CharacterID",_characterID,true];
_playerObj setVariable["humanity",_humanity,true];
_playerObj setVariable["humanity_CHK",_humanity];
//_playerObj setVariable["worldspace",_worldspace,true];
//_playerObj setVariable["state",_state,true];
_playerObj setVariable["lastPos",getPosATL _playerObj];
_playerObj setVariable ["characterID",_characterID,true];
_playerObj setVariable ["humanity",_humanity,true];
_playerObj setVariable ["humanity_CHK",_humanity];
_playerObj setVariable ["lastPos",getPosATL _playerObj];
if (!isNil "faco_hook_playerSetup") then {
[_worldspace,_state,_playerObj, _characterID] call faco_hook_playerSetup;
[_worldspace,_state,_playerObj,_characterID] call faco_hook_playerSetup;
_playerObj call faco_sendSecret;
};
PVCDZ_plr_Login2 = [_worldspace,_state,_Achievements];
_clientID = owner _playerObj;
_clientID publicVariableClient "PVCDZ_plr_Login2";
_clientID publicVariableClient "PVCDZ_plr_plantSpawner";
//record time started
_playerObj setVariable ["lastTime",time];
//_playerObj setVariable ["model_CHK",typeOf _playerObj];
//diag_log ("LOGIN PUBLISHING: " + str(_playerObj) + " Type: " + (typeOf _playerObj));
diag_log format["LOGIN PUBLISHING: UID#%1 CID#%2 %3 as %4 should spawn at %5",getPlayerUID _playerObj,_characterID,_playerObj call fa_plr2str,typeOf _playerObj,(_worldspace select 1) call fa_coor2str];
PVDZ_plr_Login1 = null;
PVDZ_plr_Login2 = null;