Files
DayZ-Epoch/SQF/dayz_server/compile/server_playerSetup.sqf
ebaydayz 16e4dc7b30 Move HeliCrash and CarePackage area variables to markers
This allows finer grained control of crashsite, carepackage and infected
camp spawn positions and radii (further north, south, east, west, etc.).

Also removed some hardcoded checks for Chernarus, since
dayz_townGenerator should always be off on other maps for now. Someone
may add town generator coordinates for other maps later.

Related vanilla commits:

b20b402bf0

7c8b69eb82

7dfd3ef9cf
2016-09-11 14:45:49 -04:00

242 lines
9.7 KiB
Plaintext

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"];
_characterID = _this select 0;
_playerObj = _this select 1;
_spawnSelection = _this select 3;
_inventory = _this select 4;
_playerID = getPlayerUID _playerObj;
#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));
};
if (_playerID == "") then {
_playerID = getPlayerUID _playerObj;
};
if (_playerID == "") exitWith {
diag_log ("SETUP INIT FAILED: Exiting, no player ID: " + str(_playerObj));
};
private "_dummy";
_dummy = getPlayerUID _playerObj;
if (_playerID != _dummy) then {
diag_log format["DEBUG: _playerID miscompare with UID! _playerID:%1",_playerID];
_playerID = _dummy;
};
_worldspace = [];
_state = [];
//Do Connection Attempt
_doLoop = 0;
while {_doLoop < 5} do {
_key = format["CHILD:102:%1:",_characterID];
_primary = _key call server_hiveReadWrite;
if (count _primary > 0) then {
if ((_primary select 0) != "ERROR") then {
_doLoop = 9;
};
};
_doLoop = _doLoop + 1;
};
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;
_worldspace = _primary select 4;
_humanity = _primary select 5;
_lastInstance = _primary select 6;
_randomSpot = false; //Set position
_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 {_randomSpot = true;}; //prevent debug world!
_debug = getMarkerpos "respawn_west";
_distance = _debug distance _position;
if (_distance < 2000) then {_randomSpot = true;};
_distance = [0,0,0] distance _position;
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;
};
//diag_log ("LOGIN: Location: " + str(_worldspace) + " doRnd?: " + str(_randomSpot));
//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];
//Add bleeding wounds
{
_playerObj setVariable ["hit_"+_x,true,true];
} forEach (_medical select 8);
//Add fractures
_fractures = _medical select 9;
_playerObj setVariable ["hit_legs",(_fractures select 0),true];
_playerObj setVariable ["hit_hands",(_fractures select 1),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];
// diag_log [ "Character data: blood_type,rh_factor,testdone=",
// _playerObj getVariable ["blood_type", "?"],_playerObj getVariable ["rh_factor", "?"], _playerObj getVariable ["blood_testdone", false]
// ];
} else {
_playerObj call player_bloodCalc;
diag_log [ "Character upgrade to 1.8.3: blood_type,rh_factor=",_playerObj getVariable ["blood_type", "?"],_playerObj getVariable ["rh_factor", "?"]];
};
} else {
//Reset bleeding wounds
call fnc_usec_resetWoundPoints;
//Reset fractures
_playerObj setVariable ["hit_legs",0,true];
_playerObj setVariable ["hit_hands",0,true];
_playerObj setVariable ["USEC_injured",false,true];
_playerObj setVariable ["USEC_inPain",false,true];
_playerObj call player_bloodCalc; // will set blood_type and rh_factor according to real population statitics
//diag_log [ "New character setup: blood_type,rh_factor=",_playerObj getVariable ["blood_type", "?"],_playerObj getVariable ["rh_factor", "?"]];
_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];
//ConfirmedKills
_playerObj setVariable ["ConfirmedHumanKills",(_stats select 2),true];
_playerObj setVariable ["ConfirmedBanditKills",(_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)];
if (count _stats > 4) then {
if !(_stats select 3) then {_playerObj setVariable ["selectSex",true,true];};
} else {
_playerObj setVariable ["selectSex",true,true];
};
} else {
//register stats
_playerObj setVariable ["zombieKills",0,true];
_playerObj setVariable ["humanKills",0,true];
_playerObj setVariable ["banditKills",0,true];
_playerObj setVariable ["headShots",0,true];
//ConfirmedKills
_playerObj setVariable ["ConfirmedHumanKills",0,true];
_playerObj setVariable ["ConfirmedBanditKills",0,true];
//record for Server JIP checks
_playerObj setVariable ["zombieKills_CHK",0];
_playerObj setVariable ["headShots_CHK",0];
};
if (_randomSpot) then {
private ["_counter","_position","_isNear","_isZero","_mkr"];
if (!isDedicated) then {endLoadingScreen;};
_IslandMap = if (toLower worldName in ["caribou","cmr_ovaron","dayznogova","dingor","dzhg","fallujah","fapovo","fdf_isle1_a","isladuala","lingor","mbg_celle2","namalsk","napf","oring","panthera2","sara","sauerland","smd_sahrani_a2","tasmania2010","tavi","trinity","utes"]) then {true} else {false};
//spawn into random
_findSpot = true;
_mkr = [];
_position = [0,0,0];
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 actualSpawnMarkerCount)));};
} 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
&& {(_position distance _mkr < spawnArea)}) then { // !ouside the disk
_position set [2, 0];
if (((ATLtoASL _position) select 2 > 2.5) //! player's feet too wet
&& {({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
// 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) && !_IslandMap) exitWith {_isIsland = true;};
};
if (!_isIsland) then {_findSpot = false};
};
};
//diag_log format["%1: pos:%2 _findSpot:%3", __FILE__, _position, _findSpot];
};
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 pos locally for server checking
_playerObj setVariable ["characterID",_characterID,true];
_playerObj setVariable ["humanity",_humanity,true];
_playerObj setVariable ["humanity_CHK",_humanity];
_playerObj setVariable ["lastPos",getPosATL _playerObj];
PVCDZ_plr_Login2 = [_worldspace,_state];
_clientID = owner _playerObj;
_clientID publicVariableClient "PVCDZ_plr_Login2";
_clientID publicVariableClient "PVCDZ_plr_plantSpawner";
//record time started
_playerObj setVariable ["lastTime",time];
//set server-side inventory variable to monitor player gear
_playerObj setVariable["ServerMagArray",[_inventory select 1, _inventory select 2], false];
//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;