ioq3/code/game/g_arenas.c
Zachary Slater a4327ef965 Bugzilla #4753
Potential buffer overflow in UpdateTournamentInfo()
2010-10-25 06:39:11 +00:00

375 lines
11 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
//
// g_arenas.c
//
#include "g_local.h"
gentity_t *podium1;
gentity_t *podium2;
gentity_t *podium3;
/*
==================
UpdateTournamentInfo
==================
*/
void UpdateTournamentInfo( void ) {
int i;
gentity_t *player;
int playerClientNum;
int n, accuracy, perfect, msglen;
#ifdef MISSIONPACK
int score1, score2;
qboolean won;
#endif
char buf[32];
char msg[MAX_STRING_CHARS];
// find the real player
player = NULL;
for (i = 0; i < level.maxclients; i++ ) {
player = &g_entities[i];
if ( !player->inuse ) {
continue;
}
if ( !( player->r.svFlags & SVF_BOT ) ) {
break;
}
}
// this should never happen!
if ( !player || i == level.maxclients ) {
return;
}
playerClientNum = i;
CalculateRanks();
if ( level.clients[playerClientNum].sess.sessionTeam == TEAM_SPECTATOR ) {
#ifdef MISSIONPACK
Com_sprintf( msg, sizeof(msg), "postgame %i %i 0 0 0 0 0 0 0 0 0 0 0", level.numNonSpectatorClients, playerClientNum );
#else
Com_sprintf( msg, sizeof(msg), "postgame %i %i 0 0 0 0 0 0", level.numNonSpectatorClients, playerClientNum );
#endif
}
else {
if( player->client->accuracy_shots ) {
accuracy = player->client->accuracy_hits * 100 / player->client->accuracy_shots;
}
else {
accuracy = 0;
}
#ifdef MISSIONPACK
won = qfalse;
if (g_gametype.integer >= GT_CTF) {
score1 = level.teamScores[TEAM_RED];
score2 = level.teamScores[TEAM_BLUE];
if (level.clients[playerClientNum].sess.sessionTeam == TEAM_RED) {
won = (level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE]);
} else {
won = (level.teamScores[TEAM_BLUE] > level.teamScores[TEAM_RED]);
}
} else {
if (&level.clients[playerClientNum] == &level.clients[ level.sortedClients[0] ]) {
won = qtrue;
score1 = level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE];
score2 = level.clients[ level.sortedClients[1] ].ps.persistant[PERS_SCORE];
} else {
score2 = level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE];
score1 = level.clients[ level.sortedClients[1] ].ps.persistant[PERS_SCORE];
}
}
if (won && player->client->ps.persistant[PERS_KILLED] == 0) {
perfect = 1;
} else {
perfect = 0;
}
Com_sprintf( msg, sizeof(msg), "postgame %i %i %i %i %i %i %i %i %i %i %i %i %i %i", level.numNonSpectatorClients, playerClientNum, accuracy,
player->client->ps.persistant[PERS_IMPRESSIVE_COUNT], player->client->ps.persistant[PERS_EXCELLENT_COUNT],player->client->ps.persistant[PERS_DEFEND_COUNT],
player->client->ps.persistant[PERS_ASSIST_COUNT], player->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT], player->client->ps.persistant[PERS_SCORE],
perfect, score1, score2, level.time, player->client->ps.persistant[PERS_CAPTURES] );
#else
perfect = ( level.clients[playerClientNum].ps.persistant[PERS_RANK] == 0 && player->client->ps.persistant[PERS_KILLED] == 0 ) ? 1 : 0;
Com_sprintf( msg, sizeof(msg), "postgame %i %i %i %i %i %i %i %i", level.numNonSpectatorClients, playerClientNum, accuracy,
player->client->ps.persistant[PERS_IMPRESSIVE_COUNT], player->client->ps.persistant[PERS_EXCELLENT_COUNT],
player->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT], player->client->ps.persistant[PERS_SCORE],
perfect );
#endif
}
msglen = strlen( msg );
for( i = 0; i < level.numNonSpectatorClients; i++ ) {
n = level.sortedClients[i];
Com_sprintf( buf, sizeof(buf), " %i %i %i", n, level.clients[n].ps.persistant[PERS_RANK], level.clients[n].ps.persistant[PERS_SCORE] );
msglen += strlen( buf );
if( msglen >= sizeof(msg) ) {
break;
}
strcat( msg, buf );
}
trap_SendConsoleCommand( EXEC_APPEND, msg );
}
static gentity_t *SpawnModelOnVictoryPad( gentity_t *pad, vec3_t offset, gentity_t *ent, int place ) {
gentity_t *body;
vec3_t vec;
vec3_t f, r, u;
body = G_Spawn();
if ( !body ) {
G_Printf( S_COLOR_RED "ERROR: out of gentities\n" );
return NULL;
}
body->classname = ent->client->pers.netname;
body->client = ent->client;
body->s = ent->s;
body->s.eType = ET_PLAYER; // could be ET_INVISIBLE
body->s.eFlags = 0; // clear EF_TALK, etc
body->s.powerups = 0; // clear powerups
body->s.loopSound = 0; // clear lava burning
body->s.number = body - g_entities;
body->timestamp = level.time;
body->physicsObject = qtrue;
body->physicsBounce = 0; // don't bounce
body->s.event = 0;
body->s.pos.trType = TR_STATIONARY;
body->s.groundEntityNum = ENTITYNUM_WORLD;
body->s.legsAnim = LEGS_IDLE;
body->s.torsoAnim = TORSO_STAND;
if( body->s.weapon == WP_NONE ) {
body->s.weapon = WP_MACHINEGUN;
}
if( body->s.weapon == WP_GAUNTLET) {
body->s.torsoAnim = TORSO_STAND2;
}
body->s.event = 0;
body->r.svFlags = ent->r.svFlags;
VectorCopy (ent->r.mins, body->r.mins);
VectorCopy (ent->r.maxs, body->r.maxs);
VectorCopy (ent->r.absmin, body->r.absmin);
VectorCopy (ent->r.absmax, body->r.absmax);
body->clipmask = CONTENTS_SOLID | CONTENTS_PLAYERCLIP;
body->r.contents = CONTENTS_BODY;
body->r.ownerNum = ent->r.ownerNum;
body->takedamage = qfalse;
VectorSubtract( level.intermission_origin, pad->r.currentOrigin, vec );
vectoangles( vec, body->s.apos.trBase );
body->s.apos.trBase[PITCH] = 0;
body->s.apos.trBase[ROLL] = 0;
AngleVectors( body->s.apos.trBase, f, r, u );
VectorMA( pad->r.currentOrigin, offset[0], f, vec );
VectorMA( vec, offset[1], r, vec );
VectorMA( vec, offset[2], u, vec );
G_SetOrigin( body, vec );
trap_LinkEntity (body);
body->count = place;
return body;
}
static void CelebrateStop( gentity_t *player ) {
int anim;
if( player->s.weapon == WP_GAUNTLET) {
anim = TORSO_STAND2;
}
else {
anim = TORSO_STAND;
}
player->s.torsoAnim = ( ( player->s.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
}
#define TIMER_GESTURE (34*66+50)
static void CelebrateStart( gentity_t *player ) {
player->s.torsoAnim = ( ( player->s.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | TORSO_GESTURE;
player->nextthink = level.time + TIMER_GESTURE;
player->think = CelebrateStop;
/*
player->client->ps.events[player->client->ps.eventSequence & (MAX_PS_EVENTS-1)] = EV_TAUNT;
player->client->ps.eventParms[player->client->ps.eventSequence & (MAX_PS_EVENTS-1)] = 0;
player->client->ps.eventSequence++;
*/
G_AddEvent(player, EV_TAUNT, 0);
}
static vec3_t offsetFirst = {0, 0, 74};
static vec3_t offsetSecond = {-10, 60, 54};
static vec3_t offsetThird = {-19, -60, 45};
static void PodiumPlacementThink( gentity_t *podium ) {
vec3_t vec;
vec3_t origin;
vec3_t f, r, u;
podium->nextthink = level.time + 100;
AngleVectors( level.intermission_angle, vec, NULL, NULL );
VectorMA( level.intermission_origin, trap_Cvar_VariableIntegerValue( "g_podiumDist" ), vec, origin );
origin[2] -= trap_Cvar_VariableIntegerValue( "g_podiumDrop" );
G_SetOrigin( podium, origin );
if( podium1 ) {
VectorSubtract( level.intermission_origin, podium->r.currentOrigin, vec );
vectoangles( vec, podium1->s.apos.trBase );
podium1->s.apos.trBase[PITCH] = 0;
podium1->s.apos.trBase[ROLL] = 0;
AngleVectors( podium1->s.apos.trBase, f, r, u );
VectorMA( podium->r.currentOrigin, offsetFirst[0], f, vec );
VectorMA( vec, offsetFirst[1], r, vec );
VectorMA( vec, offsetFirst[2], u, vec );
G_SetOrigin( podium1, vec );
}
if( podium2 ) {
VectorSubtract( level.intermission_origin, podium->r.currentOrigin, vec );
vectoangles( vec, podium2->s.apos.trBase );
podium2->s.apos.trBase[PITCH] = 0;
podium2->s.apos.trBase[ROLL] = 0;
AngleVectors( podium2->s.apos.trBase, f, r, u );
VectorMA( podium->r.currentOrigin, offsetSecond[0], f, vec );
VectorMA( vec, offsetSecond[1], r, vec );
VectorMA( vec, offsetSecond[2], u, vec );
G_SetOrigin( podium2, vec );
}
if( podium3 ) {
VectorSubtract( level.intermission_origin, podium->r.currentOrigin, vec );
vectoangles( vec, podium3->s.apos.trBase );
podium3->s.apos.trBase[PITCH] = 0;
podium3->s.apos.trBase[ROLL] = 0;
AngleVectors( podium3->s.apos.trBase, f, r, u );
VectorMA( podium->r.currentOrigin, offsetThird[0], f, vec );
VectorMA( vec, offsetThird[1], r, vec );
VectorMA( vec, offsetThird[2], u, vec );
G_SetOrigin( podium3, vec );
}
}
static gentity_t *SpawnPodium( void ) {
gentity_t *podium;
vec3_t vec;
vec3_t origin;
podium = G_Spawn();
if ( !podium ) {
return NULL;
}
podium->classname = "podium";
podium->s.eType = ET_GENERAL;
podium->s.number = podium - g_entities;
podium->clipmask = CONTENTS_SOLID;
podium->r.contents = CONTENTS_SOLID;
podium->s.modelindex = G_ModelIndex( SP_PODIUM_MODEL );
AngleVectors( level.intermission_angle, vec, NULL, NULL );
VectorMA( level.intermission_origin, trap_Cvar_VariableIntegerValue( "g_podiumDist" ), vec, origin );
origin[2] -= trap_Cvar_VariableIntegerValue( "g_podiumDrop" );
G_SetOrigin( podium, origin );
VectorSubtract( level.intermission_origin, podium->r.currentOrigin, vec );
podium->s.apos.trBase[YAW] = vectoyaw( vec );
trap_LinkEntity (podium);
podium->think = PodiumPlacementThink;
podium->nextthink = level.time + 100;
return podium;
}
/*
==================
SpawnModelsOnVictoryPads
==================
*/
void SpawnModelsOnVictoryPads( void ) {
gentity_t *player;
gentity_t *podium;
podium1 = NULL;
podium2 = NULL;
podium3 = NULL;
podium = SpawnPodium();
player = SpawnModelOnVictoryPad( podium, offsetFirst, &g_entities[level.sortedClients[0]],
level.clients[ level.sortedClients[0] ].ps.persistant[PERS_RANK] &~ RANK_TIED_FLAG );
if ( player ) {
player->nextthink = level.time + 2000;
player->think = CelebrateStart;
podium1 = player;
}
player = SpawnModelOnVictoryPad( podium, offsetSecond, &g_entities[level.sortedClients[1]],
level.clients[ level.sortedClients[1] ].ps.persistant[PERS_RANK] &~ RANK_TIED_FLAG );
if ( player ) {
podium2 = player;
}
if ( level.numNonSpectatorClients > 2 ) {
player = SpawnModelOnVictoryPad( podium, offsetThird, &g_entities[level.sortedClients[2]],
level.clients[ level.sortedClients[2] ].ps.persistant[PERS_RANK] &~ RANK_TIED_FLAG );
if ( player ) {
podium3 = player;
}
}
}
/*
===============
Svcmd_AbortPodium_f
===============
*/
void Svcmd_AbortPodium_f( void ) {
if( g_gametype.integer != GT_SINGLE_PLAYER ) {
return;
}
if( podium1 ) {
podium1->nextthink = level.time;
podium1->think = CelebrateStop;
}
}