quakeforge/qw/source/net_svc.c
Adam Olsen a4d9507895 - roast the unnecesary MAX_STYLESTRING def from bothdefs.h
- rename the message argument of NET_SVC_*_Parse to msg
- rename the other argument to block, for brevity
- convert svc_spawnstaticsound
- convert svc_serverinfo
- convert svc_playerinfo
- fix a exploitable buffer overflow with svc_lightstyle
2001-10-19 21:20:49 +00:00

335 lines
7.6 KiB
C

/*
net_svc.c
(description)
Copyright (C) 2001 Adam Olsen
This program 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.
This program 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 this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
static const char rcsid[] =
"$Id$";
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifndef _WIN32
# ifdef HAVE_UNISTD_H
# include <unistd.h>
# endif
#else
# include <windows.h>
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/msg.h"
#include "QF/sound.h"
#include "compat.h"
#include "msg_ucmd.h" // FIXME
#include "net_svc.h"
qboolean
NET_SVC_Print_Parse (net_svc_print_t *block, msg_t *msg)
{
block->level = MSG_ReadByte (msg);
block->message = MSG_ReadString (msg);
return msg->badread;
}
qboolean
NET_SVC_Damage_Parse (net_svc_damage_t *block, msg_t *msg)
{
int i;
block->armor = MSG_ReadByte (msg);
block->blood = MSG_ReadByte (msg);
for (i = 0; i < 3; i++)
block->from[i] = MSG_ReadCoord (msg);
return msg->badread;
}
qboolean
NET_SVC_ServerData_Parse (net_svc_serverdata_t *block, msg_t *msg)
{
block->protocolversion = MSG_ReadLong (msg);
// I could abort now if the version is wrong, but why bother?
block->servercount = MSG_ReadLong (msg);
block->gamedir = MSG_ReadString (msg);
// high bit means spectator
block->playernum = MSG_ReadByte (msg);
block->spectator = block->playernum >> 7;
block->playernum &= ~(1 << 7);
block->levelname = MSG_ReadString (msg);
block->movevars.gravity = MSG_ReadFloat (msg);
block->movevars.stopspeed = MSG_ReadFloat (msg);
block->movevars.maxspeed = MSG_ReadFloat (msg);
block->movevars.spectatormaxspeed = MSG_ReadFloat (msg);
block->movevars.accelerate = MSG_ReadFloat (msg);
block->movevars.airaccelerate = MSG_ReadFloat (msg);
block->movevars.wateraccelerate = MSG_ReadFloat (msg);
block->movevars.friction = MSG_ReadFloat (msg);
block->movevars.waterfriction = MSG_ReadFloat (msg);
block->movevars.entgravity = MSG_ReadFloat (msg);
return msg->badread;
}
qboolean
NET_SVC_Sound_Parse (net_svc_sound_t *block, msg_t *msg)
{
int i, header;
header = MSG_ReadShort (msg);
if (header & SND_VOLUME)
block->volume = MSG_ReadByte (msg) / 255.0;
else
block->volume = DEFAULT_SOUND_PACKET_VOLUME / 255.0;
if (header & SND_ATTENUATION)
block->attenuation = MSG_ReadByte (msg) / 64.0;
else
block->attenuation = DEFAULT_SOUND_PACKET_ATTENUATION;
block->sound_num = MSG_ReadByte (msg);
for (i = 0; i < 3; i++)
block->position[i] = MSG_ReadCoord (msg);
block->entity = (header >> 3) & 1023;
block->channel = header & 7;
return msg->badread;
}
qboolean
NET_SVC_TempEntity_Parse (net_svc_tempentity_t *block, msg_t *msg)
{
int i;
block->type = MSG_ReadByte (msg);
switch (block->type) {
case TE_WIZSPIKE:
case TE_KNIGHTSPIKE:
case TE_SPIKE:
case TE_SUPERSPIKE:
case TE_EXPLOSION:
case TE_TAREXPLOSION:
case TE_LAVASPLASH:
case TE_TELEPORT:
case TE_LIGHTNINGBLOOD:
for (i = 0; i < 3; i++)
block->position[i] = MSG_ReadCoord (msg);
break;
case TE_LIGHTNING1:
case TE_LIGHTNING2:
case TE_LIGHTNING3:
case TE_BEAM:
block->beamentity = MSG_ReadShort (msg);
for (i = 0; i < 3; i++)
block->position[i] = MSG_ReadCoord (msg);
for (i = 0; i < 3; i++)
block->beamend[i] = MSG_ReadCoord (msg);
break;
case TE_EXPLOSION2:
for (i = 0; i < 3; i++)
block->position[i] = MSG_ReadCoord (msg);
block->colorstart = MSG_ReadByte (msg);
block->colorlength = MSG_ReadByte (msg);
break;
case TE_GUNSHOT:
case TE_BLOOD:
block->gunshotcount = MSG_ReadByte (msg);
for (i = 0; i < 3; i++)
block->position[i] = MSG_ReadCoord (msg);
break;
}
return msg->badread;
}
qboolean
NET_SVC_SpawnStaticSound_Parse (net_svc_spawnstaticsound_t *block,
msg_t *msg)
{
int i;
for (i = 0; i < 3; i++)
block->position[i] = MSG_ReadCoord (msg);
block->sound_num = MSG_ReadByte (msg);
block->volume = MSG_ReadByte (msg);
block->attenuation = MSG_ReadByte (msg);
return msg->badread;
}
qboolean
NET_SVC_UpdateUserInfo_Parse (net_svc_updateuserinfo_t *block,
msg_t *msg)
{
block->slot = MSG_ReadByte (msg);
block->userid = MSG_ReadLong (msg);
block->userinfo = MSG_ReadString (msg);
return msg->badread;
}
qboolean
NET_SVC_SetInfo_Parse (net_svc_setinfo_t *block, msg_t *msg)
{
block->slot = MSG_ReadByte (msg);
block->key = MSG_ReadString (msg);
block->value = MSG_ReadString (msg);
return msg->badread;
}
qboolean
NET_SVC_ServerInfo_Parse (net_svc_serverinfo_t *block, msg_t *msg)
{
block->key = MSG_ReadString (msg);
block->value = MSG_ReadString (msg);
return msg->badread;
}
qboolean
NET_SVC_Download_Parse (net_svc_download_t *block, msg_t *msg)
{
block->size = MSG_ReadShort (msg);
block->percent = MSG_ReadByte (msg);
block->name = block->data = 0;
if (block->size == -2)
block->name = MSG_ReadString (msg);
else if (block->size > 0) {
// FIXME: this should really be a MSG function
if (msg->readcount + block->size <= msg->message->cursize) {
block->data = msg->message->data + msg->readcount;
msg->readcount += block->size;
} else {
// size was beyond the end of the packet
msg->readcount = msg->message->cursize;
msg->badread = true;
block->size = 0;
}
}
return msg->badread;
}
qboolean
NET_SVC_Playerinfo_Parse (net_svc_playerinfo_t *block, msg_t *msg)
{
int i;
block->playernum = MSG_ReadByte (msg);
block->flags = MSG_ReadShort (msg);
for (i = 0; i < 3; i++)
block->origin[i] = MSG_ReadCoord (msg);
block->frame = MSG_ReadByte (msg);
if (block->flags & PF_MSEC)
block->msec = MSG_ReadByte (msg);
else
block->msec = 0;
// eww, FIXME
if (block->flags & PF_COMMAND)
MSG_ReadDeltaUsercmd (&nullcmd, &block->usercmd);
for (i = 0; i < 3; i++) {
if (block->flags & (PF_VELOCITY1 << i))
block->velocity[i] = MSG_ReadShort (msg);
else
block->velocity[i] = 0;
}
if (block->flags & PF_MODEL)
block->modelindex = MSG_ReadByte (msg);
// FIXME: handle else
if (block->flags & PF_SKINNUM)
block->skinnum = MSG_ReadByte (msg);
else
block->skinnum = 0;
if (block->flags & PF_EFFECTS)
block->effects = MSG_ReadByte (msg);
else
block->effects = 0;
if (block->flags & PF_WEAPONFRAME)
block->weaponframe = MSG_ReadByte (msg);
else
block->weaponframe = 0;
return msg->badread;
}
qboolean
NET_SVC_Soundlist_Parse (net_svc_soundlist_t *block, msg_t *msg)
{
int i;
block->startsound = MSG_ReadByte (msg);
for (i = 0; i < MAX_MODELS; i++) {
block->sounds[i] = MSG_ReadString (msg);
if (!*block->sounds[i])
break;
}
// this is a bit redundant, but I think the robustness is a good thing
block->sounds[MAX_SOUNDS] = "";
block->nextsound = MSG_ReadByte (msg);
return msg->badread;
}
qboolean
NET_SVC_Modellist_Parse (net_svc_modellist_t *block, msg_t *msg)
{
int i;
block->startmodel = MSG_ReadByte (msg);
for (i = 0; i < MAX_MODELS; i++) {
block->models[i] = MSG_ReadString (msg);
if (!*block->models[i])
break;
}
// this is a bit redundant, but I think the robustness is a good thing
block->models[MAX_MODELS] = "";
block->nextmodel = MSG_ReadByte (msg);
return msg->badread;
}