2022-04-21 16:15:41 +03:00
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private ["_dir","_IslandMap","_pos","_randomKey","_findIndex","_characterID","_playerObj","_spawnSelection","_inventory","_playerID","_dummy","_worldspace","_state","_doLoop","_key","_primary","_medical","_stats","_humanity","_randomSpot","_position","_distance","_fractures","_score","_findSpot","_mkr","_j","_isIsland","_w","_clientID","_lastInstance"];
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_characterID = _this select 0;
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_playerObj = _this select 1;
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_spawnSelection = _this select 3;
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_inventory = _this select 4;
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_playerID = getPlayerUID _playerObj;
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#include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"
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if (isNull _playerObj) exitWith {
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diag_log ("SETUP INIT FAILED: Exiting, player object null: " + str(_playerObj));
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};
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if (_playerID == "") then {
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_playerID = getPlayerUID _playerObj;
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};
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if (_playerID == "") exitWith {
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diag_log ("SETUP INIT FAILED: Exiting, no player ID: " + str(_playerObj));
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};
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_dummy = getPlayerUID _playerObj;
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if (_playerID != _dummy) then {
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diag_log format["DEBUG: _playerID miscompare with UID! _playerID:%1",_playerID];
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_playerID = _dummy;
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};
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_worldspace = [];
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_state = [];
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//Do Connection Attempt
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_doLoop = 0;
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while {_doLoop < 5} do {
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_key = format["CHILD:102:%1:",_characterID];
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_primary = _key call server_hiveReadWrite;
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if (count _primary > 0) then {
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if ((_primary select 0) != "ERROR") then {
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_doLoop = 9;
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};
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};
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_doLoop = _doLoop + 1;
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};
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if (isNull _playerObj || !isPlayer _playerObj) exitWith {
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diag_log ("SETUP RESULT: Exiting, player object null: " + str(_playerObj));
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};
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//Wait for HIVE to be free
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//diag_log ("SETUP: RESULT: Successful with " + str(_primary));
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_medical = _primary select 1;
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_stats = _primary select 2;
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_worldspace = _primary select 4;
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_humanity = _primary select 5;
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_lastInstance = _primary select 6;
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_randomSpot = false; //Set position
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_state = [["",""],_primary select 3 select 0] select (count _primary >= 4);
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_dir = 0;
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//diag_log ("WORLDSPACE: " + str(_worldspace));
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if (count _worldspace > 0) then {
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_dir = _worldspace select 0;
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_position = _worldspace select 1;
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if (count _position < 3) exitWith {_randomSpot = true;}; //prevent debug world!
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_distance = respawn_west_original distance _position;
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if (_distance < 2000) then {_randomSpot = true;};
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_distance = [0,0,0] distance _position;
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if (_distance < 500) then {_randomSpot = true;};
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//_playerObj setPosATL _position;
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// Came from another server force random spawn
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if (_lastInstance != dayZ_instance) then {_randomSpot = true;};
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} else {
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_randomSpot = true;
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};
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//diag_log ("LOGIN: Location: " + str(_worldspace) + " doRnd?: " + str(_randomSpot));
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//set medical values
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if (count _medical > 0) then {
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_playerObj setVariable ["USEC_isDead",(_medical select 0),true];
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_playerObj setVariable ["NORRN_unconscious",(_medical select 1),true];
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_playerObj setVariable ["USEC_infected",(_medical select 2),true];
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_playerObj setVariable ["USEC_injured",(_medical select 3),true];
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_playerObj setVariable ["USEC_inPain",(_medical select 4),true];
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_playerObj setVariable ["USEC_isCardiac",(_medical select 5),true];
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_playerObj setVariable ["USEC_lowBlood",(_medical select 6),true];
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_playerObj setVariable ["USEC_BloodQty",(_medical select 7),true];
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//Add bleeding wounds
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{
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_playerObj setVariable ["hit_"+_x,true,true];
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} forEach (_medical select 8);
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//Add fractures
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_fractures = _medical select 9;
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_playerObj setVariable ["hit_legs",(_fractures select 0),true];
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_playerObj setVariable ["hit_hands",(_fractures select 1),true];
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2023-10-01 21:22:36 +03:00
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2022-04-21 16:15:41 +03:00
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_playerObj setVariable ["unconsciousTime",(_medical select 10),true];
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_playerObj setVariable ["messing",if (count _medical >= 14) then {(_medical select 13)} else {[0,0,0]},true];
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_playerObj setVariable ["blood_testdone",if (count _medical >= 15) then {(_medical select 14)} else {false},true];
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if (count _medical > 12 && {typeName (_medical select 11) == "STRING"}) then { //Old character had no "messing" OR "messing" in place of blood_type
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_playerObj setVariable ["blood_type",(_medical select 11),true];
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_playerObj setVariable ["rh_factor",(_medical select 12),true];
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// diag_log [ "Character data: blood_type,rh_factor,testdone=",
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// _playerObj getVariable ["blood_type", "?"],_playerObj getVariable ["rh_factor", "?"], _playerObj getVariable ["blood_testdone", false]
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// ];
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} else {
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_playerObj call player_bloodCalc;
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diag_log [ "Character upgrade to 1.8.3: blood_type,rh_factor=",_playerObj getVariable ["blood_type", "?"],_playerObj getVariable ["rh_factor", "?"]];
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};
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} else {
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//Reset bleeding wounds
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2023-10-01 21:22:36 +03:00
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{
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_playerObj setVariable["hit_"+_x,false,true];
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} forEach USEC_typeOfWounds;
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2022-04-21 16:15:41 +03:00
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//Reset fractures
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_playerObj setVariable ["hit_legs",0,true];
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_playerObj setVariable ["hit_hands",0,true];
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_playerObj setVariable ["USEC_injured",false,true];
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_playerObj setVariable ["USEC_inPain",false,true];
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_playerObj call player_bloodCalc; // will set blood_type and rh_factor according to real population statitics
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//diag_log [ "New character setup: blood_type,rh_factor=",_playerObj getVariable ["blood_type", "?"],_playerObj getVariable ["rh_factor", "?"]];
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_playerObj setVariable ["messing",[0,0,0],true];
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_playerObj setVariable ["blood_testdone",false,true];
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};
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if (count _stats > 0) then {
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//register stats Global
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_playerObj setVariable ["zombieKills",(_stats select 0),true];
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_playerObj setVariable ["headShots",(_stats select 1),true];
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_playerObj setVariable ["humanKills",(_stats select 2),true];
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_playerObj setVariable ["banditKills",(_stats select 3),true];
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//ConfirmedKills
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_playerObj setVariable ["ConfirmedHumanKills",(_stats select 2),true];
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_playerObj setVariable ["ConfirmedBanditKills",(_stats select 3),true];
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_playerObj addScore (_stats select 1);
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//Save Score
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_score = score _playerObj;
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_playerObj addScore ((_stats select 0) - _score);
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missionNamespace setVariable [_playerID,[_humanity,(_stats select 0),(_stats select 1),(_stats select 2),(_stats select 3)]];
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} else {
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//register stats
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_playerObj setVariable ["zombieKills",0,true];
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_playerObj setVariable ["humanKills",0,true];
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_playerObj setVariable ["banditKills",0,true];
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_playerObj setVariable ["headShots",0,true];
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//ConfirmedKills
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_playerObj setVariable ["ConfirmedHumanKills",0,true];
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_playerObj setVariable ["ConfirmedBanditKills",0,true];
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missionNamespace setVariable [_playerID,[_humanity,0,0,0,0]];
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};
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if (_randomSpot) then {
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if (!isDedicated) then {endLoadingScreen;};
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_IslandMap = (toLower worldName in ["caribou","cmr_ovaron","dayznogova","dingor","dzhg","fallujah","fapovo","fdf_isle1_a","isladuala","lingor","mbg_celle2","namalsk","napf","oring","panthera2","ruegen","sara","sauerland","smd_sahrani_a2","tasmania2010","tavi","taviana","trinity","utes"]);
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//spawn into random
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_findSpot = true;
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_mkr = [];
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_position = [0,0,0];
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_j = 0;
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while {_findSpot && _j <= 100} do {
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if (_spawnSelection == 9) then {
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// random spawn location selected, lets get the marker and spawn in somewhere
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if (dayz_spawnselection == 1) then {_mkr = getMarkerPos ("spawn" + str(floor(random 6)));} else {_mkr = getMarkerPos ("spawn" + str(floor(random actualSpawnMarkerCount)));};
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} else {
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// spawn is not random, lets spawn in our location that was selected
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_mkr = getMarkerPos ("spawn" + str(_spawnSelection));
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};
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_position = ([_mkr,0,spawnArea,10,0,2,spawnShoremode] call BIS_fnc_findSafePos);
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if ((count _position >= 2) // !bad returned position
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&& {(_position distance _mkr < spawnArea)}) then { // !ouside the disk
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_position set [2, 0];
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if (((ATLtoASL _position) select 2 > 2.5) //! player's feet too wet
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&& {({alive _x} count (_position nearEntities ["CAManBase",150]) == 0)}) then { // !too close from other players/zombies
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_pos = +(_position);
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_isIsland = false; //Can be set to true during the Check
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// we check over a 809-meter cross line, with an effective interlaced step of 5 meters
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_w = 0;
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while {_w != 809} do {
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//if (_w < 17) then { diag_log format[ "%1 loop starts with _w=%2", __FILE__, _w]; };
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_pos = [((_pos select 0) - _w),((_pos select 1) + _w),(_pos select 2)];
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if ((surfaceisWater _pos) && !_IslandMap) exitWith {_isIsland = true;};
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_w = ((_w + 17) % 811);
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};
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if (!_isIsland) then {_findSpot = false};
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};
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};
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//diag_log format["%1: pos:%2 _findSpot:%3", __FILE__, _position, _findSpot];
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_j = _j + 1;
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};
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if (_findSpot && !_IslandMap) exitWith {
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diag_log format["%1: Error, failed to find a suitable spawn spot for player. area:%2",__FILE__, _mkr];
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};
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_worldspace = [_dir,_position];
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//Fresh spawn, clear animationState so anim from last sync does not play on login
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_state = ["","reset"];
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};
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//record player pos locally for server checking
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_playerObj setVariable ["characterID",_characterID,true];
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_playerObj setVariable ["humanity",_humanity,true];
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_playerObj setVariable ["lastPos",_position];
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_clientID = owner _playerObj;
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_randomKey = [];
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for "_i" from 0 to 12 do {
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_randomKey set [_i, (ceil(random 128)) + 256]; //Latin Extended-A characters not filtered in publicvariableval.txt
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};
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_randomKey = toString _randomKey;
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_findIndex = dayz_serverPUIDArray find _playerID;
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if (_findIndex > -1) then {
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dayz_serverClientKeys set [_findIndex, [_clientID,_randomKey]];
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} else {
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dayz_serverPUIDArray set [(count dayz_serverPUIDArray), _playerID];
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dayz_serverClientKeys set [(count dayz_serverClientKeys), [_clientID,_randomKey]];
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};
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// Sync weather settings for JIP player
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_clientID publicVariableClient "PVDZE_SetWeather";
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PVCDZ_plr_Login2 = [[0,respawn_west_original],_state,_randomKey,_worldspace,_randomSpot,([_randomSpot,_playerID] call spawn_config)];
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_clientID publicVariableClient "PVCDZ_plr_Login2";
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if (dayz_townGenerator) then {
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_clientID publicVariableClient "PVCDZ_plr_plantSpawner";
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};
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//record time started
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_playerObj setVariable ["lastTime",diag_ticktime];
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//set server-side inventory variable to monitor player gear
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if (count _inventory > 2) then {
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2023-10-01 21:22:36 +03:00
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_playerObj setVariable["ServerMagArray",_inventory select 1, false];
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2022-04-21 16:15:41 +03:00
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};
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//Record Player Login/LogOut
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[_playerID,_characterID,1,(_playerObj call fa_plr2str),((_worldspace select 1) call fa_coor2str)] call dayz_recordLogin;
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PVDZ_plr_Login1 = null;
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PVDZ_plr_Login2 = null;
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