ddnet/src/game/server/ddracecommands.cpp

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/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
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#include "gamecontext.h"
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#include <engine/shared/config.h>
#include <engine/server/server.h>
#include <game/server/teams.h>
#include <game/server/gamemodes/DDRace.h>
#include <game/version.h>
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void CGameContext::ConGoLeft(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientId, pResult->GetVictim(), -1, 0);
}
void CGameContext::ConGoRight(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientId, pResult->GetVictim(), 1, 0);
}
void CGameContext::ConGoDown(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientId, pResult->GetVictim(), 0, 1);
}
void CGameContext::ConGoUp(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientId, pResult->GetVictim(), 0, -1);
}
void CGameContext::ConMove(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientId, pResult->GetVictim(), pResult->GetInteger(0), pResult->GetInteger(1));
}
void CGameContext::ConMoveRaw(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientId, pResult->GetVictim(), pResult->GetInteger(0), pResult->GetInteger(1), true);
}
void CGameContext::MoveCharacter(int ClientId, int Victim, int X, int Y, bool Raw)
{
CCharacter* pChr = GetPlayerChar(ClientId);
if(!pChr)
return;
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pChr->Core()->m_Pos.x += ((Raw) ? 1 : 32) * X;
pChr->Core()->m_Pos.y += ((Raw) ? 1 : 32) * Y;
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if(!g_Config.m_SvCheatTime)
pChr->m_DDRaceState = DDRACE_CHEAT;
}
void CGameContext::ConMute(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
int Seconds = pResult->GetInteger(0);
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char aBuf[512];
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if(Seconds < 10)
Seconds = 10;
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if(Victim == ClientId) {
pSelf->SendChatTarget(ClientId, "You can\'t mute yourself");
}
else {
/*pSelf->m_apPlayers[Victim]->m_Muted = Seconds * pSelf->Server()->TickSpeed();
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str_format(aBuf, sizeof(aBuf), "You have been muted by for %d seconds", pSelf->Server()->ClientName(Victim), Seconds);
pSelf->SendChatTarget(Victim, aBuf);*/
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pSelf->m_apPlayers[Victim]->m_Muted = Seconds * pSelf->Server()->TickSpeed();
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str_format(aBuf, sizeof(aBuf), "%s muted by %s for %d seconds", pSelf->Server()->ClientName(Victim), pSelf->Server()->ClientName(ClientId), Seconds);
pSelf->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
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}
}
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void CGameContext::ConUnmute(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
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char aBuf[512];
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if(Victim == ClientId) {
pSelf->SendChatTarget(ClientId, "You can\'t unmute yourself");
}
else {
if(pSelf->m_apPlayers[Victim]->m_Muted > 0)
{
pSelf->m_apPlayers[Victim]->m_Muted = 0;
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str_format(aBuf, sizeof(aBuf), "You have been unmuted", pSelf->Server()->ClientName(Victim));
pSelf->SendChatTarget(Victim, aBuf);
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}
/*if(pSelf->m_apPlayers[Victim]->m_Muted > 0)
{
pSelf->m_apPlayers[Victim]->m_Muted = 0;
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str_format(aBuf, sizeof(aBuf), "%s has been unmuted", pSelf->Server()->ClientName(Victim));
pSelf->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
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}*/
}
}
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void CGameContext::ConSetlvl3(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
CServer* pServ = (CServer*)pSelf->Server();
if(pSelf->m_apPlayers[Victim])
{
pSelf->m_apPlayers[Victim]->m_Authed = 3;
pServ->SetRconLevel(Victim, 3);
}
}
void CGameContext::ConSetlvl2(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
CServer* pServ = (CServer*)pSelf->Server();
if(pSelf->m_apPlayers[Victim])
{
pSelf->m_apPlayers[Victim]->m_Authed = 2;
pServ->SetRconLevel(Victim, 2);
}
}
void CGameContext::ConSetlvl1(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
CServer* pServ = (CServer*)pSelf->Server();
if(pSelf->m_apPlayers[Victim])
{
pSelf->m_apPlayers[Victim]->m_Authed = 1;
pServ->SetRconLevel(Victim, 1);
}
}
void CGameContext::ConLogOut(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
CServer* pServ = (CServer*)pSelf->Server();
if(pSelf->m_apPlayers[Victim])
{
pSelf->m_apPlayers[Victim]->m_Authed = -1;
pServ->SetRconLevel(Victim, -1);
}
}
void CGameContext::ConKillPlayer(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
if(pSelf->m_apPlayers[Victim])
{
pSelf->m_apPlayers[Victim]->KillCharacter(WEAPON_GAME);
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char aBuf[512];
str_format(aBuf, sizeof(aBuf), "%s was killed by %s", pSelf->Server()->ClientName(Victim), pSelf->Server()->ClientName(ClientId));
pSelf->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
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}
}
void CGameContext::ConNinja(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), WEAPON_NINJA, false);
}
void CGameContext::ConHammer(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
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char aBuf[128];
int Type = pResult->GetInteger(0);
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CCharacter* pChr = pSelf->GetPlayerChar(Victim);
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if(!pChr)
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return;
CServer* pServ = (CServer*)pSelf->Server();
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if(Type>3 || Type<0)
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{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Select hammer between 0 and 3");
}
else
{
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pChr->m_HammerType = Type;
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if(!g_Config.m_SvCheatTime)
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pChr->m_DDRaceState = DDRACE_CHEAT;
str_format(aBuf, sizeof(aBuf), "Hammer of '%s' ClientId=%d setted to %d", pServ->ClientName(ClientId), Victim, Type);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
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}
}
void CGameContext::ConSuper(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
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CCharacter* pChr = pSelf->GetPlayerChar(Victim);
if(pChr && !pChr->m_Super)
{
pChr->m_Super = true;
pChr->UnFreeze();
pChr->m_TeamBeforeSuper = pChr->Team();
pChr->Teams()->SetCharacterTeam(Victim, TEAM_SUPER);
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if(!g_Config.m_SvCheatTime)
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pChr->m_DDRaceState = DDRACE_CHEAT;
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}
}
void CGameContext::ConUnSuper(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
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CCharacter* pChr = pSelf->GetPlayerChar(Victim);
if(pChr && pChr->m_Super)
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{
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pChr->m_Super = false;
pChr->Teams()->SetForceCharacterTeam(Victim, pChr->m_TeamBeforeSuper);
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}
}
void CGameContext::ConShotgun(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), WEAPON_SHOTGUN, false);
}
void CGameContext::ConGrenade(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), WEAPON_GRENADE, false);
}
void CGameContext::ConRifle(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), WEAPON_RIFLE, false);
}
void CGameContext::ConWeapons(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), -1, false);
}
void CGameContext::ConUnShotgun(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), WEAPON_SHOTGUN, true);
}
void CGameContext::ConUnGrenade(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), WEAPON_GRENADE, true);
}
void CGameContext::ConUnRifle(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), WEAPON_RIFLE, true);
}
void CGameContext::ConUnWeapons(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), -1, true);
}
void CGameContext::ConAddWeapon(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), pResult->GetInteger(0), false);
}
void CGameContext::ConRemoveWeapon(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), pResult->GetInteger(0), true);
}
void CGameContext::ModifyWeapons(int ClientId, int Victim, int Weapon, bool Remove)
{
if(clamp(Weapon, -1, NUM_WEAPONS - 1) != Weapon)
{
Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "invalid weapon id");
return;
}
CCharacter* pChr = GetPlayerChar(Victim);
if(!pChr)
return;
if(Weapon == -1)
{
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if(Remove && (pChr->GetActiveWeapon() == WEAPON_SHOTGUN || pChr->GetActiveWeapon() == WEAPON_GRENADE || pChr->GetActiveWeapon() == WEAPON_RIFLE))
pChr->SetActiveWeapon(WEAPON_GUN);
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if(Remove)
{
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pChr->SetWeaponGot(WEAPON_SHOTGUN, false);
pChr->SetWeaponGot(WEAPON_GRENADE, false);
pChr->SetWeaponGot(WEAPON_RIFLE, false);
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}
else
pChr->GiveAllWeapons();
}
else if(Weapon != WEAPON_NINJA)
{
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if(Remove && pChr->GetActiveWeapon() == Weapon)
pChr->SetActiveWeapon(WEAPON_GUN);
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if(Remove)
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pChr->SetWeaponGot(Weapon, false);
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else
pChr->GiveWeapon(Weapon, -1);
}
else
{
if(Remove)
{
Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "you can't remove ninja");
return;
}
pChr->GiveNinja();
}
if(!Remove && !g_Config.m_SvCheatTime)
pChr->m_DDRaceState = DDRACE_CHEAT;
}
void CGameContext::ConTeleport(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
int TeleTo = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
if(pSelf->m_apPlayers[TeleTo])
{
{
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CCharacter* pChr = pSelf->GetPlayerChar(Victim);
if(pChr)
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{
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pChr->Core()->m_Pos = pSelf->m_apPlayers[TeleTo]->m_ViewPos;
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if(!g_Config.m_SvCheatTime)
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pChr->m_DDRaceState = DDRACE_CHEAT;
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}
}
}
}
void CGameContext::ConTimerStop(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CServer* pServ = (CServer*)pSelf->Server();
int Victim = pResult->GetVictim();
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char aBuf[128];
CCharacter* pChr = pSelf->GetPlayerChar(Victim);
if(!pChr)
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return;
if(pSelf->m_apPlayers[Victim])
{
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pChr->m_DDRaceState=DDRACE_CHEAT;
str_format(aBuf, sizeof(aBuf), "'%s' ClientId=%d Hasn't time now (Timer Stopped)", pServ->ClientName(ClientId), Victim);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
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}
}
void CGameContext::ConTimerStart(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CServer* pServ = (CServer*)pSelf->Server();
int Victim = pResult->GetVictim();
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char aBuf[128];
CCharacter* pChr = pSelf->GetPlayerChar(Victim);
if(!pChr)
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return;
if(pSelf->m_apPlayers[Victim])
{
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pChr->m_DDRaceState = DDRACE_STARTED;
str_format(aBuf, sizeof(aBuf), "'%s' ClientId=%d Has time now (Timer Started)", pServ->ClientName(ClientId), Victim);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
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}
}
void CGameContext::ConTimerZero(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CServer* pServ = (CServer*)pSelf->Server();
int Victim = pResult->GetVictim();
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char aBuf[128];
CCharacter* pChr = pSelf->GetPlayerChar(Victim);
if(!pChr)
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return;
if(pSelf->m_apPlayers[Victim])
{
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pChr->m_StartTime = pSelf->Server()->Tick();
pChr->m_RefreshTime = pSelf->Server()->Tick();
pChr->m_DDRaceState=DDRACE_CHEAT;
str_format(aBuf, sizeof(aBuf), "'%s' ClientId=%d time has been reset & stopped.", pServ->ClientName(ClientId), Victim);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
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}
}
void CGameContext::ConTimerReStart(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
CServer* pServ = (CServer*)pSelf->Server();
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char aBuf[128];
CCharacter* pChr = pSelf->GetPlayerChar(Victim);
if(!pChr)
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return;
if(pSelf->m_apPlayers[Victim])
{
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pChr->m_StartTime = pSelf->Server()->Tick();
pChr->m_RefreshTime = pSelf->Server()->Tick();
pChr->m_DDRaceState=DDRACE_STARTED;
str_format(aBuf, sizeof(aBuf), "'%s' ClientId=%d time has been reset & stopped.", pServ->ClientName(ClientId), Victim);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
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}
}
void CGameContext::ConFreeze(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Seconds = -1;
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int Victim = pResult->GetVictim();
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char aBuf[128];
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if(pResult->NumArguments())
Seconds = clamp(pResult->GetInteger(0), -2, 9999);
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CCharacter* pChr = pSelf->GetPlayerChar(Victim);
if(!pChr)
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return;
if(pSelf->m_apPlayers[Victim])
{
pChr->Freeze(Seconds);
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pChr->GetPlayer()->m_RconFreeze = Seconds != -2;
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CServer* pServ = (CServer*)pSelf->Server();
if(Seconds >= 0)
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str_format(aBuf, sizeof(aBuf), "'%s' ClientId=%d has been Frozen for %d.", pServ->ClientName(ClientId), Victim, Seconds);
else if(Seconds == -2)
{
pChr->m_DeepFreeze = true;
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str_format(aBuf, sizeof(aBuf), "'%s' ClientId=%d has been Deep Frozen.", pServ->ClientName(ClientId), Victim);
}
else
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str_format(aBuf, sizeof(aBuf), "'%s' ClientId=%d is Frozen until you unfreeze him.", pServ->ClientName(ClientId), Victim);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
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}
}
void CGameContext::ConUnFreeze(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
static bool Warning = false;
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char aBuf[128];
CCharacter* pChr = pSelf->GetPlayerChar(Victim);
if(!pChr)
return;
if(pChr->m_DeepFreeze && !Warning)
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "warning", "This client is deeply frozen, repeat the command to defrost him.");
Warning = true;
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return;
}
if(pChr->m_DeepFreeze && Warning)
{
pChr->m_DeepFreeze = false;
Warning = false;
}
pChr->m_FreezeTime = 2;
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pChr->GetPlayer()->m_RconFreeze = false;
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CServer* pServ = (CServer*)pSelf->Server();
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str_format(aBuf, sizeof(aBuf), "'%s' ClientId=%d has been defrosted.", pServ->ClientName(ClientId), Victim);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
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}
void CGameContext::ConInvis(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
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char aBuf[128];
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int Victim = pResult->GetVictim();
if(!pSelf->m_apPlayers[ClientId])
return;
if(pSelf->m_apPlayers[Victim])
{
pSelf->m_apPlayers[Victim]->m_Invisible = true;
CServer* pServ = (CServer*)pSelf->Server();
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str_format(aBuf, sizeof(aBuf), "'%s' ClientId=%d is now invisible.", pServ->ClientName(ClientId), Victim);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
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}
}
void CGameContext::ConVis(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
if(!pSelf->m_apPlayers[ClientId])
return;
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char aBuf[128];
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if(pSelf->m_apPlayers[Victim])
{
pSelf->m_apPlayers[Victim]->m_Invisible = false;
CServer* pServ = (CServer*)pSelf->Server();
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str_format(aBuf, sizeof(aBuf), "'%s' ClientId=%d is visible.", pServ->ClientName(ClientId), Victim);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
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}
}
void CGameContext::ConCredits(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Teeworlds Team takes most of the credits also");
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "This mod was originally created by 3DA");
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Now it is maintained & re-coded by:");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "[Egypt]GreYFoX@GTi and [BlackTee]den");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Others Helping on the code: heinrich5991, noother & LemonFace");
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Documentation: Zeta-Hoernchen, Entities: Fisico");
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Code (in the past): 3da and Fluxid");
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Please check the changelog on DDRace.info.");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Also the commit log on github.com/GreYFoXGTi/DDRace.");
}
void CGameContext::ConInfo(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "DDRace Mod. Version: " GAME_VERSION);
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Official site: DDRace.info");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "For more Info /cmdlist");
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Or visit DDRace.info");
}
void CGameContext::ConHelp(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(pResult->NumArguments() == 0)
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "/cmdlist will show a list of all chat commands");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "/help + any command will show you the help for this command");
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Example /help settings will display the help about ");
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}
else
{
const char *pArg = pResult->GetString(0);
IConsole::CCommandInfo *pCmdInfo = pSelf->Console()->GetCommandInfo(pArg, CFGFLAG_SERVER);
if(pCmdInfo && pCmdInfo->m_pHelp)
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", pCmdInfo->m_pHelp);
else
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Command is either unknown or you have given a blank command without any parameters.");
}
}
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void CGameContext::ConSettings(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
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if(pResult->NumArguments() == 0)
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{
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "to check a server setting say /settings and setting's name, setting names are:");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "teams, cheats, collision, hooking, endlesshooking, me, ");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "hitting, oldlaser, timeout, votes, pause and scores");
}
else
{
const char *pArg = pResult->GetString(0);
char aBuf[256];
float ColTemp;
float HookTemp;
pSelf->m_Tuning.Get("player_collision", &ColTemp);
pSelf->m_Tuning.Get("player_hooking", &HookTemp);
if(str_comp(pArg, "cheats") == 0)
{
str_format(aBuf, sizeof(aBuf), "%s%s",
g_Config.m_SvCheats?"People can cheat":"People can't cheat",
(g_Config.m_SvCheats)?(g_Config.m_SvCheatTime)?" with time":" without time":"");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
if(g_Config.m_SvCheats)
{
str_format(aBuf, sizeof(aBuf), "%s", g_Config.m_SvEndlessSuperHook?"super can hook you forever":"super can only hook you for limited time");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
str_format(aBuf, sizeof(aBuf), "%s", g_Config.m_SvTimer?"admins have the power to control your time":"admins have no power over your time");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
}
}
else if(str_comp(pArg, "teams") == 0)
{
str_format(aBuf, sizeof(aBuf), "%s %s", !g_Config.m_SvTeam?"Teams are available on this server":g_Config.m_SvTeam==-1?"Teams are not available on this server":"You have to be in a team to play on this server", !g_Config.m_SvTeamStrict?"and if you die in a team only you die":"and if you die in a team all of you die");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
}
else if(str_comp(pArg, "collision") == 0)
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", ColTemp?"Players can collide on this server":"Players Can't collide on this server");
}
else if(str_comp(pArg, "hooking") == 0)
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", HookTemp?"Players can hook each other on this server":"Players Can't hook each other on this server");
}
else if(str_comp(pArg, "endlesshooking") == 0)
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvEndlessDrag?"Players can hook time is unlimited":"Players can hook time is limited");
}
else if(str_comp(pArg, "hitting") == 0)
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvHit?"Player's weapons affect each other":"Player's weapons has no affect on each other");
}
else if(str_comp(pArg, "oldlaser") == 0)
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvOldLaser?"Lasers can hit you if you shot them and that they pull you towards the bounce origin (Like DDRace Beta)":"Lasers can't hit you if you shot them, and they pull others towards the shooter");
}
else if(str_comp(pArg, "me") == 0)
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvSlashMe?"Players can use /me commands the famous IRC Command":"Players Can't use the /me command");
}
else if(str_comp(pArg, "timeout") == 0)
{
str_format(aBuf, sizeof(aBuf), "The Server Timeout is currently set to %d", g_Config.m_ConnTimeout);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
}
else if(str_comp(pArg, "votes") == 0)
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvVoteKick?"Players can use Callvote menu tab to kick offenders":"Players Can't use the Callvote menu tab to kick offenders");
if(g_Config.m_SvVoteKick)
str_format(aBuf, sizeof(aBuf), "Players are banned for %d second(s) if they get voted off", g_Config.m_SvVoteKickBantime);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvVoteKickBantime?aBuf:"Players are just kicked and not banned if they get voted off");
}
else if(str_comp(pArg, "pause") == 0)
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvPauseable?g_Config.m_SvPauseTime?"/pause is available on this server and it pauses your time too":"/pause is available on this server but it doesn't pause your time":"/pause is NOT available on this server");
}
else if(str_comp(pArg, "scores") == 0)
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvHideScore?"Scores are private on this server":"Scores are public on this server");
}
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}
}
void CGameContext::ConRules(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
bool printed=false;
if(g_Config.m_SvDDRaceRules)
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "No blocking.");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "No insulting / spamming.");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "No fun voting / vote spamming.");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Breaking any of these rules will result in a penalty, decided by server admins.");
printed=true;
}
if(g_Config.m_SvRulesLine1[0])
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine1);
printed=true;
}
if(g_Config.m_SvRulesLine2[0])
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine2);
printed=true;
}
if(g_Config.m_SvRulesLine3[0])
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine3);
printed=true;
}
if(g_Config.m_SvRulesLine4[0])
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine4);
printed=true;
}
if(g_Config.m_SvRulesLine5[0])
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine5);
printed=true;
}
if(g_Config.m_SvRulesLine6[0])
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine6);
printed=true;
}
if(g_Config.m_SvRulesLine7[0])
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine7);
printed=true;
}
if(g_Config.m_SvRulesLine8[0])
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine8);
printed=true;
}
if(g_Config.m_SvRulesLine9[0])
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine9);
printed=true;
}
if(g_Config.m_SvRulesLine10[0])
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine10);
printed=true;
}
if(!printed)
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "No Rules Defined, Kill em all!!");
}
void CGameContext::ConKill(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CPlayer *pPlayer = pSelf->m_apPlayers[ClientId];
if(pPlayer->m_Last_Kill && pPlayer->m_Last_Kill + pSelf->Server()->TickSpeed() * g_Config.m_SvKillDelay > pSelf->Server()->Tick())
return;
pPlayer->m_Last_Kill = pSelf->Server()->Tick();
pPlayer->KillCharacter(WEAPON_SELF);
pPlayer->m_RespawnTick = pSelf->Server()->Tick() + pSelf->Server()->TickSpeed() * g_Config.m_SvSuicidePenalty;
}
void CGameContext::ConTogglePause(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CPlayer *pPlayer = pSelf->m_apPlayers[ClientId];
if(g_Config.m_SvPauseable)
{
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CCharacter* pChr = pPlayer->GetCharacter();
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if(!pPlayer->GetTeam() && pChr && (!pChr->GetWeaponGot(WEAPON_NINJA) || pChr->m_FreezeTime) && pChr->IsGrounded() && pChr->m_Pos==pChr->m_PrevPos && !pChr->Team() && !pPlayer->m_InfoSaved)
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{
if(pPlayer->m_Last_Pause + pSelf->Server()->TickSpeed() * g_Config.m_SvPauseFrequency <= pSelf->Server()->Tick()) {
pPlayer->SaveCharacter();
pPlayer->SetTeam(TEAM_SPECTATORS);
pPlayer->m_InfoSaved = true;
pPlayer->m_Last_Pause = pSelf->Server()->Tick();
}
else
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You can\'t pause that often.");
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}
else if(pPlayer->GetTeam()==TEAM_SPECTATORS && pPlayer->m_InfoSaved)
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{
pPlayer->m_InfoSaved = false;
pPlayer->m_PauseInfo.m_Respawn = true;
pPlayer->SetTeam(TEAM_RED);
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//pPlayer->LoadCharacter();//TODO:Check if this system Works
}
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else if(pChr)
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", (pChr->Team())?"You can't pause while you are in a team":pChr->GetWeaponGot(WEAPON_NINJA)?"You can't use /pause while you are a ninja":(!pChr->IsGrounded())?"You can't use /pause while you are a in air":"You can't use /pause while you are moving");
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else
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "No pause data saved.");
}
else
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Pause isn't allowed on this server.");
}
void CGameContext::ConTop5(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CPlayer *pPlayer = pSelf->m_apPlayers[ClientId];
if(g_Config.m_SvHideScore)
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Showing the top 5 is not allowed on this server.");
return;
}
if(pResult->NumArguments() > 0)
pSelf->Score()->ShowTop5(pPlayer->GetCID(), pResult->GetInteger(0));
else
pSelf->Score()->ShowTop5(pPlayer->GetCID());
}
void CGameContext::ConRank(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CPlayer *pPlayer = pSelf->m_apPlayers[ClientId];
if(/*g_Config.m_SvSpamprotection && */pPlayer->m_Last_Chat && pPlayer->m_Last_Chat + pSelf->Server()->TickSpeed() + g_Config.m_SvChatDelay > pSelf->Server()->Tick())
return;
pPlayer->m_Last_Chat = pSelf->Server()->Tick();
if(pResult->NumArguments() > 0)
if(!g_Config.m_SvHideScore)
pSelf->Score()->ShowRank(pPlayer->GetCID(), pResult->GetString(0), true);
else
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Showing the rank of other players is not allowed on this server.");
else
pSelf->Score()->ShowRank(pPlayer->GetCID(), pSelf->Server()->ClientName(ClientId));
}
void CGameContext::ConJoinTeam(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CGameControllerDDRace* Controller = (CGameControllerDDRace*)pSelf->m_pController;
if(g_Config.m_SvTeam == -1)
{
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Admin disable teams");
return;
}
else if (g_Config.m_SvTeam == 1)
{
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You must join to any team and play with anybody or you will not play");
}
CPlayer *pPlayer = pSelf->m_apPlayers[ClientId];
if(pResult->NumArguments() > 0)
{
int Team = pResult->GetInteger(0);
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if(pPlayer->GetCharacter() == 0)
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You can't change teams while you are dead/a spectator.");
}
else
{
if(pPlayer->m_Last_Team + pSelf->Server()->TickSpeed() * g_Config.m_SvTeamChangeDelay <= pSelf->Server()->Tick())
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{
if(Controller->m_Teams.GetTeamLeader(Team) == -1)
switch(Controller->m_Teams.SetCharacterTeam(pPlayer->GetCID(), Team))
{
case 0:
char aBuf[512];
pPlayer->m_Last_Team = pSelf->Server()->Tick();
break;
case CGameTeams::ERROR_ALREADY_THERE:
str_format(aBuf, sizeof(aBuf), "You are already in team %d...!", Team);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
break;
case CGameTeams::ERROR_CLOSED:
str_format(aBuf, sizeof(aBuf), "Team %d is closed, they have to kill or finish for u to join.", Team);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
break;
case CGameTeams::ERROR_NOT_SUPER:
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You are trying to join team Super but you are not super.");
break;
case CGameTeams::ERROR_STARTED:
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You already started, kill first.");
break;
case CGameTeams::ERROR_WRONG_PARAMS:
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "The wrong parameters were given.");
break;
default:
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You cannot join this team at this time");
}
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else
{
char aBuf[512];
str_format(aBuf, sizeof(aBuf), "Team %d is led by \'%s\', please ask him to join his team.", Team, pSelf->Server()->ClientName(Controller->m_Teams.GetTeamLeader(Team)));
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
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}
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}
else
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You can\'t change teams that fast!");
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}
}
}
else
{
char aBuf[512];
if(pPlayer->GetCharacter() == 0)
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You can't check your team while you are dead/a spectator.");
}
else
{
str_format(aBuf, sizeof(aBuf), "You are in team %d", pPlayer->GetCharacter()->Team());
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
}
}
}
void CGameContext::ConToggleFly(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CCharacter* pChr = pSelf->m_apPlayers[ClientId]->GetCharacter();
if(pChr && pChr->m_Super)
{
pChr->m_Fly = !pChr->m_Fly;
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", (pChr->m_Fly) ? "Fly enabled" : "Fly disabled");
}
}
void CGameContext::ConMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
char aBuf[256 + 24];
str_format(aBuf, 256 + 24, "'%s' %s", pSelf->Server()->ClientName(ClientId), pResult->GetString(0));
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if(g_Config.m_SvSlashMe)
pSelf->SendChat(-2, CGameContext::CHAT_ALL, aBuf, ClientId);
else
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "/me is disabled on this server, admin can enable it by using sv_slash_me");
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}
void CGameContext::ConToggleEyeEmote(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CCharacter *pChr = pSelf->m_apPlayers[ClientId]->GetCharacter();
if(pChr)
{
pChr->m_EyeEmote = !pChr->m_EyeEmote;
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", (pChr->m_EyeEmote) ? "You can now use the preset eye emotes." : "You don't have any eye emotes, remember to bind some. (until you die)");
}
}
void CGameContext::ConToggleBroadcast(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CCharacter *pChr = pSelf->m_apPlayers[ClientId]->GetCharacter();
if(pChr)
pChr->m_BroadCast = !pChr->m_BroadCast;
}
void CGameContext::ConEyeEmote(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CCharacter *pChr = pSelf->m_apPlayers[ClientId]->GetCharacter();
if (pResult->NumArguments() == 0)
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Emote commands are: /emote surprise /emote blink /emote close /emote angry /emote happy /emote pain");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Example: /emote surprise 10 for 10 seconds or /emote surprise (default 1 second)");
}
else
{
if (pChr)
{
if (!str_comp(pResult->GetString(0), "angry"))
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pChr->m_DefEmote = EMOTE_ANGRY;
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else if (!str_comp(pResult->GetString(0), "blink"))
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pChr->m_DefEmote = EMOTE_BLINK;
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else if (!str_comp(pResult->GetString(0), "close"))
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pChr->m_DefEmote = EMOTE_BLINK;
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else if (!str_comp(pResult->GetString(0), "happy"))
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pChr->m_DefEmote = EMOTE_HAPPY;
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else if (!str_comp(pResult->GetString(0), "pain"))
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pChr->m_DefEmote = EMOTE_PAIN;
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else if (!str_comp(pResult->GetString(0), "surprise"))
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pChr->m_DefEmote = EMOTE_SURPRISE;
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else
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Unkown emote... Say /emote");
}
int Duration = 1;
if (pResult->NumArguments() > 1)
Duration = pResult->GetInteger(1);
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pChr->m_DefEmoteReset = pSelf->Server()->Tick() + Duration * pSelf->Server()->TickSpeed();
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}
}
}
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void CGameContext::ConShowOthers(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(pSelf->m_apPlayers[ClientId]->m_IsUsingDDRaceClient)
pSelf->m_apPlayers[ClientId]->m_ShowOthers = !pSelf->m_apPlayers[ClientId]->m_ShowOthers;
else
pSelf->SendChatTarget(ClientId, "Showing players from other teams is only available with DDRace Client, http://DDRace.info");
}
void CGameContext::ConAsk(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
char aBuf[512];
CServer* pServ = (CServer*)pSelf->Server();
const char *Name = pResult->GetString(0);
int Matches = 0;
int Victim = -1;
CCharacter* pAsker = pSelf->m_apPlayers[ClientId]->GetCharacter();
CCharacter* pVictim;
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(pSelf->m_apPlayers[i] && i != ClientId && !str_comp_nocase(pServ->ClientName(i), Name))
{
Victim = i;
pVictim = pSelf->m_apPlayers[i]->GetCharacter();
Matches = 1;
pSelf->SendChatTarget(ClientId, "Exact Match found");
break;
}
else if(pSelf->m_apPlayers[i] && i != ClientId && str_find_nocase(pServ->ClientName(i), Name))
{
Victim = i;
pVictim = pSelf->m_apPlayers[i]->GetCharacter();
Matches++;
}
}
if(!pAsker || !pAsker->IsAlive())
str_format(aBuf, sizeof(aBuf), "You can\'t invite while dead.");
else if(pAsker->Team())
str_format(aBuf, sizeof(aBuf), "You already are in team %d, you can use /invite if you are the leader.", pAsker->Team());
else if(Matches > 1)
str_format(aBuf, sizeof(aBuf), "More Than one player matches the given string, maybe use auto complete (tab in any 0.5 trunk client)");
else if(Matches == 0)
str_format(aBuf, sizeof(aBuf), "No matches found.");
else if(pAsker->m_DDRaceState != DDRACE_NONE)
str_format(aBuf, sizeof(aBuf), "You can't start a team at this time, please kill.");
else if(!pVictim || !pVictim->IsAlive())
str_format(aBuf, sizeof(aBuf), "You can\'t invite him while he is dead.");
else if(pVictim->m_DDRaceState != DDRACE_NONE)
str_format(aBuf, sizeof(aBuf), "He can't change teams at this time, please tell him to kill.");
else if(pSelf->m_apPlayers[Victim]->m_Asker != -1 && pSelf->m_apPlayers[Victim]->m_AskedTick > pSelf->Server()->Tick() - g_Config.m_SvTeamAskTime)
str_format(aBuf, sizeof(aBuf), "\'%s\' is already being asked wait for %.1f seconds.", pServ->ClientName(Victim), (pSelf->m_apPlayers[Victim]->m_AskedTick + g_Config.m_SvTeamAskTime * pSelf->Server()->TickSpeed() - pSelf->Server()->Tick()) / (float)pSelf->Server()->TickSpeed());
else if(pSelf->m_apPlayers[Victim]->m_Asked != -1 && pSelf->m_apPlayers[Victim]->m_AskerTick > pSelf->Server()->Tick() - g_Config.m_SvTeamAskTime)
str_format(aBuf, sizeof(aBuf), "\'%s\' is already is asking someone wait for %.1f seconds.", pServ->ClientName(Victim), (pSelf->m_apPlayers[Victim]->m_AskedTick + g_Config.m_SvTeamAskTime * pSelf->Server()->TickSpeed() - pSelf->Server()->Tick()) / (float)pSelf->Server()->TickSpeed());
else if(!pVictim->Team())
{
pSelf->m_apPlayers[Victim]->m_Asker = ClientId;
pSelf->m_apPlayers[Victim]->m_AskedTick = pSelf->Server()->Tick();
pSelf->m_apPlayers[ClientId]->m_Asked = Victim;
pSelf->m_apPlayers[ClientId]->m_AskerTick = pSelf->Server()->Tick();
char aTempBuf[512];
str_format(aTempBuf, sizeof(aTempBuf), "Do you want to start a team with \'%s\' as leader ?", pServ->ClientName(ClientId));
pSelf->SendChatTarget(Victim, aTempBuf);
str_format(aTempBuf, sizeof(aTempBuf), "Please say /yes or /no within %d seconds.", g_Config.m_SvTeamAskTime);
pSelf->SendChatTarget(Victim, aTempBuf);
str_format(aBuf, sizeof(aBuf), "\'%s\' has been asked to start a team with you as leader.", pServ->ClientName(Victim));
}
else if(pVictim->Team() && pAsker->Teams()->GetTeamLeader(pVictim->Team()) != Victim)
{
str_format(aBuf, sizeof(aBuf), "You can't ask a team member you can only ask a team leader, Team %d is led by \'%s\'.", pVictim->Team(), pServ->ClientName(Victim));
}
else if(pVictim->Team() && pAsker->Teams()->GetTeamState(pVictim->Team()) == CGameTeams::TEAMSTATE_OPEN)
{
pSelf->m_apPlayers[Victim]->m_Asker = ClientId;
pSelf->m_apPlayers[Victim]->m_AskedTick = pSelf->Server()->Tick();
pSelf->m_apPlayers[ClientId]->m_Asked = Victim;
pSelf->m_apPlayers[ClientId]->m_AskerTick = pSelf->Server()->Tick();
char aTempBuf[512];
str_format(aTempBuf, sizeof(aTempBuf), "%s wants to join your team ?", pServ->ClientName(ClientId));
pSelf->SendChatTarget(Victim, aTempBuf);
str_format(aTempBuf, sizeof(aTempBuf), "Please say /yes or /no within %d seconds.", g_Config.m_SvTeamAskTime);
pSelf->SendChatTarget(Victim, aTempBuf);
str_format(aBuf, sizeof(aBuf), "You asked to join %s\'s team %d.", pServ->ClientName(Victim), pVictim->Team());
}
else
str_format(aBuf, sizeof(aBuf), "hmm, i don't know why but you are not allowed to ask this player");
pSelf->SendChatTarget(ClientId, aBuf);
return;
}
void CGameContext::ConYes(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CServer* pServ = (CServer*)pSelf->Server();
CGameControllerDDRace* Controller = (CGameControllerDDRace*)pSelf->m_pController;
char aBuf[512];
if(pSelf->m_apPlayers[ClientId]->m_Asker == -1 || pSelf->m_apPlayers[ClientId]->m_Asker != -1 && pSelf->m_apPlayers[ClientId]->m_AskedTick + g_Config.m_SvTeamAskTime > pSelf->Server()->Tick() )
{
pSelf->SendChatTarget(ClientId, "No valid questions, maybe they timed out.");
}
else
{
str_format(aBuf, sizeof(aBuf), "\'%s\' has accepted your request.", pServ->ClientName(ClientId));
pSelf->SendChatTarget(pSelf->m_apPlayers[ClientId]->m_Asker, aBuf);
if(pSelf->m_apPlayers[pSelf->m_apPlayers[ClientId]->m_Asker]->GetCharacter()->Team() != 0)
{
Controller->m_Teams.SetCharacterTeam(ClientId, pSelf->m_apPlayers[pSelf->m_apPlayers[ClientId]->m_Asker]->GetCharacter()->Team());
}
else if(pSelf->m_apPlayers[ClientId]->GetCharacter()->Team() != 0)
{
Controller->m_Teams.SetCharacterTeam(pSelf->m_apPlayers[ClientId]->m_Asker, pSelf->m_apPlayers[ClientId]->GetCharacter()->Team());
str_format(aBuf, sizeof(aBuf), "\'%s\' joined team %d.", pServ->ClientName(pSelf->m_apPlayers[ClientId]->m_Asker), pSelf->m_apPlayers[ClientId]->GetCharacter()->Team());
pSelf->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
}
else
for(int i = 1; i < MAX_CLIENTS; ++i)
{
if(Controller->m_Teams.GetTeamState(i) == CGameTeams::TEAMSTATE_EMPTY)
{
Controller->m_Teams.SetCharacterTeam(pSelf->m_apPlayers[ClientId]->m_Asker, i);
Controller->m_Teams.SetCharacterTeam(ClientId, i);
Controller->m_Teams.SetTeamLeader(i, pSelf->m_apPlayers[ClientId]->m_Asker);
return;
}
}
}
/*
if(pSelf->m_apPlayers[ClientId]->m_Asker != -1 && pSelf->m_apPlayers[pSelf->m_apPlayers[ClientId]->m_Asker]->m_Asked == ClientId)
{
pSelf->m_apPlayers[pSelf->m_apPlayers[ClientId]->m_Asker]->m_Asked = -1;
pSelf->m_apPlayers[pSelf->m_apPlayers[ClientId]->m_Asker]->m_AskerTick = -g_Config.m_SvTeamAskTime;
}
pSelf->m_apPlayers[ClientId]->m_Asker = -1;
pSelf->m_apPlayers[ClientId]->m_AskedTick = -g_Config.m_SvTeamAskTime;
*/
}
void CGameContext::ConNo(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CServer* pServ = (CServer*)pSelf->Server();
char aBuf[512];
if(pSelf->m_apPlayers[ClientId]->m_Asker == -1 || pSelf->m_apPlayers[ClientId]->m_Asker != -1 && pSelf->m_apPlayers[ClientId]->m_AskedTick + g_Config.m_SvTeamAskTime > pSelf->Server()->Tick() )
{
pSelf->SendChatTarget(ClientId, "No valid question, maybe it timed out.");
}
else
{
str_format(aBuf, sizeof(aBuf), "\'%s\' has rejected your request.", pServ->ClientName(ClientId));
pSelf->SendChatTarget(pSelf->m_apPlayers[ClientId]->m_Asker, aBuf);
}
/*
if(pSelf->m_apPlayers[ClientId]->m_Asker != -1 && pSelf->m_apPlayers[pSelf->m_apPlayers[ClientId]->m_Asker]->m_Asked == ClientId)
{
pSelf->m_apPlayers[pSelf->m_apPlayers[ClientId]->m_Asker]->m_Asked = -1;
pSelf->m_apPlayers[pSelf->m_apPlayers[ClientId]->m_Asker]->m_AskerTick = -g_Config.m_SvTeamAskTime;
}
pSelf->m_apPlayers[ClientId]->m_Asker = -1;
pSelf->m_apPlayers[ClientId]->m_AskedTick = -g_Config.m_SvTeamAskTime;
*/
}
void CGameContext::ConInvite(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CServer* pServ = (CServer*)pSelf->Server();
CGameControllerDDRace* Controller = (CGameControllerDDRace*)pSelf->m_pController;
char aBuf[512];
const char *Name = pResult->GetString(0);
int Matches = 0;
int Victim = -1;
CCharacter* pAsker = pSelf->m_apPlayers[ClientId]->GetCharacter();
CCharacter* pVictim;
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(pSelf->m_apPlayers[i] && i != ClientId && !str_comp_nocase(pServ->ClientName(i), Name))
{
Victim = i;
pVictim = pSelf->m_apPlayers[i]->GetCharacter();
Matches = 1;
pSelf->SendChatTarget(ClientId, "Exact Match found");
break;
}
else if(pSelf->m_apPlayers[i] && i != ClientId && str_find_nocase(pServ->ClientName(i), Name))
{
Victim = i;
pVictim = pSelf->m_apPlayers[i]->GetCharacter();
Matches++;
}
}
if(!pAsker || !pAsker->IsAlive())
str_format(aBuf, sizeof(aBuf), "You can\'t invite while dead.");
else if(pAsker->Team() == 0)
str_format(aBuf, sizeof(aBuf), "You are in team %d, use /leader or /ask.", pAsker->Team());
else if(pAsker->Team() && ClientId != Controller->m_Teams.GetTeamLeader(pAsker->Team()))
str_format(aBuf, sizeof(aBuf), "You already are in team %d, but not leader.", pAsker->Team());
else if(Matches > 1)
str_format(aBuf, sizeof(aBuf), "More Than one player matches the given string, maybe use auto complete (tab in any 0.5 trunk client)");
else if(Matches == 0)
str_format(aBuf, sizeof(aBuf), "No matches found.");
else if(Controller->m_Teams.GetTeamState(pAsker->Team()) != CGameTeams::TEAMSTATE_OPEN)
str_format(aBuf, sizeof(aBuf), "You can't invite anyone at this time, your team is closed.");
else if(!pVictim || !pVictim->IsAlive())
str_format(aBuf, sizeof(aBuf), "You can\'t invite him while he is dead.");
else if(pVictim->m_DDRaceState != DDRACE_NONE)
str_format(aBuf, sizeof(aBuf), "He can't change teams at this time, please tell him to kill.");
else if(pSelf->m_apPlayers[Victim]->m_Asker != -1 && pSelf->m_apPlayers[Victim]->m_AskedTick > pSelf->Server()->Tick() - g_Config.m_SvTeamAskTime)
str_format(aBuf, sizeof(aBuf), "\'%s\' is already being asked wait for %.1f seconds.", pServ->ClientName(Victim), (pSelf->m_apPlayers[Victim]->m_AskedTick + g_Config.m_SvTeamAskTime * pSelf->Server()->TickSpeed() - pSelf->Server()->Tick()) / (float)pSelf->Server()->TickSpeed());
else if(pSelf->m_apPlayers[Victim]->m_Asked != -1 && pSelf->m_apPlayers[Victim]->m_AskerTick > pSelf->Server()->Tick() - g_Config.m_SvTeamAskTime)
str_format(aBuf, sizeof(aBuf), "\'%s\' is already is asking someone wait for %.1f seconds.", pServ->ClientName(Victim), (pSelf->m_apPlayers[Victim]->m_AskedTick + g_Config.m_SvTeamAskTime * pSelf->Server()->TickSpeed() - pSelf->Server()->Tick()) / (float)pSelf->Server()->TickSpeed());
else if(!pVictim->Team())
{
pSelf->m_apPlayers[Victim]->m_Asker = ClientId;
pSelf->m_apPlayers[Victim]->m_AskedTick = pSelf->Server()->Tick();
pSelf->m_apPlayers[ClientId]->m_Asked = Victim;
pSelf->m_apPlayers[ClientId]->m_AskerTick = pSelf->Server()->Tick();
char aTempBuf[512];
str_format(aTempBuf, sizeof(aTempBuf), "Do you want to join \'%s\' \'s team?", pServ->ClientName(ClientId));
pSelf->SendChatTarget(Victim, aTempBuf);
str_format(aTempBuf, sizeof(aTempBuf), "Please say /yes or /no within %d seconds.", g_Config.m_SvTeamAskTime);
pSelf->SendChatTarget(Victim, aTempBuf);
str_format(aBuf, sizeof(aBuf), "\'%s\' has been asked to join your team.", pServ->ClientName(Victim));
}
else
str_format(aBuf, sizeof(aBuf), "hmm, i don't know why but you are not allowed to ask this player");
pSelf->SendChatTarget(ClientId, aBuf);
return;
}