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>
#if defined(CONF_SQL)
#include <game/server/score/sql_score.h>
#endif
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void CGameContext::ConGoLeft(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientID, pResult->GetVictim(), -1, 0);
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}
void CGameContext::ConGoRight(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientID, pResult->GetVictim(), 1, 0);
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}
void CGameContext::ConGoDown(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientID, pResult->GetVictim(), 0, 1);
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}
void CGameContext::ConGoUp(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientID, pResult->GetVictim(), 0, -1);
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}
void CGameContext::ConMove(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientID, pResult->GetVictim(), pResult->GetInteger(0), pResult->GetInteger(1));
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}
void CGameContext::ConMoveRaw(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientID, pResult->GetVictim(), pResult->GetInteger(0), pResult->GetInteger(1), true);
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}
void CGameContext::MoveCharacter(int ClientID, int Victim, int X, int Y, bool Raw)
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{
CCharacter* pChr = GetPlayerChar(Victim);
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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::ConSetlvl3(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
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)
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{
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)
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{
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)
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{
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)
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{
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));
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pSelf->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
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}
}
void CGameContext::ConNinja(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientID, pResult->GetVictim(), WEAPON_NINJA, false);
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}
void CGameContext::ConHammer(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
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;
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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;
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str_format(aBuf, sizeof(aBuf), "Hammer of '%s' ClientID=%d setted to %d", pServ->ClientName(Victim), Victim, Type);
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
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}
}
void CGameContext::ConSuper(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
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)
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{
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)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientID, pResult->GetVictim(), WEAPON_SHOTGUN, false);
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}
void CGameContext::ConGrenade(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientID, pResult->GetVictim(), WEAPON_GRENADE, false);
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}
void CGameContext::ConRifle(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientID, pResult->GetVictim(), WEAPON_RIFLE, false);
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}
void CGameContext::ConWeapons(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientID, pResult->GetVictim(), -1, false);
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}
void CGameContext::ConUnShotgun(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientID, pResult->GetVictim(), WEAPON_SHOTGUN, true);
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}
void CGameContext::ConUnGrenade(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientID, pResult->GetVictim(), WEAPON_GRENADE, true);
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}
void CGameContext::ConUnRifle(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientID, pResult->GetVictim(), WEAPON_RIFLE, true);
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}
void CGameContext::ConUnWeapons(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientID, pResult->GetVictim(), -1, true);
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}
void CGameContext::ConAddWeapon(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientID, pResult->GetVictim(), pResult->GetInteger(0), false);
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}
void CGameContext::ConRemoveWeapon(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientID, pResult->GetVictim(), pResult->GetInteger(0), true);
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}
void CGameContext::ModifyWeapons(int ClientID, int Victim, int Weapon, bool Remove)
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{
if(clamp(Weapon, -1, NUM_WEAPONS - 1) != Weapon)
{
Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "invalid weapon id");
return;
}
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CCharacter* pChr = GetPlayerChar(Victim);
if(!pChr)
return;
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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();
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}
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;
}
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pChr->GiveNinja();
}
if(!Remove && !g_Config.m_SvCheatTime)
pChr->m_DDRaceState = DDRACE_CHEAT;
}
void CGameContext::ConTeleport(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
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)
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{
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;
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str_format(aBuf, sizeof(aBuf), "'%s' ClientID=%d Hasn't time now (Timer Stopped)", pServ->ClientName(Victim), Victim);
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
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}
}
void CGameContext::ConTimerStart(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
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);
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
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}
}
void CGameContext::ConTimerZero(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
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;
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str_format(aBuf, sizeof(aBuf), "'%s' ClientID=%d time has been reset & stopped.", pServ->ClientName(Victim), Victim);
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
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}
}
void CGameContext::ConTimerReStart(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
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;
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str_format(aBuf, sizeof(aBuf), "'%s' ClientID=%d time has been reset & stopped.", pServ->ClientName(Victim), Victim);
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
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}
}
void CGameContext::ConFreeze(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
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);
CCharacter* pChr = pSelf->GetPlayerChar(Victim);
if(!pChr)
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return;
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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(Victim), 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(Victim), Victim);
}
else
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str_format(aBuf, sizeof(aBuf), "'%s' ClientID=%d is Frozen until you unfreeze him.", pServ->ClientName(Victim), Victim);
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
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}
}
void CGameContext::ConUnFreeze(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
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(Victim), Victim);
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
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}
void CGameContext::ConInvis(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
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char aBuf[128];
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int Victim = pResult->GetVictim();
if(!pSelf->m_apPlayers[ClientID])
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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(Victim), Victim);
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
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}
}
void CGameContext::ConVis(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
if(!pSelf->m_apPlayers[ClientID])
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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(Victim), Victim);
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", aBuf);
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}
}
void CGameContext::ConCredits(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Teeworlds Team takes most of the credits also");
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\'");
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Others Helping on the code: \'heinrich5991\', \'noother\', \'LemonFace\', \'<3 fisted <3\' & \'Trust o_0 Aeeeh ?!\'");
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Documentation: Zeta-Hoernchen, Entities: Fisico");
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)
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{
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)
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{
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.");
}
}
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, "teams") == 0)
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{
str_format(aBuf, sizeof(aBuf), "%s %s", g_Config.m_SvTeam == 1 ? "Teams are available on this server" : !g_Config.m_SvTeam ? "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 all of you die" : */"and if you die in a team only you die");
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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)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
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bool Printed = false;
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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.");
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Printed = true;
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}
if(g_Config.m_SvRulesLine1[0])
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine1);
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Printed = true;
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}
if(g_Config.m_SvRulesLine2[0])
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine2);
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Printed = true;
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}
if(g_Config.m_SvRulesLine3[0])
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine3);
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Printed = true;
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}
if(g_Config.m_SvRulesLine4[0])
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine4);
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Printed = true;
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}
if(g_Config.m_SvRulesLine5[0])
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine5);
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Printed = true;
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}
if(g_Config.m_SvRulesLine6[0])
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine6);
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Printed = true;
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}
if(g_Config.m_SvRulesLine7[0])
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine7);
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Printed = true;
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}
if(g_Config.m_SvRulesLine8[0])
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine8);
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Printed=true;
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}
if(g_Config.m_SvRulesLine9[0])
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine9);
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Printed=true;
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}
if(g_Config.m_SvRulesLine10[0])
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", g_Config.m_SvRulesLine10);
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Printed = true;
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}
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if(!Printed)
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "No Rules Defined, Kill em all!!");
}
void CGameContext::ConKill(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
CPlayer *pPlayer = pSelf->m_apPlayers[ClientID];
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if(!pPlayer || (pPlayer->m_Last_Kill && pPlayer->m_Last_Kill + pSelf->Server()->TickSpeed() * g_Config.m_SvKillDelay > pSelf->Server()->Tick()))
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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)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
CPlayer *pPlayer = pSelf->m_apPlayers[ClientID];
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if(!pPlayer)
return;
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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)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
CPlayer *pPlayer = pSelf->m_apPlayers[ClientID];
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if(!pPlayer)
return;
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if(g_Config.m_SvHideScore)
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Showing the top 5 is not allowed on this server.");
return;
}
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if(pResult->NumArguments() > 0)
pSelf->Score()->ShowTop5(pPlayer->GetCID(), pResult->GetInteger(0));
else
pSelf->Score()->ShowTop5(pPlayer->GetCID());
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}
#if defined(CONF_SQL)
void CGameContext::ConTimes(IConsole::IResult *pResult, void *pUserData, int ClientID)
{
if(g_Config.m_SvUseSQL)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CSqlScore *pScore = (CSqlScore *)pSelf->Score();
CPlayer *pPlayer = pSelf->m_apPlayers[ClientID];
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if(!pPlayer)
return;
if(pResult->NumArguments() == 0)
{
pScore->ShowTimes(pPlayer->GetCID(),1);
return;
}
else if(pResult->NumArguments() < 3)
{
if (pResult->NumArguments() == 1)
{
if(pResult->GetInteger(0) != 0)
pScore->ShowTimes(pPlayer->GetCID(),pResult->GetInteger(0));
else
pScore->ShowTimes(pPlayer->GetCID(), (str_comp(pResult->GetString(0), "me") == 0) ? pSelf->Server()->ClientName(ClientID) : pResult->GetString(0),1);
return;
}
else if (pResult->GetInteger(1) != 0)
{
pScore->ShowTimes(pPlayer->GetCID(), (str_comp(pResult->GetString(0), "me") == 0) ? pSelf->Server()->ClientName(ClientID) : pResult->GetString(0),pResult->GetInteger(1));
return;
}
}
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "/times needs 0, 1 or 2 parameter. 1. = name, 2. = start number");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Example: /times, /times me, /times Hans, /times \"Papa Smurf\" 5");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Bad: /times Papa Smurf 5 # Good: /times \"Papa Smurf\" 5 ");
}
}
#endif
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void CGameContext::ConRank(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
CPlayer *pPlayer = pSelf->m_apPlayers[ClientID];
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if(!pPlayer)
return;
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if(pResult->NumArguments() > 0)
if(!g_Config.m_SvHideScore)
pSelf->Score()->ShowRank(ClientID, pResult->GetString(0), true);
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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(ClientID, pSelf->Server()->ClientName(ClientID));
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}
void CGameContext::ConJoinTeam(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
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if(g_Config.m_SvTeam == 0)
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Admin has disabled teams");
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return;
}
else if (g_Config.m_SvTeam == 2)
{
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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];
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if(pResult->NumArguments() > 0)
{
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(((CGameControllerDDRace*)pSelf->m_pController)->m_Teams.SetCharacterTeam(pPlayer->GetCID(), pResult->GetInteger(0)))
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{
if(pPlayer->m_Last_Team + pSelf->Server()->TickSpeed() * g_Config.m_SvTeamChangeDelay <= pSelf->Server()->Tick())
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{
char aBuf[512];
str_format(aBuf, sizeof(aBuf), "%s joined team %d", pSelf->Server()->ClientName(pPlayer->GetCID()), pResult->GetInteger(0));
pSelf->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
pPlayer->m_Last_Team = pSelf->Server()->Tick();
}
else
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You can\'t join teams that fast!");
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}
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}
else
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You cannot join this team at this time");
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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)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
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CPlayer *pPlayer = pSelf->m_apPlayers[ClientID];
if(!pPlayer)
return;
CCharacter* pChr = pPlayer->GetCharacter();
if(!pChr)
return;
if(pChr->m_Super)
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{
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)
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{
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);
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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)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
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CPlayer *pPlayer = pSelf->m_apPlayers[ClientID];
if(!pPlayer)
return;
CCharacter* pChr = pPlayer->GetCharacter();
if(!pChr)
return;
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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)");
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}
void CGameContext::ConToggleBroadcast(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
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CPlayer *pPlayer = pSelf->m_apPlayers[ClientID];
if(!pPlayer)
return;
CCharacter* pChr = pPlayer->GetCharacter();
if(!pChr)
return;
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pChr->m_BroadCast = !pChr->m_BroadCast;
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}
void CGameContext::ConEyeEmote(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
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CPlayer *pPlayer = pSelf->m_apPlayers[ClientID];
if(!pPlayer)
return;
CCharacter* pChr = pPlayer->GetCharacter();
if(!pChr)
return;
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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
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{
if (pChr)
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{
if (!str_comp(pResult->GetString(0), "angry"))
pChr->m_DefEmote = EMOTE_ANGRY;
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else if (!str_comp(pResult->GetString(0), "blink"))
pChr->m_DefEmote = EMOTE_BLINK;
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else if (!str_comp(pResult->GetString(0), "close"))
pChr->m_DefEmote = EMOTE_BLINK;
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else if (!str_comp(pResult->GetString(0), "happy"))
pChr->m_DefEmote = EMOTE_HAPPY;
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else if (!str_comp(pResult->GetString(0), "pain"))
pChr->m_DefEmote = EMOTE_PAIN;
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else if (!str_comp(pResult->GetString(0), "surprise"))
pChr->m_DefEmote = EMOTE_SURPRISE;
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else if (!str_comp(pResult->GetString(0), "normal"))
pChr->m_DefEmote = EMOTE_NORMAL;
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else
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Unknown emote... Say /emote");
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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)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
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CPlayer *pPlayer = pSelf->m_apPlayers[ClientID];
if(!pPlayer)
return;
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if(pPlayer->m_IsUsingDDRaceClient)
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{
if(pResult->NumArguments())
pPlayer->m_ShowOthers = pResult->GetInteger(0);
else
pPlayer->m_ShowOthers = !pPlayer->m_ShowOthers;
}
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else
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Showing players from other teams is only available with DDRace Client, http://DDRace.info");
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}
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void CGameContext::Mute(NETADDR *Addr, int Secs, const char *pDisplayName)
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{
char aBuf[128];
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int Found = 0;
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// find a matching mute for this ip, update expiration time if found
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for(int i = 0; i < m_NumMutes; i++)
{
if(net_addr_comp(&m_aMutes[i].m_Addr, Addr) == 0)
{
m_aMutes[i].m_Expire = Server()->Tick() + Secs * Server()->TickSpeed();
Found = 1;
}
}
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if(!Found) // nothing found so far, find a free slot..
{
if(m_NumMutes < MAX_MUTES)
{
m_aMutes[m_NumMutes].m_Addr = *Addr;
m_aMutes[m_NumMutes].m_Expire = Server()->Tick() + Secs * Server()->TickSpeed();
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m_NumMutes++;
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Found = 1;
}
}
if(Found)
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{
str_format(aBuf, sizeof aBuf, "'%s' has been muted for %d seconds.", pDisplayName, Secs);
SendChat(-1, CHAT_ALL, aBuf);
}
else // no free slot found
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Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "mutes", "mute array is full");
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}
void CGameContext::ConMute(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
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((CGameContext *)pUserData)->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "mutes", "Use either 'muteid <client_id> <seconds>' or 'muteip <ip> <seconds>'");
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}
// mute through client id
void CGameContext::ConMuteID(IConsole::IResult *pResult, void *pUserData, int ClientID)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
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NETADDR Addr;
pSelf->Server()->GetClientAddr(Victim, &Addr);
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pSelf->Mute(&Addr, clamp(pResult->GetInteger(0), 1, 86400), pSelf->Server()->ClientName(Victim));
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}
// mute through ip, arguments reversed to workaround parsing
void CGameContext::ConMuteIP(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
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NETADDR Addr;
if(net_addr_from_str(&Addr, pResult->GetString(0)))
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "mutes", "Invalid network address to mute");
}
pSelf->Mute(&Addr, clamp(pResult->GetInteger(1), 1, 86400), pResult->GetString(0));
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}
// unmute by mute list index
void CGameContext::ConUnmute(IConsole::IResult *pResult, void *pUserData, int ClientID)
{
CGameContext *pSelf = (CGameContext *)pUserData;
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char aIpBuf[64];
char aBuf[64];
int Index = pResult->GetInteger(0);
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if(Index < 0 || Index >= pSelf->m_NumMutes)
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return;
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pSelf->m_NumMutes--;
pSelf->m_aMutes[Index] = pSelf->m_aMutes[pSelf->m_NumMutes];
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net_addr_str(&pSelf->m_aMutes[Index].m_Addr, aIpBuf, sizeof(aIpBuf));
str_format(aBuf, sizeof(aBuf), "Unmuted %s" , aIpBuf);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "mutes", aBuf);
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}
// list mutes
void CGameContext::ConMutes(IConsole::IResult *pResult, void *pUserData, int ClientID)
{
CGameContext *pSelf = (CGameContext *)pUserData;
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char aIpBuf[64];
char aBuf[128];
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "mutes", "Active mutes:");
for(int i = 0; i < pSelf->m_NumMutes; i++)
{
net_addr_str(&pSelf->m_aMutes[i].m_Addr, aIpBuf, sizeof(aIpBuf));
str_format(aBuf, sizeof aBuf, "%d: \"%s\", %d seconds left", i, aIpBuf, (pSelf->m_aMutes[i].m_Expire - pSelf->Server()->Tick()) / pSelf->Server()->TickSpeed());
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "mutes", aBuf);
}
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}