ddnet/src/game/server/gamecontext.cpp

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#include <new>
#include <stdio.h>
#include <string.h>
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#include <base/math.h>
#include <engine/shared/config.h>
#include <engine/server/server.h>
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#include <engine/map.h>
#include <engine/console.h>
#include "gamecontext.h"
#include <game/version.h>
#include <game/collision.h>
#include <game/gamecore.h>
#include "gamemodes/DDRace.h"
#include "score.h"
#include "score/file_score.h"
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#include "score/sql_score.h"
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enum
{
RESET,
NO_RESET
};
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void CGameContext::Construct(int Resetting)
{
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m_Resetting = 0;
m_pServer = 0;
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for(int i = 0; i < MAX_CLIENTS; i++)
{
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m_apPlayers[i] = 0;
mem_zero(m_pReconnectInfo[i].Ip,sizeof(m_pReconnectInfo[i].Ip));
}
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m_pController = 0;
m_VoteCloseTime = 0;
m_pVoteOptionFirst = 0;
m_pVoteOptionLast = 0;
if(Resetting==NO_RESET)
m_pVoteOptionHeap = new CHeap();
m_pScore = 0;
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}
CGameContext::CGameContext(int Resetting)
{
Construct(Resetting);
}
CGameContext::CGameContext()
{
Construct(NO_RESET);
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}
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CGameContext::~CGameContext()
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{
for(int i = 0; i < MAX_CLIENTS; i++)
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delete m_apPlayers[i];
if(!m_Resetting)
delete m_pVoteOptionHeap;
}
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void CGameContext::Clear()
{
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CHeap *pVoteOptionHeap = m_pVoteOptionHeap;
CVoteOption *pVoteOptionFirst = m_pVoteOptionFirst;
CVoteOption *pVoteOptionLast = m_pVoteOptionLast;
CTuningParams Tuning = m_Tuning;
//bool cheats = m_Cheats;
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m_Resetting = true;
this->~CGameContext();
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mem_zero(this, sizeof(*this));
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new (this) CGameContext(RESET);
//this->m_Cheats = cheats;
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m_pVoteOptionHeap = pVoteOptionHeap;
m_pVoteOptionFirst = pVoteOptionFirst;
m_pVoteOptionLast = pVoteOptionLast;
m_Tuning = Tuning;
}
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class CCharacter *CGameContext::GetPlayerChar(int ClientId)
{
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if(ClientId < 0 || ClientId >= MAX_CLIENTS || !m_apPlayers[ClientId])
return 0;
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return m_apPlayers[ClientId]->GetCharacter();
}
void CGameContext::CreateDamageInd(vec2 P, float Angle, int Amount, int Mask)
{
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float a = 3 * 3.14159f / 2 + Angle;
//float a = get_angle(dir);
float s = a-pi/3;
float e = a+pi/3;
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for(int i = 0; i < Amount; i++)
{
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float f = mix(s, e, float(i+1)/float(Amount+2));
NETEVENT_DAMAGEIND *ev = (NETEVENT_DAMAGEIND *)m_Events.Create(NETEVENTTYPE_DAMAGEIND, sizeof(NETEVENT_DAMAGEIND), Mask);
if(ev)
{
ev->m_X = (int)P.x;
ev->m_Y = (int)P.y;
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ev->m_Angle = (int)(f*256.0f);
}
}
}
void CGameContext::CreateHammerHit(vec2 P, int Mask)
{
// create the event
NETEVENT_HAMMERHIT *ev = (NETEVENT_HAMMERHIT *)m_Events.Create(NETEVENTTYPE_HAMMERHIT, sizeof(NETEVENT_HAMMERHIT), Mask);
if(ev)
{
ev->m_X = (int)P.x;
ev->m_Y = (int)P.y;
}
}
void CGameContext::CreateExplosion(vec2 P, int Owner, int Weapon, bool NoDamage, int Mask)
{
// create the event
NETEVENT_EXPLOSION *ev = (NETEVENT_EXPLOSION *)m_Events.Create(NETEVENTTYPE_EXPLOSION, sizeof(NETEVENT_EXPLOSION), Mask);
if(ev)
{
ev->m_X = (int)P.x;
ev->m_Y = (int)P.y;
}
/*if(!NoDamage)
{*/
// deal damage
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CCharacter *apEnts[64];
float Radius = 135.0f;
float InnerRadius = 48.0f;
int Num = m_World.FindEntities(P, Radius, (CEntity**)apEnts, 64, NETOBJTYPE_CHARACTER);
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for(int i = 0; i < Num; i++)
{
vec2 Diff = apEnts[i]->m_Pos - P;
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vec2 ForceDir(0, 1);
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float l = length(Diff);
if(l)
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ForceDir = normalize(Diff);
l = 1-clamp((l-InnerRadius)/(Radius-InnerRadius), 0.0f, 1.0f);
float Dmg = 6 * l;
if((int)Dmg)
if((g_Config.m_SvHit||NoDamage) || Owner == apEnts[i]->m_pPlayer->GetCID())
{
if(Owner != -1 && apEnts[i]->m_Alive && !apEnts[i]->CanCollide(Owner)) continue;
apEnts[i]->TakeDamage(ForceDir*Dmg*2, (int)Dmg, Owner, Weapon);
if(!g_Config.m_SvHit||NoDamage) break;
}
}
//}
}
/*
void create_smoke(vec2 P)
{
// create the event
EV_EXPLOSION *ev = (EV_EXPLOSION *)events.create(EVENT_SMOKE, sizeof(EV_EXPLOSION));
if(ev)
{
ev->x = (int)P.x;
ev->y = (int)P.y;
}
}*/
void CGameContext::CreatePlayerSpawn(vec2 P, int Mask)
{
// create the event
NETEVENT_SPAWN *ev = (NETEVENT_SPAWN *)m_Events.Create(NETEVENTTYPE_SPAWN, sizeof(NETEVENT_SPAWN), Mask);
if(ev)
{
ev->m_X = (int)P.x;
ev->m_Y = (int)P.y;
}
}
void CGameContext::CreateDeath(vec2 P, int ClientId, int Mask)
{
// create the event
NETEVENT_DEATH *ev = (NETEVENT_DEATH *)m_Events.Create(NETEVENTTYPE_DEATH, sizeof(NETEVENT_DEATH), Mask);
if(ev)
{
ev->m_X = (int)P.x;
ev->m_Y = (int)P.y;
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ev->m_ClientId = ClientId;
}
}
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void CGameContext::CreateSound(vec2 Pos, int Sound, int Mask)
{
if(Sound < 0)
return;
// create a sound
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NETEVENT_SOUNDWORLD *ev = (NETEVENT_SOUNDWORLD *)m_Events.Create(NETEVENTTYPE_SOUNDWORLD, sizeof(NETEVENT_SOUNDWORLD), Mask);
if(ev)
{
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ev->m_X = (int)Pos.x;
ev->m_Y = (int)Pos.y;
ev->m_SoundId = Sound;
}
}
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void CGameContext::CreateSoundGlobal(int Sound, int Target)
{
if(Sound < 0)
return;
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CNetMsg_Sv_SoundGlobal Msg;
Msg.m_Soundid = Sound;
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, Target);
}
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void CGameContext::SendChatTarget(int To, const char *pText)
{
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CNetMsg_Sv_Chat Msg;
Msg.m_Team = 0;
Msg.m_Cid = -1;
Msg.m_pMessage = pText;
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, To);
}
void CGameContext::SendChatResponseAll(const char *pLine, void *pUser)
{
CGameContext *pSelf = (CGameContext *)pUser;
static volatile int ReentryGuard = 0;
if(ReentryGuard)
return;
ReentryGuard++;
if(*pLine == '[')
do
pLine++;
while(*(pLine - 2) != ':' && *pLine != 0);//remove the category (e.g. [Console]: No Such Command)
pSelf->SendChat(-1, CHAT_ALL, pLine);
ReentryGuard--;
}
void CGameContext::SendChatResponse(const char *pLine, void *pUser)
{
ChatResponseInfo *pInfo = (ChatResponseInfo *)pUser;
static volatile int ReentryGuard = 0;
if(ReentryGuard)
return;
ReentryGuard++;
if(*pLine == '[')
do
pLine++;
while(*(pLine - 2) != ':' && *pLine != 0); // remove the category (e.g. [Console]: No Such Command)
pInfo->m_GameContext->SendChatTarget(pInfo->m_To, pLine);
ReentryGuard--;
}
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void CGameContext::SendChat(int ChatterClientId, int Team, const char *pText)
{
char aBuf[256];
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if(ChatterClientId >= 0 && ChatterClientId < MAX_CLIENTS)
str_format(aBuf, sizeof(aBuf), "%d:%d:%s: %s", ChatterClientId, Team, Server()->ClientName(ChatterClientId), pText);
else
str_format(aBuf, sizeof(aBuf), "*** %s", pText);
Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "chat", aBuf);
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if(Team == CHAT_ALL)
{
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CNetMsg_Sv_Chat Msg;
Msg.m_Team = 0;
Msg.m_Cid = ChatterClientId;
Msg.m_pMessage = pText;
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, -1);
}
else
{
CTeamsCore * Teams = &((CGameControllerDDRace*)m_pController)->m_Teams.m_Core;
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CNetMsg_Sv_Chat Msg;
Msg.m_Team = 1;
Msg.m_Cid = ChatterClientId;
Msg.m_pMessage = pText;
// pack one for the recording only
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Server()->SendPackMsg(&Msg, MSGFLAG_VITAL|MSGFLAG_NOSEND, -1);
//char aBuf[512];
//str_format(aBuf, sizeof(aBuf), "Chat Team = %d", Team);
//dbg_msg("Chat", aBuf);
// send to the clients
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(m_apPlayers[i] != 0) {
if(Team == CHAT_SPEC) {
if(m_apPlayers[i]->GetTeam() == CHAT_SPEC) {
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL|MSGFLAG_NORECORD, i);
}
} else {
if(Teams->Team(i) == Team) {
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL|MSGFLAG_NORECORD, i);
}
}
}
}
}
}
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void CGameContext::SendEmoticon(int ClientId, int Emoticon)
{
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CNetMsg_Sv_Emoticon Msg;
Msg.m_Cid = ClientId;
Msg.m_Emoticon = Emoticon;
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, -1);
}
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void CGameContext::SendWeaponPickup(int ClientId, int Weapon)
{
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CNetMsg_Sv_WeaponPickup Msg;
Msg.m_Weapon = Weapon;
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, ClientId);
}
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void CGameContext::SendBroadcast(const char *pText, int ClientId)
{
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CNetMsg_Sv_Broadcast Msg;
Msg.m_pMessage = pText;
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, ClientId);
}
void CGameContext::SendRecord(int ClientId) {
CNetMsg_Sv_Record RecordsMsg;
RecordsMsg.m_PlayerTimeBest = Score()->PlayerData(ClientId)->m_BestTime * 100.0f;//
RecordsMsg.m_ServerTimeBest = m_pController->m_CurrentRecord * 100.0f;//TODO: finish this
Server()->SendPackMsg(&RecordsMsg, MSGFLAG_VITAL, ClientId);
}
//
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void CGameContext::StartVote(const char *pDesc, const char *pCommand)
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{
// check if a vote is already running
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if(m_VoteCloseTime)
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return;
// reset votes
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m_VoteEnforce = VOTE_ENFORCE_UNKNOWN;
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for(int i = 0; i < MAX_CLIENTS; i++)
{
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if(m_apPlayers[i])
{
m_apPlayers[i]->m_Vote = 0;
m_apPlayers[i]->m_VotePos = 0;
}
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}
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// start vote
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m_VoteCloseTime = time_get() + time_freq()*25;
str_copy(m_aVoteDescription, pDesc, sizeof(m_aVoteDescription));
str_copy(m_aVoteCommand, pCommand, sizeof(m_aVoteCommand));
SendVoteSet(-1);
m_VoteUpdate = true;
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}
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void CGameContext::EndVote()
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{
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m_VoteCloseTime = 0;
SendVoteSet(-1);
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}
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void CGameContext::SendVoteSet(int ClientId)
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{
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CNetMsg_Sv_VoteSet Msg;
if(m_VoteCloseTime)
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{
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Msg.m_Timeout = (m_VoteCloseTime-time_get())/time_freq();
Msg.m_pDescription = m_aVoteDescription;
Msg.m_pCommand = "";
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}
else
{
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Msg.m_Timeout = 0;
Msg.m_pDescription = "";
Msg.m_pCommand = "";
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}
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Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, ClientId);
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}
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void CGameContext::SendVoteStatus(int ClientId, int Total, int Yes, int No)
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{
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CNetMsg_Sv_VoteStatus Msg = {0};
Msg.m_Total = Total;
Msg.m_Yes = Yes;
Msg.m_No = No;
Msg.m_Pass = Total - (Yes+No);
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, ClientId);
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}
void CGameContext::AbortVoteKickOnDisconnect(int ClientId)
{
if(m_VoteCloseTime && !str_comp_num(m_aVoteCommand, "kick ", 5) && str_toint(&m_aVoteCommand[5]) == ClientId)
m_VoteCloseTime = -1;
}
void CGameContext::CheckPureTuning()
{
// might not be created yet during start up
if(!m_pController)
return;
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if( str_comp(m_pController->m_pGameType, "DM")==0 ||
str_comp(m_pController->m_pGameType, "TDM")==0 ||
str_comp(m_pController->m_pGameType, "CTF")==0)
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{
CTuningParams P;
if(mem_comp(&P, &m_Tuning, sizeof(P)) != 0)
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{
Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "server", "resetting tuning due to pure server");
m_Tuning = P;
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}
}
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}
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void CGameContext::SendTuningParams(int Cid)
{
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CheckPureTuning();
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CMsgPacker Msg(NETMSGTYPE_SV_TUNEPARAMS);
int *pParams = (int *)&m_Tuning;
for(unsigned i = 0; i < sizeof(m_Tuning)/sizeof(int); i++)
Msg.AddInt(pParams[i]);
Server()->SendMsg(&Msg, MSGFLAG_VITAL, Cid);
}
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void CGameContext::OnTick()
{
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// check tuning
CheckPureTuning();
// copy tuning
m_World.m_Core.m_Tuning = m_Tuning;
m_World.Tick();
//if(world.paused) // make sure that the game object always updates
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m_pController->Tick();
for(int i = 0; i < MAX_CLIENTS; i++)
{
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if(m_apPlayers[i])
m_apPlayers[i]->Tick();
}
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// update voting
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if(m_VoteCloseTime)
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{
// abort the kick-vote on player-leave
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if(m_VoteCloseTime == -1)
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{
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SendChat(-1, CGameContext::CHAT_ALL, "Vote aborted");
EndVote();
}
else
{
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int Total = 0, Yes = 0, No = 0;
if(m_VoteUpdate)
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{
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// count votes
char aaBuf[MAX_CLIENTS][64] = {{0}};
for(int i = 0; i < MAX_CLIENTS; i++)
if(m_apPlayers[i])
Server()->GetClientIP(i, aaBuf[i], 64);
bool aVoteChecked[MAX_CLIENTS] = {0};
for(int i = 0; i < MAX_CLIENTS; i++)
{
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if(!m_apPlayers[i] || m_apPlayers[i]->GetTeam() == -1 || aVoteChecked[i]) // don't count in votes by spectators
continue;
if(m_VoteKick &&
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GetPlayerChar(m_VoteCreator) && GetPlayerChar(i) &&
GetPlayerChar(m_VoteCreator)->Team() != GetPlayerChar(i)->Team()) continue;
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int ActVote = m_apPlayers[i]->m_Vote;
int ActVotePos = m_apPlayers[i]->m_VotePos;
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// check for more players with the same ip (only use the vote of the one who voted first)
for(int j = i+1; j < MAX_CLIENTS; ++j)
{
if(!m_apPlayers[j] || aVoteChecked[j] || str_comp(aaBuf[j], aaBuf[i]))
continue;
aVoteChecked[j] = true;
if(m_apPlayers[j]->m_Vote && (!ActVote || ActVotePos > m_apPlayers[j]->m_VotePos))
{
ActVote = m_apPlayers[j]->m_Vote;
ActVotePos = m_apPlayers[j]->m_VotePos;
}
}
Total++;
if(ActVote > 0)
Yes++;
else if(ActVote < 0)
No++;
}
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if(Yes >= (Total/(100/g_Config.m_SvVotePercentage))+1)
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m_VoteEnforce = VOTE_ENFORCE_YES;
else if(No >= (Total+1)/((1.0/g_Config.m_SvVotePercentage)*100.0))
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m_VoteEnforce = VOTE_ENFORCE_NO;
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}
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if(m_VoteEnforce == VOTE_ENFORCE_YES)
{
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Console()->ExecuteLine(m_aVoteCommand, 4, -1, CServer::SendRconLineAuthed, Server(), SendChatResponseAll, this);
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EndVote();
SendChat(-1, CGameContext::CHAT_ALL, "Vote passed");
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if(m_apPlayers[m_VoteCreator])
m_apPlayers[m_VoteCreator]->m_Last_VoteCall = 0;
}
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else if(m_VoteEnforce == VOTE_ENFORCE_YES_ADMIN)
{
char aBuf[64];
str_format(aBuf, sizeof(aBuf),"Vote passed enforced by '%s'",Server()->ClientName(m_VoteEnforcer));
Console()->ExecuteLine(m_aVoteCommand, 3, -1, CServer::SendRconLineAuthed, Server(), SendChatResponseAll, this);
SendChat(-1, CGameContext::CHAT_ALL, aBuf);
dbg_msg("Vote","Due to vote enforcing, vote level has been set to 3");
EndVote();
m_VoteEnforcer = -1;
}
else if(m_VoteEnforce == VOTE_ENFORCE_NO_ADMIN)
{
char aBuf[64];
str_format(aBuf, sizeof(aBuf),"Vote failed enforced by '%s'",Server()->ClientName(m_VoteEnforcer));
EndVote();
SendChat(-1, CGameContext::CHAT_ALL, aBuf);
}
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else if(m_VoteEnforce == VOTE_ENFORCE_NO || time_get() > m_VoteCloseTime)
{
EndVote();
SendChat(-1, CGameContext::CHAT_ALL, "Vote failed");
}
else if(m_VoteUpdate)
{
m_VoteUpdate = false;
SendVoteStatus(-1, Total, Yes, No);
}
}
}
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#ifdef CONF_DEBUG
if(g_Config.m_DbgDummies)
{
for(int i = 0; i < g_Config.m_DbgDummies ; i++)
{
CNetObj_PlayerInput Input = {0};
Input.m_Direction = (i&1)?-1:1;
m_apPlayers[MAX_CLIENTS-i-1]->OnPredictedInput(&Input);
}
}
#endif
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}
// Server hooks
void CGameContext::OnClientDirectInput(int ClientID, void *pInput)
{
if(!m_World.m_Paused)
m_apPlayers[ClientID]->OnDirectInput((CNetObj_PlayerInput *)pInput);
}
void CGameContext::OnClientPredictedInput(int ClientID, void *pInput)
{
if(!m_World.m_Paused)
m_apPlayers[ClientID]->OnPredictedInput((CNetObj_PlayerInput *)pInput);
}
void CGameContext::OnClientEnter(int ClientId)
{
//world.insert_entity(&players[client_id]);
m_apPlayers[ClientId]->Respawn();
// init the player
Score()->PlayerData(ClientId)->Reset();
Score()->LoadScore(ClientId);
Score()->PlayerData(ClientId)->m_CurrentTime = Score()->PlayerData(ClientId)->m_BestTime;
m_apPlayers[ClientId]->m_Score = (Score()->PlayerData(ClientId)->m_BestTime)?Score()->PlayerData(ClientId)->m_BestTime:-9999;
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char aBuf[512];
str_format(aBuf, sizeof(aBuf), "'%s' entered and joined the %s", Server()->ClientName(ClientId), m_pController->GetTeamName(m_apPlayers[ClientId]->GetTeam()));
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SendChat(-1, CGameContext::CHAT_ALL, aBuf);
SendChatTarget(ClientId, "DDRace Mod. Version: " DDRACE_VERSION);
SendChatTarget(ClientId, "Official site: DDRace.info");
SendChatTarget(ClientId, "For more Info /CMDList");
SendChatTarget(ClientId, "Or visit DDRace.info");
SendChatTarget(ClientId, "To see this again say /info");
2010-10-19 00:03:59 +00:00
SendChatTarget(ClientId, "Note This is an Alpha release, just for testing, your feedback is important!!");
if(g_Config.m_SvWelcome[0]!=0) SendChatTarget(ClientId,g_Config.m_SvWelcome);
//str_format(aBuf, sizeof(aBuf), "team_join player='%d:%s' team=%d", ClientId, Server()->ClientName(ClientId), m_apPlayers[ClientId]->GetTeam());
Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
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m_VoteUpdate = true;
}
bool compare_players(CPlayer *pl1, CPlayer *pl2)
{
if(((pl1->m_Authed >= 0) ? pl1->m_Authed : 0) > ((pl2->m_Authed >= 0) ? pl2->m_Authed : 0))
return true;
else
return false;
}
void CGameContext::OnSetAuthed(int client_id, int Level)
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{
if(m_apPlayers[client_id])
{
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m_apPlayers[client_id]->m_Authed = Level;
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char buf[11];
str_format(buf, sizeof(buf), "ban %d %d", client_id, g_Config.m_SvVoteKickBantime);
if( !strcmp(m_aVoteCommand,buf))
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{
m_VoteEnforce = CGameContext::VOTE_ENFORCE_NO;
dbg_msg("hooks","Aborting vote");
}
}
}
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void CGameContext::OnClientConnected(int ClientId)
{
// Check which team the player should be on
const int StartTeam = g_Config.m_SvTournamentMode ? -1 : m_pController->GetAutoTeam(ClientId);
m_apPlayers[ClientId] = new(ClientId) CPlayer(this, ClientId, StartTeam);
//players[client_id].init(client_id);
//players[client_id].client_id = client_id;
//(void)m_pController->CheckTeamBalance();
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#ifdef CONF_DEBUG
if(g_Config.m_DbgDummies)
{
if(ClientId >= MAX_CLIENTS-g_Config.m_DbgDummies)
return;
}
#endif
// send active vote
if(m_VoteCloseTime)
SendVoteSet(ClientId);
// send motd
CNetMsg_Sv_Motd Msg;
Msg.m_pMessage = g_Config.m_SvMotd;
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, ClientId);
}
void CGameContext::OnClientDrop(int ClientId)
{
AbortVoteKickOnDisconnect(ClientId);
m_apPlayers[ClientId]->OnDisconnect();
delete m_apPlayers[ClientId];
m_apPlayers[ClientId] = 0;
//(void)m_pController->CheckTeamBalance();
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m_VoteUpdate = true;
}
void CGameContext::OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId)
{
void *pRawMsg = m_NetObjHandler.SecureUnpackMsg(MsgId, pUnpacker);
CPlayer *pPlayer = m_apPlayers[ClientId];
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if(!pRawMsg)
{
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "dropped weird message '%s' (%d), failed on '%s'", m_NetObjHandler.GetMsgName(MsgId), MsgId, m_NetObjHandler.FailedMsgOn());
Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "server", aBuf);
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return;
}
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if(MsgId == NETMSGTYPE_CL_SAY)
{
CNetMsg_Cl_Say *pMsg = (CNetMsg_Cl_Say *)pRawMsg;
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int Team = pMsg->m_Team;
//if(Team)
int GameTeam = ((CGameControllerDDRace*)m_pController)->m_Teams.m_Core.Team(pPlayer->GetCID());
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if(Team) {
Team = (pPlayer->GetTeam() == -1) ? CHAT_SPEC : (GameTeam == 0 ? CHAT_ALL : GameTeam);
} else {
Team = CHAT_ALL;
}
if(str_length(pMsg->m_pMessage)>370)
{
SendChatTarget(ClientId, "Your Message is too long");
return;
}
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// check for invalid chars
unsigned char *pMessage = (unsigned char *)pMsg->m_pMessage;
while (*pMessage)
{
if(*pMessage < 32)
*pMessage = ' ';
pMessage++;
}
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if(pMsg->m_pMessage[0]=='/')
{
ChatResponseInfo Info;
Info.m_GameContext = this;
Info.m_To = ClientId;
Console()->ExecuteLine(pMsg->m_pMessage + 1, ((CServer *) Server())->m_aClients[ClientId].m_Authed, ClientId, CServer::SendRconLineAuthed, Server(), SendChatResponse, &Info);
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}
else if(!str_comp_nocase(pMsg->m_pMessage, "kill"))
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SendChatTarget(ClientId, "kill does nothing, say /kill if you want to die, also you can press f1 and type kill");
else
{
if(m_apPlayers[ClientId]->m_Muted == 0)
{
if(/*g_Config.m_SvSpamprotection && */pPlayer->m_Last_Chat && pPlayer->m_Last_Chat + Server()->TickSpeed() + g_Config.m_SvChatDelay > Server()->Tick())
return;
SendChat(ClientId, Team, pMsg->m_pMessage);
pPlayer->m_Last_Chat = Server()->Tick();
}
else
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{
char aBuf[64];
str_format(aBuf,sizeof(aBuf), "You are muted, Please wait for %d second(s)", m_apPlayers[ClientId]->m_Muted / Server()->TickSpeed());
SendChatTarget(ClientId, aBuf);
}
}
}
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else if(MsgId == NETMSGTYPE_CL_CALLVOTE)
{
if(/*g_Config.m_SvSpamprotection && */pPlayer->m_Last_VoteTry && pPlayer->m_Last_VoteTry + Server()->TickSpeed() * g_Config.m_SvVoteDelay > Server()->Tick())
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return;
int64 Now = Server()->Tick();
pPlayer->m_Last_VoteTry = Now;
if(pPlayer->GetTeam() == -1)
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{
SendChatTarget(ClientId, "Spectators aren't allowed to start a vote.");
return;
}
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if(m_VoteCloseTime)
{
SendChatTarget(ClientId, "Wait for current vote to end before calling a new one.");
return;
}
int Timeleft = pPlayer->m_Last_VoteCall + Server()->TickSpeed()*60 - Now;
if(pPlayer->m_Last_VoteCall && Timeleft > 0)
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{
char aChatmsg[512] = {0};
str_format(aChatmsg, sizeof(aChatmsg), "You must wait %d seconds before making another vote", (Timeleft/Server()->TickSpeed())+1);
SendChatTarget(ClientId, aChatmsg);
return;
}
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char aChatmsg[512] = {0};
char aDesc[512] = {0};
char aCmd[512] = {0};
CNetMsg_Cl_CallVote *pMsg = (CNetMsg_Cl_CallVote *)pRawMsg;
if(str_comp_nocase(pMsg->m_Type, "option") == 0)
{
CVoteOption *pOption = m_pVoteOptionFirst;
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static int64 last_mapvote = 0; //floff
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while(pOption)
{
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if(str_comp_nocase(pMsg->m_Value, pOption->m_aCommand) == 0)
{
//str_format(aChatmsg, sizeof(aChatmsg), "'%s' called vote to change server option '%s'", Server()->ClientName(ClientId), pOption->m_aCommand);
if(m_apPlayers[ClientId]->m_Authed <= 0 && strncmp(pOption->m_aCommand, "sv_map ", 7) == 0 && time_get() < last_mapvote + (time_freq() * g_Config.m_SvVoteMapTimeDelay))
{
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char chatmsg[512] = {0};
str_format(chatmsg, sizeof(chatmsg), "There's a %d second delay between map-votes,Please wait %d Second(s)", g_Config.m_SvVoteMapTimeDelay,((last_mapvote+(g_Config.m_SvVoteMapTimeDelay * time_freq()))/time_freq())-(time_get()/time_freq()));
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SendChatTarget(ClientId, chatmsg);
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return;
}
str_format(aChatmsg, sizeof(aChatmsg), "'%s' called vote to change server option '%s'", Server()->ClientName(ClientId), pOption->m_aCommand);
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str_format(aDesc, sizeof(aDesc), "%s", pOption->m_aCommand);
str_format(aCmd, sizeof(aCmd), "%s", pOption->m_aCommand);
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last_mapvote = time_get();
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break;
}
pOption = pOption->m_pNext;
}
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if(!pOption)
{
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if (pPlayer->m_Authed < 3) // allow admins to call any vote they want
{
str_format(aChatmsg, sizeof(aChatmsg), "'%s' isn't an option on this server", pMsg->m_Value);
SendChatTarget(ClientId, aChatmsg);
return;
}
else
{
str_format(aChatmsg, sizeof(aChatmsg), "'%s' called vote to change server option '%s'", Server()->ClientName(ClientId), pMsg->m_Value);
str_format(aDesc, sizeof(aDesc), "%s", pMsg->m_Value);
str_format(aCmd, sizeof(aCmd), "%s", pMsg->m_Value);
}
}
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last_mapvote = time_get();
m_VoteKick = false;
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}
else if(str_comp_nocase(pMsg->m_Type, "kick") == 0)
{
if(m_apPlayers[ClientId]->m_Authed == 0 && time_get() < m_apPlayers[ClientId]->m_Last_KickVote + (time_freq() * 5))
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return;
else if(m_apPlayers[ClientId]->m_Authed == 0 && time_get() < m_apPlayers[ClientId]->m_Last_KickVote + (time_freq() * g_Config.m_SvVoteKickTimeDelay))
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{
char chatmsg[512] = {0};
str_format(chatmsg, sizeof(chatmsg), "There's a %d second wait time between kick votes for each player please wait %d second(s)",
g_Config.m_SvVoteKickTimeDelay,
((m_apPlayers[ClientId]->m_Last_KickVote + (m_apPlayers[ClientId]->m_Last_KickVote*time_freq()))/time_freq())-(time_get()/time_freq())
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);
SendChatTarget(ClientId, chatmsg);
m_apPlayers[ClientId]->m_Last_KickVote = time_get();
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return;
}
else if(!g_Config.m_SvVoteKick && pPlayer->m_Authed < 2) // allow admins to call kick votes even if they are forbidden
{
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SendChatTarget(ClientId, "Server does not allow voting to kick players");
m_apPlayers[ClientId]->m_Last_KickVote = time_get();
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return;
}
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int KickId = str_toint(pMsg->m_Value);
if(KickId < 0 || KickId >= MAX_CLIENTS || !m_apPlayers[KickId])
{
SendChatTarget(ClientId, "Invalid client id to kick");
return;
}
if(KickId == ClientId)
{
SendChatTarget(ClientId, "You can't kick yourself");
return;
}
if(compare_players(m_apPlayers[KickId], pPlayer))
{
SendChatTarget(ClientId, "You can't kick admins");
m_apPlayers[ClientId]->m_Last_KickVote = time_get();
char aBufKick[128];
str_format(aBufKick, sizeof(aBufKick), "'%s' called for vote to kick you", Server()->ClientName(ClientId));
SendChatTarget(KickId, aBufKick);
return;
}
if(GetPlayerChar(ClientId) && GetPlayerChar(KickId) && GetPlayerChar(ClientId)->Team() != GetPlayerChar(KickId)->Team())
{
SendChatTarget(ClientId, "You can kick only your team member");
m_apPlayers[ClientId]->m_Last_KickVote = time_get();
return;
}
const char *pReason = "No reason given";
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for(const char *p = pMsg->m_Value; *p; ++p)
{
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if(*p == ' ')
{
pReason = p+1;
break;
}
}
str_format(aChatmsg, sizeof(aChatmsg), "'%s' called for vote to kick '%s' (%s)", Server()->ClientName(ClientId), Server()->ClientName(KickId), pReason);
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str_format(aDesc, sizeof(aDesc), "Kick '%s'", Server()->ClientName(KickId));
if(!g_Config.m_SvVoteKickBantime)
str_format(aCmd, sizeof(aCmd), "kick %d Kicked by vote", KickId);
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else
{
char aBuf[64] = {0};
Server()->GetClientIP(KickId, aBuf, sizeof(aBuf));
str_format(aCmd, sizeof(aCmd), "ban %s %d Banned by vote", aBuf, g_Config.m_SvVoteKickBantime);
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}
m_apPlayers[ClientId]->m_Last_KickVote = time_get();
m_VoteKick = true;
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}
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if(aCmd[0])
{
SendChat(-1, CGameContext::CHAT_ALL, aChatmsg);
StartVote(aDesc, aCmd);
pPlayer->m_Vote = 1;
pPlayer->m_VotePos = m_VotePos = 1;
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m_VoteCreator = ClientId;
pPlayer->m_Last_VoteCall = Now;
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}
}
else if(MsgId == NETMSGTYPE_CL_VOTE)
{
if(!m_VoteCloseTime)
return;
if(pPlayer->m_Vote == 0)
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{
CNetMsg_Cl_Vote *pMsg = (CNetMsg_Cl_Vote *)pRawMsg;
if(!pMsg->m_Vote)
return;
pPlayer->m_Vote = pMsg->m_Vote;
pPlayer->m_VotePos = ++m_VotePos;
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m_VoteUpdate = true;
2008-09-25 12:23:44 +00:00
}
2008-09-24 14:47:03 +00:00
}
else if(MsgId == NETMSGTYPE_CL_SETTEAM && !m_World.m_Paused)
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{
CNetMsg_Cl_SetTeam *pMsg = (CNetMsg_Cl_SetTeam *)pRawMsg;
if(pPlayer->GetTeam() == pMsg->m_Team || (/*g_Config.m_SvSpamprotection &&*/ pPlayer->m_Last_SetTeam && pPlayer->m_Last_SetTeam+Server()->TickSpeed() * g_Config.m_SvTeamChangeDelay > Server()->Tick()))
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return;
// Switch team on given client and kill/respawn him
if(m_pController->CanJoinTeam(pMsg->m_Team, ClientId))
{
//if(m_pController->CanChangeTeam(pPlayer, pMsg->m_Team))
//{
//CCharacter* pChr=GetPlayerChar(ClientId);
2010-10-11 18:19:13 +00:00
if(pPlayer->GetTeam()==-1 && pPlayer->m_InfoSaved)
SendChatTarget(ClientId,"Use /pause first then you can kill");
else{
pPlayer->m_Last_SetTeam = Server()->Tick();
if(pPlayer->GetTeam() == -1 || pMsg->m_Team == -1)
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m_VoteUpdate = true;
pPlayer->SetTeam(pMsg->m_Team);
}
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//if(pChr && pMsg->m_Team!=-1 && pChr->m_Paused)
//pChr->LoadPauseData();
//TODO:Check if this system Works
//(void)m_pController->CheckTeamBalance();
//}
//else
//SendBroadcast("Teams must be balanced, please join other team", ClientId);
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}
else
{
char aBuf[128];
str_format(aBuf, sizeof(aBuf), "Only %d active players are allowed", g_Config.m_SvMaxClients-g_Config.m_SvSpectatorSlots);
SendBroadcast(aBuf, ClientId);
}
}
else if (MsgId == NETMSGTYPE_CL_ISDDRACE)
{
2010-10-29 21:28:15 +00:00
pPlayer->m_IsUsingDDRaceClient = true;
char aBuf[128];
str_format(aBuf, sizeof(aBuf), "%d use DDRace Client", ClientId);
dbg_msg("DDRace", aBuf);
//first update his teams state
((CGameControllerDDRace*)m_pController)->m_Teams.SendTeamsState(ClientId);
//second give him records
SendRecord(ClientId);
//third give him others current time for table score
if(g_Config.m_SvHideScore) return;
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(m_apPlayers[i] && Score()->PlayerData(i)->m_CurrentTime > 0)
{
CNetMsg_Sv_PlayerTime Msg;
2010-11-07 11:03:26 +00:00
Msg.m_Time = Score()->PlayerData(i)->m_CurrentTime * 100;
Msg.m_Cid = i;
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, ClientId);
2010-11-04 18:33:51 +00:00
//also send its time to others
}
}
2010-11-04 18:33:51 +00:00
//also send its time to others
if(Score()->PlayerData(ClientId)->m_CurrentTime > 0) {
//TODO: make function for this fucking steps
CNetMsg_Sv_PlayerTime Msg;
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Msg.m_Time = Score()->PlayerData(ClientId)->m_CurrentTime * 100;
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Msg.m_Cid = ClientId;
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, -1);
}
}
else if(MsgId == NETMSGTYPE_CL_CHANGEINFO || MsgId == NETMSGTYPE_CL_STARTINFO)
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{
CNetMsg_Cl_ChangeInfo *pMsg = (CNetMsg_Cl_ChangeInfo *)pRawMsg;
if(/*g_Config.m_SvSpamprotection &&*/ pPlayer->m_Last_ChangeInfo && pPlayer->m_Last_ChangeInfo + Server()->TickSpeed() * g_Config.m_SvInfoChangeDelay > Server()->Tick())
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return;
pPlayer->m_Last_ChangeInfo = time_get();
if(!pPlayer->m_ColorSet|| g_Config.m_SvAllowColorChange)
{
pPlayer->m_TeeInfos.m_UseCustomColor = pMsg->m_UseCustomColor;
pPlayer->m_TeeInfos.m_ColorBody = pMsg->m_ColorBody;
pPlayer->m_TeeInfos.m_ColorFeet = pMsg->m_ColorFeet;
}
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// copy old name
char aOldName[MAX_NAME_LENGTH];
str_copy(aOldName, Server()->ClientName(ClientId), MAX_NAME_LENGTH);
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Server()->SetClientName(ClientId, pMsg->m_pName);
if(MsgId == NETMSGTYPE_CL_CHANGEINFO && str_comp(aOldName, Server()->ClientName(ClientId)) != 0)
{
char aChatText[256];
str_format(aChatText, sizeof(aChatText), "'%s' changed name to '%s'", aOldName, Server()->ClientName(ClientId));
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SendChat(-1, CGameContext::CHAT_ALL, aChatText);
}
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// set skin
str_copy(pPlayer->m_TeeInfos.m_SkinName, pMsg->m_pSkin, sizeof(pPlayer->m_TeeInfos.m_SkinName));
//m_pController->OnPlayerInfoChange(pPlayer);
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if(MsgId == NETMSGTYPE_CL_STARTINFO)
{
// send vote options
CNetMsg_Sv_VoteClearOptions ClearMsg;
Server()->SendPackMsg(&ClearMsg, MSGFLAG_VITAL, ClientId);
CVoteOption *pCurrent = m_pVoteOptionFirst;
while(pCurrent)
{
CNetMsg_Sv_VoteOption OptionMsg;
OptionMsg.m_pCommand = pCurrent->m_aCommand;
Server()->SendPackMsg(&OptionMsg, MSGFLAG_VITAL, ClientId);
pCurrent = pCurrent->m_pNext;
}
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// send tuning parameters to client
SendTuningParams(ClientId);
//
CNetMsg_Sv_ReadyToEnter m;
Server()->SendPackMsg(&m, MSGFLAG_VITAL|MSGFLAG_FLUSH, ClientId);
}
}
else if(MsgId == NETMSGTYPE_CL_EMOTICON && !m_World.m_Paused)
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{
CNetMsg_Cl_Emoticon *pMsg = (CNetMsg_Cl_Emoticon *)pRawMsg;
if(/*g_Config.m_SvSpamprotection &&*/ pPlayer->m_Last_Emote && pPlayer->m_Last_Emote+Server()->TickSpeed()*g_Config.m_SvEmoticonDelay > Server()->Tick())
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return;
pPlayer->m_Last_Emote = Server()->Tick();
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SendEmoticon(ClientId, pMsg->m_Emoticon);
CCharacter* pChr = pPlayer->GetCharacter();
if(pChr && g_Config.m_SvEmotionalTees && pChr->m_EyeEmote)
{
switch(pMsg->m_Emoticon)
{
case EMOTICON_2:
case EMOTICON_8:
pChr->m_EmoteType = EMOTE_SURPRISE;
break;
case EMOTICON_1:
case EMOTICON_4:
case EMOTICON_7:
case EMOTICON_13:
pChr->m_EmoteType = EMOTE_BLINK;
break;
case EMOTICON_3:
case EMOTICON_6:
pChr->m_EmoteType = EMOTE_HAPPY;
break;
case EMOTICON_9:
case EMOTICON_15:
pChr->m_EmoteType = EMOTE_PAIN;
break;
case EMOTICON_10:
case EMOTICON_11:
case EMOTICON_12:
pChr->m_EmoteType = EMOTE_ANGRY;
break;
default:
break;
}
pChr->m_EmoteStop = Server()->Tick() + 2 * Server()->TickSpeed();
}
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}
else if(MsgId == NETMSGTYPE_CL_KILL && !m_World.m_Paused)
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{
2010-10-08 16:56:56 +00:00
if(pPlayer->m_Last_Kill && pPlayer->m_Last_Kill+Server()->TickSpeed() * g_Config.m_SvKillDelay > Server()->Tick())
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return;
pPlayer->m_Last_Kill = Server()->Tick();
pPlayer->KillCharacter(WEAPON_SELF);
pPlayer->m_RespawnTick = Server()->Tick()+Server()->TickSpeed() * g_Config.m_SvSuicidePenalty;
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}
}
void CGameContext::ConTuneParam(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
const char *pParamName = pResult->GetString(0);
float NewValue = pResult->GetFloat(1);
if(pSelf->Tuning()->Set(pParamName, NewValue))
{
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "%s changed to %.2f", pParamName, NewValue);
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "tuning", aBuf);
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pSelf->SendTuningParams(-1);
}
else
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "tuning", "No such tuning parameter");
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}
void CGameContext::ConTuneReset(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
CTuningParams P;
*pSelf->Tuning() = P;
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pSelf->SendTuningParams(-1);
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "tuning", "Tuning reset");
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}
void CGameContext::ConTuneDump(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
char aBuf[256];
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for(int i = 0; i < pSelf->Tuning()->Num(); i++)
{
float v;
pSelf->Tuning()->Get(i, &v);
str_format(aBuf, sizeof(aBuf), "%s %.2f", pSelf->Tuning()->m_apNames[i], v);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "tuning", aBuf);
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}
}
void CGameContext::ConChangeMap(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->m_pController->ChangeMap(pResult->GetString(0));
}
void CGameContext::ConRestart(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
if(pResult->NumArguments())
pSelf->m_pController->DoWarmup(pResult->GetInteger(0));
else
pSelf->m_pController->StartRound();
}
void CGameContext::ConBroadcast(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->SendBroadcast(pResult->GetString(0), -1);
}
void CGameContext::ConSay(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->SendChat(-1, CGameContext::CHAT_ALL, pResult->GetString(0));
}
void CGameContext::ConSetTeam(IConsole::IResult *pResult, void *pUserData, int ClientId)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
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int Team = clamp(pResult->GetInteger(1), -1, 1);
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "moved client %d to team %d", Victim, Team);
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "server", aBuf);
if(!pSelf->m_apPlayers[Victim] || !compare_players(pSelf->m_apPlayers[ClientId], pSelf->m_apPlayers[Victim]))
if(!pSelf->m_apPlayers[Victim])
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return;
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pSelf->m_apPlayers[ClientId]->SetTeam(Team);
//(void)pSelf->m_pController->CheckTeamBalance();
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}
void CGameContext::ConAddVote(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
// check for valid option
if(!pSelf->Console()->LineIsValid(pResult->GetString(0)))
{
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "skipped invalid option '%s'", pResult->GetString(0));
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "server", aBuf);
return;
}
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int Len = str_length(pResult->GetString(0));
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CGameContext::CVoteOption *pOption = (CGameContext::CVoteOption *)pSelf->m_pVoteOptionHeap->Allocate(sizeof(CGameContext::CVoteOption) + Len);
pOption->m_pNext = 0;
pOption->m_pPrev = pSelf->m_pVoteOptionLast;
if(pOption->m_pPrev)
pOption->m_pPrev->m_pNext = pOption;
pSelf->m_pVoteOptionLast = pOption;
if(!pSelf->m_pVoteOptionFirst)
pSelf->m_pVoteOptionFirst = pOption;
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mem_copy(pOption->m_aCommand, pResult->GetString(0), Len+1);
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "added option '%s'", pOption->m_aCommand);
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "server", aBuf);
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CNetMsg_Sv_VoteOption OptionMsg;
OptionMsg.m_pCommand = pOption->m_aCommand;
pSelf->Server()->SendPackMsg(&OptionMsg, MSGFLAG_VITAL, -1);
}
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void CGameContext::ConClearVotes(IConsole::IResult *pResult, void *pUserData, int ClientID)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->m_pVoteOptionHeap->Reset();
pSelf->m_pVoteOptionFirst = 0;
pSelf->m_pVoteOptionLast = 0;
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "server", "cleared vote options");
CNetMsg_Sv_VoteClearOptions ClearOptionsMsg;
pSelf->Server()->SendPackMsg(&ClearOptionsMsg, MSGFLAG_VITAL, -1);
}
void CGameContext::ConVote(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
CGameContext *pSelf = (CGameContext *)pUserData;
char aBuf[64];
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if(str_comp_nocase(pResult->GetString(0), "yes") == 0)
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pSelf->m_VoteEnforce = CGameContext::VOTE_ENFORCE_YES_ADMIN;
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else if(str_comp_nocase(pResult->GetString(0), "no") == 0)
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pSelf->m_VoteEnforce = CGameContext::VOTE_ENFORCE_NO_ADMIN;
str_format(aBuf, sizeof(aBuf), "vote forced to %s by %s", pResult->GetString(0),pSelf->Server()->ClientName(ClientID));
pSelf->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
str_format(aBuf, sizeof(aBuf), "forcing vote %s", pResult->GetString(0));
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "server", aBuf);
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pSelf->m_VoteEnforcer = ClientID;
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}
void CGameContext::ConchainSpecialMotdupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
{
pfnCallback(pResult, pCallbackUserData, -1);
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if(pResult->NumArguments())
{
CNetMsg_Sv_Motd Msg;
Msg.m_pMessage = g_Config.m_SvMotd;
CGameContext *pSelf = (CGameContext *)pUserData;
for(int i = 0; i < MAX_CLIENTS; ++i)
if(pSelf->m_apPlayers[i])
pSelf->Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, i);
}
}
bool CGameContext::CheatsAvailable(IConsole *pConsole, int ClientId)
{
if(!g_Config.m_SvCheats)
{
pConsole->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "cheats", "Cheats are not available on this server.");
}
return g_Config.m_SvCheats;
}
void CGameContext::ConGoLeft(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientId, (pResult->NumArguments() > 0) ? pResult->GetInteger(0) : ClientId, -1, 0);
}
void CGameContext::ConGoRight(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientId, (pResult->NumArguments() > 0) ? pResult->GetInteger(0) : ClientId, 1, 0);
}
void CGameContext::ConGoDown(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientId, (pResult->NumArguments() > 0) ? pResult->GetInteger(0) : ClientId, 0, 1);
}
void CGameContext::ConGoUp(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientId, (pResult->NumArguments() > 0) ? pResult->GetInteger(0) : ClientId, 0, -1);
}
void CGameContext::ConMove(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if (pResult->NumArguments() > 2)
pSelf->MoveCharacter(ClientId, pResult->GetInteger(0), pResult->GetInteger(1), pResult->GetInteger(2));
else
pSelf->MoveCharacter(ClientId, ClientId, pResult->GetInteger(0), pResult->GetInteger(1));
}
void CGameContext::ConMoveRaw(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if (pResult->NumArguments() > 2)
pSelf->MoveCharacter(ClientId, pResult->GetInteger(0), pResult->GetInteger(1), pResult->GetInteger(2), true);
else
pSelf->MoveCharacter(ClientId, ClientId, pResult->GetInteger(0), pResult->GetInteger(1), true);
}
void CGameContext::MoveCharacter(int ClientId, int Victim, int X, int Y, bool Raw)
{
if(!CheatsAvailable(Console(), ClientId))
return;
if(clamp(Victim, 0, (int) MAX_CLIENTS - 1) != Victim || GetPlayerChar(ClientId) == 0)
{
Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "invalid client id");
return;
}
if(ClientId != Victim && m_apPlayers[ClientId]->m_Authed <= 1)
{
Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You have too low level to move the tees of other players");
return;
}
if(ClientId != Victim && !compare_players(m_apPlayers[ClientId], m_apPlayers[Victim]))
{
Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You can't move the tee of players with the same or a higher rank");
return;
}
CCharacter* pChr = GetPlayerChar(ClientId);
pChr->m_Core.m_Pos.x += ((Raw) ? 1 : 32) * X;
pChr->m_Core.m_Pos.y += ((Raw) ? 1 : 32) * Y;
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 = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
int Seconds = pResult->GetInteger(1);
char buf[512];
if(Seconds < 10)
Seconds = 10;
if(pSelf->m_apPlayers[Victim] && (compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim])))
{
if(pSelf->m_apPlayers[Victim]->m_Muted < Seconds * pSelf->Server()->TickSpeed())
{
pSelf->m_apPlayers[Victim]->m_Muted = Seconds * pSelf->Server()->TickSpeed();
}
else
Seconds = pSelf->m_apPlayers[Victim]->m_Muted / pSelf->Server()->TickSpeed();
str_format(buf, sizeof(buf), "%s muted by %s for %d seconds", pSelf->Server()->ClientName(Victim), pSelf->Server()->ClientName(ClientId), Seconds);
pSelf->SendChat(-1, CGameContext::CHAT_ALL, buf);
}
}
void CGameContext::ConSetlvl3(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
CServer* pServ = (CServer*)pSelf->Server();
if(pSelf->m_apPlayers[Victim] && (compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]) || ClientId == 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 = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
CServer* pServ = (CServer*)pSelf->Server();
if(pSelf->m_apPlayers[Victim] && (compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]) || ClientId == 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 = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
CServer* pServ = (CServer*)pSelf->Server();
if(pSelf->m_apPlayers[Victim] && (compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]) || ClientId == 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 = ClientId;
if(pResult->NumArguments() && pSelf->m_apPlayers[Victim]->m_Authed > 1)
Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
CServer* pServ = (CServer*)pSelf->Server();
if(pSelf->m_apPlayers[Victim] && (compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]) || ClientId == 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 = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
if(!pSelf->m_apPlayers[Victim])
return;
if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]))
{
pSelf->m_apPlayers[Victim]->KillCharacter(WEAPON_GAME);
char buf[512];
str_format(buf, sizeof(buf), "%s killed by %s", pSelf->Server()->ClientName(Victim), pSelf->Server()->ClientName(ClientId));
pSelf->SendChat(-1, CGameContext::CHAT_ALL, buf);
}
}
void CGameContext::ConNinjaMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, ClientId, WEAPON_NINJA, false);
}
void CGameContext::ConNinja(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), WEAPON_NINJA, false);
}
void CGameContext::ConHammer(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
char buf[128];
int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
int type = pResult->GetInteger(1);
CCharacter* chr = pSelf->GetPlayerChar(Victim);
if(!chr)
return;
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CServer* pServ = (CServer*)pSelf->Server();
if(type>3 || type<0)
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Select hammer between 0 and 3");
}
else
{
if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]))
{
chr->m_HammerType = type;
if(!g_Config.m_SvCheatTime)
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chr->m_DDRaceState = DDRACE_CHEAT;
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str_format(buf, sizeof(buf), "Hammer of '%s' ClientId=%d setted to %d", pServ->ClientName(ClientId), Victim, type);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf);
}
}
}
void CGameContext::ConHammerMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
char buf[128];
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int type = pResult->GetInteger(0);
CCharacter* chr = pSelf->GetPlayerChar(ClientId);
if(!chr)
return;
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CServer* pServ = (CServer*)pSelf->Server();
if(type>3 || type<0)
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Select hammer between 0 and 3");
}
else
{
chr->m_HammerType = type;
if(!g_Config.m_SvCheatTime)
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chr->m_DDRaceState = DDRACE_CHEAT;
str_format(buf, sizeof(buf), "Hammer setted to %d",type);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf);
}
}
void CGameContext::ConSuper(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]))
{
CCharacter* chr = pSelf->GetPlayerChar(Victim);
if(chr && !chr->m_Super)
{
chr->m_Super = true;
chr->UnFreeze();
chr->m_TeamBeforeSuper = chr->Team();
dbg_msg("Teamb4super","%d",chr->m_TeamBeforeSuper = chr->Team());
chr->Teams()->SetCharacterTeam(Victim, TEAM_SUPER);
if(!g_Config.m_SvCheatTime)
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chr->m_DDRaceState = DDRACE_CHEAT;
}
}
}
void CGameContext::ConUnSuper(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]))
{
CCharacter* chr = pSelf->GetPlayerChar(Victim);
if(chr && chr->m_Super)
{
chr->m_Super = false;
chr->Teams()->SetForceCharacterTeam(Victim, chr->m_TeamBeforeSuper);
}
}
}
void CGameContext::ConSuperMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
if(pSelf->m_apPlayers[ClientId])
{
CCharacter* chr = pSelf->GetPlayerChar(ClientId);
if(chr && !chr->m_Super)
{
chr->m_Super = true;
chr->UnFreeze();
chr->m_TeamBeforeSuper = chr->Team();
dbg_msg("Teamb4super","%d",chr->m_TeamBeforeSuper = chr->Team());
chr->Teams()->SetCharacterTeam(ClientId, TEAM_SUPER);
if(!g_Config.m_SvCheatTime)
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chr->m_DDRaceState = DDRACE_CHEAT;
}
}
}
void CGameContext::ConUnSuperMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
if(pSelf->m_apPlayers[ClientId])
{
CCharacter* chr = pSelf->GetPlayerChar(ClientId);
if(chr && chr->m_Super)
{
chr->m_Super = false;
chr->Teams()->SetForceCharacterTeam(ClientId, chr->m_TeamBeforeSuper);
}
}
}
void CGameContext::ConShotgun(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), WEAPON_SHOTGUN, false);
}
void CGameContext::ConShotgunMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, ClientId, WEAPON_SHOTGUN, false);
}
void CGameContext::ConGrenade(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), WEAPON_GRENADE, false);
}
void CGameContext::ConGrenadeMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, ClientId, WEAPON_GRENADE, false);
}
void CGameContext::ConRifle(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), WEAPON_RIFLE, false);
}
void CGameContext::ConRifleMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, ClientId, WEAPON_RIFLE, false);
}
void CGameContext::ConWeapons(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), -1, false);
}
void CGameContext::ConWeaponsMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, ClientId, -1, false);
}
void CGameContext::ConUnShotgun(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), WEAPON_SHOTGUN, true);
}
void CGameContext::ConUnShotgunMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, ClientId, WEAPON_SHOTGUN, true);
}
void CGameContext::ConUnGrenade(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), WEAPON_GRENADE, true);
}
void CGameContext::ConUnGrenadeMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, ClientId, WEAPON_GRENADE, true);
}
void CGameContext::ConUnRifle(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), WEAPON_RIFLE, true);
}
void CGameContext::ConUnRifleMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, ClientId, WEAPON_RIFLE, true);
}
void CGameContext::ConUnWeapons(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), -1, true);
}
void CGameContext::ConUnWeaponsMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, ClientId, -1, true);
}
void CGameContext::ConAddWeapon(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if (pResult->NumArguments() > 1)
pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), pResult->GetInteger(1), false);
else
pSelf->ModifyWeapons(ClientId, ClientId, pResult->GetInteger(0), false);
}
void CGameContext::ConRemoveWeapon(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if (pResult->NumArguments() > 1)
pSelf->ModifyWeapons(ClientId, pResult->GetInteger(0), pResult->GetInteger(1), true);
else
pSelf->ModifyWeapons(ClientId, ClientId, pResult->GetInteger(0), true);
}
void CGameContext::ModifyWeapons(int ClientId, int Victim, int Weapon, bool Remove)
{
if(!CheatsAvailable(Console(), ClientId))
return;
if(clamp(Victim, 0, (int) MAX_CLIENTS - 1) != Victim || GetPlayerChar(ClientId) == 0)
{
Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "invalid client id");
return;
}
if(ClientId != Victim && m_apPlayers[ClientId]->m_Authed <= 1)
{
Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You have too low level to add/remove weapons from other players");
return;
}
if(ClientId != Victim && !compare_players(m_apPlayers[ClientId], m_apPlayers[Victim]))
{
Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You can't add/remove weapons from players with the same or a higher rank");
return;
}
if(clamp(Weapon, -1, NUM_WEAPONS - 1) != Weapon)
{
Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "invalid weapon id");
return;
}
CCharacter* pChr = GetPlayerChar(Victim);
if(Weapon == -1)
{
if(Remove && pChr->m_ActiveWeapon == WEAPON_SHOTGUN || pChr->m_ActiveWeapon == WEAPON_GRENADE || pChr->m_ActiveWeapon == WEAPON_RIFLE)
pChr->m_ActiveWeapon = WEAPON_GUN;
if(Remove)
{
pChr->m_aWeapons[WEAPON_SHOTGUN].m_Got = false;
pChr->m_aWeapons[WEAPON_GRENADE].m_Got = false;
pChr->m_aWeapons[WEAPON_RIFLE].m_Got = false;
}
else
pChr->GiveAllWeapons();
}
else if(Weapon != WEAPON_NINJA)
{
if(Remove && pChr->m_ActiveWeapon == Weapon)
pChr->m_ActiveWeapon = WEAPON_GUN;
if(Remove)
pChr->m_aWeapons[Weapon].m_Got = false;
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;
if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
int cid2 = clamp(pResult->GetInteger(1), 0, (int)MAX_CLIENTS-1);
if(pSelf->m_apPlayers[Victim] && pSelf->m_apPlayers[cid2])
{
if(ClientId==Victim
|| (compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]) && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[cid2]))
|| (compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]) && cid2==ClientId))
{
CCharacter* chr = pSelf->GetPlayerChar(Victim);
if(chr)
{
chr->m_Core.m_Pos = pSelf->m_apPlayers[cid2]->m_ViewPos;
if(!g_Config.m_SvCheatTime)
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chr->m_DDRaceState = DDRACE_CHEAT;
}
}
}
}
void CGameContext::ConTimerStop(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
char buf[128];
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CServer* pServ = (CServer*)pSelf->Server();
if(!g_Config.m_SvTimer)
{
int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
CCharacter* chr = pSelf->GetPlayerChar(Victim);
if(!chr)
return;
if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]))
{
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chr->m_DDRaceState=DDRACE_CHEAT;
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str_format(buf, sizeof(buf), "'%s' ClientId=%d Hasn't time now (Timer Stopped)", pServ->ClientName(ClientId), Victim);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf);
}
}
else
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Timer commands are disabled");
}
}
void CGameContext::ConTimerStart(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
char buf[128];
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CServer* pServ = (CServer*)pSelf->Server();
if(!g_Config.m_SvTimer)
{
int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
CCharacter* chr = pSelf->GetPlayerChar(Victim);
if(!chr)
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return;
if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]))
{
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chr->m_DDRaceState = DDRACE_STARTED;
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str_format(buf, sizeof(buf), "'%s' ClientId=%d Has time now (Timer Started)", pServ->ClientName(ClientId), Victim);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf);
}
}
else
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Timer commands are disabled");
}
}
void CGameContext::ConTimerZero(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
char buf[128];
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CServer* pServ = (CServer*)pSelf->Server();
if(!g_Config.m_SvTimer)
{
int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
CCharacter* chr = pSelf->GetPlayerChar(Victim);
if(!chr)
return;
if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]))
{
chr->m_StartTime = pSelf->Server()->Tick();
chr->m_RefreshTime = pSelf->Server()->Tick();
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chr->m_DDRaceState=DDRACE_CHEAT;
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str_format(buf, sizeof(buf), "'%s' ClientId=%d time has been reset & stopped.", pServ->ClientName(ClientId), Victim);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf);
}
}
else
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Timer commands are disabled");
}
}
void CGameContext::ConTimerReStart(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
char buf[128];
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CServer* pServ = (CServer*)pSelf->Server();
if(!g_Config.m_SvTimer)
{
int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
CCharacter* chr = pSelf->GetPlayerChar(Victim);
if(!chr)
return;
if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]))
{
chr->m_StartTime = pSelf->Server()->Tick();
chr->m_RefreshTime = pSelf->Server()->Tick();
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chr->m_DDRaceState=DDRACE_STARTED;
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str_format(buf, sizeof(buf), "'%s' ClientId=%d time has been reset & stopped.", pServ->ClientName(ClientId), Victim);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf);
}
}
else
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Timer commands are disabled");
}
}
void CGameContext::ConFreeze(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
//if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
char buf[128];
int time=-1;
int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
if(pResult->NumArguments()>1)
time = clamp(pResult->GetInteger(1), -1, 29999);
CCharacter* chr = pSelf->GetPlayerChar(Victim);
if(!chr)
return;
if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]))
{
chr->Freeze(((time!=0&&time!=-1)?(pSelf->Server()->TickSpeed()*time):(-1)));
chr->m_pPlayer->m_RconFreeze = true;
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CServer* pServ = (CServer*)pSelf->Server();
str_format(buf, sizeof(buf), "'%s' ClientId=%d has been Frozen.", pServ->ClientName(ClientId), Victim);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf);
}
}
void CGameContext::ConUnFreeze(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
//if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
char buf[128];
int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
CCharacter* chr = pSelf->GetPlayerChar(Victim);
if(!chr)
return;
chr->m_FreezeTime=2;
chr->m_pPlayer->m_RconFreeze = false;
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CServer* pServ = (CServer*)pSelf->Server();
str_format(buf, sizeof(buf), "'%s' ClientId=%d has been UnFreezed.", pServ->ClientName(ClientId), Victim);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf);
}
void CGameContext::ConInvisMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
//if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
if(!pSelf->m_apPlayers[ClientId])
return;
pSelf->m_apPlayers[ClientId]->m_Invisible = true;
}
void CGameContext::ConVisMe(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
//if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return;
if(!pSelf->m_apPlayers[ClientId])
return;
pSelf->m_apPlayers[ClientId]->m_Invisible = false;
}
void CGameContext::ConInvis(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(!pSelf->m_apPlayers[ClientId])
return;
char buf[128];
int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]))
{
pSelf->m_apPlayers[Victim]->m_Invisible = true;
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CServer* pServ = (CServer*)pSelf->Server();
str_format(buf, sizeof(buf), "'%s' ClientId=%d is now invisible.", pServ->ClientName(ClientId), Victim);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf);
}
}
void CGameContext::ConVis(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(!pSelf->m_apPlayers[ClientId])
return;
char buf[128];
int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim]))
{
pSelf->m_apPlayers[Victim]->m_Invisible = false;
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CServer* pServ = (CServer*)pSelf->Server();
str_format(buf, sizeof(buf), "'%s' ClientId=%d is visible.", pServ->ClientName(ClientId), Victim);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf);
}
}
void CGameContext::ConCredits(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
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 & coded by:");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "[Egypt]GreYFoX@GTi and [BlackTee]den among others:");
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pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Others Helping on the code: heinrich5991, noother");
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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): LemonFace and Fluxid");
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;
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "DDRace Mod. Version: " DDRACE_VERSION);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Official site: DDRace.info");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "For more Info /CMDList");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Or visit DDRace.info");
}
void CGameContext::ConCmdList(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
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if(pSelf->m_apPlayers[ClientId]->m_Authed == 3)
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "O Really!!, You call yourself an admin!!");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "check the documentation on DDRace.info");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "leave cmdlist for others.. too many commands to show you here");
}
else
pSelf->Console()->List(pSelf->m_apPlayers[ClientId]->m_Authed, CFGFLAG_SERVER);
}
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");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Example /help flags will display the help about ");
}
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::ConFlags(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
char buf[64];
float temp1;
float temp2;
pSelf->m_Tuning.Get("player_collision",&temp1);
pSelf->m_Tuning.Get("player_hooking",&temp2);
str_format(buf, sizeof(buf), "Flags: cheats[%s]%s%s collision[%s] hooking[%s]",
g_Config.m_SvCheats?"yes":"no",
(g_Config.m_SvCheats)?" w/Time":"",
(g_Config.m_SvCheats)?(g_Config.m_SvCheatTime)?"[yes]":"[no]":"",
temp1?"yes":"no",
temp2?"yes":"no");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf);
str_format(buf, sizeof(buf), "endless hook[%s] weapons effect others[%s]",g_Config.m_SvEndlessDrag?"yes":"no",g_Config.m_SvHit?"yes":"no");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf);
if(g_Config.m_SvPauseable)
{
str_format(buf, sizeof(buf), "Server Allows /pause with%s",g_Config.m_SvPauseTime?" time pause.":"out time pause.");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf);
}
}
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)
{
CCharacter* chr = pPlayer->GetCharacter();
if(!pPlayer->GetTeam() && chr && (!chr->m_aWeapons[WEAPON_NINJA].m_Got || chr->m_FreezeTime) && chr->IsGrounded() && chr->m_Pos==chr->m_PrevPos && !pPlayer->m_InfoSaved)
{
pPlayer->SaveCharacter();
pPlayer->SetTeam(-1);
pPlayer->m_InfoSaved = true;
}
else if(pPlayer->GetTeam()==-1 && pPlayer->m_InfoSaved)
{
pPlayer->m_InfoSaved = false;
pPlayer->m_PauseInfo.m_Respawn = true;
pPlayer->SetTeam(0);
//pPlayer->LoadCharacter();//TODO:Check if this system Works
}
else if(chr)
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", (chr->m_aWeapons[WEAPON_NINJA].m_Got)?"You can't use /pause while you are a ninja":(!chr->IsGrounded())?"You can't use /pause while you are a in air":"You can't use /pause while you are moving");
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(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::ConBroadTime(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CCharacter* pChr = pSelf->m_apPlayers[ClientId]->GetCharacter();
if(pChr)
pChr->m_BroadTime = !pChr->m_BroadTime;
}
void CGameContext::ConJoinTeam(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CPlayer *pPlayer = pSelf->m_apPlayers[ClientId];
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)))
{
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);
}
else
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You cannot join this team");
}
}
}
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));
pSelf->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
}
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"))
pChr->m_EmoteType = EMOTE_ANGRY;
else if (!str_comp(pResult->GetString(0), "blink"))
pChr->m_EmoteType = EMOTE_BLINK;
else if (!str_comp(pResult->GetString(0), "close"))
pChr->m_EmoteType = EMOTE_BLINK;
else if (!str_comp(pResult->GetString(0), "happy"))
pChr->m_EmoteType = EMOTE_HAPPY;
else if (!str_comp(pResult->GetString(0), "pain"))
pChr->m_EmoteType = EMOTE_PAIN;
else if (!str_comp(pResult->GetString(0), "surprise"))
pChr->m_EmoteType = EMOTE_SURPRISE;
else
{
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Unkown emote... Say /emote");
}
int Duration = 1;
if (pResult->NumArguments() > 1)
Duration = pResult->GetInteger(1);
pChr->m_EmoteStop = pSelf->Server()->Tick() + Duration * pSelf->Server()->TickSpeed();
}
}
}
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void CGameContext::OnConsoleInit()
{
m_pServer = Kernel()->RequestInterface<IServer>();
m_pConsole = Kernel()->RequestInterface<IConsole>();
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Console()->Register("change_map", "r", CFGFLAG_SERVER, ConChangeMap, this, "Changes the map to r", 3);
Console()->Register("restart", "?i", CFGFLAG_SERVER, ConRestart, this, "Kills all players", 3);
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Console()->Register("broadcast", "r", CFGFLAG_SERVER, ConBroadcast, this, "Changes the broadcast message for a moment", 3);
Console()->Register("say", "r", CFGFLAG_SERVER, ConSay, this, "Sends a server message to all players", 3);
Console()->Register("set_team", "ii", CFGFLAG_SERVER, ConSetTeam, this, "Changes the team of player i1 to team i2", 2);
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Console()->Register("addvote", "r", CFGFLAG_SERVER, ConAddVote, this, "Adds a vote entry to the clients", 4);
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Console()->Register("tune", "si", CFGFLAG_SERVER, ConTuneParam, this, "Modifies tune parameter s to value i", 4);
Console()->Register("tune_reset", "", CFGFLAG_SERVER, ConTuneReset, this, "Resets all tuning", 4);
Console()->Register("tune_dump", "", CFGFLAG_SERVER, ConTuneDump, this, "Shows all tuning options", 4);
Console()->Register("vote", "r", CFGFLAG_SERVER, ConVote, this, "Forces the current vote to result in r (Yes/No)", 3);
#define CONSOLE_COMMAND(name, params, flags, callback, userdata, help, level) m_pConsole->Register(name, params, flags, callback, userdata, help, level);
#include "game/ddracecommands.h"
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Console()->Chain("sv_motd", ConchainSpecialMotdupdate, this);
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}
void CGameContext::OnInit(/*class IKernel *pKernel*/)
{
m_pServer = Kernel()->RequestInterface<IServer>();
m_pConsole = Kernel()->RequestInterface<IConsole>();
m_World.SetGameServer(this);
m_Events.SetGameServer(this);
//if(!data) // only load once
//data = load_data_from_memory(internal_data);
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for(int i = 0; i < NUM_NETOBJTYPES; i++)
Server()->SnapSetStaticsize(i, m_NetObjHandler.GetObjSize(i));
m_Layers.Init(Kernel());
m_Collision.Init(&m_Layers);
// reset everything here
//world = new GAMEWORLD;
//players = new CPlayer[MAX_CLIENTS];
//TODO: No need any more?
char buf[512];
str_format(buf, sizeof(buf), "data/maps/%s.cfg", g_Config.m_SvMap);
Console()->ExecuteFile(buf);
str_format(buf, sizeof(buf), "data/maps/%s.map.cfg", g_Config.m_SvMap);
Console()->ExecuteFile(buf);
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// select gametype
m_pController = new CGameControllerDDRace(this);
((CGameControllerDDRace*)m_pController)->m_Teams.Reset();
Server()->SetBrowseInfo(m_pController->m_pGameType, -1);
// delete old score object
if(m_pScore)
delete m_pScore;
// create score object (add sql later)
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if(g_Config.m_SvUseSQL)
m_pScore = new CSqlScore(this);
else
m_pScore = new CFileScore(this);
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// setup core world
//for(int i = 0; i < MAX_CLIENTS; i++)
// game.players[i].core.world = &game.world.core;
// create all entities from the game layer
CMapItemLayerTilemap *pTileMap = m_Layers.GameLayer();
CTile *pTiles = (CTile *)Kernel()->RequestInterface<IMap>()->GetData(pTileMap->m_Data);
CTile *pFront=0;
if(m_Layers.FrontLayer())
pFront = (CTile *)Kernel()->RequestInterface<IMap>()->GetData(pTileMap->m_Front);
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for(int y = 0; y < pTileMap->m_Height; y++)
{
for(int x = 0; x < pTileMap->m_Width; x++)
{
int Index = pTiles[y*pTileMap->m_Width+x].m_Index;
if(Index == TILE_NPC)
m_Tuning.Set("player_collision",0);
else if(Index == TILE_EHOOK)
g_Config.m_SvEndlessDrag = 1;
else if(Index == TILE_NOHIT)
g_Config.m_SvHit = 0;
else if(Index == TILE_NPH)
m_Tuning.Set("player_hooking",0);
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if(Index >= ENTITY_OFFSET)
{
vec2 Pos(x*32.0f+16.0f, y*32.0f+16.0f);
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m_pController->OnEntity(Index-ENTITY_OFFSET, Pos, false, pTiles[y*pTileMap->m_Width+x].m_Flags);
}
if(pFront)
{
int Index = pFront[y*pTileMap->m_Width+x].m_Index;
if(Index == TILE_NPC)
m_Tuning.Set("player_collision",0);
else if(Index == TILE_EHOOK)
g_Config.m_SvEndlessDrag = 1;
else if(Index == TILE_NOHIT)
g_Config.m_SvHit = 0;
else if(Index == TILE_NPH)
m_Tuning.Set("player_hooking",0);
if(Index >= ENTITY_OFFSET)
{
vec2 Pos(x*32.0f+16.0f, y*32.0f+16.0f);
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m_pController->OnEntity(Index-ENTITY_OFFSET, Pos, true, pFront[y*pTileMap->m_Width+x].m_Flags);
}
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}
}
}
#ifdef CONF_DEBUG
if(g_Config.m_DbgDummies)
{
for(int i = 0; i < g_Config.m_DbgDummies ; i++)
{
OnClientConnected(MAX_CLIENTS-i-1);
}
}
#endif
}
void CGameContext::OnShutdown()
{
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Layers()->Dest();
Collision()->Dest();
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delete m_pController;
m_pController = 0;
Clear();
}
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void CGameContext::OnSnap(int ClientId)
{
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m_World.Snap(ClientId);
m_pController->Snap(ClientId);
m_Events.Snap(ClientId);
for(int i = 0; i < MAX_CLIENTS; i++)
{
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if(m_apPlayers[i])
m_apPlayers[i]->Snap(ClientId);
}
}
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void CGameContext::OnPreSnap() {}
void CGameContext::OnPostSnap()
{
m_Events.Clear();
}
const char *CGameContext::Version() { return GAME_VERSION; }
const char *CGameContext::NetVersion() { return GAME_NETVERSION; }
IGameServer *CreateGameServer() { return new CGameContext; }