#include #include #include #include #include #include #include #include #include "gamecontext.h" #include #include #include #include "gamemodes/DDRace.h" #include "score.h" #include "score/file_score.h" #include "score/sql_score.h" enum { RESET, NO_RESET }; void CGameContext::Construct(int Resetting) { m_Resetting = 0; m_pServer = 0; for(int i = 0; i < MAX_CLIENTS; i++) { m_apPlayers[i] = 0; mem_zero(m_pReconnectInfo[i].Ip,sizeof(m_pReconnectInfo[i].Ip)); } m_pController = 0; m_VoteCloseTime = 0; m_pVoteOptionFirst = 0; m_pVoteOptionLast = 0; if(Resetting==NO_RESET) m_pVoteOptionHeap = new CHeap(); m_pScore = 0; } CGameContext::CGameContext(int Resetting) { Construct(Resetting); } CGameContext::CGameContext() { Construct(NO_RESET); } CGameContext::~CGameContext() { for(int i = 0; i < MAX_CLIENTS; i++) delete m_apPlayers[i]; if(!m_Resetting) delete m_pVoteOptionHeap; } void CGameContext::Clear() { CHeap *pVoteOptionHeap = m_pVoteOptionHeap; CVoteOption *pVoteOptionFirst = m_pVoteOptionFirst; CVoteOption *pVoteOptionLast = m_pVoteOptionLast; CTuningParams Tuning = m_Tuning; //bool cheats = m_Cheats; m_Resetting = true; this->~CGameContext(); mem_zero(this, sizeof(*this)); new (this) CGameContext(RESET); //this->m_Cheats = cheats; m_pVoteOptionHeap = pVoteOptionHeap; m_pVoteOptionFirst = pVoteOptionFirst; m_pVoteOptionLast = pVoteOptionLast; m_Tuning = Tuning; } class CCharacter *CGameContext::GetPlayerChar(int ClientId) { if(ClientId < 0 || ClientId >= MAX_CLIENTS || !m_apPlayers[ClientId]) return 0; return m_apPlayers[ClientId]->GetCharacter(); } void CGameContext::CreateDamageInd(vec2 P, float Angle, int Amount, int Mask) { float a = 3 * 3.14159f / 2 + Angle; //float a = get_angle(dir); float s = a-pi/3; float e = a+pi/3; for(int i = 0; i < Amount; i++) { 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; 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 CCharacter *apEnts[64]; float Radius = 135.0f; float InnerRadius = 48.0f; int Num = m_World.FindEntities(P, Radius, (CEntity**)apEnts, 64, NETOBJTYPE_CHARACTER); for(int i = 0; i < Num; i++) { vec2 Diff = apEnts[i]->m_Pos - P; vec2 ForceDir(0, 1); float l = length(Diff); if(l) 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; ev->m_ClientId = ClientId; } } void CGameContext::CreateSound(vec2 Pos, int Sound, int Mask) { if(Sound < 0) return; // create a sound NETEVENT_SOUNDWORLD *ev = (NETEVENT_SOUNDWORLD *)m_Events.Create(NETEVENTTYPE_SOUNDWORLD, sizeof(NETEVENT_SOUNDWORLD), Mask); if(ev) { ev->m_X = (int)Pos.x; ev->m_Y = (int)Pos.y; ev->m_SoundId = Sound; } } void CGameContext::CreateSoundGlobal(int Sound, int Target) { if(Sound < 0) return; CNetMsg_Sv_SoundGlobal Msg; Msg.m_Soundid = Sound; Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, Target); } void CGameContext::SendChatTarget(int To, const char *pText) { 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--; } void CGameContext::SendChat(int ChatterClientId, int Team, const char *pText) { char aBuf[256]; 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); if(Team == CHAT_ALL) { 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; CNetMsg_Sv_Chat Msg; Msg.m_Team = 1; Msg.m_Cid = ChatterClientId; Msg.m_pMessage = pText; // pack one for the recording only 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); } } } } } } void CGameContext::SendEmoticon(int ClientId, int Emoticon) { CNetMsg_Sv_Emoticon Msg; Msg.m_Cid = ClientId; Msg.m_Emoticon = Emoticon; Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, -1); } void CGameContext::SendWeaponPickup(int ClientId, int Weapon) { CNetMsg_Sv_WeaponPickup Msg; Msg.m_Weapon = Weapon; Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, ClientId); } void CGameContext::SendBroadcast(const char *pText, int ClientId) { 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); } // void CGameContext::StartVote(const char *pDesc, const char *pCommand) { // check if a vote is already running if(m_VoteCloseTime) return; // reset votes m_VoteEnforce = VOTE_ENFORCE_UNKNOWN; for(int i = 0; i < MAX_CLIENTS; i++) { if(m_apPlayers[i]) { m_apPlayers[i]->m_Vote = 0; m_apPlayers[i]->m_VotePos = 0; } } // start vote 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; } void CGameContext::EndVote() { m_VoteCloseTime = 0; SendVoteSet(-1); } void CGameContext::SendVoteSet(int ClientId) { CNetMsg_Sv_VoteSet Msg; if(m_VoteCloseTime) { Msg.m_Timeout = (m_VoteCloseTime-time_get())/time_freq(); Msg.m_pDescription = m_aVoteDescription; Msg.m_pCommand = ""; } else { Msg.m_Timeout = 0; Msg.m_pDescription = ""; Msg.m_pCommand = ""; } Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, ClientId); } void CGameContext::SendVoteStatus(int ClientId, int Total, int Yes, int No) { 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); } 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; 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) { CTuningParams P; if(mem_comp(&P, &m_Tuning, sizeof(P)) != 0) { Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "server", "resetting tuning due to pure server"); m_Tuning = P; } } } void CGameContext::SendTuningParams(int Cid) { CheckPureTuning(); 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); } void CGameContext::OnTick() { // 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 m_pController->Tick(); for(int i = 0; i < MAX_CLIENTS; i++) { if(m_apPlayers[i]) m_apPlayers[i]->Tick(); } // update voting if(m_VoteCloseTime) { // abort the kick-vote on player-leave if(m_VoteCloseTime == -1) { SendChat(-1, CGameContext::CHAT_ALL, "Vote aborted"); EndVote(); } else { int Total = 0, Yes = 0, No = 0; if(m_VoteUpdate) { // 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++) { if(!m_apPlayers[i] || m_apPlayers[i]->GetTeam() == -1 || aVoteChecked[i]) // don't count in votes by spectators continue; if(m_VoteKick && GetPlayerChar(m_VoteCreator) && GetPlayerChar(i) && GetPlayerChar(m_VoteCreator)->Team() != GetPlayerChar(i)->Team()) continue; int ActVote = m_apPlayers[i]->m_Vote; int ActVotePos = m_apPlayers[i]->m_VotePos; // 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++; } if(Yes >= (Total/(100/g_Config.m_SvVotePercentage))+1) m_VoteEnforce = VOTE_ENFORCE_YES; else if(No >= (Total+1)/((1.0/g_Config.m_SvVotePercentage)*100.0)) m_VoteEnforce = VOTE_ENFORCE_NO; } if(m_VoteEnforce == VOTE_ENFORCE_YES) { Console()->ExecuteLine(m_aVoteCommand, 4, -1, CServer::SendRconLineAuthed, Server(), SendChatResponseAll, this); EndVote(); SendChat(-1, CGameContext::CHAT_ALL, "Vote passed"); if(m_apPlayers[m_VoteCreator]) m_apPlayers[m_VoteCreator]->m_Last_VoteCall = 0; } 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); } 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); } } } #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 } // 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; char aBuf[512]; str_format(aBuf, sizeof(aBuf), "'%s' entered and joined the %s", Server()->ClientName(ClientId), m_pController->GetTeamName(m_apPlayers[ClientId]->GetTeam())); 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"); 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); 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) { if(m_apPlayers[client_id]) { m_apPlayers[client_id]->m_Authed = Level; char buf[11]; str_format(buf, sizeof(buf), "ban %d %d", client_id, g_Config.m_SvVoteKickBantime); if( !strcmp(m_aVoteCommand,buf)) { m_VoteEnforce = CGameContext::VOTE_ENFORCE_NO; dbg_msg("hooks","Aborting vote"); } } } 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(); #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(); m_VoteUpdate = true; } void CGameContext::OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId) { void *pRawMsg = m_NetObjHandler.SecureUnpackMsg(MsgId, pUnpacker); CPlayer *pPlayer = m_apPlayers[ClientId]; 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); return; } if(MsgId == NETMSGTYPE_CL_SAY) { CNetMsg_Cl_Say *pMsg = (CNetMsg_Cl_Say *)pRawMsg; int Team = pMsg->m_Team; //if(Team) int GameTeam = ((CGameControllerDDRace*)m_pController)->m_Teams.m_Core.Team(pPlayer->GetCID()); 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; } // check for invalid chars unsigned char *pMessage = (unsigned char *)pMsg->m_pMessage; while (*pMessage) { if(*pMessage < 32) *pMessage = ' '; pMessage++; } 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); } else if(!str_comp_nocase(pMsg->m_pMessage, "kill")) 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 { 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); } } } 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()) return; int64 Now = Server()->Tick(); pPlayer->m_Last_VoteTry = Now; if(pPlayer->GetTeam() == -1) { SendChatTarget(ClientId, "Spectators aren't allowed to start a vote."); return; } 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) { 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; } 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; static int64 last_mapvote = 0; //floff while(pOption) { 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)) { 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())); SendChatTarget(ClientId, chatmsg); return; } str_format(aChatmsg, sizeof(aChatmsg), "'%s' called vote to change server option '%s'", Server()->ClientName(ClientId), pOption->m_aCommand); str_format(aDesc, sizeof(aDesc), "%s", pOption->m_aCommand); str_format(aCmd, sizeof(aCmd), "%s", pOption->m_aCommand); last_mapvote = time_get(); break; } pOption = pOption->m_pNext; } if(!pOption) { 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); } } last_mapvote = time_get(); m_VoteKick = false; } 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)) return; else if(m_apPlayers[ClientId]->m_Authed == 0 && time_get() < m_apPlayers[ClientId]->m_Last_KickVote + (time_freq() * g_Config.m_SvVoteKickTimeDelay)) { 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()) ); SendChatTarget(ClientId, chatmsg); m_apPlayers[ClientId]->m_Last_KickVote = time_get(); return; } else if(!g_Config.m_SvVoteKick && pPlayer->m_Authed < 2) // allow admins to call kick votes even if they are forbidden { SendChatTarget(ClientId, "Server does not allow voting to kick players"); m_apPlayers[ClientId]->m_Last_KickVote = time_get(); return; } 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"; for(const char *p = pMsg->m_Value; *p; ++p) { 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); 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); 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); } m_apPlayers[ClientId]->m_Last_KickVote = time_get(); m_VoteKick = true; } if(aCmd[0]) { SendChat(-1, CGameContext::CHAT_ALL, aChatmsg); StartVote(aDesc, aCmd); pPlayer->m_Vote = 1; pPlayer->m_VotePos = m_VotePos = 1; m_VoteCreator = ClientId; pPlayer->m_Last_VoteCall = Now; } } else if(MsgId == NETMSGTYPE_CL_VOTE) { if(!m_VoteCloseTime) return; if(pPlayer->m_Vote == 0) { CNetMsg_Cl_Vote *pMsg = (CNetMsg_Cl_Vote *)pRawMsg; if(!pMsg->m_Vote) return; pPlayer->m_Vote = pMsg->m_Vote; pPlayer->m_VotePos = ++m_VotePos; m_VoteUpdate = true; } } else if(MsgId == NETMSGTYPE_CL_SETTEAM && !m_World.m_Paused) { 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())) 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); 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) m_VoteUpdate = true; pPlayer->SetTeam(pMsg->m_Team); } //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); } 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) { 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) { char aBuf[16]; str_format(aBuf, sizeof(aBuf), "%.0f", Score()->PlayerData(i)->m_CurrentTime*100.0f); // damn ugly but the only way i know to do it int TimeToSend; sscanf(aBuf, "%d", &TimeToSend); CNetMsg_Sv_PlayerTime Msg; Msg.m_Time = TimeToSend; Msg.m_Cid = i; Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, ClientId); } } } else if(MsgId == NETMSGTYPE_CL_CHANGEINFO || MsgId == NETMSGTYPE_CL_STARTINFO) { 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()) 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; } // copy old name char aOldName[MAX_NAME_LENGTH]; str_copy(aOldName, Server()->ClientName(ClientId), MAX_NAME_LENGTH); 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)); SendChat(-1, CGameContext::CHAT_ALL, aChatText); } // set skin str_copy(pPlayer->m_TeeInfos.m_SkinName, pMsg->m_pSkin, sizeof(pPlayer->m_TeeInfos.m_SkinName)); //m_pController->OnPlayerInfoChange(pPlayer); 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; } // 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) { 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()) return; pPlayer->m_Last_Emote = Server()->Tick(); 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(); } } else if(MsgId == NETMSGTYPE_CL_KILL && !m_World.m_Paused) { if(pPlayer->m_Last_Kill && pPlayer->m_Last_Kill+Server()->TickSpeed() * g_Config.m_SvKillDelay > Server()->Tick()) return; pPlayer->m_Last_Kill = Server()->Tick(); pPlayer->KillCharacter(WEAPON_SELF); pPlayer->m_RespawnTick = Server()->Tick()+Server()->TickSpeed() * g_Config.m_SvSuicidePenalty; } } void CGameContext::ConTuneParam(IConsole::IResult *pResult, void *pUserData, int ClientId) { 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); pSelf->SendTuningParams(-1); } else pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "tuning", "No such tuning parameter"); } void CGameContext::ConTuneReset(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; CTuningParams P; *pSelf->Tuning() = P; pSelf->SendTuningParams(-1); pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "tuning", "Tuning reset"); } void CGameContext::ConTuneDump(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; char aBuf[256]; 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); } } void CGameContext::ConChangeMap(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->m_pController->ChangeMap(pResult->GetString(0)); } void CGameContext::ConRestart(IConsole::IResult *pResult, void *pUserData, int ClientId) { 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) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->SendBroadcast(pResult->GetString(0), -1); } void CGameContext::ConSay(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; pSelf->SendChat(-1, CGameContext::CHAT_ALL, pResult->GetString(0)); } void CGameContext::ConSetTeam(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; int Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1); 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]) return; pSelf->m_apPlayers[ClientId]->SetTeam(Team); //(void)pSelf->m_pController->CheckTeamBalance(); } void CGameContext::ConAddVote(IConsole::IResult *pResult, void *pUserData, int ClientID) { 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; } int Len = str_length(pResult->GetString(0)); 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; 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); CNetMsg_Sv_VoteOption OptionMsg; OptionMsg.m_pCommand = pOption->m_aCommand; pSelf->Server()->SendPackMsg(&OptionMsg, MSGFLAG_VITAL, -1); } 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) { CGameContext *pSelf = (CGameContext *)pUserData; char aBuf[64]; if(str_comp_nocase(pResult->GetString(0), "yes") == 0) pSelf->m_VoteEnforce = CGameContext::VOTE_ENFORCE_YES_ADMIN; else if(str_comp_nocase(pResult->GetString(0), "no") == 0) 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); pSelf->m_VoteEnforcer = ClientID; } void CGameContext::ConchainSpecialMotdupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData) { pfnCallback(pResult, pCallbackUserData, -1); 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; if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return; int Victim=-1; if(pResult->NumArguments()) Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1); if(Victim ==-1 || Victim == ClientId) { CCharacter* chr = pSelf->GetPlayerChar(ClientId); if(chr) { chr->m_Core.m_Pos.x -= 32; if(!g_Config.m_SvCheatTime) chr->m_DDRaceState = DDRACE_CHEAT; } } else if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim])) { CCharacter* chr = pSelf->GetPlayerChar(Victim); if(chr) { chr->m_Core.m_Pos.x -= 32; if(!g_Config.m_SvCheatTime) chr->m_DDRaceState = DDRACE_CHEAT; } } else { CServer* pServ = (CServer*)pSelf->Server(); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", (pSelf->m_apPlayers[ClientId]->m_Authed>1)?"You can't move a player with the same or higher rank":"You can't move others as a helper"); } } void CGameContext::ConGoRight(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return; int Victim=-1; if(pResult->NumArguments()) Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1); if(Victim ==-1 || Victim == ClientId) { CCharacter* chr = pSelf->GetPlayerChar(ClientId); if(chr) { chr->m_Core.m_Pos.x += 32; if(!g_Config.m_SvCheatTime) chr->m_DDRaceState = DDRACE_CHEAT; } } else if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim])) { CCharacter* chr = pSelf->GetPlayerChar(Victim); if(chr) { chr->m_Core.m_Pos.x += 32; if(!g_Config.m_SvCheatTime) chr->m_DDRaceState = DDRACE_CHEAT; } } else { CServer* pServ = (CServer*)pSelf->Server(); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", (pSelf->m_apPlayers[ClientId]->m_Authed>1)?"You can't move a player with the same or higher rank":"You can't move others as a helper"); } } void CGameContext::ConGoDown(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return; int Victim=-1; if(pResult->NumArguments()) Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1); if(Victim ==-1 || Victim == ClientId) { CCharacter* chr = pSelf->GetPlayerChar(ClientId); if(chr) { chr->m_Core.m_Pos.y += 32; if(!g_Config.m_SvCheatTime) chr->m_DDRaceState = DDRACE_CHEAT; } } else if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim])) { CCharacter* chr = pSelf->GetPlayerChar(Victim); if(chr) { chr->m_Core.m_Pos.y += 32; if(!g_Config.m_SvCheatTime) chr->m_DDRaceState = DDRACE_CHEAT; } } else { CServer* pServ = (CServer*)pSelf->Server(); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", (pSelf->m_apPlayers[ClientId]->m_Authed>1)?"You can't move a player with the same or higher rank":"You can't move others as a helper"); } } void CGameContext::ConGoUp(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return; int Victim=-1; if(pResult->NumArguments()) Victim = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1); if(Victim ==-1 || Victim == ClientId) { CCharacter* chr = pSelf->GetPlayerChar(ClientId); if(chr) { chr->m_Core.m_Pos.y -= 32; if(!g_Config.m_SvCheatTime) chr->m_DDRaceState = DDRACE_CHEAT; } } else if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim])) { CCharacter* chr = pSelf->GetPlayerChar(Victim); if(chr) { chr->m_Core.m_Pos.y -= 32; if(!g_Config.m_SvCheatTime) chr->m_DDRaceState = DDRACE_CHEAT; } } else { CServer* pServ = (CServer*)pSelf->Server(); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", (pSelf->m_apPlayers[ClientId]->m_Authed>1)?"You can't move a player with the same or higher rank":"You can't move others as a helper"); } } 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; if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return; CCharacter* chr = pSelf->GetPlayerChar(ClientId); if(chr) { chr->GiveNinja(); if(!g_Config.m_SvCheatTime) chr->m_DDRaceState = DDRACE_CHEAT; } } void CGameContext::ConNinja(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); CCharacter* chr = pSelf->GetPlayerChar(Victim); if(chr) { if(pSelf->m_apPlayers[Victim] && compare_players(pSelf->m_apPlayers[ClientId],pSelf->m_apPlayers[Victim])) { chr->GiveNinja(); if(!g_Config.m_SvCheatTime) chr->m_DDRaceState = DDRACE_CHEAT; } } } 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; 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) chr->m_DDRaceState = DDRACE_CHEAT; 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]; int type = pResult->GetInteger(0); CCharacter* chr = pSelf->GetPlayerChar(ClientId); if(!chr) return; 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) 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) 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) 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; 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->GiveWeapon(WEAPON_SHOTGUN,-1); if(!g_Config.m_SvCheatTime) chr->m_DDRaceState = DDRACE_CHEAT; } } } void CGameContext::ConShotgunMe(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return; CCharacter* chr = pSelf->GetPlayerChar(ClientId); if(chr) { chr->GiveWeapon(WEAPON_SHOTGUN,-1); if(!g_Config.m_SvCheatTime) chr->m_DDRaceState = DDRACE_CHEAT; } } void CGameContext::ConGrenade(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->GiveWeapon(WEAPON_GRENADE,-1); if(!g_Config.m_SvCheatTime) chr->m_DDRaceState = DDRACE_CHEAT; } } } void CGameContext::ConGrenadeMe(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return; CCharacter* chr = pSelf->GetPlayerChar(ClientId); if(chr) { chr->GiveWeapon(WEAPON_GRENADE,-1); if(!g_Config.m_SvCheatTime) chr->m_DDRaceState = DDRACE_CHEAT; } } void CGameContext::ConRifle(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->GiveWeapon(WEAPON_RIFLE,-1); if(!g_Config.m_SvCheatTime) chr->m_DDRaceState = DDRACE_CHEAT; } } } void CGameContext::ConRifleMe(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return; CCharacter* chr = pSelf->GetPlayerChar(ClientId); if(chr) { chr->GiveWeapon(WEAPON_RIFLE,-1); if(!g_Config.m_SvCheatTime) chr->m_DDRaceState = DDRACE_CHEAT; } } void CGameContext::ConWeapons(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->GiveAllWeapons(); if(!g_Config.m_SvCheatTime) chr->m_DDRaceState = DDRACE_CHEAT; } } } void CGameContext::ConWeaponsMe(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return; CCharacter* chr = pSelf->GetPlayerChar(ClientId); if(chr) { chr->GiveAllWeapons(); if(!g_Config.m_SvCheatTime) chr->m_DDRaceState = DDRACE_CHEAT; } } void CGameContext::ConUnShotgun(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) { if(chr->m_ActiveWeapon == WEAPON_SHOTGUN) chr->m_ActiveWeapon = WEAPON_GUN; chr->m_aWeapons[WEAPON_SHOTGUN].m_Got = false; } } } void CGameContext::ConUnShotgunMe(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return; CCharacter* chr = pSelf->GetPlayerChar(ClientId); if(chr) { if(chr->m_ActiveWeapon == WEAPON_SHOTGUN) chr->m_ActiveWeapon = WEAPON_GUN; chr->m_aWeapons[WEAPON_SHOTGUN].m_Got = false; } } void CGameContext::ConUnGrenade(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) { if(chr->m_ActiveWeapon == WEAPON_GRENADE) chr->m_ActiveWeapon = WEAPON_GUN; chr->m_aWeapons[WEAPON_GRENADE].m_Got = false; } } } void CGameContext::ConUnGrenadeMe(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return; CCharacter* chr = pSelf->GetPlayerChar(ClientId); if(chr) { if(chr->m_ActiveWeapon == WEAPON_GRENADE) chr->m_ActiveWeapon = WEAPON_GUN; chr->m_aWeapons[WEAPON_GRENADE].m_Got = false; } } void CGameContext::ConUnRifle(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) { if(chr->m_ActiveWeapon == WEAPON_RIFLE) chr->m_ActiveWeapon = WEAPON_GUN; chr->m_aWeapons[WEAPON_RIFLE].m_Got = false; } } } void CGameContext::ConUnRifleMe(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return; CCharacter* chr = pSelf->GetPlayerChar(ClientId); if(chr) { if(chr->m_ActiveWeapon == WEAPON_RIFLE) chr->m_ActiveWeapon = WEAPON_GUN; chr->m_aWeapons[WEAPON_RIFLE].m_Got = false; } } void CGameContext::ConUnWeapons(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) { if(chr->m_ActiveWeapon == WEAPON_SHOTGUN || chr->m_ActiveWeapon == WEAPON_GRENADE || chr->m_ActiveWeapon == WEAPON_RIFLE) chr->m_ActiveWeapon = WEAPON_GUN; chr->m_aWeapons[WEAPON_SHOTGUN].m_Got = false; chr->m_aWeapons[WEAPON_GRENADE].m_Got = false; chr->m_aWeapons[WEAPON_RIFLE].m_Got = false; } } } void CGameContext::ConUnWeaponsMe(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; if(!pSelf->CheatsAvailable(pSelf->Console(), ClientId)) return; CCharacter* chr = pSelf->GetPlayerChar(ClientId); if(chr) { if(chr->m_ActiveWeapon == WEAPON_SHOTGUN || chr->m_ActiveWeapon == WEAPON_GRENADE || chr->m_ActiveWeapon == WEAPON_RIFLE) chr->m_ActiveWeapon = WEAPON_GUN; chr->m_aWeapons[WEAPON_SHOTGUN].m_Got = false; chr->m_aWeapons[WEAPON_GRENADE].m_Got = false; chr->m_aWeapons[WEAPON_RIFLE].m_Got = false; } } 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) chr->m_DDRaceState = DDRACE_CHEAT; } } } } void CGameContext::ConTimerStop(IConsole::IResult *pResult, void *pUserData, int ClientId) { CGameContext *pSelf = (CGameContext *)pUserData; char buf[128]; 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_DDRaceState=DDRACE_CHEAT; 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]; 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_DDRaceState = DDRACE_STARTED; 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]; 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(); chr->m_DDRaceState=DDRACE_CHEAT; 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]; 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(); chr->m_DDRaceState=DDRACE_STARTED; 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; 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; 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; 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; 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"); 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:"); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Code: heinrich5991"); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Documentation: Zeta-Hoernchen"); pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Code (in the past): LemonFace, noother 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; 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(); } } } void CGameContext::OnConsoleInit() { m_pServer = Kernel()->RequestInterface(); m_pConsole = Kernel()->RequestInterface(); 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); 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); Console()->Register("addvote", "r", CFGFLAG_SERVER, ConAddVote, this, "Adds a vote entry to the clients", 4); Console()->Register("clear_votes", "", CFGFLAG_SERVER, ConClearVotes, this, "Clears the vote list", 4); 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("kill_pl", "i", CFGFLAG_SERVER, ConKillPlayer, this, "Kills player i and announces the kill", 2); Console()->Register("logout", "?i", CFGFLAG_SERVER, ConLogOut, this, "If you are a helper or didn't specify [i] it logs you out, otherwise it logs player i out", 0); Console()->Register("helper", "i", CFGFLAG_SERVER, ConSetlvl1, this, "Authenticates player i to the Level of 1", 2); Console()->Register("moder", "i", CFGFLAG_SERVER, ConSetlvl2, this, "Authenticates player i to the Level of 2", 3); Console()->Register("admin", "i", CFGFLAG_SERVER, ConSetlvl3, this, "Authenticates player i to the Level of 3 (CAUTION: Irreversible, once he is an admin you can't control him)", 3); Console()->Register("mute", "ii", CFGFLAG_SERVER, ConMute, this, "Mutes player i1 for i2 seconds", 2); Console()->Register("vote", "r", CFGFLAG_SERVER, ConVote, this, "Forces the current vote to result in r (Yes/No)", 3); Console()->Register("invis_me", "", CFGFLAG_SERVER, ConInvisMe, this, "Makes you invisible", 1); Console()->Register("vis_me", "", CFGFLAG_SERVER, ConVisMe, this, "Makes you visible again", 1); Console()->Register("invis", "i", CFGFLAG_SERVER, ConInvis, this, "Makes player i invisible", 2); Console()->Register("vis", "i", CFGFLAG_SERVER, ConVis, this, "Makes player i visible again", 2); Console()->Register("timerstop", "i", CFGFLAG_SERVER, ConTimerStop, this, "Stops the timer of player i", 2); Console()->Register("timerstart", "i", CFGFLAG_SERVER, ConTimerStart, this, "Starts the timer of player i", 2); Console()->Register("timerrestart", "i", CFGFLAG_SERVER, ConTimerReStart, this, "Sets the timer of player i to 0 and starts it", 2); Console()->Register("timerzero", "i", CFGFLAG_SERVER, ConTimerZero, this, "Sets the timer of player i to 0 and stops it", 2); Console()->Register("tele", "ii", CFGFLAG_SERVER, ConTeleport, this, "Teleports player i1 to player i2", 2); Console()->Register("freeze", "i?i", CFGFLAG_SERVER, ConFreeze, this, "Freezes player i1 for i2 seconds (infinity by default)", 2); Console()->Register("unfreeze", "i", CFGFLAG_SERVER, ConUnFreeze, this, "Unfreezes player i", 2); Console()->Register("shotgun", "i", CFGFLAG_SERVER, ConShotgun, this, "Gives a shotgun to player i", 2); Console()->Register("shotgun_me", "", CFGFLAG_SERVER, ConShotgunMe, this, "Gives shotgun to yourself", 1); Console()->Register("grenade", "i", CFGFLAG_SERVER, ConGrenade, this, "Gives a grenade launcher to player i", 2); Console()->Register("grenade_me", "", CFGFLAG_SERVER, ConGrenadeMe, this, "Gives grenade launcher to yourself", 1); Console()->Register("rifle", "i", CFGFLAG_SERVER, ConRifle, this, "Gives a rifle to player i", 2); Console()->Register("rifle_me", "", CFGFLAG_SERVER, ConRifleMe, this, "Gives rifle to yourself", 1); Console()->Register("weapons", "i", CFGFLAG_SERVER, ConWeapons, this, "Gives all weapons to player i", 2); Console()->Register("weapons_me", "", CFGFLAG_SERVER, ConWeaponsMe, this, "Gives all weapons to yourself", 1); Console()->Register("unshotgun", "i", CFGFLAG_SERVER, ConUnShotgun, this, "Takes a shotgun from player i", 2); Console()->Register("unshotgun_me", "", CFGFLAG_SERVER, ConUnShotgunMe, this, "Takes shotgun from yourself", 1); Console()->Register("ungrenade", "i", CFGFLAG_SERVER, ConUnGrenade, this, "Takes a grenade launcher from player i", 2); Console()->Register("ungrenade_me", "", CFGFLAG_SERVER, ConUnGrenadeMe, this, "Takes grenade launcher from yourself", 1); Console()->Register("unrifle", "i", CFGFLAG_SERVER, ConUnRifle, this, "Takes a rifle from player i", 2); Console()->Register("unrifle_me", "", CFGFLAG_SERVER, ConUnRifleMe, this, "Takes rifle from yourself", 1); Console()->Register("unweapons", "i", CFGFLAG_SERVER, ConUnWeapons, this, "Takes all weapons from player i", 2); Console()->Register("unweapons_me", "", CFGFLAG_SERVER, ConUnWeaponsMe, this, "Takes all weapons from yourself", 1); Console()->Register("ninja", "i", CFGFLAG_SERVER, ConNinja, this, "Makes player i a ninja", 2); Console()->Register("ninja_me", "", CFGFLAG_SERVER, ConNinjaMe, this, "Makes yourself a ninja", 1); Console()->Register("hammer_me", "i", CFGFLAG_SERVER, ConHammerMe, this, "Sets your hammer power to i", 1); Console()->Register("hammer", "ii", CFGFLAG_SERVER, ConHammer, this, "Sets the hammer power of player i1 to i2", 2); Console()->Register("super", "i", CFGFLAG_SERVER, ConSuper, this, "Makes player i super", 2); Console()->Register("unsuper", "i", CFGFLAG_SERVER, ConUnSuper, this, "Removes super from player i", 2); Console()->Register("super_me", "", CFGFLAG_SERVER, ConSuperMe, this, "Makes yourself super", 1); Console()->Register("unsuper_me", "", CFGFLAG_SERVER, ConUnSuperMe, this, "Removes super from yourself", 1); Console()->Register("left", "?i", CFGFLAG_SERVER, ConGoLeft, this, "Makes you or player i move 1 tile left", 1); Console()->Register("right", "?i", CFGFLAG_SERVER, ConGoRight, this, "Makes you or player i move 1 tile right", 1); Console()->Register("up", "?i", CFGFLAG_SERVER, ConGoUp, this, "Makes you or player i move 1 tile up", 1); Console()->Register("down", "?i", CFGFLAG_SERVER, ConGoDown, this, "Makes you or player i move 1 tile down", 1); Console()->Register("broadtime", "", CFGFLAG_SERVER, ConBroadTime, this, "Toggles Showing the time string in race", -1); Console()->Register("cmdlist", "", CFGFLAG_SERVER, ConCmdList, this, "Shows the list of all commands", -1); Console()->Register("credits", "", CFGFLAG_SERVER, ConCredits, this, "Shows the credits of the DDRace mod", -1); Console()->Register("emote", "?s?i", CFGFLAG_SERVER, ConEyeEmote, this, "Sets your tee's eye emote", -1); Console()->Register("broadmsg", "", CFGFLAG_SERVER, ConToggleBroadcast, this, "Toggle Showing the Server's Broadcast message during race", -1); Console()->Register("eyeemote", "", CFGFLAG_SERVER, ConEyeEmote, this, "Toggles whether you automatically use eyeemotes with standard emotes", -1); Console()->Register("flags", "", CFGFLAG_SERVER, ConFlags, this, "Shows gameplay information for this server", -1); Console()->Register("fly", "", CFGFLAG_SERVER, ConToggleFly, this, "Toggles whether you fly by pressing jump", 1); Console()->Register("help", "?r", CFGFLAG_SERVER, ConHelp, this, "Helps you with commands", -1); Console()->Register("info", "", CFGFLAG_SERVER, ConInfo, this, "Shows info about this server", -1); Console()->Register("kill", "", CFGFLAG_SERVER, ConKill, this, "Kills you", -1); Console()->Register("me", "s", CFGFLAG_SERVER, ConMe, this, "Like the famous irc commands /me says hi, will display YOURNAME says hi", -1); Console()->Register("pause", "", CFGFLAG_SERVER, ConTogglePause, this, "If enabled on this server it pauses the game for you", -1); Console()->Register("rank", "?r", CFGFLAG_SERVER, ConRank, this, "Shows either your rank or the rank of the given player", -1); Console()->Register("rules", "", CFGFLAG_SERVER, ConRules, this, "Shows the rules of this server", -1); Console()->Register("team", "?i", CFGFLAG_SERVER, ConJoinTeam, this, "Lets you join the specified team", -1); Console()->Register("top5", "?i", CFGFLAG_SERVER, ConTop5, this, "Shows the top 5 from the 1st, or starting at the specified number", -1); Console()->Chain("sv_motd", ConchainSpecialMotdupdate, this); } void CGameContext::OnInit(/*class IKernel *pKernel*/) { m_pServer = Kernel()->RequestInterface(); m_pConsole = Kernel()->RequestInterface(); m_World.SetGameServer(this); m_Events.SetGameServer(this); //if(!data) // only load once //data = load_data_from_memory(internal_data); 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); // 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) if(g_Config.m_SvUseSQL) m_pScore = new CSqlScore(this); else m_pScore = new CFileScore(this); // 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()->GetData(pTileMap->m_Data); CTile *pFront=0; if(m_Layers.FrontLayer()) pFront = (CTile *)Kernel()->RequestInterface()->GetData(pTileMap->m_Front); 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); if(Index >= ENTITY_OFFSET) { vec2 Pos(x*32.0f+16.0f, y*32.0f+16.0f); 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); m_pController->OnEntity(Index-ENTITY_OFFSET, Pos, true, pFront[y*pTileMap->m_Width+x].m_Flags); } } } } #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() { Layers()->Dest(); Collision()->Dest(); delete m_pController; m_pController = 0; Clear(); } void CGameContext::OnSnap(int ClientId) { m_World.Snap(ClientId); m_pController->Snap(ClientId); m_Events.Snap(ClientId); for(int i = 0; i < MAX_CLIENTS; i++) { if(m_apPlayers[i]) m_apPlayers[i]->Snap(ClientId); } } 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; }