ddnet/src/game/server/ddracecommands.cpp

533 lines
15 KiB
C++

/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
#include "gamecontext.h"
#include <engine/shared/config.h>
#include <engine/server/server.h>
#include <game/server/teams.h>
#include <game/server/gamemodes/DDRace.h>
#include <game/version.h>
#include <game/generated/nethash.cpp>
#if defined(CONF_SQL)
#include <game/server/score/sql_score.h>
#endif
bool CheckClientID(int ClientID);
void CGameContext::ConGoLeft(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
if (!CheckClientID(pResult->m_ClientID))
return;
pSelf->MoveCharacter(pResult->m_ClientID, -1, 0);
}
void CGameContext::ConGoRight(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
if (!CheckClientID(pResult->m_ClientID))
return;
pSelf->MoveCharacter(pResult->m_ClientID, 1, 0);
}
void CGameContext::ConGoDown(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
if (!CheckClientID(pResult->m_ClientID))
return;
pSelf->MoveCharacter(pResult->m_ClientID, 0, 1);
}
void CGameContext::ConGoUp(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
if (!CheckClientID(pResult->m_ClientID))
return;
pSelf->MoveCharacter(pResult->m_ClientID, 0, -1);
}
void CGameContext::ConMove(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
if (!CheckClientID(pResult->m_ClientID))
return;
pSelf->MoveCharacter(pResult->m_ClientID, pResult->GetInteger(0),
pResult->GetInteger(1));
}
void CGameContext::ConMoveRaw(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
if (!CheckClientID(pResult->m_ClientID))
return;
pSelf->MoveCharacter(pResult->m_ClientID, pResult->GetInteger(0),
pResult->GetInteger(1), true);
}
void CGameContext::MoveCharacter(int ClientID, int X, int Y, bool Raw)
{
CCharacter* pChr = GetPlayerChar(ClientID);
if (!pChr)
return;
pChr->Core()->m_Pos.x += ((Raw) ? 1 : 32) * X;
pChr->Core()->m_Pos.y += ((Raw) ? 1 : 32) * Y;
pChr->m_DDRaceState = DDRACE_CHEAT;
}
void CGameContext::ConKillPlayer(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
if (!CheckClientID(pResult->m_ClientID))
return;
int Victim = pResult->GetVictim();
if (pSelf->m_apPlayers[Victim])
{
pSelf->m_apPlayers[Victim]->KillCharacter(WEAPON_GAME);
char aBuf[512];
str_format(aBuf, sizeof(aBuf), "%s was killed by %s",
pSelf->Server()->ClientName(Victim),
pSelf->Server()->ClientName(pResult->m_ClientID));
pSelf->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
}
}
void CGameContext::ConNinja(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
pSelf->ModifyWeapons(pResult, pUserData, WEAPON_NINJA, false);
}
void CGameContext::ConSuper(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
if (!CheckClientID(pResult->m_ClientID))
return;
CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
if (pChr && !pChr->m_Super)
{
pChr->m_Super = true;
pChr->UnFreeze();
pChr->m_TeamBeforeSuper = pChr->Team();
pChr->Teams()->SetCharacterTeam(pResult->m_ClientID, TEAM_SUPER);
pChr->m_DDRaceState = DDRACE_CHEAT;
}
}
void CGameContext::ConUnSuper(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
if (!CheckClientID(pResult->m_ClientID))
return;
CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
if (pChr && pChr->m_Super)
{
pChr->m_Super = false;
pChr->Teams()->SetForceCharacterTeam(pResult->m_ClientID,
pChr->m_TeamBeforeSuper);
}
}
void CGameContext::ConUnSolo(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
if (!CheckClientID(pResult->m_ClientID))
return;
CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
if (pChr)
pChr->SetSolo(false);
}
void CGameContext::ConUnDeep(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
if (!CheckClientID(pResult->m_ClientID))
return;
CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
if (pChr)
pChr->m_DeepFreeze = false;
}
void CGameContext::ConShotgun(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
pSelf->ModifyWeapons(pResult, pUserData, WEAPON_SHOTGUN, false);
}
void CGameContext::ConGrenade(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
pSelf->ModifyWeapons(pResult, pUserData, WEAPON_GRENADE, false);
}
void CGameContext::ConRifle(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
pSelf->ModifyWeapons(pResult, pUserData, WEAPON_RIFLE, false);
}
void CGameContext::ConWeapons(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
pSelf->ModifyWeapons(pResult, pUserData, -1, false);
}
void CGameContext::ConUnShotgun(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
pSelf->ModifyWeapons(pResult, pUserData, WEAPON_SHOTGUN, true);
}
void CGameContext::ConUnGrenade(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
pSelf->ModifyWeapons(pResult, pUserData, WEAPON_GRENADE, true);
}
void CGameContext::ConUnRifle(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
pSelf->ModifyWeapons(pResult, pUserData, WEAPON_RIFLE, true);
}
void CGameContext::ConUnWeapons(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
pSelf->ModifyWeapons(pResult, pUserData, -1, true);
}
void CGameContext::ConAddWeapon(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
pSelf->ModifyWeapons(pResult, pUserData, pResult->GetInteger(0), false);
}
void CGameContext::ConRemoveWeapon(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
pSelf->ModifyWeapons(pResult, pUserData, pResult->GetInteger(0), true);
}
void CGameContext::ModifyWeapons(IConsole::IResult *pResult, void *pUserData,
int Weapon, bool Remove)
{
CGameContext *pSelf = (CGameContext *) pUserData;
if (!CheckClientID(pResult->m_ClientID))
return;
int ClientID = pResult->m_ClientID;
if (clamp(Weapon, -1, NUM_WEAPONS - 1) != Weapon)
{
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info",
"invalid weapon id");
return;
}
CCharacter* pChr = GetPlayerChar(ClientID);
if (!pChr)
return;
if (Weapon == -1)
{
if (Remove
&& (pChr->GetActiveWeapon() == WEAPON_SHOTGUN
|| pChr->GetActiveWeapon() == WEAPON_GRENADE
|| pChr->GetActiveWeapon() == WEAPON_RIFLE))
pChr->SetActiveWeapon(WEAPON_GUN);
if (Remove)
{
pChr->SetWeaponGot(WEAPON_SHOTGUN, false);
pChr->SetWeaponGot(WEAPON_GRENADE, false);
pChr->SetWeaponGot(WEAPON_RIFLE, false);
}
else
pChr->GiveAllWeapons();
}
else if (Weapon != WEAPON_NINJA)
{
if (Remove && pChr->GetActiveWeapon() == Weapon)
pChr->SetActiveWeapon(WEAPON_GUN);
if (Remove)
pChr->SetWeaponGot(Weapon, false);
else
pChr->GiveWeapon(Weapon, -1);
}
else
{
if (Remove)
{
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info",
"you can't remove ninja");
return;
}
pChr->GiveNinja();
}
pChr->m_DDRaceState = DDRACE_CHEAT;
}
void CGameContext::ConToTeleporter(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
unsigned int TeleTo = pResult->GetInteger(0);
if (((CGameControllerDDRace*)pSelf->m_pController)->m_TeleOuts[TeleTo-1].size())
{
int Num = ((CGameControllerDDRace*)pSelf->m_pController)->m_TeleOuts[TeleTo-1].size();
vec2 TelePos = ((CGameControllerDDRace*)pSelf->m_pController)->m_TeleOuts[TeleTo-1][(!Num)?Num:rand() % Num];
CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
if (pChr)
{
pChr->Core()->m_Pos = TelePos;
pChr->m_Pos = TelePos;
pChr->m_PrevPos = TelePos;
pChr->m_DDRaceState = DDRACE_CHEAT;
}
}
}
void CGameContext::ConToCheckTeleporter(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
unsigned int TeleTo = pResult->GetInteger(0);
if (((CGameControllerDDRace*)pSelf->m_pController)->m_TeleCheckOuts[TeleTo-1].size())
{
int Num = ((CGameControllerDDRace*)pSelf->m_pController)->m_TeleCheckOuts[TeleTo-1].size();
vec2 TelePos = ((CGameControllerDDRace*)pSelf->m_pController)->m_TeleCheckOuts[TeleTo-1][(!Num)?Num:rand() % Num];
CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
if (pChr)
{
pChr->Core()->m_Pos = TelePos;
pChr->m_Pos = TelePos;
pChr->m_PrevPos = TelePos;
pChr->m_DDRaceState = DDRACE_CHEAT;
pChr->m_TeleCheckpoint = TeleTo;
}
}
}
void CGameContext::ConTeleport(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
int TeleTo = pResult->GetInteger(0);
int Tele = pResult->m_ClientID;
if (pResult->NumArguments() > 0)
Tele = pResult->GetVictim();
if (pSelf->m_apPlayers[TeleTo])
{
CCharacter* pChr = pSelf->GetPlayerChar(Tele);
if (pChr && pSelf->GetPlayerChar(TeleTo))
{
pChr->Core()->m_Pos = pSelf->m_apPlayers[TeleTo]->m_ViewPos;
pChr->m_Pos = pSelf->m_apPlayers[TeleTo]->m_ViewPos;
pChr->m_PrevPos = pSelf->m_apPlayers[TeleTo]->m_ViewPos;
pChr->m_DDRaceState = DDRACE_CHEAT;
}
}
}
void CGameContext::ConKill(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
if (!CheckClientID(pResult->m_ClientID))
return;
CPlayer *pPlayer = pSelf->m_apPlayers[pResult->m_ClientID];
if (!pPlayer
|| (pPlayer->m_LastKill
&& pPlayer->m_LastKill
+ pSelf->Server()->TickSpeed()
* g_Config.m_SvKillDelay
> pSelf->Server()->Tick()))
return;
pPlayer->m_LastKill = pSelf->Server()->Tick();
pPlayer->KillCharacter(WEAPON_SELF);
//pPlayer->m_RespawnTick = pSelf->Server()->Tick() + pSelf->Server()->TickSpeed() * g_Config.m_SvSuicidePenalty;
}
void CGameContext::ConForcePause(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CServer* pServ = (CServer*)pSelf->Server();
int Victim = pResult->GetVictim();
int Seconds = 0;
if (pResult->NumArguments() > 0)
Seconds = clamp(pResult->GetInteger(0), 0, 360);
CPlayer *pPlayer = pSelf->m_apPlayers[Victim];
if (!pPlayer)
return;
pPlayer->m_ForcePauseTime = Seconds*pServ->TickSpeed();
pPlayer->m_Paused = CPlayer::PAUSED_FORCE;
}
void CGameContext::Mute(IConsole::IResult *pResult, NETADDR *Addr, int Secs,
const char *pDisplayName)
{
char aBuf[128];
int Found = 0;
// find a matching mute for this ip, update expiration time if found
for (int i = 0; i < m_NumMutes; i++)
{
if (net_addr_comp(&m_aMutes[i].m_Addr, Addr) == 0)
{
m_aMutes[i].m_Expire = Server()->Tick()
+ Secs * Server()->TickSpeed();
Found = 1;
}
}
if (!Found) // nothing found so far, find a free slot..
{
if (m_NumMutes < MAX_MUTES)
{
m_aMutes[m_NumMutes].m_Addr = *Addr;
m_aMutes[m_NumMutes].m_Expire = Server()->Tick()
+ Secs * Server()->TickSpeed();
m_NumMutes++;
Found = 1;
}
}
if (Found)
{
str_format(aBuf, sizeof aBuf, "'%s' has been muted for %d seconds.",
pDisplayName, Secs);
SendChat(-1, CHAT_ALL, aBuf);
}
else // no free slot found
Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "mutes", "mute array is full");
}
void CGameContext::ConMute(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
pSelf->Console()->Print(
IConsole::OUTPUT_LEVEL_STANDARD,
"mutes",
"Use either 'muteid <client_id> <seconds>' or 'muteip <ip> <seconds>'");
}
// mute through client id
void CGameContext::ConMuteID(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
int Victim = pResult->GetVictim();
NETADDR Addr;
pSelf->Server()->GetClientAddr(Victim, &Addr);
pSelf->Mute(pResult, &Addr, clamp(pResult->GetInteger(0), 1, 86400),
pSelf->Server()->ClientName(Victim));
}
// mute through ip, arguments reversed to workaround parsing
void CGameContext::ConMuteIP(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
NETADDR Addr;
if (net_addr_from_str(&Addr, pResult->GetString(0)))
{
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "mutes",
"Invalid network address to mute");
}
pSelf->Mute(pResult, &Addr, clamp(pResult->GetInteger(1), 1, 86400),
pResult->GetString(0));
}
// unmute by mute list index
void CGameContext::ConUnmute(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
char aIpBuf[64];
char aBuf[64];
int Victim = pResult->GetVictim();
if (Victim < 0 || Victim >= pSelf->m_NumMutes)
return;
pSelf->m_NumMutes--;
pSelf->m_aMutes[Victim] = pSelf->m_aMutes[pSelf->m_NumMutes];
net_addr_str(&pSelf->m_aMutes[Victim].m_Addr, aIpBuf, sizeof(aIpBuf), false);
str_format(aBuf, sizeof(aBuf), "Unmuted %s", aIpBuf);
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "mutes", aBuf);
}
// list mutes
void CGameContext::ConMutes(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
char aIpBuf[64];
char aBuf[128];
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "mutes",
"Active mutes:");
for (int i = 0; i < pSelf->m_NumMutes; i++)
{
net_addr_str(&pSelf->m_aMutes[i].m_Addr, aIpBuf, sizeof(aIpBuf), false);
str_format(
aBuf,
sizeof aBuf,
"%d: \"%s\", %d seconds left",
i,
aIpBuf,
(pSelf->m_aMutes[i].m_Expire - pSelf->Server()->Tick())
/ pSelf->Server()->TickSpeed());
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "mutes", aBuf);
}
}
void CGameContext::ConList(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int ClientID = pResult->m_ClientID;
if(!CheckClientID(ClientID)) return;
char zerochar = 0;
if(pResult->NumArguments() > 0)
pSelf->List(ClientID, pResult->GetString(0));
else
pSelf->List(ClientID, &zerochar);
}
void CGameContext::ConFreezeHammer(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
int Victim = pResult->GetVictim();
CCharacter* pChr = pSelf->GetPlayerChar(Victim);
if (!pChr)
return;
char aBuf[128];
str_format(aBuf, sizeof aBuf, "'%s' got freeze hammer!",
pSelf->Server()->ClientName(Victim));
pSelf->SendChat(-1, CHAT_ALL, aBuf);
pChr->m_FreezeHammer = true;
}
void CGameContext::ConUnFreezeHammer(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *) pUserData;
int Victim = pResult->GetVictim();
CCharacter* pChr = pSelf->GetPlayerChar(Victim);
if (!pChr)
return;
char aBuf[128];
str_format(aBuf, sizeof aBuf, "'%s' lost freeze hammer!",
pSelf->Server()->ClientName(Victim));
pSelf->SendChat(-1, CHAT_ALL, aBuf);
pChr->m_FreezeHammer = false;
}