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https://github.com/ddnet/ddnet.git
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751 lines
23 KiB
C++
751 lines
23 KiB
C++
/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
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#include "gamecontext.h"
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#include <engine/shared/config.h>
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#include <game/server/teams.h>
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#include <game/server/gamemodes/DDRace.h>
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#include <game/server/save.h>
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#include <game/version.h>
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#if defined(CONF_SQL)
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#include <game/server/score/sql_score.h>
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#endif
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bool CheckClientID(int ClientID);
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void CGameContext::ConGoLeft(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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if (!CheckClientID(pResult->m_ClientID))
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return;
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pSelf->MoveCharacter(pResult->m_ClientID, -1, 0);
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}
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void CGameContext::ConGoRight(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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if (!CheckClientID(pResult->m_ClientID))
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return;
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pSelf->MoveCharacter(pResult->m_ClientID, 1, 0);
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}
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void CGameContext::ConGoDown(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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if (!CheckClientID(pResult->m_ClientID))
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return;
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pSelf->MoveCharacter(pResult->m_ClientID, 0, 1);
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}
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void CGameContext::ConGoUp(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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if (!CheckClientID(pResult->m_ClientID))
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return;
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pSelf->MoveCharacter(pResult->m_ClientID, 0, -1);
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}
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void CGameContext::ConMove(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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if (!CheckClientID(pResult->m_ClientID))
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return;
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pSelf->MoveCharacter(pResult->m_ClientID, pResult->GetInteger(0),
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pResult->GetInteger(1));
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}
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void CGameContext::ConMoveRaw(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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if (!CheckClientID(pResult->m_ClientID))
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return;
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pSelf->MoveCharacter(pResult->m_ClientID, pResult->GetInteger(0),
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pResult->GetInteger(1), true);
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}
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void CGameContext::MoveCharacter(int ClientID, int X, int Y, bool Raw)
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{
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CCharacter* pChr = GetPlayerChar(ClientID);
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if (!pChr)
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return;
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pChr->Core()->m_Pos.x += ((Raw) ? 1 : 32) * X;
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pChr->Core()->m_Pos.y += ((Raw) ? 1 : 32) * Y;
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pChr->m_DDRaceState = DDRACE_CHEAT;
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}
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void CGameContext::ConKillPlayer(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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if (!CheckClientID(pResult->m_ClientID))
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return;
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int Victim = pResult->GetVictim();
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if (pSelf->m_apPlayers[Victim])
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{
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pSelf->m_apPlayers[Victim]->KillCharacter(WEAPON_GAME);
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char aBuf[512];
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str_format(aBuf, sizeof(aBuf), "%s was killed by %s",
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pSelf->Server()->ClientName(Victim),
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pSelf->Server()->ClientName(pResult->m_ClientID));
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pSelf->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
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}
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}
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void CGameContext::ConNinja(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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pSelf->ModifyWeapons(pResult, pUserData, WEAPON_NINJA, false);
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}
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void CGameContext::ConSuper(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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if (!CheckClientID(pResult->m_ClientID))
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return;
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CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
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if (pChr && !pChr->m_Super)
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{
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pChr->m_Super = true;
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pSelf->m_World.m_Core.m_apCharacters[pResult->m_ClientID]->m_Super = true;
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pChr->UnFreeze();
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pChr->m_TeamBeforeSuper = pChr->Team();
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pChr->Teams()->SetCharacterTeam(pResult->m_ClientID, TEAM_SUPER);
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pChr->m_DDRaceState = DDRACE_CHEAT;
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}
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}
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void CGameContext::ConUnSuper(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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if (!CheckClientID(pResult->m_ClientID))
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return;
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CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
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if (pChr && pChr->m_Super)
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{
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pChr->m_Super = false;
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pSelf->m_World.m_Core.m_apCharacters[pResult->m_ClientID]->m_Super = false;
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pChr->Teams()->SetForceCharacterTeam(pResult->m_ClientID,
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pChr->m_TeamBeforeSuper);
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}
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}
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void CGameContext::ConUnSolo(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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if (!CheckClientID(pResult->m_ClientID))
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return;
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CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
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if (pChr)
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pChr->SetSolo(false);
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}
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void CGameContext::ConUnDeep(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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if (!CheckClientID(pResult->m_ClientID))
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return;
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CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
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if (pChr)
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pChr->m_DeepFreeze = false;
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}
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void CGameContext::ConShotgun(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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pSelf->ModifyWeapons(pResult, pUserData, WEAPON_SHOTGUN, false);
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}
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void CGameContext::ConGrenade(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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pSelf->ModifyWeapons(pResult, pUserData, WEAPON_GRENADE, false);
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}
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void CGameContext::ConLaser(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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pSelf->ModifyWeapons(pResult, pUserData, WEAPON_LASER, false);
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}
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void CGameContext::ConJetpack(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
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if (pChr)
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pChr->m_Jetpack = true;
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}
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void CGameContext::ConWeapons(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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pSelf->ModifyWeapons(pResult, pUserData, -1, false);
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}
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void CGameContext::ConUnShotgun(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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pSelf->ModifyWeapons(pResult, pUserData, WEAPON_SHOTGUN, true);
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}
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void CGameContext::ConUnGrenade(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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pSelf->ModifyWeapons(pResult, pUserData, WEAPON_GRENADE, true);
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}
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void CGameContext::ConUnLaser(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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pSelf->ModifyWeapons(pResult, pUserData, WEAPON_LASER, true);
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}
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void CGameContext::ConUnJetpack(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
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if (pChr)
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pChr->m_Jetpack = false;
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}
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void CGameContext::ConUnWeapons(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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pSelf->ModifyWeapons(pResult, pUserData, -1, true);
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}
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void CGameContext::ConAddWeapon(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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pSelf->ModifyWeapons(pResult, pUserData, pResult->GetInteger(0), false);
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}
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void CGameContext::ConRemoveWeapon(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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pSelf->ModifyWeapons(pResult, pUserData, pResult->GetInteger(0), true);
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}
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void CGameContext::ModifyWeapons(IConsole::IResult *pResult, void *pUserData,
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int Weapon, bool Remove)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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CCharacter* pChr = GetPlayerChar(pResult->m_ClientID);
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if (!pChr)
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return;
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if (clamp(Weapon, -1, NUM_WEAPONS - 1) != Weapon)
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{
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pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info",
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"invalid weapon id");
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return;
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}
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if (Weapon == -1)
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{
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pChr->GiveWeapon(WEAPON_SHOTGUN, Remove);
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pChr->GiveWeapon(WEAPON_GRENADE, Remove);
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pChr->GiveWeapon(WEAPON_LASER, Remove);
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}
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else
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{
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pChr->GiveWeapon(Weapon, Remove);
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}
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pChr->m_DDRaceState = DDRACE_CHEAT;
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}
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void CGameContext::ConToTeleporter(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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unsigned int TeleTo = pResult->GetInteger(0);
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CGameControllerDDRace *pGameControllerDDRace = (CGameControllerDDRace *)pSelf->m_pController;
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if(pGameControllerDDRace->m_TeleOuts[TeleTo-1].size())
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{
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CCharacter *pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
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if(pChr)
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{
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int TeleOut = pSelf->m_World.m_Core.RandomOr0(pGameControllerDDRace->m_TeleOuts[TeleTo-1].size());
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vec2 TelePos = pGameControllerDDRace->m_TeleOuts[TeleTo-1][TeleOut];
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pChr->Core()->m_Pos = TelePos;
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pChr->m_Pos = TelePos;
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pChr->m_PrevPos = TelePos;
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pChr->m_DDRaceState = DDRACE_CHEAT;
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}
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}
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}
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void CGameContext::ConToCheckTeleporter(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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unsigned int TeleTo = pResult->GetInteger(0);
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CGameControllerDDRace *pGameControllerDDRace = (CGameControllerDDRace *)pSelf->m_pController;
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if(pGameControllerDDRace->m_TeleCheckOuts[TeleTo-1].size())
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{
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CCharacter *pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
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if(pChr)
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{
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int TeleOut = pSelf->m_World.m_Core.RandomOr0(pGameControllerDDRace->m_TeleCheckOuts[TeleTo-1].size());
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vec2 TelePos = pGameControllerDDRace->m_TeleCheckOuts[TeleTo-1][TeleOut];
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pChr->Core()->m_Pos = TelePos;
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pChr->m_Pos = TelePos;
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pChr->m_PrevPos = TelePos;
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pChr->m_DDRaceState = DDRACE_CHEAT;
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pChr->m_TeleCheckpoint = TeleTo;
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}
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}
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}
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void CGameContext::ConTeleport(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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int Tele = pResult->NumArguments() == 2 ? pResult->GetInteger(0) : pResult->m_ClientID;
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int TeleTo = pResult->NumArguments() ? pResult->GetInteger(pResult->NumArguments() - 1) : pResult->m_ClientID;
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CCharacter *pChr = pSelf->GetPlayerChar(Tele);
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if(pChr && pSelf->GetPlayerChar(TeleTo))
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{
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pChr->Core()->m_Pos = pSelf->m_apPlayers[TeleTo]->m_ViewPos;
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pChr->m_Pos = pSelf->m_apPlayers[TeleTo]->m_ViewPos;
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pChr->m_PrevPos = pSelf->m_apPlayers[TeleTo]->m_ViewPos;
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pChr->m_DDRaceState = DDRACE_CHEAT;
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}
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}
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void CGameContext::ConKill(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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if (!CheckClientID(pResult->m_ClientID))
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return;
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CPlayer *pPlayer = pSelf->m_apPlayers[pResult->m_ClientID];
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if (!pPlayer
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|| (pPlayer->m_LastKill
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&& pPlayer->m_LastKill
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+ pSelf->Server()->TickSpeed()
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* g_Config.m_SvKillDelay
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> pSelf->Server()->Tick()))
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return;
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pPlayer->m_LastKill = pSelf->Server()->Tick();
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pPlayer->KillCharacter(WEAPON_SELF);
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//pPlayer->m_RespawnTick = pSelf->Server()->Tick() + pSelf->Server()->TickSpeed() * g_Config.m_SvSuicidePenalty;
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}
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void CGameContext::ConForcePause(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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int Victim = pResult->GetVictim();
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int Seconds = 0;
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if (pResult->NumArguments() > 1)
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Seconds = clamp(pResult->GetInteger(1), 0, 360);
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CPlayer *pPlayer = pSelf->m_apPlayers[Victim];
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if (!pPlayer)
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return;
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pPlayer->ForcePause(Seconds);
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}
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bool CGameContext::TryVoteMute(const NETADDR *pAddr, int Secs)
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{
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// find a matching vote mute for this ip, update expiration time if found
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for(int i = 0; i < m_NumVoteMutes; i++)
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{
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if(net_addr_comp_noport(&m_aVoteMutes[i].m_Addr, pAddr) == 0)
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{
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m_aVoteMutes[i].m_Expire = Server()->Tick()
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+ Secs * Server()->TickSpeed();
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return true;
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}
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}
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// nothing to update create new one
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if(m_NumVoteMutes < MAX_VOTE_MUTES)
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{
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m_aVoteMutes[m_NumVoteMutes].m_Addr = *pAddr;
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m_aVoteMutes[m_NumVoteMutes].m_Expire = Server()->Tick()
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+ Secs * Server()->TickSpeed();
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m_NumVoteMutes++;
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return true;
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}
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// no free slot found
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Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "votemute", "vote mute array is full");
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return false;
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}
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bool CGameContext::VoteMute(const NETADDR *pAddr, int Secs, const char *pDisplayName, int AuthedID)
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{
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if (!TryVoteMute(pAddr, Secs))
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return false;
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if(!pDisplayName)
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return true;
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char aBuf[128];
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str_format(aBuf, sizeof aBuf, "'%s' banned '%s' for %d seconds from voting.",
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Server()->ClientName(AuthedID), pDisplayName, Secs);
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Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "votemute", aBuf);
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return true;
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}
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bool CGameContext::VoteUnmute(const NETADDR *pAddr, const char *pDisplayName, int AuthedID)
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{
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for(int i = 0; i < m_NumVoteMutes; i++)
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{
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if(net_addr_comp_noport(&m_aVoteMutes[i].m_Addr, pAddr) == 0)
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{
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m_NumVoteMutes--;
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m_aVoteMutes[i] = m_aVoteMutes[m_NumVoteMutes];
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if(pDisplayName)
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{
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char aBuf[128];
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str_format(aBuf, sizeof aBuf, "'%s' unbanned '%s' from voting.",
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Server()->ClientName(AuthedID), pDisplayName);
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Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "voteunmute", aBuf);
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}
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return true;
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}
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}
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return false;
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}
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bool CGameContext::TryMute(const NETADDR *pAddr, int Secs, const char *pReason)
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{
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// find a matching mute for this ip, update expiration time if found
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for(int i = 0; i < m_NumMutes; i++)
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{
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if(net_addr_comp_noport(&m_aMutes[i].m_Addr, pAddr) == 0)
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{
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m_aMutes[i].m_Expire = Server()->Tick()
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+ Secs * Server()->TickSpeed();
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str_copy(m_aMutes[i].m_aReason, pReason, sizeof(m_aMutes[i].m_aReason));
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return true;
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}
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}
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// nothing to update create new one
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if(m_NumMutes < MAX_MUTES)
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{
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m_aMutes[m_NumMutes].m_Addr = *pAddr;
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m_aMutes[m_NumMutes].m_Expire = Server()->Tick()
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+ Secs * Server()->TickSpeed();
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str_copy(m_aMutes[m_NumMutes].m_aReason, pReason, sizeof(m_aMutes[m_NumMutes].m_aReason));
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m_NumMutes++;
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return true;
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}
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// no free slot found
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Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "mutes", "mute array is full");
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return false;
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}
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void CGameContext::Mute(const NETADDR *pAddr, int Secs, const char *pDisplayName, const char *pReason)
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{
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if (!TryMute(pAddr, Secs, pReason))
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return;
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if(!pDisplayName)
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return;
|
|
|
|
char aBuf[128];
|
|
if (pReason[0])
|
|
str_format(aBuf, sizeof aBuf, "'%s' has been muted for %d seconds (%s)", pDisplayName, Secs, pReason);
|
|
else
|
|
str_format(aBuf, sizeof aBuf, "'%s' has been muted for %d seconds", pDisplayName, Secs);
|
|
SendChat(-1, CHAT_ALL, aBuf);
|
|
}
|
|
|
|
void CGameContext::ConVoteMute(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *)pUserData;
|
|
int Victim = pResult->GetVictim();
|
|
|
|
if(Victim < 0 || Victim > MAX_CLIENTS || !pSelf->m_apPlayers[Victim])
|
|
{
|
|
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "votemute", "Client ID not found");
|
|
return;
|
|
}
|
|
|
|
NETADDR Addr;
|
|
pSelf->Server()->GetClientAddr(Victim, &Addr);
|
|
|
|
int Seconds = clamp(pResult->GetInteger(1), 1, 86400);
|
|
bool Found = pSelf->VoteMute(&Addr, Seconds, pSelf->Server()->ClientName(Victim), pResult->m_ClientID);
|
|
|
|
if(Found)
|
|
{
|
|
char aBuf[128];
|
|
str_format(aBuf, sizeof aBuf, "'%s' banned '%s' for %d seconds from voting.",
|
|
pSelf->Server()->ClientName(pResult->m_ClientID), pSelf->Server()->ClientName(Victim), Seconds);
|
|
pSelf->SendChat(-1, 0, aBuf);
|
|
}
|
|
}
|
|
|
|
void CGameContext::ConVoteUnmute(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *)pUserData;
|
|
int Victim = pResult->GetVictim();
|
|
|
|
if(Victim < 0 || Victim > MAX_CLIENTS || !pSelf->m_apPlayers[Victim])
|
|
{
|
|
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "voteunmute", "Client ID not found");
|
|
return;
|
|
}
|
|
|
|
NETADDR Addr;
|
|
pSelf->Server()->GetClientAddr(Victim, &Addr);
|
|
|
|
bool Found = pSelf->VoteUnmute(&Addr, pSelf->Server()->ClientName(Victim), pResult->m_ClientID);
|
|
if(Found)
|
|
{
|
|
char aBuf[128];
|
|
str_format(aBuf, sizeof aBuf, "'%s' unbanned '%s' from voting.",
|
|
pSelf->Server()->ClientName(pResult->m_ClientID), pSelf->Server()->ClientName(Victim));
|
|
pSelf->SendChat(-1, 0, aBuf);
|
|
}
|
|
}
|
|
|
|
void CGameContext::ConVoteMutes(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
|
|
if (pSelf->m_NumVoteMutes <= 0)
|
|
{
|
|
// Just to make sure.
|
|
pSelf->m_NumVoteMutes = 0;
|
|
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "votemutes",
|
|
"There are no active vote mutes.");
|
|
return;
|
|
}
|
|
|
|
char aIpBuf[64];
|
|
char aBuf[128];
|
|
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "votemutes",
|
|
"Active vote mutes:");
|
|
for (int i = 0; i < pSelf->m_NumVoteMutes; i++)
|
|
{
|
|
net_addr_str(&pSelf->m_aVoteMutes[i].m_Addr, aIpBuf, sizeof(aIpBuf), false);
|
|
str_format(aBuf, sizeof aBuf, "%d: \"%s\", %d seconds left", i,
|
|
aIpBuf, (pSelf->m_aVoteMutes[i].m_Expire - pSelf->Server()->Tick()) / pSelf->Server()->TickSpeed());
|
|
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "votemutes", aBuf);
|
|
}
|
|
}
|
|
|
|
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> <reason>' or 'muteip <ip> <seconds> <reason>'");
|
|
}
|
|
|
|
// mute through client id
|
|
void CGameContext::ConMuteID(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *) pUserData;
|
|
int Victim = pResult->GetVictim();
|
|
|
|
if (Victim < 0 || Victim > MAX_CLIENTS || !pSelf->m_apPlayers[Victim])
|
|
{
|
|
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "muteid", "Client id not found.");
|
|
return;
|
|
}
|
|
|
|
NETADDR Addr;
|
|
pSelf->Server()->GetClientAddr(Victim, &Addr);
|
|
|
|
const char *pReason = pResult->NumArguments() > 2 ? pResult->GetString(2) : "";
|
|
|
|
pSelf->Mute(&Addr, clamp(pResult->GetInteger(1), 1, 86400),
|
|
pSelf->Server()->ClientName(Victim), pReason);
|
|
}
|
|
|
|
// 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");
|
|
}
|
|
const char *pReason = pResult->NumArguments() > 2 ? pResult->GetString(2) : "";
|
|
pSelf->Mute(&Addr, clamp(pResult->GetInteger(1), 1, 86400), NULL, pReason);
|
|
}
|
|
|
|
// 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;
|
|
|
|
if (pSelf->m_NumMutes <= 0)
|
|
{
|
|
// Just to make sure.
|
|
pSelf->m_NumMutes = 0;
|
|
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "mutes",
|
|
"There are no active mutes.");
|
|
return;
|
|
}
|
|
|
|
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 (%s)", i, aIpBuf,
|
|
(pSelf->m_aMutes[i].m_Expire - pSelf->Server()->Tick()) / pSelf->Server()->TickSpeed(), pSelf->m_aMutes[i].m_aReason);
|
|
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "mutes", aBuf);
|
|
}
|
|
}
|
|
|
|
void CGameContext::ConModerate(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *)pUserData;
|
|
if (!CheckClientID(pResult->m_ClientID))
|
|
return;
|
|
|
|
bool HadModerator = pSelf->PlayerModerating();
|
|
|
|
CPlayer *pPlayer = pSelf->m_apPlayers[pResult->m_ClientID];
|
|
pPlayer->m_Moderating = !pPlayer->m_Moderating;
|
|
|
|
char aBuf[256];
|
|
|
|
if(!HadModerator && pPlayer->m_Moderating)
|
|
str_format(aBuf, sizeof(aBuf), "Server kick/spec votes will now be actively moderated.");
|
|
|
|
if(!pSelf->PlayerModerating())
|
|
str_format(aBuf, sizeof(aBuf), "Server kick/spec votes are no longer actively moderated.");
|
|
|
|
pSelf->SendChat(-1, CHAT_ALL, aBuf, 0);
|
|
|
|
if(pPlayer->m_Moderating)
|
|
pSelf->SendChatTarget(pResult->m_ClientID, "Active moderator mode enabled for you.");
|
|
else
|
|
pSelf->SendChatTarget(pResult->m_ClientID, "Active moderator mode disabled for you.");
|
|
}
|
|
|
|
void CGameContext::ConSetDDRTeam(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *)pUserData;
|
|
CGameControllerDDRace *pController = (CGameControllerDDRace *)pSelf->m_pController;
|
|
|
|
int Target = pResult->GetVictim();
|
|
int Team = pResult->GetInteger(1);
|
|
|
|
if (Team < TEAM_FLOCK || Team >= TEAM_SUPER)
|
|
return;
|
|
|
|
CCharacter* pChr = pSelf->GetPlayerChar(Target);
|
|
|
|
if((pController->m_Teams.m_Core.Team(Target) && pController->m_Teams.GetDDRaceState(pSelf->m_apPlayers[Target]) == DDRACE_STARTED) || (pChr && pController->m_Teams.IsPractice(pChr->Team())))
|
|
pSelf->m_apPlayers[Target]->KillCharacter(WEAPON_SELF);
|
|
|
|
pController->m_Teams.SetForceCharacterTeam(Target, Team);
|
|
}
|
|
|
|
void CGameContext::ConUninvite(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *)pUserData;
|
|
CGameControllerDDRace *pController = (CGameControllerDDRace *)pSelf->m_pController;
|
|
|
|
pController->m_Teams.SetClientInvited(pResult->GetInteger(1), pResult->GetVictim(), false);
|
|
}
|
|
|
|
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;
|
|
}
|
|
void CGameContext::ConVoteNo(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *)pUserData;
|
|
|
|
pSelf->ForceVote(pResult->m_ClientID, false);
|
|
}
|
|
|
|
void CGameContext::ConDrySave(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *)pUserData;
|
|
|
|
CPlayer *pPlayer = pSelf->m_apPlayers[pResult->m_ClientID];
|
|
|
|
if(!pPlayer || pSelf->Server()->GetAuthedState(pResult->m_ClientID) != AUTHED_ADMIN)
|
|
return;
|
|
|
|
CSaveTeam SavedTeam(pSelf->m_pController);
|
|
int Result = SavedTeam.save(pPlayer->GetTeam());
|
|
if(CSaveTeam::HandleSaveError(Result, pResult->m_ClientID, pSelf))
|
|
return;
|
|
|
|
char aBuf[64];
|
|
str_format(aBuf, sizeof(aBuf), "%s-%lld-%s.save", pSelf->Server()->GetMapName(), time_get(), pSelf->Server()->GetAuthName(pResult->m_ClientID));
|
|
IOHANDLE File = pSelf->Storage()->OpenFile(aBuf, IOFLAG_WRITE, IStorage::TYPE_ALL);
|
|
if(!File)
|
|
return;
|
|
|
|
int Len = str_length(SavedTeam.GetString());
|
|
io_write(File, SavedTeam.GetString(), Len);
|
|
io_close(File);
|
|
}
|
|
|
|
void CGameContext::ConDumpAntibot(IConsole::IResult *pResult, void *pUserData)
|
|
{
|
|
CGameContext *pSelf = (CGameContext *)pUserData;
|
|
pSelf->Antibot()->Dump();
|
|
}
|