ddnet/src/game/server/ddracecommands.cpp
2010-11-24 22:09:31 +01:00

861 lines
29 KiB
C++

#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>
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::ConGoLeft(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientId, pResult->GetVictim(), -1, 0);
}
void CGameContext::ConGoRight(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientId, pResult->GetVictim(), 1, 0);
}
void CGameContext::ConGoDown(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientId, pResult->GetVictim(), 0, 1);
}
void CGameContext::ConGoUp(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientId, pResult->GetVictim(), 0, -1);
}
void CGameContext::ConMove(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientId, pResult->GetVictim(), pResult->GetInteger(0), pResult->GetInteger(1));
}
void CGameContext::ConMoveRaw(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->MoveCharacter(ClientId, pResult->GetVictim(), pResult->GetInteger(0), pResult->GetInteger(1), true);
}
void CGameContext::MoveCharacter(int ClientId, int Victim, int X, int Y, bool Raw)
{
CCharacter* pChr = GetPlayerChar(ClientId);
if(!pChr)
return;
pChr->m_Core.m_Pos.x += ((Raw) ? 1 : 32) * X;
pChr->m_Core.m_Pos.y += ((Raw) ? 1 : 32) * Y;
if(!g_Config.m_SvCheatTime)
pChr->m_DDRaceState = DDRACE_CHEAT;
}
void CGameContext::ConMute(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
int Seconds = pResult->GetInteger(0);
char buf[512];
if(Seconds < 10)
Seconds = 10;
if(pSelf->m_apPlayers[Victim]->m_Muted < Seconds * pSelf->Server()->TickSpeed())
{
pSelf->m_apPlayers[Victim]->m_Muted = Seconds * 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 = pResult->GetVictim();
CServer* pServ = (CServer*)pSelf->Server();
if(pSelf->m_apPlayers[Victim])
{
pSelf->m_apPlayers[Victim]->m_Authed = 3;
pServ->SetRconLevel(Victim, 3);
}
}
void CGameContext::ConSetlvl2(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
CServer* pServ = (CServer*)pSelf->Server();
if(pSelf->m_apPlayers[Victim])
{
pSelf->m_apPlayers[Victim]->m_Authed = 2;
pServ->SetRconLevel(Victim, 2);
}
}
void CGameContext::ConSetlvl1(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
CServer* pServ = (CServer*)pSelf->Server();
if(pSelf->m_apPlayers[Victim])
{
pSelf->m_apPlayers[Victim]->m_Authed = 1;
pServ->SetRconLevel(Victim, 1);
}
}
void CGameContext::ConLogOut(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
CServer* pServ = (CServer*)pSelf->Server();
if(pSelf->m_apPlayers[Victim])
{
pSelf->m_apPlayers[Victim]->m_Authed = -1;
pServ->SetRconLevel(Victim, -1);
}
}
void CGameContext::ConKillPlayer(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
if(pSelf->m_apPlayers[Victim])
{
pSelf->m_apPlayers[Victim]->KillCharacter(WEAPON_GAME);
char buf[512];
str_format(buf, sizeof(buf), "%s was killed by %s", pSelf->Server()->ClientName(Victim), pSelf->Server()->ClientName(ClientId));
pSelf->SendChat(-1, CGameContext::CHAT_ALL, buf);
}
}
void CGameContext::ConNinja(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), WEAPON_NINJA, false);
}
void CGameContext::ConHammer(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
char buf[128];
int type = pResult->GetInteger(0);
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
{
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::ConSuper(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
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;
int Victim = pResult->GetVictim();
CCharacter* chr = pSelf->GetPlayerChar(Victim);
if(chr && chr->m_Super)
{
chr->m_Super = false;
chr->Teams()->SetForceCharacterTeam(Victim, chr->m_TeamBeforeSuper);
}
}
void CGameContext::ConShotgun(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), WEAPON_SHOTGUN, false);
}
void CGameContext::ConGrenade(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), WEAPON_GRENADE, false);
}
void CGameContext::ConRifle(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), WEAPON_RIFLE, false);
}
void CGameContext::ConWeapons(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), -1, false);
}
void CGameContext::ConUnShotgun(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), WEAPON_SHOTGUN, true);
}
void CGameContext::ConUnGrenade(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), WEAPON_GRENADE, true);
}
void CGameContext::ConUnRifle(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), WEAPON_RIFLE, true);
}
void CGameContext::ConUnWeapons(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), -1, true);
}
void CGameContext::ConAddWeapon(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), pResult->GetInteger(0), false);
}
void CGameContext::ConRemoveWeapon(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->ModifyWeapons(ClientId, pResult->GetVictim(), pResult->GetInteger(0), true);
}
void CGameContext::ModifyWeapons(int ClientId, int Victim, int Weapon, bool Remove)
{
if(clamp(Weapon, -1, NUM_WEAPONS - 1) != Weapon)
{
Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "invalid weapon id");
return;
}
CCharacter* pChr = GetPlayerChar(Victim);
if(!pChr)
return;
if(Weapon == -1)
{
if(Remove && pChr->m_ActiveWeapon == WEAPON_SHOTGUN || pChr->m_ActiveWeapon == WEAPON_GRENADE || pChr->m_ActiveWeapon == WEAPON_RIFLE)
pChr->m_ActiveWeapon = WEAPON_GUN;
if(Remove)
{
pChr->m_aWeapons[WEAPON_SHOTGUN].m_Got = false;
pChr->m_aWeapons[WEAPON_GRENADE].m_Got = false;
pChr->m_aWeapons[WEAPON_RIFLE].m_Got = false;
}
else
pChr->GiveAllWeapons();
}
else if(Weapon != WEAPON_NINJA)
{
if(Remove && pChr->m_ActiveWeapon == Weapon)
pChr->m_ActiveWeapon = WEAPON_GUN;
if(Remove)
pChr->m_aWeapons[Weapon].m_Got = false;
else
pChr->GiveWeapon(Weapon, -1);
}
else
{
if(Remove)
{
Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "you can't remove ninja");
return;
}
pChr->GiveNinja();
}
if(!Remove && !g_Config.m_SvCheatTime)
pChr->m_DDRaceState = DDRACE_CHEAT;
}
void CGameContext::ConTeleport(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
int TeleTo = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
if(pSelf->m_apPlayers[TeleTo])
{
{
CCharacter* chr = pSelf->GetPlayerChar(Victim);
if(chr)
{
chr->m_Core.m_Pos = pSelf->m_apPlayers[TeleTo]->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;
CServer* pServ = (CServer*)pSelf->Server();
int Victim = pResult->GetVictim();
char buf[128];
CCharacter* chr = pSelf->GetPlayerChar(Victim);
if(!chr)
return;
if(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);
}
}
void CGameContext::ConTimerStart(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CServer* pServ = (CServer*)pSelf->Server();
int Victim = pResult->GetVictim();
char buf[128];
CCharacter* chr = pSelf->GetPlayerChar(Victim);
if(!chr)
return;
if(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);
}
}
void CGameContext::ConTimerZero(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CServer* pServ = (CServer*)pSelf->Server();
int Victim = pResult->GetVictim();
char buf[128];
CCharacter* chr = pSelf->GetPlayerChar(Victim);
if(!chr)
return;
if(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);
}
}
void CGameContext::ConTimerReStart(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Victim = pResult->GetVictim();
CServer* pServ = (CServer*)pSelf->Server();
char buf[128];
CCharacter* chr = pSelf->GetPlayerChar(Victim);
if(!chr)
return;
if(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);
}
}
void CGameContext::ConFreeze(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
int time=-1;
int Victim = pResult->GetVictim();
char buf[128];
if(pResult->NumArguments() >= 1)
time = clamp(pResult->GetInteger(1), -1, 29999);
CCharacter* chr = pSelf->GetPlayerChar(Victim);
if(!chr)
return;
if(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;
int Victim = pResult->GetVictim();
char buf[128];
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 defrosted.", pServ->ClientName(ClientId), Victim);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", buf);
}
void CGameContext::ConInvis(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
char buf[128];
int Victim = pResult->GetVictim();
if(!pSelf->m_apPlayers[ClientId])
return;
if(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;
int Victim = pResult->GetVictim();
if(!pSelf->m_apPlayers[ClientId])
return;
char buf[128];
if(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", "Others Helping on the code: heinrich5991, noother");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Documentation: Zeta-Hoernchen, Entities: Fisico");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Code (in the past): LemonFace and Fluxid");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Please check the changelog on DDRace.info.");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Also the commit log on github.com/GreYFoXGTi/DDRace.");
}
void CGameContext::ConInfo(IConsole::IResult *pResult, void *pUserData, int ClientId)
{
CGameContext *pSelf = (CGameContext *)pUserData;
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "DDRace Mod. Version: " DDRACE_VERSION);
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Official site: DDRace.info");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "For more Info /cmdlist");
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Or visit DDRace.info");
}
void CGameContext::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(/*g_Config.m_SvSpamprotection && */pPlayer->m_Last_Chat && pPlayer->m_Last_Chat + pSelf->Server()->TickSpeed() + g_Config.m_SvChatDelay > pSelf->Server()->Tick())
return;
pPlayer->m_Last_Chat = pSelf->Server()->Tick();
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;
if(g_Config.m_SvTeam == -1) {
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "Admin disable teams");
return;
} else if (g_Config.m_SvTeam == 1) {
pSelf->Console()->PrintResponse(IConsole::OUTPUT_LEVEL_STANDARD, "info", "You must join to any team and play with anybody or you will not play");
}
CPlayer *pPlayer = pSelf->m_apPlayers[ClientId];
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(-2, CGameContext::CHAT_ALL, aBuf, ClientId);
}
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();
}
}
}