SRB2/src/d_netcmd.c

4351 lines
124 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2014 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file d_netcmd.c
/// \brief host/client network commands
/// commands are executed through the command buffer
/// like console commands, other miscellaneous commands (at the end)
#include "doomdef.h"
#include "console.h"
#include "command.h"
#include "i_system.h"
#include "g_game.h"
#include "hu_stuff.h"
#include "g_input.h"
#include "m_menu.h"
#include "r_local.h"
#include "r_things.h"
#include "p_local.h"
#include "p_setup.h"
#include "s_sound.h"
#include "m_misc.h"
#include "am_map.h"
#include "byteptr.h"
#include "d_netfil.h"
#include "p_spec.h"
#include "m_cheat.h"
#include "d_clisrv.h"
#include "v_video.h"
#include "d_main.h"
#include "m_random.h"
#include "f_finale.h"
#include "mserv.h"
#include "md5.h"
#include "z_zone.h"
#include "lua_script.h"
#include "lua_hook.h"
#include "m_cond.h"
#include "m_anigif.h"
#ifdef NETGAME_DEVMODE
#define CV_RESTRICT CV_NETVAR
#else
#define CV_RESTRICT 0
#endif
// ------
// protos
// ------
static void Got_NameAndColor(UINT8 **cp, INT32 playernum);
static void Got_WeaponPref(UINT8 **cp, INT32 playernum);
static void Got_Mapcmd(UINT8 **cp, INT32 playernum);
static void Got_ExitLevelcmd(UINT8 **cp, INT32 playernum);
static void Got_RequestAddfilecmd(UINT8 **cp, INT32 playernum);
#ifdef DELFILE
static void Got_Delfilecmd(UINT8 **cp, INT32 playernum);
#endif
static void Got_Addfilecmd(UINT8 **cp, INT32 playernum);
static void Got_Pause(UINT8 **cp, INT32 playernum);
static void Got_Suicide(UINT8 **cp, INT32 playernum);
static void Got_RandomSeed(UINT8 **cp, INT32 playernum);
static void Got_RunSOCcmd(UINT8 **cp, INT32 playernum);
static void Got_Teamchange(UINT8 **cp, INT32 playernum);
static void Got_Clearscores(UINT8 **cp, INT32 playernum);
static void PointLimit_OnChange(void);
static void TimeLimit_OnChange(void);
static void NumLaps_OnChange(void);
static void Mute_OnChange(void);
static void Hidetime_OnChange(void);
static void AutoBalance_OnChange(void);
static void TeamScramble_OnChange(void);
static void NetTimeout_OnChange(void);
static void Ringslinger_OnChange(void);
static void Gravity_OnChange(void);
static void ForceSkin_OnChange(void);
static void Name_OnChange(void);
static void Name2_OnChange(void);
static void Skin_OnChange(void);
static void Skin2_OnChange(void);
static void Color_OnChange(void);
static void Color2_OnChange(void);
static void DummyConsvar_OnChange(void);
static void SoundTest_OnChange(void);
#ifdef NETGAME_DEVMODE
static void Fishcake_OnChange(void);
#endif
static void Command_Playdemo_f(void);
static void Command_Timedemo_f(void);
static void Command_Stopdemo_f(void);
static void Command_StartMovie_f(void);
static void Command_StopMovie_f(void);
static void Command_Map_f(void);
static void Command_Teleport_f(void);
static void Command_RTeleport_f(void);
static void Command_ResetCamera_f(void);
static void Command_Addfile(void);
static void Command_ListWADS_f(void);
#ifdef DELFILE
static void Command_Delfile(void);
#endif
static void Command_RunSOC(void);
static void Command_Pause(void);
static void Command_Suicide(void);
static void Command_Version_f(void);
#ifdef UPDATE_ALERT
static void Command_ModDetails_f(void);
#endif
static void Command_ShowGametype_f(void);
static void Command_JumpToAxis_f(void);
FUNCNORETURN static ATTRNORETURN void Command_Quit_f(void);
static void Command_Playintro_f(void);
static void Command_Displayplayer_f(void);
static void Command_Tunes_f(void);
static void Command_Skynum_f(void);
static void Command_ExitLevel_f(void);
static void Command_Showmap_f(void);
static void Command_Mapmd5_f(void);
static void Command_Teamchange_f(void);
static void Command_Teamchange2_f(void);
static void Command_ServerTeamChange_f(void);
static void Command_Clearscores_f(void);
// Remote Administration
static void Command_Changepassword_f(void);
static void Command_Login_f(void);
static void Got_Login(UINT8 **cp, INT32 playernum);
static void Got_Verification(UINT8 **cp, INT32 playernum);
static void Command_Verify_f(void);
static void Command_MotD_f(void);
static void Got_MotD_f(UINT8 **cp, INT32 playernum);
static void Command_ShowScores_f(void);
static void Command_ShowTime_f(void);
static void Command_Isgamemodified_f(void);
static void Command_Cheats_f(void);
#ifdef _DEBUG
static void Command_Togglemodified_f(void);
#ifdef HAVE_BLUA
static void Command_Archivetest_f(void);
#endif
#endif
// =========================================================================
// CLIENT VARIABLES
// =========================================================================
void SendWeaponPref(void);
static CV_PossibleValue_t usemouse_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Force"}, {0, NULL}};
#if (defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)
static CV_PossibleValue_t mouse2port_cons_t[] = {{0, "/dev/gpmdata"}, {1, "/dev/ttyS0"},
{2, "/dev/ttyS1"}, {3, "/dev/ttyS2"}, {4, "/dev/ttyS3"}, {0, NULL}};
#else
static CV_PossibleValue_t mouse2port_cons_t[] = {{1, "COM1"}, {2, "COM2"}, {3, "COM3"}, {4, "COM4"},
{0, NULL}};
#endif
#ifdef LJOYSTICK
static CV_PossibleValue_t joyport_cons_t[] = {{1, "/dev/js0"}, {2, "/dev/js1"}, {3, "/dev/js2"},
{4, "/dev/js3"}, {0, NULL}};
#else
// accept whatever value - it is in fact the joystick device number
#define usejoystick_cons_t NULL
#endif
static CV_PossibleValue_t autobalance_cons_t[] = {{0, "MIN"}, {4, "MAX"}, {0, NULL}};
static CV_PossibleValue_t teamscramble_cons_t[] = {{0, "Off"}, {1, "Random"}, {2, "Points"}, {0, NULL}};
static CV_PossibleValue_t startingliveslimit_cons_t[] = {{1, "MIN"}, {99, "MAX"}, {0, NULL}};
static CV_PossibleValue_t sleeping_cons_t[] = {{-1, "MIN"}, {1000/TICRATE, "MAX"}, {0, NULL}};
static CV_PossibleValue_t competitionboxes_cons_t[] = {{0, "Normal"}, {1, "Random"}, {2, "Teleports"},
{3, "None"}, {0, NULL}};
static CV_PossibleValue_t matchboxes_cons_t[] = {{0, "Normal"}, {1, "Random"}, {2, "Non-Random"},
{3, "None"}, {0, NULL}};
static CV_PossibleValue_t chances_cons_t[] = {{0, "MIN"}, {9, "MAX"}, {0, NULL}};
static CV_PossibleValue_t match_scoring_cons_t[] = {{0, "Normal"}, {1, "Classic"}, {0, NULL}};
static CV_PossibleValue_t pause_cons_t[] = {{0, "Server"}, {1, "All"}, {0, NULL}};
static CV_PossibleValue_t timetic_cons_t[] = {{0, "Normal"}, {1, "Tics"}, {2, "Centiseconds"}, {0, NULL}};
#ifdef NETGAME_DEVMODE
static consvar_t cv_fishcake = {"fishcake", "Off", CV_CALL|CV_NOSHOWHELP|CV_RESTRICT, CV_OnOff, Fishcake_OnChange, 0, NULL, NULL, 0, 0, NULL};
#endif
static consvar_t cv_dummyconsvar = {"dummyconsvar", "Off", CV_CALL|CV_NOSHOWHELP, CV_OnOff,
DummyConsvar_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_restrictskinchange = {"restrictskinchange", "Yes", CV_NETVAR|CV_CHEAT, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_allowteamchange = {"allowteamchange", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_startinglives = {"startinglives", "3", CV_NETVAR|CV_CHEAT, startingliveslimit_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t respawntime_cons_t[] = {{0, "MIN"}, {30, "MAX"}, {0, NULL}};
consvar_t cv_respawntime = {"respawndelay", "3", CV_NETVAR|CV_CHEAT, respawntime_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_competitionboxes = {"competitionboxes", "Random", CV_NETVAR|CV_CHEAT, competitionboxes_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
#ifdef SEENAMES
static CV_PossibleValue_t seenames_cons_t[] = {{0, "Off"}, {1, "Colorless"}, {2, "Team"}, {3, "Ally/Foe"}, {0, NULL}};
consvar_t cv_seenames = {"seenames", "Ally/Foe", CV_SAVE, seenames_cons_t, 0, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_allowseenames = {"allowseenames", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
#endif
// these are just meant to be saved to the config
consvar_t cv_playername = {"name", "Sonic", CV_SAVE|CV_CALL|CV_NOINIT, NULL, Name_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_playername2 = {"name2", "Tails", CV_SAVE|CV_CALL|CV_NOINIT, NULL, Name2_OnChange, 0, NULL, NULL, 0, 0, NULL};
// player colors
consvar_t cv_playercolor = {"color", "Blue", CV_CALL|CV_NOINIT, Color_cons_t, Color_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_playercolor2 = {"color2", "Orange", CV_CALL|CV_NOINIT, Color_cons_t, Color2_OnChange, 0, NULL, NULL, 0, 0, NULL};
// player's skin, saved for commodity, when using a favorite skins wad..
consvar_t cv_skin = {"skin", DEFAULTSKIN, CV_CALL|CV_NOINIT, NULL, Skin_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_skin2 = {"skin2", DEFAULTSKIN2, CV_CALL|CV_NOINIT, NULL, Skin2_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_skipmapcheck = {"skipmapcheck", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
INT32 cv_debug;
consvar_t cv_usemouse = {"use_mouse", "On", CV_SAVE|CV_CALL,usemouse_cons_t, I_StartupMouse, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_usemouse2 = {"use_mouse2", "Off", CV_SAVE|CV_CALL,usemouse_cons_t, I_StartupMouse2, 0, NULL, NULL, 0, 0, NULL};
#if defined (DC) || defined (_XBOX) || defined (WMINPUT) || defined (_WII) //joystick 1 and 2
consvar_t cv_usejoystick = {"use_joystick", "1", CV_SAVE|CV_CALL, usejoystick_cons_t,
I_InitJoystick, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_usejoystick2 = {"use_joystick2", "2", CV_SAVE|CV_CALL, usejoystick_cons_t,
I_InitJoystick2, 0, NULL, NULL, 0, 0, NULL};
#elif defined (PSP) || defined (GP2X) || defined (_NDS) //only one joystick
consvar_t cv_usejoystick = {"use_joystick", "1", CV_SAVE|CV_CALL, usejoystick_cons_t,
I_InitJoystick, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_usejoystick2 = {"use_joystick2", "0", CV_SAVE|CV_CALL, usejoystick_cons_t,
I_InitJoystick2, 0, NULL, NULL, 0, 0, NULL};
#else //all esle, no joystick
consvar_t cv_usejoystick = {"use_joystick", "0", CV_SAVE|CV_CALL, usejoystick_cons_t,
I_InitJoystick, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_usejoystick2 = {"use_joystick2", "0", CV_SAVE|CV_CALL, usejoystick_cons_t,
I_InitJoystick2, 0, NULL, NULL, 0, 0, NULL};
#endif
#if (defined (LJOYSTICK) || defined (HAVE_SDL))
#ifdef LJOYSTICK
consvar_t cv_joyport = {"joyport", "/dev/js0", CV_SAVE, joyport_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_joyport2 = {"joyport2", "/dev/js0", CV_SAVE, joyport_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: for later
#endif
consvar_t cv_joyscale = {"joyscale", "1", CV_SAVE|CV_CALL, NULL, I_JoyScale, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_joyscale2 = {"joyscale2", "1", CV_SAVE|CV_CALL, NULL, I_JoyScale2, 0, NULL, NULL, 0, 0, NULL};
#else
consvar_t cv_joyscale = {"joyscale", "1", CV_SAVE|CV_HIDEN, NULL, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: Dummy for save
consvar_t cv_joyscale2 = {"joyscale2", "1", CV_SAVE|CV_HIDEN, NULL, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: Dummy for save
#endif
#if (defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)
consvar_t cv_mouse2port = {"mouse2port", "/dev/gpmdata", CV_SAVE, mouse2port_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_mouse2opt = {"mouse2opt", "0", CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
#else
consvar_t cv_mouse2port = {"mouse2port", "COM2", CV_SAVE, mouse2port_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
#endif
consvar_t cv_matchboxes = {"matchboxes", "Normal", CV_NETVAR|CV_CHEAT, matchboxes_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_specialrings = {"specialrings", "On", CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_powerstones = {"powerstones", "On", CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
#ifdef CHAOSISNOTDEADYET
consvar_t cv_chaos_bluecrawla = {"chaos_bluecrawla", "8", CV_NETVAR, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_chaos_redcrawla = {"chaos_redcrawla", "8", CV_NETVAR, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_chaos_crawlacommander = {"chaos_crawlacommander", "2", CV_NETVAR, chances_cons_t,
NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_chaos_jettysynbomber = {"chaos_jettysynbomber", "5", CV_NETVAR, chances_cons_t,
NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_chaos_jettysyngunner = {"chaos_jettysyngunner", "2", CV_NETVAR, chances_cons_t,
NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_chaos_eggmobile1 = {"chaos_eggmobile1", "2", CV_NETVAR, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_chaos_eggmobile2 = {"chaos_eggmobile2", "2", CV_NETVAR, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_chaos_skim = {"chaos_skim", "5", CV_NETVAR, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_chaos_spawnrate = {"chaos_spawnrate", "30",CV_NETVAR, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
#endif
consvar_t cv_recycler = {"tv_recycler", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_teleporters = {"tv_teleporter", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_superring = {"tv_superring", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_supersneakers = {"tv_supersneaker", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_invincibility = {"tv_invincibility", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_jumpshield = {"tv_jumpshield", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_watershield = {"tv_watershield", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_ringshield = {"tv_ringshield", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_forceshield = {"tv_forceshield", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_bombshield = {"tv_bombshield", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_1up = {"tv_1up", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_eggmanbox = {"tv_eggman", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_ringslinger = {"ringslinger", "No", CV_NETVAR|CV_NOSHOWHELP|CV_CALL|CV_CHEAT, CV_YesNo,
Ringslinger_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_gravity = {"gravity", "0.5", CV_RESTRICT|CV_FLOAT|CV_CALL, NULL, Gravity_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_soundtest = {"soundtest", "0", CV_CALL, NULL, SoundTest_OnChange, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t minitimelimit_cons_t[] = {{15, "MIN"}, {9999, "MAX"}, {0, NULL}};
consvar_t cv_countdowntime = {"countdowntime", "60", CV_NETVAR|CV_CHEAT, minitimelimit_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_touchtag = {"touchtag", "Off", CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_hidetime = {"hidetime", "30", CV_NETVAR|CV_CALL, minitimelimit_cons_t, Hidetime_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_autobalance = {"autobalance", "0", CV_NETVAR|CV_CALL, autobalance_cons_t, AutoBalance_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_teamscramble = {"teamscramble", "Off", CV_NETVAR|CV_CALL|CV_NOINIT, teamscramble_cons_t, TeamScramble_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_scrambleonchange = {"scrambleonchange", "Off", CV_NETVAR, teamscramble_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_friendlyfire = {"friendlyfire", "Off", CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_itemfinder = {"itemfinder", "Off", CV_CALL, CV_OnOff, ItemFinder_OnChange, 0, NULL, NULL, 0, 0, NULL};
// Scoring type options
consvar_t cv_match_scoring = {"matchscoring", "Normal", CV_NETVAR|CV_CHEAT, match_scoring_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_overtime = {"overtime", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_rollingdemos = {"rollingdemos", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_timetic = {"timerres", "Normal", 0, timetic_cons_t, NULL, CV_SAVE, NULL, NULL, 0, 0, NULL}; // use tics in display
consvar_t cv_resetmusic = {"resetmusic", "No", CV_SAVE, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t pointlimit_cons_t[] = {{0, "MIN"}, {999999990, "MAX"}, {0, NULL}};
consvar_t cv_pointlimit = {"pointlimit", "0", CV_NETVAR|CV_CALL|CV_NOINIT, pointlimit_cons_t,
PointLimit_OnChange, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t timelimit_cons_t[] = {{0, "MIN"}, {30, "MAX"}, {0, NULL}};
consvar_t cv_timelimit = {"timelimit", "0", CV_NETVAR|CV_CALL|CV_NOINIT, timelimit_cons_t,
TimeLimit_OnChange, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t numlaps_cons_t[] = {{0, "MIN"}, {50, "MAX"}, {0, NULL}};
consvar_t cv_numlaps = {"numlaps", "4", CV_NETVAR|CV_CALL|CV_NOINIT, numlaps_cons_t,
NumLaps_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_usemapnumlaps = {"usemaplaps", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
// log elemental hazards -- not a netvar, is local to current player
consvar_t cv_hazardlog = {"hazardlog", "Yes", 0, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_forceskin = {"forceskin", "-1", CV_NETVAR|CV_CALL|CV_CHEAT, NULL, ForceSkin_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_downloading = {"downloading", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_allowexitlevel = {"allowexitlevel", "No", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_killingdead = {"killingdead", "Off", CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_netstat = {"netstat", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; // show bandwidth statistics
static CV_PossibleValue_t nettimeout_cons_t[] = {{TICRATE/7, "MIN"}, {60*TICRATE, "MAX"}, {0, NULL}};
consvar_t cv_nettimeout = {"nettimeout", "525", CV_CALL|CV_SAVE, nettimeout_cons_t, NetTimeout_OnChange, 0, NULL, NULL, 0, 0, NULL};
#ifdef NEWPING
consvar_t cv_maxping = {"maxping", "0", CV_SAVE, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
#endif
// Intermission time Tails 04-19-2002
static CV_PossibleValue_t inttime_cons_t[] = {{0, "MIN"}, {3600, "MAX"}, {0, NULL}};
consvar_t cv_inttime = {"inttime", "20", CV_NETVAR, inttime_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t advancemap_cons_t[] = {{0, "Off"}, {1, "Next"}, {2, "Random"}, {0, NULL}};
consvar_t cv_advancemap = {"advancemap", "Next", CV_NETVAR, advancemap_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t playersforexit_cons_t[] = {{0, "One"}, {1, "All"}, {0, NULL}};
consvar_t cv_playersforexit = {"playersforexit", "One", CV_NETVAR, playersforexit_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_runscripts = {"runscripts", "Yes", 0, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_pause = {"pausepermission", "Server", CV_NETVAR, pause_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_mute = {"mute", "Off", CV_NETVAR|CV_CALL, CV_OnOff, Mute_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_sleep = {"cpusleep", "-1", CV_SAVE, sleeping_cons_t, NULL, -1, NULL, NULL, 0, 0, NULL};
INT16 gametype = GT_COOP;
boolean splitscreen = false;
boolean circuitmap = false;
INT32 adminplayer = -1;
// =========================================================================
// SERVER STARTUP
// =========================================================================
/** Registers server commands and variables.
* Anything required by a dedicated server should probably go here.
*
* \sa D_RegisterClientCommands
*/
void D_RegisterServerCommands(void)
{
RegisterNetXCmd(XD_NAMEANDCOLOR, Got_NameAndColor);
RegisterNetXCmd(XD_WEAPONPREF, Got_WeaponPref);
RegisterNetXCmd(XD_MAP, Got_Mapcmd);
RegisterNetXCmd(XD_EXITLEVEL, Got_ExitLevelcmd);
RegisterNetXCmd(XD_ADDFILE, Got_Addfilecmd);
RegisterNetXCmd(XD_REQADDFILE, Got_RequestAddfilecmd);
#ifdef DELFILE
RegisterNetXCmd(XD_DELFILE, Got_Delfilecmd);
#endif
RegisterNetXCmd(XD_PAUSE, Got_Pause);
RegisterNetXCmd(XD_SUICIDE, Got_Suicide);
RegisterNetXCmd(XD_RUNSOC, Got_RunSOCcmd);
#ifdef HAVE_BLUA
RegisterNetXCmd(XD_LUACMD, Got_Luacmd);
#endif
// Remote Administration
COM_AddCommand("password", Command_Changepassword_f);
RegisterNetXCmd(XD_LOGIN, Got_Login);
COM_AddCommand("login", Command_Login_f); // useful in dedicated to kick off remote admin
COM_AddCommand("verify", Command_Verify_f);
RegisterNetXCmd(XD_VERIFIED, Got_Verification);
COM_AddCommand("motd", Command_MotD_f);
RegisterNetXCmd(XD_SETMOTD, Got_MotD_f); // For remote admin
RegisterNetXCmd(XD_TEAMCHANGE, Got_Teamchange);
COM_AddCommand("serverchangeteam", Command_ServerTeamChange_f);
RegisterNetXCmd(XD_CLEARSCORES, Got_Clearscores);
COM_AddCommand("clearscores", Command_Clearscores_f);
COM_AddCommand("map", Command_Map_f);
COM_AddCommand("exitgame", Command_ExitGame_f);
COM_AddCommand("retry", Command_Retry_f);
COM_AddCommand("exitlevel", Command_ExitLevel_f);
COM_AddCommand("showmap", Command_Showmap_f);
COM_AddCommand("mapmd5", Command_Mapmd5_f);
COM_AddCommand("addfile", Command_Addfile);
COM_AddCommand("listwad", Command_ListWADS_f);
#ifdef DELFILE
COM_AddCommand("delfile", Command_Delfile);
#endif
COM_AddCommand("runsoc", Command_RunSOC);
COM_AddCommand("pause", Command_Pause);
COM_AddCommand("suicide", Command_Suicide);
COM_AddCommand("gametype", Command_ShowGametype_f);
COM_AddCommand("jumptoaxis", Command_JumpToAxis_f);
COM_AddCommand("version", Command_Version_f);
#ifdef UPDATE_ALERT
COM_AddCommand("mod_details", Command_ModDetails_f);
#endif
COM_AddCommand("quit", Command_Quit_f);
COM_AddCommand("saveconfig", Command_SaveConfig_f);
COM_AddCommand("loadconfig", Command_LoadConfig_f);
COM_AddCommand("changeconfig", Command_ChangeConfig_f);
COM_AddCommand("isgamemodified", Command_Isgamemodified_f); // test
COM_AddCommand("showscores", Command_ShowScores_f);
COM_AddCommand("showtime", Command_ShowTime_f);
COM_AddCommand("cheats", Command_Cheats_f); // test
#ifdef _DEBUG
COM_AddCommand("togglemodified", Command_Togglemodified_f);
#ifdef HAVE_BLUA
COM_AddCommand("archivetest", Command_Archivetest_f);
#endif
#endif
// for master server connection
AddMServCommands();
// p_mobj.c
CV_RegisterVar(&cv_itemrespawntime);
CV_RegisterVar(&cv_itemrespawn);
CV_RegisterVar(&cv_flagtime);
CV_RegisterVar(&cv_suddendeath);
// misc
CV_RegisterVar(&cv_friendlyfire);
CV_RegisterVar(&cv_pointlimit);
CV_RegisterVar(&cv_numlaps);
CV_RegisterVar(&cv_usemapnumlaps);
CV_RegisterVar(&cv_hazardlog);
CV_RegisterVar(&cv_autobalance);
CV_RegisterVar(&cv_teamscramble);
CV_RegisterVar(&cv_scrambleonchange);
CV_RegisterVar(&cv_touchtag);
CV_RegisterVar(&cv_hidetime);
CV_RegisterVar(&cv_inttime);
CV_RegisterVar(&cv_advancemap);
CV_RegisterVar(&cv_playersforexit);
CV_RegisterVar(&cv_timelimit);
CV_RegisterVar(&cv_playbackspeed);
CV_RegisterVar(&cv_forceskin);
CV_RegisterVar(&cv_downloading);
CV_RegisterVar(&cv_specialrings);
CV_RegisterVar(&cv_powerstones);
CV_RegisterVar(&cv_competitionboxes);
CV_RegisterVar(&cv_matchboxes);
#ifdef CHAOSISNOTDEADYET
CV_RegisterVar(&cv_chaos_bluecrawla);
CV_RegisterVar(&cv_chaos_redcrawla);
CV_RegisterVar(&cv_chaos_crawlacommander);
CV_RegisterVar(&cv_chaos_jettysynbomber);
CV_RegisterVar(&cv_chaos_jettysyngunner);
CV_RegisterVar(&cv_chaos_eggmobile1);
CV_RegisterVar(&cv_chaos_eggmobile2);
CV_RegisterVar(&cv_chaos_skim);
CV_RegisterVar(&cv_chaos_spawnrate);
#endif
CV_RegisterVar(&cv_recycler);
CV_RegisterVar(&cv_teleporters);
CV_RegisterVar(&cv_superring);
CV_RegisterVar(&cv_supersneakers);
CV_RegisterVar(&cv_invincibility);
CV_RegisterVar(&cv_jumpshield);
CV_RegisterVar(&cv_watershield);
CV_RegisterVar(&cv_ringshield);
CV_RegisterVar(&cv_forceshield);
CV_RegisterVar(&cv_bombshield);
CV_RegisterVar(&cv_1up);
CV_RegisterVar(&cv_eggmanbox);
CV_RegisterVar(&cv_ringslinger);
CV_RegisterVar(&cv_startinglives);
CV_RegisterVar(&cv_countdowntime);
CV_RegisterVar(&cv_runscripts);
CV_RegisterVar(&cv_match_scoring);
CV_RegisterVar(&cv_overtime);
CV_RegisterVar(&cv_pause);
CV_RegisterVar(&cv_mute);
RegisterNetXCmd(XD_RANDOMSEED, Got_RandomSeed);
CV_RegisterVar(&cv_allowexitlevel);
CV_RegisterVar(&cv_restrictskinchange);
CV_RegisterVar(&cv_allowteamchange);
CV_RegisterVar(&cv_respawntime);
CV_RegisterVar(&cv_killingdead);
// d_clisrv
CV_RegisterVar(&cv_maxplayers);
CV_RegisterVar(&cv_maxsend);
COM_AddCommand("ping", Command_Ping_f);
CV_RegisterVar(&cv_nettimeout);
CV_RegisterVar(&cv_skipmapcheck);
CV_RegisterVar(&cv_sleep);
#ifdef NEWPING
CV_RegisterVar(&cv_maxping);
#endif
#ifdef SEENAMES
CV_RegisterVar(&cv_allowseenames);
#endif
CV_RegisterVar(&cv_dummyconsvar);
}
// =========================================================================
// CLIENT STARTUP
// =========================================================================
/** Registers client commands and variables.
* Nothing needed for a dedicated server should be registered here.
*
* \sa D_RegisterServerCommands
*/
void D_RegisterClientCommands(void)
{
const char *username;
INT32 i;
for (i = 0; i < MAXSKINCOLORS; i++)
{
Color_cons_t[i].value = i;
Color_cons_t[i].strvalue = Color_Names[i];
}
Color_cons_t[MAXSKINCOLORS].value = 0;
Color_cons_t[MAXSKINCOLORS].strvalue = NULL;
if (dedicated)
return;
COM_AddCommand("numthinkers", Command_Numthinkers_f);
COM_AddCommand("countmobjs", Command_CountMobjs_f);
COM_AddCommand("changeteam", Command_Teamchange_f);
COM_AddCommand("changeteam2", Command_Teamchange2_f);
COM_AddCommand("playdemo", Command_Playdemo_f);
COM_AddCommand("timedemo", Command_Timedemo_f);
COM_AddCommand("stopdemo", Command_Stopdemo_f);
COM_AddCommand("playintro", Command_Playintro_f);
COM_AddCommand("resetcamera", Command_ResetCamera_f);
COM_AddCommand("setcontrol", Command_Setcontrol_f);
COM_AddCommand("setcontrol2", Command_Setcontrol2_f);
COM_AddCommand("screenshot", M_ScreenShot);
COM_AddCommand("startmovie", Command_StartMovie_f);
COM_AddCommand("stopmovie", Command_StopMovie_f);
CV_RegisterVar(&cv_screenshot_option);
CV_RegisterVar(&cv_screenshot_folder);
CV_RegisterVar(&cv_moviemode);
// PNG variables
CV_RegisterVar(&cv_zlib_level);
CV_RegisterVar(&cv_zlib_memory);
CV_RegisterVar(&cv_zlib_strategy);
CV_RegisterVar(&cv_zlib_window_bits);
// APNG variables
CV_RegisterVar(&cv_zlib_levela);
CV_RegisterVar(&cv_zlib_memorya);
CV_RegisterVar(&cv_zlib_strategya);
CV_RegisterVar(&cv_zlib_window_bitsa);
CV_RegisterVar(&cv_apng_delay);
// GIF variables
CV_RegisterVar(&cv_gif_optimize);
CV_RegisterVar(&cv_gif_downscale);
CV_RegisterVar(&cv_splats);
// register these so it is saved to config
if ((username = I_GetUserName()))
cv_playername.defaultvalue = username;
CV_RegisterVar(&cv_playername);
CV_RegisterVar(&cv_playercolor);
CV_RegisterVar(&cv_skin); // r_things.c (skin NAME)
// secondary player (splitscreen)
CV_RegisterVar(&cv_playername2);
CV_RegisterVar(&cv_playercolor2);
CV_RegisterVar(&cv_skin2);
#ifdef SEENAMES
CV_RegisterVar(&cv_seenames);
#endif
CV_RegisterVar(&cv_rollingdemos);
CV_RegisterVar(&cv_netstat);
#ifdef NETGAME_DEVMODE
CV_RegisterVar(&cv_fishcake);
#endif
// HUD
CV_RegisterVar(&cv_timetic);
CV_RegisterVar(&cv_itemfinder);
// time attack ghost options are also saved to config
CV_RegisterVar(&cv_ghost_bestscore);
CV_RegisterVar(&cv_ghost_besttime);
CV_RegisterVar(&cv_ghost_bestrings);
CV_RegisterVar(&cv_ghost_last);
CV_RegisterVar(&cv_ghost_guest);
COM_AddCommand("displayplayer", Command_Displayplayer_f);
COM_AddCommand("tunes", Command_Tunes_f);
CV_RegisterVar(&cv_resetmusic);
// FIXME: not to be here.. but needs be done for config loading
CV_RegisterVar(&cv_usegamma);
// m_menu.c
CV_RegisterVar(&cv_crosshair);
CV_RegisterVar(&cv_crosshair2);
CV_RegisterVar(&cv_alwaysfreelook);
CV_RegisterVar(&cv_alwaysfreelook2);
// g_input.c
CV_RegisterVar(&cv_sideaxis);
CV_RegisterVar(&cv_sideaxis2);
CV_RegisterVar(&cv_turnaxis);
CV_RegisterVar(&cv_turnaxis2);
CV_RegisterVar(&cv_moveaxis);
CV_RegisterVar(&cv_moveaxis2);
CV_RegisterVar(&cv_lookaxis);
CV_RegisterVar(&cv_lookaxis2);
CV_RegisterVar(&cv_fireaxis);
CV_RegisterVar(&cv_fireaxis2);
CV_RegisterVar(&cv_firenaxis);
CV_RegisterVar(&cv_firenaxis2);
// WARNING: the order is important when initialising mouse2
// we need the mouse2port
CV_RegisterVar(&cv_mouse2port);
#if (defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)
CV_RegisterVar(&cv_mouse2opt);
#endif
CV_RegisterVar(&cv_controlperkey);
CV_RegisterVar(&cv_usemouse);
CV_RegisterVar(&cv_usemouse2);
CV_RegisterVar(&cv_invertmouse);
CV_RegisterVar(&cv_invertmouse2);
CV_RegisterVar(&cv_mousesens);
CV_RegisterVar(&cv_mousesens2);
CV_RegisterVar(&cv_mousemove);
CV_RegisterVar(&cv_mousemove2);
CV_RegisterVar(&cv_usejoystick);
CV_RegisterVar(&cv_usejoystick2);
#ifdef LJOYSTICK
CV_RegisterVar(&cv_joyport);
CV_RegisterVar(&cv_joyport2);
#endif
CV_RegisterVar(&cv_joyscale);
CV_RegisterVar(&cv_joyscale2);
// Analog Control
CV_RegisterVar(&cv_analog);
CV_RegisterVar(&cv_analog2);
CV_RegisterVar(&cv_useranalog);
CV_RegisterVar(&cv_useranalog2);
// s_sound.c
CV_RegisterVar(&cv_soundvolume);
CV_RegisterVar(&cv_digmusicvolume);
CV_RegisterVar(&cv_midimusicvolume);
CV_RegisterVar(&cv_numChannels);
// i_cdmus.c
CV_RegisterVar(&cd_volume);
CV_RegisterVar(&cdUpdate);
// screen.c
CV_RegisterVar(&cv_fullscreen);
CV_RegisterVar(&cv_renderview);
CV_RegisterVar(&cv_scr_depth);
CV_RegisterVar(&cv_scr_width);
CV_RegisterVar(&cv_scr_height);
// p_fab.c
CV_RegisterVar(&cv_translucency);
CV_RegisterVar(&cv_soundtest);
// ingame object placing
COM_AddCommand("objectplace", Command_ObjectPlace_f);
COM_AddCommand("writethings", Command_Writethings_f);
CV_RegisterVar(&cv_speed);
CV_RegisterVar(&cv_opflags);
CV_RegisterVar(&cv_mapthingnum);
// CV_RegisterVar(&cv_grid);
// CV_RegisterVar(&cv_snapto);
// add cheat commands
COM_AddCommand("noclip", Command_CheatNoClip_f);
COM_AddCommand("god", Command_CheatGod_f);
COM_AddCommand("notarget", Command_CheatNoTarget_f);
COM_AddCommand("getallemeralds", Command_Getallemeralds_f);
COM_AddCommand("resetemeralds", Command_Resetemeralds_f);
COM_AddCommand("setrings", Command_Setrings_f);
COM_AddCommand("setlives", Command_Setlives_f);
COM_AddCommand("setcontinues", Command_Setcontinues_f);
COM_AddCommand("devmode", Command_Devmode_f);
COM_AddCommand("savecheckpoint", Command_Savecheckpoint_f);
COM_AddCommand("scale", Command_Scale_f);
COM_AddCommand("gravflip", Command_Gravflip_f);
COM_AddCommand("hurtme", Command_Hurtme_f);
COM_AddCommand("charability", Command_Charability_f);
COM_AddCommand("charspeed", Command_Charspeed_f);
COM_AddCommand("teleport", Command_Teleport_f);
COM_AddCommand("rteleport", Command_RTeleport_f);
COM_AddCommand("skynum", Command_Skynum_f);
#ifdef _DEBUG
COM_AddCommand("causecfail", Command_CauseCfail_f);
#endif
#if defined(HAVE_BLUA) && defined(LUA_ALLOW_BYTECODE)
COM_AddCommand("dumplua", Command_Dumplua_f);
#endif
}
/** Checks if a name (as received from another player) is okay.
* A name is okay if it is no fewer than 1 and no more than ::MAXPLAYERNAME
* chars long (not including NUL), it does not begin or end with a space,
* it does not contain non-printing characters (according to isprint(), which
* allows space), it does not start with a digit, and no other player is
* currently using it.
* \param name Name to check.
* \param playernum Player who wants the name, so we can check if they already
* have it, and let them keep it if so.
* \sa CleanupPlayerName, SetPlayerName, Got_NameAndColor
* \author Graue <graue@oceanbase.org>
*/
static boolean IsNameGood(char *name, INT32 playernum)
{
INT32 ix;
if (strlen(name) == 0 || strlen(name) > MAXPLAYERNAME)
return false; // Empty or too long.
if (name[0] == ' ' || name[strlen(name)-1] == ' ')
return false; // Starts or ends with a space.
if (isdigit(name[0]))
return false; // Starts with a digit.
if (name[0] == '@' || name[0] == '~')
return false; // Starts with an admin symbol.
// Check if it contains a non-printing character.
// Note: ANSI C isprint() considers space a printing character.
// Also don't allow semicolons, since they are used as
// console command separators.
// Also, anything over 0x80 is disallowed too, since compilers love to
// differ on whether they're printable characters or not.
for (ix = 0; name[ix] != '\0'; ix++)
if (!isprint(name[ix]) || name[ix] == ';' || (UINT8)(name[ix]) >= 0x80)
return false;
// Check if a player is currently using the name, case-insensitively.
for (ix = 0; ix < MAXPLAYERS; ix++)
{
if (ix != playernum && playeringame[ix]
&& strcasecmp(name, player_names[ix]) == 0)
{
// We shouldn't kick people out just because
// they joined the game with the same name
// as someone else -- modify the name instead.
size_t len = strlen(name);
// Recursion!
// Slowly strip characters off the end of the
// name until we no longer have a duplicate.
if (len > 1)
{
name[len-1] = '\0';
if (!IsNameGood (name, playernum))
return false;
}
else if (len == 1) // Agh!
{
// Last ditch effort...
sprintf(name, "%d", M_Random() & 7);
if (!IsNameGood (name, playernum))
return false;
}
else
return false;
}
}
return true;
}
/** Cleans up a local player's name before sending a name change.
* Spaces at the beginning or end of the name are removed. Then if the new
* name is identical to another player's name, ignoring case, the name change
* is canceled, and the name in cv_playername.value or cv_playername2.value
* is restored to what it was before.
*
* We assume that if playernum is ::consoleplayer or ::secondarydisplayplayer
* the console variable ::cv_playername or ::cv_playername2 respectively is
* already set to newname. However, the player name table is assumed to
* contain the old name.
*
* \param playernum Player number who has requested a name change.
* Should be ::consoleplayer or ::secondarydisplayplayer.
* \param newname New name for that player; should already be in
* ::cv_playername or ::cv_playername2 if player is the
* console or secondary display player, respectively.
* \sa cv_playername, cv_playername2, SendNameAndColor, SendNameAndColor2,
* SetPlayerName
* \author Graue <graue@oceanbase.org>
*/
static void CleanupPlayerName(INT32 playernum, const char *newname)
{
char *buf;
char *p;
char *tmpname = NULL;
INT32 i;
boolean namefailed = true;
buf = Z_StrDup(newname);
do
{
p = buf;
while (*p == ' ')
p++; // remove leading spaces
if (strlen(p) == 0)
break; // empty names not allowed
if (isdigit(*p))
break; // names starting with digits not allowed
if (*p == '@' || *p == '~')
break; // names that start with @ or ~ (admin symbols) not allowed
tmpname = p;
// Remove trailing spaces.
p = &tmpname[strlen(tmpname)-1]; // last character
while (*p == ' ' && p >= tmpname)
{
*p = '\0';
p--;
}
if (strlen(tmpname) == 0)
break; // another case of an empty name
// Truncate name if it's too long (max MAXPLAYERNAME chars
// excluding NUL).
if (strlen(tmpname) > MAXPLAYERNAME)
tmpname[MAXPLAYERNAME] = '\0';
// Remove trailing spaces again.
p = &tmpname[strlen(tmpname)-1]; // last character
while (*p == ' ' && p >= tmpname)
{
*p = '\0';
p--;
}
// no stealing another player's name
for (i = 0; i < MAXPLAYERS; i++)
{
if (i != playernum && playeringame[i]
&& strcasecmp(tmpname, player_names[i]) == 0)
{
break;
}
}
if (i < MAXPLAYERS)
break;
// name is okay then
namefailed = false;
} while (0);
if (namefailed)
tmpname = player_names[playernum];
// set consvars whether namefailed or not, because even if it succeeded,
// spaces may have been removed
if (playernum == consoleplayer)
CV_StealthSet(&cv_playername, tmpname);
else if (playernum == secondarydisplayplayer
|| (!netgame && playernum == 1))
{
CV_StealthSet(&cv_playername2, tmpname);
}
else I_Assert(((void)"CleanupPlayerName used on non-local player", 0));
Z_Free(buf);
}
/** Sets a player's name, if it is good.
* If the name is not good (indicating a modified or buggy client), it is not
* set, and if we are the server in a netgame, the player responsible is
* kicked with a consistency failure.
*
* This function prints a message indicating the name change, unless the game
* is currently showing the intro, e.g. when processing autoexec.cfg.
*
* \param playernum Player number who has requested a name change.
* \param newname New name for that player. Should be good, but won't
* necessarily be if the client is maliciously modified or
* buggy.
* \sa CleanupPlayerName, IsNameGood
* \author Graue <graue@oceanbase.org>
*/
static void SetPlayerName(INT32 playernum, char *newname)
{
if (IsNameGood(newname, playernum))
{
if (strcasecmp(newname, player_names[playernum]) != 0)
{
if (netgame)
CONS_Printf(M_GetText("%s renamed to %s\n"),
player_names[playernum], newname);
strcpy(player_names[playernum], newname);
}
}
else
{
CONS_Printf(M_GetText("Player %d sent a bad name change\n"), playernum+1);
if (server && netgame)
{
XBOXSTATIC UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
}
}
UINT8 CanChangeSkin(INT32 playernum)
{
// Of course we can change if we're not playing
if (!Playing() || !addedtogame)
return true;
// Force skin in effect.
if (!server && (cv_forceskin.value != -1) && !(adminplayer == playernum && serverplayer == -1))
return false;
// Can change skin in intermission and whatnot.
if (gamestate != GS_LEVEL)
return true;
// Server has skin change restrictions.
if (cv_restrictskinchange.value)
{
if (gametype == GT_COOP)
return true;
// Can change skin during initial countdown.
if ((gametype == GT_RACE || gametype == GT_COMPETITION) && leveltime < 4*TICRATE)
return true;
if (G_TagGametype())
{
// Can change skin during hidetime.
if (leveltime < hidetime * TICRATE)
return true;
// IT players can always change skins to persue players hiding in character only locations.
if (players[playernum].pflags & PF_TAGIT)
return true;
}
if (players[playernum].spectator || players[playernum].playerstate == PST_DEAD || players[playernum].playerstate == PST_REBORN)
return true;
return false;
}
return true;
}
static void ForceAllSkins(INT32 forcedskin)
{
INT32 i;
for (i = 0; i < MAXPLAYERS; ++i)
{
if (!playeringame[i])
continue;
SetPlayerSkinByNum(i, forcedskin);
// If it's me (or my brother), set appropriate skin value in cv_skin/cv_skin2
if (!dedicated) // But don't do this for dedicated servers, of course.
{
if (i == consoleplayer)
CV_StealthSet(&cv_skin, skins[forcedskin].name);
else if (i == secondarydisplayplayer)
CV_StealthSet(&cv_skin2, skins[forcedskin].name);
}
}
}
static INT32 snacpending = 0, snac2pending = 0, chmappending = 0;
// name, color, or skin has changed
//
static void SendNameAndColor(void)
{
XBOXSTATIC char buf[MAXPLAYERNAME+2];
char *p;
p = buf;
// normal player colors
if (G_GametypeHasTeams())
{
if (players[consoleplayer].ctfteam == 1 && cv_playercolor.value != skincolor_redteam)
CV_StealthSetValue(&cv_playercolor, skincolor_redteam);
else if (players[consoleplayer].ctfteam == 2 && cv_playercolor.value != skincolor_blueteam)
CV_StealthSetValue(&cv_playercolor, skincolor_blueteam);
}
// never allow the color "none"
if (!cv_playercolor.value)
{
if (players[consoleplayer].skincolor)
CV_StealthSetValue(&cv_playercolor, players[consoleplayer].skincolor);
else if (skins[players[consoleplayer].skin].prefcolor)
CV_StealthSetValue(&cv_playercolor, skins[players[consoleplayer].skin].prefcolor);
else
CV_StealthSet(&cv_playercolor, cv_playercolor.defaultvalue);
}
if (!strcmp(cv_playername.string, player_names[consoleplayer])
&& cv_playercolor.value == players[consoleplayer].skincolor
&& !strcmp(cv_skin.string, skins[players[consoleplayer].skin].name))
return;
// We'll handle it later if we're not playing.
if (!Playing())
return;
// If you're not in a netgame, merely update the skin, color, and name.
if (!netgame)
{
INT32 foundskin;
CleanupPlayerName(consoleplayer, cv_playername.zstring);
strcpy(player_names[consoleplayer], cv_playername.zstring);
players[consoleplayer].skincolor = cv_playercolor.value;
if (players[consoleplayer].mo)
players[consoleplayer].mo->color = players[consoleplayer].skincolor;
if (metalrecording)
{ // Metal Sonic is Sonic, obviously.
SetPlayerSkinByNum(consoleplayer, 0);
CV_StealthSet(&cv_skin, skins[0].name);
}
else if ((foundskin = R_SkinAvailable(cv_skin.string)) != -1)
{
boolean notsame;
cv_skin.value = foundskin;
notsame = (cv_skin.value != players[consoleplayer].skin);
SetPlayerSkin(consoleplayer, cv_skin.string);
CV_StealthSet(&cv_skin, skins[cv_skin.value].name);
if (notsame)
{
CV_StealthSetValue(&cv_playercolor, skins[cv_skin.value].prefcolor);
players[consoleplayer].skincolor = (cv_playercolor.value&0x1F) % MAXSKINCOLORS;
if (players[consoleplayer].mo)
players[consoleplayer].mo->color = (UINT8)players[consoleplayer].skincolor;
}
}
return;
}
snacpending++;
// Don't change name if muted
if (cv_mute.value && !(server || adminplayer == consoleplayer))
CV_StealthSet(&cv_playername, player_names[consoleplayer]);
else // Cleanup name if changing it
CleanupPlayerName(consoleplayer, cv_playername.zstring);
// Don't change skin if the server doesn't want you to.
if (!CanChangeSkin(consoleplayer))
CV_StealthSet(&cv_skin, skins[players[consoleplayer].skin].name);
// check if player has the skin loaded (cv_skin may have
// the name of a skin that was available in the previous game)
cv_skin.value = R_SkinAvailable(cv_skin.string);
if (cv_skin.value < 0)
{
CV_StealthSet(&cv_skin, DEFAULTSKIN);
cv_skin.value = 0;
}
// Finally write out the complete packet and send it off.
WRITESTRINGN(p, cv_playername.zstring, MAXPLAYERNAME);
WRITEUINT8(p, (UINT8)cv_playercolor.value);
WRITEUINT8(p, (UINT8)cv_skin.value);
SendNetXCmd(XD_NAMEANDCOLOR, buf, p - buf);
}
// splitscreen
static void SendNameAndColor2(void)
{
INT32 secondplaya;
if (!splitscreen && !botingame)
return; // can happen if skin2/color2/name2 changed
if (secondarydisplayplayer != consoleplayer)
secondplaya = secondarydisplayplayer;
else // HACK
secondplaya = 1;
// normal player colors
if (G_GametypeHasTeams())
{
if (players[secondplaya].ctfteam == 1 && cv_playercolor2.value != skincolor_redteam)
CV_StealthSetValue(&cv_playercolor2, skincolor_redteam);
else if (players[secondplaya].ctfteam == 2 && cv_playercolor2.value != skincolor_blueteam)
CV_StealthSetValue(&cv_playercolor2, skincolor_blueteam);
}
// never allow the color "none"
if (!cv_playercolor2.value)
{
if (players[secondplaya].skincolor)
CV_StealthSetValue(&cv_playercolor2, players[secondplaya].skincolor);
else if (skins[players[secondplaya].skin].prefcolor)
CV_StealthSetValue(&cv_playercolor2, skins[players[secondplaya].skin].prefcolor);
else
CV_StealthSet(&cv_playercolor2, cv_playercolor2.defaultvalue);
}
// We'll handle it later if we're not playing.
if (!Playing())
return;
// If you're not in a netgame, merely update the skin, color, and name.
if (botingame)
{
players[secondplaya].skincolor = botcolor;
if (players[secondplaya].mo)
players[secondplaya].mo->color = players[secondplaya].skincolor;
SetPlayerSkinByNum(secondplaya, botskin-1);
return;
}
else if (!netgame)
{
INT32 foundskin;
CleanupPlayerName(secondplaya, cv_playername2.zstring);
strcpy(player_names[secondplaya], cv_playername2.zstring);
// don't use secondarydisplayplayer: the second player must be 1
players[secondplaya].skincolor = cv_playercolor2.value;
if (players[secondplaya].mo)
players[secondplaya].mo->color = players[secondplaya].skincolor;
if (cv_forceskin.value >= 0 && (netgame || multiplayer)) // Server wants everyone to use the same player
{
const INT32 forcedskin = cv_forceskin.value;
SetPlayerSkinByNum(secondplaya, forcedskin);
CV_StealthSet(&cv_skin2, skins[forcedskin].name);
}
else if ((foundskin = R_SkinAvailable(cv_skin2.string)) != -1)
{
boolean notsame;
cv_skin2.value = foundskin;
notsame = (cv_skin2.value != players[secondplaya].skin);
SetPlayerSkin(secondplaya, cv_skin2.string);
if (notsame)
{
CV_StealthSetValue(&cv_playercolor2, skins[players[secondplaya].skin].prefcolor);
players[secondplaya].skincolor = (cv_playercolor2.value&0x1F) % MAXSKINCOLORS;
if (players[secondplaya].mo)
players[secondplaya].mo->color = players[secondplaya].skincolor;
}
}
return;
}
// Don't actually send anything because splitscreen isn't actually allowed in netgames anyway!
}
static void Got_NameAndColor(UINT8 **cp, INT32 playernum)
{
player_t *p = &players[playernum];
char name[MAXPLAYERNAME+1];
UINT8 color, skin;
#ifdef PARANOIA
if (playernum < 0 || playernum > MAXPLAYERS)
I_Error("There is no player %d!", playernum);
#endif
if (playernum == consoleplayer)
snacpending--;
else if (playernum == secondarydisplayplayer)
snac2pending--;
#ifdef PARANOIA
if (snacpending < 0 || snac2pending < 0)
I_Error("snacpending negative!");
#endif
READSTRINGN(*cp, name, MAXPLAYERNAME);
color = READUINT8(*cp);
skin = READUINT8(*cp);
// set name
if (strcasecmp(player_names[playernum], name) != 0)
SetPlayerName(playernum, name);
// set color
p->skincolor = color % MAXSKINCOLORS;
if (p->mo)
p->mo->color = (UINT8)p->skincolor;
// normal player colors
if (server && (p != &players[consoleplayer] && p != &players[secondarydisplayplayer]))
{
boolean kick = false;
// team colors
if (G_GametypeHasTeams())
{
if (p->ctfteam == 1 && p->skincolor != skincolor_redteam)
kick = true;
else if (p->ctfteam == 2 && p->skincolor != skincolor_blueteam)
kick = true;
}
// don't allow color "none"
if (!p->skincolor)
kick = true;
if (kick)
{
XBOXSTATIC UINT8 buf[2];
CONS_Alert(CONS_WARNING, M_GetText("Illegal color change received from %s (team: %d), color: %d)\n"), player_names[playernum], p->ctfteam, p->skincolor);
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
return;
}
}
// set skin
if (cv_forceskin.value >= 0 && (netgame || multiplayer)) // Server wants everyone to use the same player
{
const INT32 forcedskin = cv_forceskin.value;
SetPlayerSkinByNum(playernum, forcedskin);
if (playernum == consoleplayer)
CV_StealthSet(&cv_skin, skins[forcedskin].name);
else if (playernum == secondarydisplayplayer)
CV_StealthSet(&cv_skin2, skins[forcedskin].name);
}
else
SetPlayerSkinByNum(playernum, skin);
}
void SendWeaponPref(void)
{
XBOXSTATIC UINT8 buf[1];
buf[0] = 0;
if (cv_flipcam.value)
buf[0] |= 1;
SendNetXCmd(XD_WEAPONPREF, buf, 1);
if (splitscreen)
{
buf[0] = 0;
if (cv_flipcam2.value)
buf[0] |= 1;
SendNetXCmd2(XD_WEAPONPREF, buf, 1);
}
}
static void Got_WeaponPref(UINT8 **cp,INT32 playernum)
{
UINT8 prefs = READUINT8(*cp);
if (prefs & 1)
players[playernum].pflags |= PF_FLIPCAM;
else
players[playernum].pflags &= ~PF_FLIPCAM;
}
void D_SendPlayerConfig(void)
{
SendNameAndColor();
if (splitscreen || botingame)
SendNameAndColor2();
SendWeaponPref();
}
// Only works for displayplayer, sorry!
static void Command_ResetCamera_f(void)
{
P_ResetCamera(&players[displayplayer], &camera);
}
static void Command_RTeleport_f(void)
{
fixed_t intx, inty, intz;
size_t i;
player_t *p = &players[consoleplayer];
subsector_t *ss;
if (!(cv_debug || devparm))
{
CONS_Printf(M_GetText("DEVMODE must be enabled."));
return;
}
if (netgame)
{
CONS_Printf(M_GetText("This only works in single player.\n"));
return;
}
if (COM_Argc() < 3 || COM_Argc() > 7)
{
CONS_Printf(M_GetText("rteleport -x <value> -y <value> -z <value>: relative teleport to a location\n"));
return;
}
if (!p->mo)
return;
i = COM_CheckParm("-x");
if (i)
intx = atoi(COM_Argv(i + 1));
else
intx = 0;
i = COM_CheckParm("-y");
if (i)
inty = atoi(COM_Argv(i + 1));
else
inty = 0;
ss = R_PointInSubsector(p->mo->x + intx*FRACUNIT, p->mo->y + inty*FRACUNIT);
if (!ss || ss->sector->ceilingheight - ss->sector->floorheight < p->mo->height)
{
CONS_Alert(CONS_NOTICE, M_GetText("Not a valid location.\n"));
return;
}
i = COM_CheckParm("-z");
if (i)
{
intz = atoi(COM_Argv(i + 1));
intz <<= FRACBITS;
intz += p->mo->z;
if (intz < ss->sector->floorheight)
intz = ss->sector->floorheight;
if (intz > ss->sector->ceilingheight - p->mo->height)
intz = ss->sector->ceilingheight - p->mo->height;
}
else
intz = 0;
CONS_Printf(M_GetText("Teleporting by %d, %d, %d...\n"), intx, inty, FixedInt((intz-p->mo->z)));
P_MapStart();
if (!P_TeleportMove(p->mo, p->mo->x+intx*FRACUNIT, p->mo->y+inty*FRACUNIT, intz))
CONS_Alert(CONS_WARNING, M_GetText("Unable to teleport to that spot!\n"));
else
S_StartSound(p->mo, sfx_mixup);
P_MapEnd();
}
static void Command_Teleport_f(void)
{
fixed_t intx, inty, intz;
size_t i;
player_t *p = &players[consoleplayer];
subsector_t *ss;
if (!(cv_debug || devparm))
{
CONS_Printf(M_GetText("DEVMODE must be enabled."));
return;
}
if (netgame)
{
CONS_Printf(M_GetText("This only works in single player.\n"));
return;
}
if (COM_Argc() < 3 || COM_Argc() > 7)
{
CONS_Printf(M_GetText("teleport -x <value> -y <value> -z <value>: teleport to a location\n"));
return;
}
if (!p->mo)
return;
i = COM_CheckParm("-x");
if (i)
intx = atoi(COM_Argv(i + 1));
else
{
CONS_Alert(CONS_NOTICE, M_GetText("%s value not specified\n"), "X");
return;
}
i = COM_CheckParm("-y");
if (i)
inty = atoi(COM_Argv(i + 1));
else
{
CONS_Alert(CONS_NOTICE, M_GetText("%s value not specified\n"), "Y");
return;
}
ss = R_PointInSubsector(intx*FRACUNIT, inty*FRACUNIT);
if (!ss || ss->sector->ceilingheight - ss->sector->floorheight < p->mo->height)
{
CONS_Alert(CONS_NOTICE, M_GetText("Not a valid location.\n"));
return;
}
i = COM_CheckParm("-z");
if (i)
{
intz = atoi(COM_Argv(i + 1));
intz <<= FRACBITS;
if (intz < ss->sector->floorheight)
intz = ss->sector->floorheight;
if (intz > ss->sector->ceilingheight - p->mo->height)
intz = ss->sector->ceilingheight - p->mo->height;
}
else
intz = ss->sector->floorheight;
CONS_Printf(M_GetText("Teleporting to %d, %d, %d...\n"), intx, inty, FixedInt(intz));
P_MapStart();
if (!P_TeleportMove(p->mo, intx*FRACUNIT, inty*FRACUNIT, intz))
CONS_Alert(CONS_WARNING, M_GetText("Unable to teleport to that spot!\n"));
else
S_StartSound(p->mo, sfx_mixup);
P_MapEnd();
}
// ========================================================================
// play a demo, add .lmp for external demos
// eg: playdemo demo1 plays the internal game demo
//
// UINT8 *demofile; // demo file buffer
static void Command_Playdemo_f(void)
{
char name[256];
if (COM_Argc() != 2)
{
CONS_Printf(M_GetText("playdemo <demoname>: playback a demo\n"));
return;
}
if (netgame)
{
CONS_Printf(M_GetText("You can't play a demo while in a netgame.\n"));
return;
}
// disconnect from server here?
if (demoplayback)
G_StopDemo();
if (metalplayback)
G_StopMetalDemo();
// open the demo file
strcpy(name, COM_Argv(1));
// dont add .lmp so internal game demos can be played
CONS_Printf(M_GetText("Playing back demo '%s'.\n"), name);
G_DoPlayDemo(name);
}
static void Command_Timedemo_f(void)
{
char name[256];
if (COM_Argc() != 2)
{
CONS_Printf(M_GetText("timedemo <demoname>: time a demo\n"));
return;
}
if (netgame)
{
CONS_Printf(M_GetText("You can't play a demo while in a netgame.\n"));
return;
}
// disconnect from server here?
if (demoplayback)
G_StopDemo();
if (metalplayback)
G_StopMetalDemo();
// open the demo file
strcpy (name, COM_Argv(1));
// dont add .lmp so internal game demos can be played
CONS_Printf(M_GetText("Timing demo '%s'.\n"), name);
G_TimeDemo(name);
}
// stop current demo
static void Command_Stopdemo_f(void)
{
G_CheckDemoStatus();
CONS_Printf(M_GetText("Stopped demo.\n"));
}
static void Command_StartMovie_f(void)
{
M_StartMovie();
}
static void Command_StopMovie_f(void)
{
M_StopMovie();
}
INT32 mapchangepending = 0;
/** Runs a map change.
* The supplied data are assumed to be good. If provided by a user, they will
* have already been checked in Command_Map_f().
*
* Do \b NOT call this function directly from a menu! M_Responder() is called
* from within the event processing loop, and this function calls
* SV_SpawnServer(), which calls CL_ConnectToServer(), which gives you "Press
* ESC to abort", which calls I_GetKey(), which adds an event. In other words,
* 63 old events will get reexecuted, with ridiculous results. Just don't do
* it (without setting delay to 1, which is the current solution).
*
* \param mapnum Map number to change to.
* \param gametype Gametype to switch to.
* \param pultmode Is this 'Ultimate Mode'?
* \param resetplayers 1 to reset player scores and lives and such, 0 not to.
* \param delay Determines how the function will be executed: 0 to do
* it all right now (must not be done from a menu), 1 to
* do step one and prepare step two, 2 to do step two.
* \param skipprecutscene To skip the precutscence or not?
* \sa D_GameTypeChanged, Command_Map_f
* \author Graue <graue@oceanbase.org>
*/
void D_MapChange(INT32 mapnum, INT32 newgametype, boolean pultmode, boolean resetplayers, INT32 delay, boolean skipprecutscene, boolean FLS)
{
static char buf[2+MAX_WADPATH+1+4];
static char *buf_p = buf;
// The supplied data are assumed to be good.
I_Assert(delay >= 0 && delay <= 2);
CONS_Debug(DBG_GAMELOGIC, "Map change: mapnum=%d gametype=%d ultmode=%d resetplayers=%d delay=%d skipprecutscene=%d\n",
mapnum, newgametype, pultmode, resetplayers, delay, skipprecutscene);
if (netgame || multiplayer)
FLS = false;
if (delay != 2)
{
UINT8 flags = 0;
const char *mapname = G_BuildMapName(mapnum);
I_Assert(W_CheckNumForName(mapname) != LUMPERROR);
buf_p = buf;
if (pultmode)
flags |= 1;
if (!resetplayers)
flags |= 1<<1;
if (skipprecutscene)
flags |= 1<<2;
if (FLS)
flags |= 1<<3;
WRITEUINT8(buf_p, flags);
// new gametype value
WRITEUINT8(buf_p, newgametype);
WRITESTRINGN(buf_p, mapname, MAX_WADPATH);
}
if (delay == 1)
mapchangepending = 1;
else
{
mapchangepending = 0;
// spawn the server if needed
// reset players if there is a new one
if (!(adminplayer == consoleplayer) && SV_SpawnServer())
buf[0] &= ~(1<<1);
// Kick bot from special stages
if (botskin)
{
if (G_IsSpecialStage(mapnum))
{
if (botingame)
{
//CL_RemoveSplitscreenPlayer();
botingame = false;
playeringame[1] = false;
}
}
else if (!botingame)
{
//CL_AddSplitscreenPlayer();
botingame = true;
secondarydisplayplayer = 1;
playeringame[1] = true;
players[1].bot = 1;
SendNameAndColor2();
}
}
chmappending++;
if (netgame)
WRITEUINT32(buf_p, M_RandomizedSeed()); // random seed
SendNetXCmd(XD_MAP, buf, buf_p - buf);
}
}
// Warp to map code.
// Called either from map <mapname> console command, or idclev cheat.
//
static void Command_Map_f(void)
{
const char *mapname;
size_t i;
INT32 j, newmapnum;
boolean newresetplayers;
INT32 newgametype = gametype;
// max length of command: map map03 -gametype coop -noresetplayers -force
// 1 2 3 4 5 6
// = 8 arg max
if (COM_Argc() < 2 || COM_Argc() > 8)
{
CONS_Printf(M_GetText("map <mapname> [-gametype <type> [-force]: warp to map\n"));
return;
}
if (!server && !(adminplayer == consoleplayer))
{
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
return;
}
// internal wad lump always: map command doesn't support external files as in doom legacy
if (W_CheckNumForName(COM_Argv(1)) == LUMPERROR)
{
CONS_Alert(CONS_ERROR, M_GetText("Internal game level '%s' not found\n"), COM_Argv(1));
return;
}
if (!(netgame || multiplayer) && (!modifiedgame || savemoddata))
{
if (COM_CheckParm("-force"))
G_SetGameModified(false);
else
{
CONS_Printf(M_GetText("Sorry, level change disabled in single player.\n"));
return;
}
}
newresetplayers = !COM_CheckParm("-noresetplayers");
if (!newresetplayers && !cv_debug)
{
CONS_Printf(M_GetText("DEVMODE must be enabled.\n"));
return;
}
mapname = COM_Argv(1);
if (strlen(mapname) != 5
|| (newmapnum = M_MapNumber(mapname[3], mapname[4])) == 0)
{
CONS_Alert(CONS_ERROR, M_GetText("Invalid level name %s\n"), mapname);
return;
}
// Ultimate Mode only in SP via menu
if (netgame || multiplayer)
ultimatemode = false;
// new gametype value
// use current one by default
i = COM_CheckParm("-gametype");
if (i)
{
if (!multiplayer)
{
CONS_Printf(M_GetText("You can't switch gametypes in single player!\n"));
return;
}
for (j = 0; gametype_cons_t[j].strvalue; j++)
if (!strcasecmp(gametype_cons_t[j].strvalue, COM_Argv(i+1)))
{
// Don't do any variable setting here. Wait until you get your
// map packet first to avoid sending the same info twice!
newgametype = gametype_cons_t[j].value;
break;
}
if (!gametype_cons_t[j].strvalue) // reached end of the list with no match
{
// assume they gave us a gametype number, which is okay too
for (j = 0; gametype_cons_t[j].strvalue != NULL; j++)
{
if (atoi(COM_Argv(i+1)) == gametype_cons_t[j].value)
{
newgametype = gametype_cons_t[j].value;
break;
}
}
}
}
// don't use a gametype the map doesn't support
if (cv_debug || COM_CheckParm("-force") || cv_skipmapcheck.value)
; // The player wants us to trek on anyway. Do so.
// G_TOLFlag handles both multiplayer gametype and ignores it for !multiplayer
// Alternatively, bail if the map header is completely missing anyway.
else if (!mapheaderinfo[newmapnum-1]
|| !(mapheaderinfo[newmapnum-1]->typeoflevel & G_TOLFlag(newgametype)))
{
char gametypestring[32] = "Single Player";
if (multiplayer)
for (i = 0; gametype_cons_t[i].strvalue != NULL; i++)
if (gametype_cons_t[i].value == newgametype)
{
strcpy(gametypestring, gametype_cons_t[i].strvalue);
break;
}
CONS_Alert(CONS_WARNING, M_GetText("%s doesn't support %s mode!\n(Use -force to override)\n"), mapname, gametypestring);
return;
}
// Prevent warping to locked levels
// ... unless you're in a dedicated server. Yes, technically this means you can view any level by
// running a dedicated server and joining it yourself, but that's better than making dedicated server's
// lives hell.
if (!dedicated && M_MapLocked(newmapnum))
{
CONS_Alert(CONS_NOTICE, M_GetText("You need to unlock this level before you can warp to it!\n"));
return;
}
fromlevelselect = false;
D_MapChange(newmapnum, newgametype, false, newresetplayers, 0, false, false);
}
/** Receives a map command and changes the map.
*
* \param cp Data buffer.
* \param playernum Player number responsible for the message. Should be
* ::serverplayer or ::adminplayer.
* \sa D_MapChange
*/
static void Got_Mapcmd(UINT8 **cp, INT32 playernum)
{
char mapname[MAX_WADPATH+1];
UINT8 flags;
INT32 resetplayer = 1, lastgametype;
UINT8 skipprecutscene, FLS;
if (playernum != serverplayer && playernum != adminplayer)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal map change received from %s\n"), player_names[playernum]);
if (server)
{
XBOXSTATIC UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
return;
}
if (chmappending)
chmappending--;
flags = READUINT8(*cp);
ultimatemode = ((flags & 1) != 0);
if (netgame || multiplayer)
ultimatemode = false;
resetplayer = ((flags & (1<<1)) == 0);
lastgametype = gametype;
gametype = READUINT8(*cp);
if (gametype != lastgametype)
D_GameTypeChanged(lastgametype); // emulate consvar_t behavior for gametype
skipprecutscene = ((flags & (1<<2)) != 0);
FLS = ((flags & (1<<3)) != 0);
READSTRINGN(*cp, mapname, MAX_WADPATH);
if (netgame)
P_SetRandSeed(READUINT32(*cp));
if (!skipprecutscene)
{
DEBFILE(va("Warping to %s [resetplayer=%d lastgametype=%d gametype=%d cpnd=%d]\n",
mapname, resetplayer, lastgametype, gametype, chmappending));
CONS_Printf(M_GetText("Speeding off to level...\n"));
}
if (demoplayback && !timingdemo)
precache = false;
if (resetplayer)
{
if (!FLS || (netgame || multiplayer))
emeralds = 0;
}
#ifdef HAVE_BLUA
LUAh_MapChange();
#endif
G_InitNew(ultimatemode, mapname, resetplayer, skipprecutscene);
if (demoplayback && !timingdemo)
precache = true;
CON_ToggleOff();
if (timingdemo)
G_DoneLevelLoad();
if (modeattacking)
{
SetPlayerSkinByNum(0, cv_chooseskin.value-1);
players[0].skincolor = skins[players[0].skin].prefcolor;
CV_StealthSetValue(&cv_playercolor, players[0].skincolor);
// a copy of color
if (players[0].mo)
players[0].mo->color = players[0].skincolor;
}
if (metalrecording)
G_BeginMetal();
if (demorecording) // Okay, level loaded, character spawned and skinned,
G_BeginRecording(); // I AM NOW READY TO RECORD.
demo_start = true;
metal_start = true;
}
static void Command_Pause(void)
{
XBOXSTATIC UINT8 buf[2];
UINT8 *cp = buf;
if (COM_Argc() > 1)
WRITEUINT8(cp, (char)(atoi(COM_Argv(1)) != 0));
else
WRITEUINT8(cp, (char)(!paused));
if (dedicated)
WRITEUINT8(cp, 1);
else
WRITEUINT8(cp, 0);
if (cv_pause.value || server || (adminplayer == consoleplayer))
{
if (modeattacking || !(gamestate == GS_LEVEL || gamestate == GS_INTERMISSION))
{
CONS_Printf(M_GetText("You can't pause here.\n"));
return;
}
SendNetXCmd(XD_PAUSE, &buf, 2);
}
else
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
}
static void Got_Pause(UINT8 **cp, INT32 playernum)
{
UINT8 dedicatedpause = false;
const char *playername;
if (netgame && !cv_pause.value && playernum != serverplayer && playernum != adminplayer)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal pause command received from %s\n"), player_names[playernum]);
if (server)
{
XBOXSTATIC UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
return;
}
if (modeattacking)
return;
paused = READUINT8(*cp);
dedicatedpause = READUINT8(*cp);
if (!demoplayback)
{
if (netgame)
{
if (dedicatedpause)
playername = "SERVER";
else
playername = player_names[playernum];
if (paused)
CONS_Printf(M_GetText("Game paused by %s\n"), playername);
else
CONS_Printf(M_GetText("Game unpaused by %s\n"), playername);
}
if (paused)
{
if (!menuactive || netgame)
S_PauseSound();
}
else
S_ResumeSound();
}
}
// Command for stuck characters in netgames, griefing, etc.
static void Command_Suicide(void)
{
XBOXSTATIC UINT8 buf[4];
UINT8 *cp = buf;
WRITEINT32(cp, consoleplayer);
if (!(gamestate == GS_LEVEL || gamestate == GS_INTERMISSION))
{
CONS_Printf(M_GetText("You must be in a level to use this.\n"));
return;
}
if (!G_PlatformGametype())
{
CONS_Printf(M_GetText("You may only use this in co-op, race, and competition!\n"));
return;
}
// Retry is quicker. Probably should force people to use it.
if (!(netgame || multiplayer))
{
CONS_Printf(M_GetText("You can't use this in Single Player! Use \"retry\" instead.\n"));
return;
}
SendNetXCmd(XD_SUICIDE, &buf, 4);
}
static void Got_Suicide(UINT8 **cp, INT32 playernum)
{
INT32 suicideplayer = READINT32(*cp);
// You can't suicide someone else. Nice try, there.
if (suicideplayer != playernum || (!G_PlatformGametype()))
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal suicide command recieved from %s\n"), player_names[playernum]);
if (server)
{
XBOXSTATIC UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
return;
}
if (players[suicideplayer].mo)
P_DamageMobj(players[suicideplayer].mo, NULL, NULL, 10000);
}
/** Deals with an ::XD_RANDOMSEED message in a netgame.
* These messages set the position of the random number LUT and are crucial to
* correct synchronization.
*
* Such a message should only ever come from the ::serverplayer. If it comes
* from any other player, it is ignored.
*
* \param cp Data buffer.
* \param playernum Player responsible for the message. Must be ::serverplayer.
* \author Graue <graue@oceanbase.org>
*/
static void Got_RandomSeed(UINT8 **cp, INT32 playernum)
{
UINT32 seed;
seed = READUINT32(*cp);
if (playernum != serverplayer) // it's not from the server, wtf?
return;
P_SetRandSeed(seed);
}
/** Clears all players' scores in a netgame.
* Only the server or a remote admin can use this command, for obvious reasons.
*
* \sa XD_CLEARSCORES, Got_Clearscores
* \author SSNTails <http://www.ssntails.org>
*/
static void Command_Clearscores_f(void)
{
if (!(server || (adminplayer == consoleplayer)))
return;
SendNetXCmd(XD_CLEARSCORES, NULL, 1);
}
/** Handles an ::XD_CLEARSCORES message, which resets all players' scores in a
* netgame to zero.
*
* \param cp Data buffer.
* \param playernum Player responsible for the message. Must be ::serverplayer
* or ::adminplayer.
* \sa XD_CLEARSCORES, Command_Clearscores_f
* \author SSNTails <http://www.ssntails.org>
*/
static void Got_Clearscores(UINT8 **cp, INT32 playernum)
{
INT32 i;
(void)cp;
if (playernum != serverplayer && playernum != adminplayer)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal clear scores command received from %s\n"), player_names[playernum]);
if (server)
{
XBOXSTATIC UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
return;
}
for (i = 0; i < MAXPLAYERS; i++)
players[i].score = 0;
CONS_Printf(M_GetText("Scores have been reset by the server.\n"));
}
// Team changing functions
static void Command_Teamchange_f(void)
{
changeteam_union NetPacket;
boolean error = false;
UINT16 usvalue;
NetPacket.value.l = NetPacket.value.b = 0;
// 0 1
// changeteam <color>
if (COM_Argc() <= 1)
{
if (G_GametypeHasTeams())
CONS_Printf(M_GetText("changeteam <team>: switch to a new team (%s)\n"), "red, blue or spectator");
else if (G_GametypeHasSpectators())
CONS_Printf(M_GetText("changeteam <team>: switch to a new team (%s)\n"), "spectator or playing");
else
CONS_Alert(CONS_NOTICE, M_GetText("This command cannot be used in this gametype.\n"));
return;
}
if (G_GametypeHasTeams())
{
if (!strcasecmp(COM_Argv(1), "red") || !strcasecmp(COM_Argv(1), "1"))
NetPacket.packet.newteam = 1;
else if (!strcasecmp(COM_Argv(1), "blue") || !strcasecmp(COM_Argv(1), "2"))
NetPacket.packet.newteam = 2;
else if (!strcasecmp(COM_Argv(1), "spectator") || !strcasecmp(COM_Argv(1), "0"))
NetPacket.packet.newteam = 0;
else
error = true;
}
else if (G_GametypeHasSpectators())
{
if (!strcasecmp(COM_Argv(1), "spectator") || !strcasecmp(COM_Argv(1), "0"))
NetPacket.packet.newteam = 0;
else if (!strcasecmp(COM_Argv(1), "playing") || !strcasecmp(COM_Argv(1), "1"))
NetPacket.packet.newteam = 3;
else
error = true;
}
else
{
CONS_Alert(CONS_NOTICE, M_GetText("This command cannot be used in this gametype.\n"));
return;
}
if (error)
{
if (G_GametypeHasTeams())
CONS_Printf(M_GetText("changeteam <team>: switch to a new team (%s)\n"), "red, blue or spectator");
else if (G_GametypeHasSpectators())
CONS_Printf(M_GetText("changeteam <team>: switch to a new team (%s)\n"), "spectator or playing");
return;
}
if (G_GametypeHasTeams())
{
if (NetPacket.packet.newteam == (unsigned)players[consoleplayer].ctfteam ||
(players[consoleplayer].spectator && !NetPacket.packet.newteam))
error = true;
}
else if (G_GametypeHasSpectators())
{
if ((players[consoleplayer].spectator && !NetPacket.packet.newteam) ||
(!players[consoleplayer].spectator && NetPacket.packet.newteam == 3))
error = true;
}
#ifdef PARANOIA
else
I_Error("Invalid gametype after initial checks!");
#endif
if (error)
{
CONS_Alert(CONS_NOTICE, M_GetText("You're already on that team!\n"));
return;
}
if (!cv_allowteamchange.value && !NetPacket.packet.newteam) // allow swapping to spectator even in locked teams.
{
CONS_Alert(CONS_NOTICE, M_GetText("The server is not allowing team changes at the moment.\n"));
return;
}
//additional check for hide and seek. Don't allow change of status after hidetime ends.
if (gametype == GT_HIDEANDSEEK && leveltime >= (hidetime * TICRATE))
{
CONS_Alert(CONS_NOTICE, M_GetText("Hiding time expired; no Hide and Seek status changes allowed!\n"));
return;
}
usvalue = SHORT(NetPacket.value.l|NetPacket.value.b);
SendNetXCmd(XD_TEAMCHANGE, &usvalue, sizeof(usvalue));
}
static void Command_Teamchange2_f(void)
{
changeteam_union NetPacket;
boolean error = false;
UINT16 usvalue;
NetPacket.value.l = NetPacket.value.b = 0;
// 0 1
// changeteam2 <color>
if (COM_Argc() <= 1)
{
if (G_GametypeHasTeams())
CONS_Printf(M_GetText("changeteam <team>: switch to a new team (%s)\n"), "red, blue or spectator");
else if (G_GametypeHasSpectators())
CONS_Printf(M_GetText("changeteam <team>: switch to a new team (%s)\n"), "spectator or playing");
else
CONS_Alert(CONS_NOTICE, M_GetText("This command cannot be used in this gametype.\n"));
return;
}
if (G_GametypeHasTeams())
{
if (!strcasecmp(COM_Argv(1), "red") || !strcasecmp(COM_Argv(1), "1"))
NetPacket.packet.newteam = 1;
else if (!strcasecmp(COM_Argv(1), "blue") || !strcasecmp(COM_Argv(1), "2"))
NetPacket.packet.newteam = 2;
else if (!strcasecmp(COM_Argv(1), "spectator") || !strcasecmp(COM_Argv(1), "0"))
NetPacket.packet.newteam = 0;
else
error = true;
}
else if (G_GametypeHasSpectators())
{
if (!strcasecmp(COM_Argv(1), "spectator") || !strcasecmp(COM_Argv(1), "0"))
NetPacket.packet.newteam = 0;
else if (!strcasecmp(COM_Argv(1), "playing") || !strcasecmp(COM_Argv(1), "1"))
NetPacket.packet.newteam = 3;
else
error = true;
}
else
{
CONS_Alert(CONS_NOTICE, M_GetText("This command cannot be used in this gametype.\n"));
return;
}
if (error)
{
if (G_GametypeHasTeams())
CONS_Printf(M_GetText("changeteam2 <team>: switch to a new team (%s)\n"), "red, blue or spectator");
else if (G_GametypeHasSpectators())
CONS_Printf(M_GetText("changeteam2 <team>: switch to a new team (%s)\n"), "spectator or playing");
return;
}
if (G_GametypeHasTeams())
{
if (NetPacket.packet.newteam == (unsigned)players[secondarydisplayplayer].ctfteam ||
(players[secondarydisplayplayer].spectator && !NetPacket.packet.newteam))
error = true;
}
else if (G_GametypeHasSpectators())
{
if ((players[secondarydisplayplayer].spectator && !NetPacket.packet.newteam) ||
(!players[secondarydisplayplayer].spectator && NetPacket.packet.newteam == 3))
error = true;
}
#ifdef PARANOIA
else
I_Error("Invalid gametype after initial checks!");
#endif
if (error)
{
CONS_Alert(CONS_NOTICE, M_GetText("You're already on that team!\n"));
return;
}
if (!cv_allowteamchange.value && !NetPacket.packet.newteam) // allow swapping to spectator even in locked teams.
{
CONS_Alert(CONS_NOTICE, M_GetText("The server is not allowing team changes at the moment.\n"));
return;
}
//additional check for hide and seek. Don't allow change of status after hidetime ends.
if (gametype == GT_HIDEANDSEEK && leveltime >= (hidetime * TICRATE))
{
CONS_Alert(CONS_NOTICE, M_GetText("Hiding time expired; no Hide and Seek status changes allowed!\n"));
return;
}
usvalue = SHORT(NetPacket.value.l|NetPacket.value.b);
SendNetXCmd2(XD_TEAMCHANGE, &usvalue, sizeof(usvalue));
}
static void Command_ServerTeamChange_f(void)
{
changeteam_union NetPacket;
boolean error = false;
UINT16 usvalue;
NetPacket.value.l = NetPacket.value.b = 0;
if (!(server || (adminplayer == consoleplayer)))
{
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
return;
}
// 0 1 2
// serverchangeteam <playernum> <team>
if (COM_Argc() < 3)
{
if (G_TagGametype())
CONS_Printf(M_GetText("serverchangeteam <playernum> <team>: switch player to a new team (%s)\n"), "it, notit, playing, or spectator");
else if (G_GametypeHasTeams())
CONS_Printf(M_GetText("serverchangeteam <playernum> <team>: switch player to a new team (%s)\n"), "red, blue or spectator");
else if (G_GametypeHasSpectators())
CONS_Printf(M_GetText("serverchangeteam <playernum> <team>: switch player to a new team (%s)\n"), "spectator or playing");
else
CONS_Alert(CONS_NOTICE, M_GetText("This command cannot be used in this gametype.\n"));
return;
}
if (G_TagGametype())
{
if (!strcasecmp(COM_Argv(2), "it") || !strcasecmp(COM_Argv(2), "1"))
NetPacket.packet.newteam = 1;
else if (!strcasecmp(COM_Argv(2), "notit") || !strcasecmp(COM_Argv(2), "2"))
NetPacket.packet.newteam = 2;
else if (!strcasecmp(COM_Argv(2), "playing") || !strcasecmp(COM_Argv(2), "3"))
NetPacket.packet.newteam = 3;
else if (!strcasecmp(COM_Argv(2), "spectator") || !strcasecmp(COM_Argv(2), "0"))
NetPacket.packet.newteam = 0;
else
error = true;
}
else if (G_GametypeHasTeams())
{
if (!strcasecmp(COM_Argv(2), "red") || !strcasecmp(COM_Argv(2), "1"))
NetPacket.packet.newteam = 1;
else if (!strcasecmp(COM_Argv(2), "blue") || !strcasecmp(COM_Argv(2), "2"))
NetPacket.packet.newteam = 2;
else if (!strcasecmp(COM_Argv(2), "spectator") || !strcasecmp(COM_Argv(2), "0"))
NetPacket.packet.newteam = 0;
else
error = true;
}
else if (G_GametypeHasSpectators())
{
if (!strcasecmp(COM_Argv(2), "spectator") || !strcasecmp(COM_Argv(2), "0"))
NetPacket.packet.newteam = 0;
else if (!strcasecmp(COM_Argv(2), "playing") || !strcasecmp(COM_Argv(2), "1"))
NetPacket.packet.newteam = 3;
else
error = true;
}
else
{
CONS_Alert(CONS_NOTICE, M_GetText("This command cannot be used in this gametype.\n"));
return;
}
if (error)
{
if (G_TagGametype())
CONS_Printf(M_GetText("serverchangeteam <playernum> <team>: switch player to a new team (%s)\n"), "it, notit, playing, or spectator");
else if (G_GametypeHasTeams())
CONS_Printf(M_GetText("serverchangeteam <playernum> <team>: switch player to a new team (%s)\n"), "red, blue or spectator");
else if (G_GametypeHasSpectators())
CONS_Printf(M_GetText("serverchangeteam <playernum> <team>: switch player to a new team (%s)\n"), "spectator or playing");
return;
}
NetPacket.packet.playernum = atoi(COM_Argv(1));
if (!playeringame[NetPacket.packet.playernum])
{
CONS_Alert(CONS_NOTICE, M_GetText("There is no player %d!\n"), NetPacket.packet.playernum);
return;
}
if (G_TagGametype())
{
if (( (players[NetPacket.packet.playernum].pflags & PF_TAGIT) && NetPacket.packet.newteam == 1) ||
(!(players[NetPacket.packet.playernum].pflags & PF_TAGIT) && NetPacket.packet.newteam == 2) ||
( players[NetPacket.packet.playernum].spectator && !NetPacket.packet.newteam) ||
(!players[NetPacket.packet.playernum].spectator && NetPacket.packet.newteam == 3))
error = true;
}
else if (G_GametypeHasTeams())
{
if (NetPacket.packet.newteam == (unsigned)players[NetPacket.packet.playernum].ctfteam ||
(players[NetPacket.packet.playernum].spectator && !NetPacket.packet.newteam))
error = true;
}
else if (G_GametypeHasSpectators())
{
if ((players[NetPacket.packet.playernum].spectator && !NetPacket.packet.newteam) ||
(!players[NetPacket.packet.playernum].spectator && NetPacket.packet.newteam == 3))
error = true;
}
#ifdef PARANOIA
else
I_Error("Invalid gametype after initial checks!");
#endif
if (error)
{
CONS_Alert(CONS_NOTICE, M_GetText("That player is already on that team!\n"));
return;
}
//additional check for hide and seek. Don't allow change of status after hidetime ends.
if (gametype == GT_HIDEANDSEEK && leveltime >= (hidetime * TICRATE))
{
CONS_Alert(CONS_NOTICE, M_GetText("Hiding time expired; no Hide and Seek status changes allowed!\n"));
return;
}
NetPacket.packet.verification = true; // This signals that it's a server change
usvalue = SHORT(NetPacket.value.l|NetPacket.value.b);
SendNetXCmd(XD_TEAMCHANGE, &usvalue, sizeof(usvalue));
}
//todo: This and the other teamchange functions are getting too long and messy. Needs cleaning.
static void Got_Teamchange(UINT8 **cp, INT32 playernum)
{
changeteam_union NetPacket;
boolean error = false;
NetPacket.value.l = NetPacket.value.b = READINT16(*cp);
if (!G_GametypeHasTeams() && !G_GametypeHasSpectators()) //Make sure you're in the right gametype.
{
// this should never happen unless the client is hacked/buggy
CONS_Alert(CONS_WARNING, M_GetText("Illegal team change received from player %s\n"), player_names[playernum]);
if (server)
{
XBOXSTATIC UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
}
if (NetPacket.packet.verification) // Special marker that the server sent the request
{
if (playernum != serverplayer && (playernum != adminplayer))
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal team change received from player %s\n"), player_names[playernum]);
if (server)
{
XBOXSTATIC UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
return;
}
playernum = NetPacket.packet.playernum;
}
// Prevent multiple changes in one go.
if (G_TagGametype())
{
if (((players[playernum].pflags & PF_TAGIT) && NetPacket.packet.newteam == 1) ||
(!(players[playernum].pflags & PF_TAGIT) && NetPacket.packet.newteam == 2) ||
(players[playernum].spectator && NetPacket.packet.newteam == 0) ||
(!players[playernum].spectator && NetPacket.packet.newteam == 3))
return;
}
else if (G_GametypeHasTeams())
{
if ((NetPacket.packet.newteam && (NetPacket.packet.newteam == (unsigned)players[playernum].ctfteam)) ||
(players[playernum].spectator && !NetPacket.packet.newteam))
return;
}
else if (G_GametypeHasSpectators())
{
if ((players[playernum].spectator && !NetPacket.packet.newteam) ||
(!players[playernum].spectator && NetPacket.packet.newteam == 3))
return;
}
else
{
if (playernum != serverplayer && (playernum != adminplayer))
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal team change received from player %s\n"), player_names[playernum]);
if (server)
{
XBOXSTATIC UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
}
return;
}
//Make sure that the right team number is sent. Keep in mind that normal clients cannot change to certain teams in certain gametypes.
switch (gametype)
{
case GT_HIDEANDSEEK:
//no status changes after hidetime
if (leveltime >= (hidetime * TICRATE))
{
error = true;
break;
}
//fall down
case GT_TAG:
switch (NetPacket.packet.newteam)
{
case 0:
break;
case 1: case 2:
if (!NetPacket.packet.verification)
error = true; //Only admin can change player's IT status' in tag.
break;
case 3: //Join game via console.
if (!NetPacket.packet.verification && !cv_allowteamchange.value)
error = true;
break;
}
break;
default:
#ifdef PARANOIA
if (!G_GametypeHasTeams() && !G_GametypeHasSpectators())
I_Error("Invalid gametype after initial checks!");
#endif
if (!cv_allowteamchange.value)
{
if (!NetPacket.packet.verification && NetPacket.packet.newteam)
error = true; //Only admin can change status, unless changing to spectator.
}
break; //Otherwise, you don't need special permissions.
}
if (server && ((NetPacket.packet.newteam < 0 || NetPacket.packet.newteam > 3) || error))
{
XBOXSTATIC UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
CONS_Alert(CONS_WARNING, M_GetText("Illegal team change received from player %s\n"), player_names[playernum]);
SendNetXCmd(XD_KICK, &buf, 2);
}
//Safety first!
if (players[playernum].mo)
{
if (!players[playernum].spectator)
P_DamageMobj(players[playernum].mo, NULL, NULL, 10000);
else
{
P_RemoveMobj(players[playernum].mo);
players[playernum].mo = NULL;
players[playernum].playerstate = PST_REBORN;
}
}
else
players[playernum].playerstate = PST_REBORN;
//Now that we've done our error checking and killed the player
//if necessary, put the player on the correct team/status.
if (G_TagGametype())
{
if (!NetPacket.packet.newteam)
{
players[playernum].spectator = true;
players[playernum].pflags &= ~PF_TAGIT;
players[playernum].pflags &= ~PF_TAGGED;
}
else if (NetPacket.packet.newteam != 3) // .newteam == 1 or 2.
{
players[playernum].spectator = false;
players[playernum].pflags &= ~PF_TAGGED;//Just in case.
if (NetPacket.packet.newteam == 1) //Make the player IT.
players[playernum].pflags |= PF_TAGIT;
else
players[playernum].pflags &= ~PF_TAGIT;
}
else // Just join the game.
{
players[playernum].spectator = false;
//If joining after hidetime in normal tag, default to being IT.
if (gametype == GT_TAG && (leveltime > (hidetime * TICRATE)))
{
NetPacket.packet.newteam = 1; //minor hack, causes the "is it" message to be printed later.
players[playernum].pflags |= PF_TAGIT; //make the player IT.
}
}
}
else if (G_GametypeHasTeams())
{
if (!NetPacket.packet.newteam)
{
players[playernum].ctfteam = 0;
players[playernum].spectator = true;
}
else
{
players[playernum].ctfteam = NetPacket.packet.newteam;
players[playernum].spectator = false;
}
}
else if (G_GametypeHasSpectators())
{
if (!NetPacket.packet.newteam)
players[playernum].spectator = true;
else
players[playernum].spectator = false;
}
if (NetPacket.packet.autobalance)
{
if (NetPacket.packet.newteam == 1)
CONS_Printf(M_GetText("%s was autobalanced to the %c%s%c.\n"), player_names[playernum], '\x85', M_GetText("Red Team"), '\x80');
else if (NetPacket.packet.newteam == 2)
CONS_Printf(M_GetText("%s was autobalanced to the %c%s%c.\n"), player_names[playernum], '\x84', M_GetText("Blue Team"), '\x80');
}
else if (NetPacket.packet.scrambled)
{
if (NetPacket.packet.newteam == 1)
CONS_Printf(M_GetText("%s was scrambled to the %c%s%c.\n"), player_names[playernum], '\x85', M_GetText("Red Team"), '\x80');
else if (NetPacket.packet.newteam == 2)
CONS_Printf(M_GetText("%s was scrambled to the %c%s%c.\n"), player_names[playernum], '\x84', M_GetText("Blue Team"), '\x80');
}
else if (NetPacket.packet.newteam == 1)
{
if (G_TagGametype())
CONS_Printf(M_GetText("%s is now IT!\n"), player_names[playernum]);
else
CONS_Printf(M_GetText("%s switched to the %c%s%c.\n"), player_names[playernum], '\x85', M_GetText("Red Team"), '\x80');
}
else if (NetPacket.packet.newteam == 2)
{
if (G_TagGametype())
CONS_Printf(M_GetText("%s is no longer IT!\n"), player_names[playernum]);
else
CONS_Printf(M_GetText("%s switched to the %c%s%c.\n"), player_names[playernum], '\x84', M_GetText("Blue Team"), '\x80');
}
else if (NetPacket.packet.newteam == 3)
CONS_Printf(M_GetText("%s entered the game.\n"), player_names[playernum]);
else
CONS_Printf(M_GetText("%s became a spectator.\n"), player_names[playernum]);
//reset view if you are changed, or viewing someone who was changed.
if (playernum == consoleplayer || displayplayer == playernum)
displayplayer = consoleplayer;
if (G_GametypeHasTeams())
{
if (NetPacket.packet.newteam)
{
if (playernum == consoleplayer) //CTF and Team Match colors.
CV_SetValue(&cv_playercolor, NetPacket.packet.newteam + 5);
else if (playernum == secondarydisplayplayer)
CV_SetValue(&cv_playercolor2, NetPacket.packet.newteam + 5);
}
}
// Clear player score and rings if a spectator.
if (players[playernum].spectator)
{
players[playernum].score = 0;
players[playernum].health = 1;
if (players[playernum].mo)
players[playernum].mo->health = 1;
}
// In tag, check to see if you still have a game.
if (G_TagGametype())
P_CheckSurvivors();
}
//
// Attempts to make password system a little sane without
// rewriting the entire goddamn XD_file system
//
#include "md5.h"
static void D_MD5PasswordPass(const UINT8 *buffer, size_t len, const char *salt, void *dest)
{
#ifdef NOMD5
(void)buffer;
(void)len;
(void)salt;
memset(dest, 0, 16);
#else
XBOXSTATIC char tmpbuf[256];
if (len > 256-strlen(salt))
len = 256-strlen(salt);
memcpy(tmpbuf, buffer, len);
strcpy(&tmpbuf[len], salt);
len += strlen(salt);
if (len < 256)
memset(&tmpbuf[len],0,256-len);
// Yes, we intentionally md5 the ENTIRE buffer regardless of size...
md5_buffer(tmpbuf, 256, dest);
#endif
}
#define BASESALT "basepasswordstorage"
static UINT8 adminpassmd5[16];
void D_SetPassword(const char *pw)
{
D_MD5PasswordPass((const UINT8 *)pw, strlen(pw), BASESALT, &adminpassmd5);
}
// Remote Administration
static void Command_Changepassword_f(void)
{
#ifdef NOMD5
// If we have no MD5 support then completely disable XD_LOGIN responses for security.
CONS_Alert(CONS_NOTICE, "Remote administration commands are not supported in this build.\n");
#else
if (!server) // cannot change remotely
{
CONS_Printf(M_GetText("Only the server can use this.\n"));
return;
}
if (COM_Argc() != 2)
{
CONS_Printf(M_GetText("password <password>: change remote admin password\n"));
return;
}
D_SetPassword(COM_Argv(1));
CONS_Printf(M_GetText("Password set.\n"));
#endif
}
static void Command_Login_f(void)
{
#ifdef NOMD5
// If we have no MD5 support then completely disable XD_LOGIN responses for security.
CONS_Alert(CONS_NOTICE, "Remote administration commands are not supported in this build.\n");
#else
XBOXSTATIC UINT8 finalmd5[16];
const char *pw;
// If the server uses login, it will effectively just remove admin privileges
// from whoever has them. This is good.
if (COM_Argc() != 2)
{
CONS_Printf(M_GetText("login <password>: Administrator login\n"));
return;
}
pw = COM_Argv(1);
// Do the base pass to get what the server has (or should?)
D_MD5PasswordPass((const UINT8 *)pw, strlen(pw), BASESALT, &finalmd5);
// Do the final pass to get the comparison the server will come up with
D_MD5PasswordPass(finalmd5, 16, va("PNUM%02d", consoleplayer), &finalmd5);
CONS_Printf(M_GetText("Sending login... (Notice only given if password is correct.)\n"));
SendNetXCmd(XD_LOGIN, finalmd5, 16);
#endif
}
static void Got_Login(UINT8 **cp, INT32 playernum)
{
#ifdef NOMD5
// If we have no MD5 support then completely disable XD_LOGIN responses for security.
(void)cp;
(void)playernum;
#else
UINT8 sentmd5[16], finalmd5[16];
READMEM(*cp, sentmd5, 16);
if (!server)
return;
// Do the final pass to compare with the sent md5
D_MD5PasswordPass(adminpassmd5, 16, va("PNUM%02d", playernum), &finalmd5);
if (!memcmp(sentmd5, finalmd5, 16))
{
CONS_Printf(M_GetText("%s passed authentication.\n"), player_names[playernum]);
COM_BufInsertText(va("verify %d\n", playernum)); // do this immediately
}
else
CONS_Printf(M_GetText("Password from %s failed.\n"), player_names[playernum]);
#endif
}
static void Command_Verify_f(void)
{
XBOXSTATIC char buf[8]; // Should be plenty
char *temp;
INT32 playernum;
if (!server)
{
CONS_Printf(M_GetText("Only the server can use this.\n"));
return;
}
if (COM_Argc() != 2)
{
CONS_Printf(M_GetText("verify <node>: give admin privileges to a node\n"));
return;
}
strlcpy(buf, COM_Argv(1), sizeof (buf));
playernum = atoi(buf);
temp = buf;
WRITEUINT8(temp, playernum);
if (playeringame[playernum])
SendNetXCmd(XD_VERIFIED, buf, 1);
}
static void Got_Verification(UINT8 **cp, INT32 playernum)
{
INT16 num = READUINT8(*cp);
if (playernum != serverplayer) // it's not from the server (hacker or bug)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal verification received from %s (serverplayer is %s)\n"), player_names[playernum], player_names[serverplayer]);
if (server)
{
XBOXSTATIC UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
return;
}
adminplayer = num;
if (num != consoleplayer)
return;
CONS_Printf(M_GetText("You are now a server administrator.\n"));
}
static void Command_MotD_f(void)
{
size_t i, j;
char *mymotd;
if ((j = COM_Argc()) < 2)
{
CONS_Printf(M_GetText("motd <message>: Set a message that clients see upon join.\n"));
return;
}
if (!(server || (adminplayer == consoleplayer)))
{
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
return;
}
mymotd = Z_Malloc(sizeof(motd), PU_STATIC, NULL);
strlcpy(mymotd, COM_Argv(1), sizeof motd);
for (i = 2; i < j; i++)
{
strlcat(mymotd, " ", sizeof motd);
strlcat(mymotd, COM_Argv(i), sizeof motd);
}
// Disallow non-printing characters and semicolons.
for (i = 0; mymotd[i] != '\0'; i++)
if (!isprint(mymotd[i]) || mymotd[i] == ';')
{
Z_Free(mymotd);
return;
}
if ((netgame || multiplayer) && !server)
SendNetXCmd(XD_SETMOTD, mymotd, sizeof(motd));
else
{
strcpy(motd, mymotd);
CONS_Printf(M_GetText("Message of the day set.\n"));
}
Z_Free(mymotd);
}
static void Got_MotD_f(UINT8 **cp, INT32 playernum)
{
char *mymotd = Z_Malloc(sizeof(motd), PU_STATIC, NULL);
INT32 i;
boolean kick = false;
READSTRINGN(*cp, mymotd, sizeof(motd));
// Disallow non-printing characters and semicolons.
for (i = 0; mymotd[i] != '\0'; i++)
if (!isprint(mymotd[i]) || mymotd[i] == ';')
kick = true;
if ((playernum != serverplayer && playernum != adminplayer) || kick)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal motd change received from %s\n"), player_names[playernum]);
if (server)
{
XBOXSTATIC UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
Z_Free(mymotd);
return;
}
strcpy(motd, mymotd);
CONS_Printf(M_GetText("Message of the day set.\n"));
Z_Free(mymotd);
}
static void Command_RunSOC(void)
{
const char *fn;
XBOXSTATIC char buf[255];
size_t length = 0;
if (COM_Argc() != 2)
{
CONS_Printf(M_GetText("runsoc <socfile.soc> or <lumpname>: run a soc\n"));
return;
}
else
fn = COM_Argv(1);
if (netgame && !(server || consoleplayer == adminplayer))
{
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
return;
}
if (!(netgame || multiplayer))
{
if (!P_RunSOC(fn))
CONS_Printf(M_GetText("Could not find SOC.\n"));
else
G_SetGameModified(multiplayer);
return;
}
nameonly(strcpy(buf, fn));
length = strlen(buf)+1;
SendNetXCmd(XD_RUNSOC, buf, length);
}
static void Got_RunSOCcmd(UINT8 **cp, INT32 playernum)
{
char filename[256];
filestatus_t ncs = FS_NOTFOUND;
if (playernum != serverplayer && playernum != adminplayer)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal runsoc command received from %s\n"), player_names[playernum]);
if (server)
{
XBOXSTATIC UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
return;
}
READSTRINGN(*cp, filename, 255);
// Maybe add md5 support?
if (strstr(filename, ".soc") != NULL)
{
ncs = findfile(filename,NULL,true);
if (ncs != FS_FOUND)
{
Command_ExitGame_f();
if (ncs == FS_NOTFOUND)
{
CONS_Printf(M_GetText("The server tried to add %s,\nbut you don't have this file.\nYou need to find it in order\nto play on this server.\n"), filename);
M_StartMessage(va("The server added a file\n(%s)\nthat you do not have.\n\nPress ESC\n",filename), NULL, MM_NOTHING);
}
else
{
CONS_Printf(M_GetText("Unknown error finding soc file (%s) the server added.\n"), filename);
M_StartMessage(va("Unknown error trying to load a file\nthat the server added\n(%s).\n\nPress ESC\n",filename), NULL, MM_NOTHING);
}
return;
}
}
P_RunSOC(filename);
G_SetGameModified(true);
}
/** Adds a pwad at runtime.
* Searches for sounds, maps, music, new images.
*/
static void Command_Addfile(void)
{
const char *fn, *p;
XBOXSTATIC char buf[256];
char *buf_p = buf;
INT32 i;
if (COM_Argc() != 2)
{
CONS_Printf(M_GetText("addfile <wadfile.wad>: load wad file\n"));
return;
}
else
fn = COM_Argv(1);
// Disallow non-printing characters and semicolons.
for (i = 0; fn[i] != '\0'; i++)
if (!isprint(fn[i]) || fn[i] == ';')
return;
if (!W_VerifyNMUSlumps(fn))
{
// ... But only so long as they contain nothing more then music and sprites.
if (netgame && !(server || adminplayer == consoleplayer))
{
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
return;
}
G_SetGameModified(multiplayer);
}
// Add file on your client directly if it is trivial, or you aren't in a netgame.
if (!(netgame || multiplayer) || W_VerifyNMUSlumps(fn))
{
P_AddWadFile(fn, NULL);
return;
}
p = fn+strlen(fn);
while(--p >= fn)
if (*p == '\\' || *p == '/' || *p == ':')
break;
++p;
WRITESTRINGN(buf_p,p,240);
{
UINT8 md5sum[16];
#ifdef NOMD5
memset(md5sum,0,16);
#else
FILE *fhandle;
fhandle = fopen(fn, "rb");
if (fhandle)
{
tic_t t = I_GetTime();
CONS_Debug(DBG_SETUP, "Making MD5 for %s\n",fn);
md5_stream(fhandle, md5sum);
CONS_Debug(DBG_SETUP, "MD5 calc for %s took %f second\n", fn, (float)(I_GetTime() - t)/TICRATE);
fclose(fhandle);
}
else
{
CONS_Printf(M_GetText("File %s not found.\n"), fn);
return;
}
#endif
WRITEMEM(buf_p, md5sum, 16);
}
if (adminplayer == consoleplayer) // Request to add file
SendNetXCmd(XD_REQADDFILE, buf, buf_p - buf);
else
SendNetXCmd(XD_ADDFILE, buf, buf_p - buf);
}
#ifdef DELFILE
/** removes the last added pwad at runtime.
* Searches for sounds, maps, music and images to remove
*/
static void Command_Delfile(void)
{
if (gamestate == GS_LEVEL)
{
CONS_Printf(M_GetText("You must NOT be in a level to use this.\n"));
return;
}
if (netgame && !(server || adminplayer == consoleplayer))
{
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
return;
}
if (numwadfiles <= mainwads)
{
CONS_Printf(M_GetText("No additional WADs are loaded.\n"));
return;
}
if (!(netgame || multiplayer))
{
P_DelWadFile();
if (mainwads == numwadfiles && modifiedgame)
modifiedgame = false;
return;
}
SendNetXCmd(XD_DELFILE, NULL, 0);
}
#endif
static void Got_RequestAddfilecmd(UINT8 **cp, INT32 playernum)
{
char filename[241];
filestatus_t ncs = FS_NOTFOUND;
UINT8 md5sum[16];
boolean kick = false;
INT32 i;
READSTRINGN(*cp, filename, 240);
READMEM(*cp, md5sum, 16);
// Only the server processes this message.
if (!server)
return;
// Disallow non-printing characters and semicolons.
for (i = 0; filename[i] != '\0'; i++)
if (!isprint(filename[i]) || filename[i] == ';')
kick = true;
if ((playernum != serverplayer && playernum != adminplayer) || kick)
{
XBOXSTATIC UINT8 buf[2];
CONS_Alert(CONS_WARNING, M_GetText("Illegal addfile command received from %s\n"), player_names[playernum]);
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
return;
}
ncs = findfile(filename,md5sum,true);
if (ncs != FS_FOUND)
{
char message[256];
if (ncs == FS_NOTFOUND)
sprintf(message, M_GetText("The server doesn't have %s\n"), filename);
else if (ncs == FS_MD5SUMBAD)
sprintf(message, M_GetText("Checksum mismatch on %s\n"), filename);
else
sprintf(message, M_GetText("Unknown error finding wad file (%s)\n"), filename);
CONS_Printf("%s",message);
if (adminplayer)
COM_BufAddText(va("sayto %d %s", adminplayer, message));
return;
}
COM_BufAddText(va("addfile %s\n", filename));
}
#ifdef DELFILE
static void Got_Delfilecmd(UINT8 **cp, INT32 playernum)
{
if (playernum != serverplayer && playernum != adminplayer)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal delfile command received from %s\n"), player_names[playernum]);
if (server)
{
XBOXSTATIC UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
return;
}
(void)cp;
if (numwadfiles <= mainwads) //sanity
return;
P_DelWadFile();
if (mainwads == numwadfiles && modifiedgame)
modifiedgame = false;
}
#endif
static void Got_Addfilecmd(UINT8 **cp, INT32 playernum)
{
char filename[241];
filestatus_t ncs = FS_NOTFOUND;
UINT8 md5sum[16];
READSTRINGN(*cp, filename, 240);
READMEM(*cp, md5sum, 16);
if (playernum != serverplayer)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal addfile command received from %s\n"), player_names[playernum]);
if (server)
{
XBOXSTATIC UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
return;
}
ncs = findfile(filename,md5sum,true);
if (ncs != FS_FOUND)
{
Command_ExitGame_f();
if (ncs == FS_NOTFOUND)
{
CONS_Printf(M_GetText("The server tried to add %s,\nbut you don't have this file.\nYou need to find it in order\nto play on this server."), filename);
M_StartMessage(va("The server added a file \n(%s)\nthat you do not have.\n\nPress ESC\n",filename), NULL, MM_NOTHING);
}
else if (ncs == FS_MD5SUMBAD)
{
CONS_Printf(M_GetText("Checksum mismatch while loading %s.\nMake sure you have the copy of\nthis file that the server has.\n"), filename);
M_StartMessage(va("Checksum mismatch while loading \n%s.\nThe server seems to have a\ndifferent version of this file.\n\nPress ESC\n",filename), NULL, MM_NOTHING);
}
else
{
CONS_Printf(M_GetText("Unknown error finding wad file (%s) the server added.\n"), filename);
M_StartMessage(va("Unknown error trying to load a file\nthat the server added \n(%s).\n\nPress ESC\n",filename), NULL, MM_NOTHING);
}
return;
}
P_AddWadFile(filename, NULL);
G_SetGameModified(true);
}
static void Command_ListWADS_f(void)
{
INT32 i = numwadfiles;
char *tempname;
CONS_Printf(M_GetText("There are %d wads loaded:\n"),numwadfiles);
for (i--; i; i--)
{
nameonly(tempname = va("%s", wadfiles[i]->filename));
if (i >= mainwads)
CONS_Printf(" %.2d: %s\n", i, tempname);
else
CONS_Printf("* %.2d: %s\n", i, tempname);
}
CONS_Printf(" IWAD: %s\n", wadfiles[0]->filename);
}
// =========================================================================
// MISC. COMMANDS
// =========================================================================
/** Prints program version.
*/
static void Command_Version_f(void)
{
CONS_Printf("Sonic Robo Blast 2 %s (%s %s %s)\n", VERSIONSTRING, compdate, comptime, comprevision);
}
#ifdef UPDATE_ALERT
static void Command_ModDetails_f(void)
{
CONS_Printf(M_GetText("Mod ID: %d\nMod Version: %d\nCode Base:%d\n"), MODID, MODVERSION, CODEBASE);
}
#endif
// Returns current gametype being used.
//
static void Command_ShowGametype_f(void)
{
CONS_Printf(M_GetText("Current gametype is %d\n"), gametype);
}
// Moves the NiGHTS player to another axis within the current mare
// Only for development purposes.
//
static void Command_JumpToAxis_f(void)
{
if (!cv_debug)
CONS_Printf(M_GetText("DEVMODE must be enabled.\n"));
if (COM_Argc() != 2)
{
CONS_Printf(M_GetText("jumptoaxis <axisnum>: Jump to axis within current mare.\n"));
return;
}
P_TransferToAxis(&players[consoleplayer], atoi(COM_Argv(1)));
}
/** Plays the intro.
*/
static void Command_Playintro_f(void)
{
if (netgame)
return;
F_StartIntro();
}
/** Quits the game immediately.
*/
FUNCNORETURN static ATTRNORETURN void Command_Quit_f(void)
{
I_Quit();
}
void ItemFinder_OnChange(void)
{
if (!cv_itemfinder.value)
return; // it's fine.
if (!M_SecretUnlocked(SECRET_ITEMFINDER))
{
CONS_Printf(M_GetText("You haven't earned this yet.\n"));
CV_StealthSetValue(&cv_itemfinder, 0);
return;
}
else if (netgame || multiplayer)
{
CONS_Printf(M_GetText("This only works in single player.\n"));
CV_StealthSetValue(&cv_itemfinder, 0);
return;
}
}
/** Deals with a pointlimit change by printing the change to the console.
* If the gametype is single player, cooperative, or race, the pointlimit is
* silently disabled again.
*
* Timelimit and pointlimit can be used at the same time.
*
* We don't check immediately for the pointlimit having been reached,
* because you would get "caught" when turning it up in the menu.
* \sa cv_pointlimit, TimeLimit_OnChange
* \author Graue <graue@oceanbase.org>
*/
static void PointLimit_OnChange(void)
{
// Don't allow pointlimit in Single Player/Co-Op/Race!
if (server && Playing() && G_PlatformGametype())
{
if (cv_pointlimit.value)
CV_StealthSetValue(&cv_pointlimit, 0);
return;
}
if (cv_pointlimit.value)
{
CONS_Printf(M_GetText("Levels will end after %s scores %d point%s.\n"),
G_GametypeHasTeams() ? M_GetText("a team") : M_GetText("someone"),
cv_pointlimit.value,
cv_pointlimit.value > 1 ? "s" : "");
}
else if (netgame || multiplayer)
CONS_Printf(M_GetText("Point limit disabled\n"));
}
static void NumLaps_OnChange(void)
{
// Just don't be verbose
if (gametype == GT_RACE)
CONS_Printf(M_GetText("Number of laps set to %d\n"), cv_numlaps.value);
}
static void NetTimeout_OnChange(void)
{
connectiontimeout = (tic_t)cv_nettimeout.value;
}
UINT32 timelimitintics = 0;
/** Deals with a timelimit change by printing the change to the console.
* If the gametype is single player, cooperative, or race, the timelimit is
* silently disabled again.
*
* Timelimit and pointlimit can be used at the same time.
*
* \sa cv_timelimit, PointLimit_OnChange
*/
static void TimeLimit_OnChange(void)
{
// Don't allow timelimit in Single Player/Co-Op/Race!
if (server && Playing() && cv_timelimit.value != 0 && G_PlatformGametype())
{
CV_SetValue(&cv_timelimit, 0);
return;
}
if (cv_timelimit.value != 0)
{
CONS_Printf(M_GetText("Levels will end after %d minute%s.\n"),cv_timelimit.value,cv_timelimit.value == 1 ? "" : "s"); // Graue 11-17-2003
timelimitintics = cv_timelimit.value * 60 * TICRATE;
//add hidetime for tag too!
if (G_TagGametype())
timelimitintics += hidetime * TICRATE;
// Note the deliberate absence of any code preventing
// pointlimit and timelimit from being set simultaneously.
// Some people might like to use them together. It works.
}
else if (netgame || multiplayer)
CONS_Printf(M_GetText("Time limit disabled\n"));
}
/** Adjusts certain settings to match a changed gametype.
*
* \param lastgametype The gametype we were playing before now.
* \sa D_MapChange
* \author Graue <graue@oceanbase.org>
* \todo Get rid of the hardcoded stuff, ugly stuff, etc.
*/
void D_GameTypeChanged(INT32 lastgametype)
{
if (netgame)
{
INT32 j;
const char *oldgt = NULL, *newgt = NULL;
for (j = 0; gametype_cons_t[j].strvalue; j++)
{
if (gametype_cons_t[j].value == lastgametype)
oldgt = gametype_cons_t[j].strvalue;
if (gametype_cons_t[j].value == gametype)
newgt = gametype_cons_t[j].strvalue;
}
if (oldgt && newgt)
CONS_Printf(M_GetText("Gametype was changed from %s to %s\n"), oldgt, newgt);
}
// Only do the following as the server, not as remote admin.
// There will always be a server, and this only needs to be done once.
if (server && (multiplayer || netgame))
{
if (gametype == GT_COMPETITION || gametype == GT_COOP)
CV_SetValue(&cv_itemrespawn, 0);
else if (!cv_itemrespawn.changed)
CV_SetValue(&cv_itemrespawn, 1);
switch (gametype)
{
#ifdef CHAOSISNOTDEADYET
case GT_CHAOS:
if (!cv_timelimit.changed && !cv_pointlimit.changed) // user hasn't changed limits
{
// default settings for chaos: timelimit 2 mins, no pointlimit
CV_SetValue(&cv_pointlimit, 0);
CV_SetValue(&cv_timelimit, 2);
}
if (!cv_itemrespawntime.changed)
CV_SetValue(&cv_itemrespawntime, 90); // respawn sparingly in chaos
break;
#endif
case GT_MATCH:
case GT_TEAMMATCH:
if (!cv_timelimit.changed && !cv_pointlimit.changed) // user hasn't changed limits
{
// default settings for match: timelimit 10 mins, no pointlimit
CV_SetValue(&cv_pointlimit, 0);
CV_SetValue(&cv_timelimit, 10);
}
if (!cv_itemrespawntime.changed)
CV_Set(&cv_itemrespawntime, cv_itemrespawntime.defaultvalue); // respawn normally
break;
case GT_TAG:
case GT_HIDEANDSEEK:
if (!cv_timelimit.changed && !cv_pointlimit.changed) // user hasn't changed limits
{
// default settings for tag: 5 mins, no pointlimit
// Note that tag mode also uses an alternate timing mechanism in tandem with timelimit.
CV_SetValue(&cv_timelimit, 5);
CV_SetValue(&cv_pointlimit, 0);
}
if (!cv_itemrespawntime.changed)
CV_Set(&cv_itemrespawntime, cv_itemrespawntime.defaultvalue); // respawn normally
break;
case GT_CTF:
if (!cv_timelimit.changed && !cv_pointlimit.changed) // user hasn't changed limits
{
// default settings for CTF: no timelimit, pointlimit 5
CV_SetValue(&cv_timelimit, 0);
CV_SetValue(&cv_pointlimit, 5);
}
if (!cv_itemrespawntime.changed)
CV_Set(&cv_itemrespawntime, cv_itemrespawntime.defaultvalue); // respawn normally
break;
}
}
else if (!multiplayer && !netgame)
{
gametype = GT_COOP;
// These shouldn't matter anymore
//CV_Set(&cv_itemrespawntime, cv_itemrespawntime.defaultvalue);
//CV_SetValue(&cv_itemrespawn, 0);
}
// reset timelimit and pointlimit in race/coop, prevent stupid cheats
if (server)
{
if (G_PlatformGametype())
{
if (cv_timelimit.value)
CV_SetValue(&cv_timelimit, 0);
if (cv_pointlimit.value)
CV_SetValue(&cv_pointlimit, 0);
}
else if ((cv_pointlimit.changed || cv_timelimit.changed) && cv_pointlimit.value)
{
if (lastgametype != GT_CTF && gametype == GT_CTF)
CV_SetValue(&cv_pointlimit, cv_pointlimit.value / 500);
else if (lastgametype == GT_CTF && gametype != GT_CTF)
CV_SetValue(&cv_pointlimit, cv_pointlimit.value * 500);
}
}
// When swapping to a gametype that supports spectators,
// make everyone a spectator initially.
if (!splitscreen && (G_GametypeHasSpectators()))
{
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
{
players[i].ctfteam = 0;
players[i].spectator = true;
}
}
// don't retain teams in other modes or between changes from ctf to team match.
// also, stop any and all forms of team scrambling that might otherwise take place.
if (G_GametypeHasTeams())
{
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
players[i].ctfteam = 0;
if (server || (adminplayer == consoleplayer))
{
CV_StealthSetValue(&cv_teamscramble, 0);
teamscramble = 0;
}
}
}
static void Ringslinger_OnChange(void)
{
if (!M_SecretUnlocked(SECRET_PANDORA) && !netgame && cv_ringslinger.value && !cv_debug)
{
CONS_Printf(M_GetText("You haven't earned this yet.\n"));
CV_StealthSetValue(&cv_ringslinger, 0);
return;
}
if (cv_ringslinger.value) // Only if it's been turned on
G_SetGameModified(multiplayer);
}
static void Gravity_OnChange(void)
{
if (!M_SecretUnlocked(SECRET_PANDORA) && !netgame && !cv_debug
&& strcmp(cv_gravity.string, cv_gravity.defaultvalue))
{
CONS_Printf(M_GetText("You haven't earned this yet.\n"));
CV_StealthSet(&cv_gravity, cv_gravity.defaultvalue);
return;
}
#ifndef NETGAME_GRAVITY
if(netgame)
{
CV_StealthSet(&cv_gravity, cv_gravity.defaultvalue);
return;
}
#endif
if (!CV_IsSetToDefault(&cv_gravity))
G_SetGameModified(multiplayer);
gravity = cv_gravity.value;
}
static void SoundTest_OnChange(void)
{
if (cv_soundtest.value < 0)
{
CV_SetValue(&cv_soundtest, NUMSFX-1);
return;
}
if (cv_soundtest.value >= NUMSFX)
{
CV_SetValue(&cv_soundtest, 0);
return;
}
S_StopSounds();
S_StartSound(NULL, cv_soundtest.value);
}
static void AutoBalance_OnChange(void)
{
autobalance = (INT16)cv_autobalance.value;
}
static void TeamScramble_OnChange(void)
{
INT16 i = 0, j = 0, playercount = 0;
boolean repick = true;
INT32 blue = 0, red = 0;
INT32 maxcomposition = 0;
INT16 newteam = 0;
INT32 retries = 0;
boolean success = false;
// Don't trigger outside level or intermission!
if (!(gamestate == GS_LEVEL || gamestate == GS_INTERMISSION))
return;
if (!cv_teamscramble.value)
teamscramble = 0;
if (!G_GametypeHasTeams() && (server || consoleplayer == adminplayer))
{
CONS_Alert(CONS_NOTICE, M_GetText("This command cannot be used in this gametype.\n"));
CV_StealthSetValue(&cv_teamscramble, 0);
return;
}
// If a team scramble is already in progress, do not allow another one to be started!
if (teamscramble)
return;
retryscramble:
// Clear related global variables. These will get used again in p_tick.c/y_inter.c as the teams are scrambled.
memset(&scrambleplayers, 0, sizeof(scrambleplayers));
memset(&scrambleteams, 0, sizeof(scrambleplayers));
scrambletotal = scramblecount = 0;
blue = red = maxcomposition = newteam = playercount = 0;
repick = true;
// Put each player's node in the array.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && !players[i].spectator)
{
scrambleplayers[playercount] = i;
playercount++;
}
}
if (playercount < 2)
{
CV_StealthSetValue(&cv_teamscramble, 0);
return; // Don't scramble one or zero players.
}
// Randomly place players on teams.
if (cv_teamscramble.value == 1)
{
maxcomposition = playercount / 2;
// Now randomly assign players to teams.
// If the teams get out of hand, assign the rest to the other team.
for (i = 0; i < playercount; i++)
{
if (repick)
newteam = (INT16)((M_Random() % 2) + 1);
// One team has the most players they can get, assign the rest to the other team.
if (red == maxcomposition || blue == maxcomposition)
{
if (red == maxcomposition)
newteam = 2;
else if (blue == maxcomposition)
newteam = 1;
repick = false;
}
scrambleteams[i] = newteam;
if (newteam == 1)
red++;
else
blue++;
}
}
else if (cv_teamscramble.value == 2) // Same as before, except split teams based on current score.
{
// Now, sort the array based on points scored.
for (i = 1; i < playercount; i++)
{
for (j = i; j < playercount; j++)
{
INT16 tempplayer = 0;
if ((players[scrambleplayers[i-1]].score > players[scrambleplayers[j]].score))
{
tempplayer = scrambleplayers[i-1];
scrambleplayers[i-1] = scrambleplayers[j];
scrambleplayers[j] = tempplayer;
}
}
}
// Now assign players to teams based on score. Scramble in pairs.
// If there is an odd number, one team will end up with the unlucky slob who has no points. =(
for (i = 0; i < playercount; i++)
{
if (repick)
{
newteam = (INT16)((M_Random() % 2) + 1);
repick = false;
}
else
{
// We will only randomly pick the team for the first guy.
// Otherwise, just alternate back and forth, distributing players.
if (newteam == 1)
newteam = 2;
else
newteam = 1;
}
scrambleteams[i] = newteam;
}
}
// Check to see if our random selection actually
// changed anybody. If not, we run through and try again.
for (i = 0; i < playercount; i++)
{
if (players[scrambleplayers[i]].ctfteam != scrambleteams[i])
success = true;
}
if (!success && retries < 5)
{
retries++;
goto retryscramble; //try again
}
// Display a witty message, but only during scrambles specifically triggered by an admin.
if (cv_teamscramble.value)
{
scrambletotal = playercount;
teamscramble = (INT16)cv_teamscramble.value;
if (!(gamestate == GS_INTERMISSION && cv_scrambleonchange.value))
CONS_Printf(M_GetText("Teams will be scrambled next round.\n"));
}
}
static void Hidetime_OnChange(void)
{
if (Playing() && G_TagGametype() && leveltime >= (hidetime * TICRATE))
{
// Don't allow hidetime changes after it expires.
CV_StealthSetValue(&cv_hidetime, hidetime);
return;
}
hidetime = cv_hidetime.value;
//uh oh, gotta change timelimitintics now too
if (G_TagGametype())
timelimitintics = (cv_timelimit.value * 60 * TICRATE) + (hidetime * TICRATE);
}
static void Command_Showmap_f(void)
{
if (gamestate == GS_LEVEL)
{
if (mapheaderinfo[gamemap-1]->actnum)
CONS_Printf("%s (%d): %s %d\n", G_BuildMapName(gamemap), gamemap, mapheaderinfo[gamemap-1]->lvlttl, mapheaderinfo[gamemap-1]->actnum);
else
CONS_Printf("%s (%d): %s\n", G_BuildMapName(gamemap), gamemap, mapheaderinfo[gamemap-1]->lvlttl);
}
else
CONS_Printf(M_GetText("You must be in a level to use this.\n"));
}
static void Command_Mapmd5_f(void)
{
if (gamestate == GS_LEVEL)
{
INT32 i;
char md5tmp[33];
for (i = 0; i < 16; ++i)
sprintf(&md5tmp[i*2], "%02x", mapmd5[i]);
CONS_Printf("%s: %s\n", G_BuildMapName(gamemap), md5tmp);
}
else
CONS_Printf(M_GetText("You must be in a level to use this.\n"));
}
static void Command_ExitLevel_f(void)
{
if (!(netgame || (multiplayer && gametype != GT_COOP)) && !cv_debug)
CONS_Printf(M_GetText("This only works in a netgame.\n"));
else if (!(server || (adminplayer == consoleplayer)))
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
else if (gamestate != GS_LEVEL || demoplayback)
CONS_Printf(M_GetText("You must be in a level to use this.\n"));
else
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
}
static void Got_ExitLevelcmd(UINT8 **cp, INT32 playernum)
{
(void)cp;
// Ignore duplicate XD_EXITLEVEL commands.
if (gameaction == ga_completed)
return;
if (playernum != serverplayer && playernum != adminplayer)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal exitlevel command received from %s\n"), player_names[playernum]);
if (server)
{
XBOXSTATIC UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
return;
}
G_ExitLevel();
}
/** Prints the number of the displayplayer.
*
* \todo Possibly remove this; it was useful for debugging at one point.
*/
static void Command_Displayplayer_f(void)
{
CONS_Printf(M_GetText("Displayplayer is %d\n"), displayplayer);
}
static void Command_Skynum_f(void)
{
if (!cv_debug)
{
CONS_Printf(M_GetText("DEVMODE must be enabled.\n"));
CONS_Printf(M_GetText("If you want to change the sky interactively on a map, use the linedef executor feature instead.\n"));
return;
}
if (netgame || multiplayer)
{
CONS_Printf(M_GetText("This only works in single player.\n"));
return;
}
if (COM_Argc() != 2)
{
CONS_Printf(M_GetText("skynum <sky#>: change the sky\n"));
return;
}
CONS_Printf(M_GetText("Previewing sky %s...\n"), COM_Argv(1));
P_SetupLevelSky(atoi(COM_Argv(1)), false);
}
static void Command_Tunes_f(void)
{
const char *tunearg;
UINT16 tune, track = 0;
const size_t argc = COM_Argc();
if (argc < 2) //tunes slot ...
{
CONS_Printf("tunes <slot #/map name/\"default\"> <speed> <track>:\n");
CONS_Printf(M_GetText("Play a music slot at a set speed (\"1\" being normal speed).\n"));
CONS_Printf(M_GetText("If the format supports multiple songs, you can specify which one to play.\n"));
CONS_Printf(M_GetText("The current tune is: %d\nThe current track is: %d\n"),
(mapmusic & MUSIC_SONGMASK), ((mapmusic & MUSIC_TRACKMASK) >> MUSIC_TRACKSHIFT));
return;
}
tunearg = COM_Argv(1);
tune = (UINT16)atoi(tunearg);
track = 0;
if (!strcasecmp(tunearg, "default"))
{
tune = mapheaderinfo[gamemap-1]->musicslot;
track = mapheaderinfo[gamemap-1]->musicslottrack;
}
else if (toupper(tunearg[0]) >= 'A' && toupper(tunearg[0]) <= 'Z')
tune = (UINT16)M_MapNumber(tunearg[0], tunearg[1]);
if (tune >= NUMMUSIC)
{
CONS_Alert(CONS_NOTICE, M_GetText("Valid slots are 1 to %d, or 0 to stop music\n"), NUMMUSIC - 1);
return;
}
if (argc > 3)
track = (UINT16)atoi(COM_Argv(3))-1;
mapmusic = tune | (track << MUSIC_TRACKSHIFT);
if (tune == mus_None)
S_StopMusic();
else
S_ChangeMusic(mapmusic, true);
if (argc > 2)
{
float speed = (float)atof(COM_Argv(2));
if (speed > 0.0f)
S_SpeedMusic(speed);
}
}
/** Quits a game and returns to the title screen.
*
*/
void Command_ExitGame_f(void)
{
INT32 i;
D_QuitNetGame();
CL_Reset();
CV_ClearChangedFlags();
for (i = 0; i < MAXPLAYERS; i++)
CL_ClearPlayer(i);
splitscreen = false;
SplitScreen_OnChange();
botingame = false;
botskin = 0;
cv_debug = 0;
emeralds = 0;
if (!modeattacking)
D_StartTitle();
}
void Command_Retry_f(void)
{
if (!(gamestate == GS_LEVEL || gamestate == GS_INTERMISSION))
CONS_Printf(M_GetText("You must be in a level to use this.\n"));
else if (netgame || multiplayer)
CONS_Printf(M_GetText("This only works in single player.\n"));
else if (!&players[consoleplayer] || players[consoleplayer].lives <= 1)
CONS_Printf(M_GetText("You can't retry without any lives remaining!\n"));
else if (G_IsSpecialStage(gamemap))
CONS_Printf(M_GetText("You can't retry special stages!\n"));
else
{
M_ClearMenus(true);
G_SetRetryFlag();
}
}
#ifdef NETGAME_DEVMODE
// Allow the use of devmode in netgames.
static void Fishcake_OnChange(void)
{
cv_debug = cv_fishcake.value;
// consvar_t's get changed to default when registered
// so don't make modifiedgame always on!
if (cv_debug)
{
G_SetGameModified(multiplayer);
}
else if (cv_debug != cv_fishcake.value)
CV_SetValue(&cv_fishcake, cv_debug);
}
#endif
/** Reports to the console whether or not the game has been modified.
*
* \todo Make it obvious, so a console command won't be necessary.
* \sa modifiedgame
* \author Graue <graue@oceanbase.org>
*/
static void Command_Isgamemodified_f(void)
{
if (savemoddata)
CONS_Printf(M_GetText("modifiedgame is true, but you can save emblem and time data in this mod.\n"));
else if (modifiedgame)
CONS_Printf(M_GetText("modifiedgame is true, secrets will not be unlocked\n"));
else
CONS_Printf(M_GetText("modifiedgame is false, you can unlock secrets\n"));
}
static void Command_Cheats_f(void)
{
if (COM_CheckParm("off"))
{
CV_ResetCheatNetVars();
return;
}
if (CV_CheatsEnabled())
{
CONS_Printf(M_GetText("At least one CHEAT-marked variable has been changed -- Cheats are enabled.\n"));
CONS_Printf(M_GetText("Type CHEATS OFF to reset all cheat variables to default."));
}
else
CONS_Printf(M_GetText("No CHEAT-marked variables are changed -- Cheats are disabled.\n"));
}
#ifdef _DEBUG
static void Command_Togglemodified_f(void)
{
modifiedgame = !modifiedgame;
}
#ifdef HAVE_BLUA
extern UINT8 *save_p;
static void Command_Archivetest_f(void)
{
UINT8 *buf;
UINT32 i, wrote;
thinker_t *th;
if (gamestate != GS_LEVEL)
{
CONS_Printf("This command only works in-game, you dummy.\n");
return;
}
// assign mobjnum
i = 0;
for (th = thinkercap.next; th != &thinkercap; th = th->next)
if (th->function.acp1 == (actionf_p1)P_MobjThinker)
((mobj_t *)th)->mobjnum = i++;
// allocate buffer
buf = save_p = ZZ_Alloc(1024);
// test archive
CONS_Printf("LUA_Archive...\n");
LUA_Archive();
WRITEUINT8(save_p, 0x7F);
wrote = (UINT32)(save_p-buf);
// clear Lua state, so we can really see what happens!
CONS_Printf("Clearing state!\n");
LUA_ClearExtVars();
// test unarchive
save_p = buf;
CONS_Printf("LUA_UnArchive...\n");
LUA_UnArchive();
i = READUINT8(save_p);
if (i != 0x7F || wrote != (UINT32)(save_p-buf))
CONS_Printf("Savegame corrupted. (write %u, read %u)\n", wrote, (UINT32)(save_p-buf));
// free buffer
Z_Free(buf);
CONS_Printf("Done. No crash.\n");
}
#endif
#endif
/** Makes a change to ::cv_forceskin take effect immediately.
*
* \todo Move the enforcement code out of SendNameAndColor() so this hack
* isn't needed.
* \sa Command_SetForcedSkin_f, cv_forceskin, forcedskin
* \author Graue <graue@oceanbase.org>
*/
static void ForceSkin_OnChange(void)
{
if ((server || adminplayer == consoleplayer) && (cv_forceskin.value < -1 || cv_forceskin.value >= numskins))
{
if (cv_forceskin.value == -2)
CV_SetValue(&cv_forceskin, numskins-1);
else
{
// hack because I can't restrict this and still allow added skins to be used with forceskin.
if (!menuactive)
CONS_Printf(M_GetText("Valid skin numbers are 0 to %d (-1 disables)\n"), numskins - 1);
CV_SetValue(&cv_forceskin, -1);
}
return;
}
// NOT in SP, silly!
if (!(netgame || multiplayer))
return;
if (cv_forceskin.value < 0)
CONS_Printf("The server has lifted the forced skin restrictions.\n");
else
{
CONS_Printf("The server is restricting all players to skin \"%s\".\n",skins[cv_forceskin.value].name);
ForceAllSkins(cv_forceskin.value);
}
}
//Allows the player's name to be changed if cv_mute is off.
static void Name_OnChange(void)
{
if (cv_mute.value && !(server || adminplayer == consoleplayer))
{
CONS_Alert(CONS_NOTICE, M_GetText("You may not change your name when chat is muted.\n"));
CV_StealthSet(&cv_playername, player_names[consoleplayer]);
}
else
SendNameAndColor();
}
static void Name2_OnChange(void)
{
if (cv_mute.value) //Secondary player can't be admin.
{
CONS_Alert(CONS_NOTICE, M_GetText("You may not change your name when chat is muted.\n"));
CV_StealthSet(&cv_playername2, player_names[secondarydisplayplayer]);
}
else
SendNameAndColor2();
}
/** Sends a skin change for the console player, unless that player is moving.
* \sa cv_skin, Skin2_OnChange, Color_OnChange
* \author Graue <graue@oceanbase.org>
*/
static void Skin_OnChange(void)
{
if (CanChangeSkin(consoleplayer) && !P_PlayerMoving(consoleplayer))
SendNameAndColor();
else
{
CONS_Alert(CONS_NOTICE, M_GetText("You can't change your skin at the moment.\n"));
CV_StealthSet(&cv_skin, skins[players[consoleplayer].skin].name);
}
}
/** Sends a skin change for the secondary splitscreen player, unless that
* player is moving.
* \sa cv_skin2, Skin_OnChange, Color2_OnChange
* \author Graue <graue@oceanbase.org>
*/
static void Skin2_OnChange(void)
{
if (CanChangeSkin(secondarydisplayplayer) && !P_PlayerMoving(secondarydisplayplayer))
SendNameAndColor2();
else
{
CONS_Alert(CONS_NOTICE, M_GetText("You can't change your skin at the moment.\n"));
CV_StealthSet(&cv_skin2, skins[players[secondarydisplayplayer].skin].name);
}
}
/** Sends a color change for the console player, unless that player is moving.
* \sa cv_playercolor, Color2_OnChange, Skin_OnChange
* \author Graue <graue@oceanbase.org>
*/
static void Color_OnChange(void)
{
if (!P_PlayerMoving(consoleplayer))
{
// Color change menu scrolling fix is no longer necessary
SendNameAndColor();
}
else
{
CV_StealthSetValue(&cv_playercolor,
players[consoleplayer].skincolor);
}
}
/** Sends a color change for the secondary splitscreen player, unless that
* player is moving.
* \sa cv_playercolor2, Color_OnChange, Skin2_OnChange
* \author Graue <graue@oceanbase.org>
*/
static void Color2_OnChange(void)
{
if (!P_PlayerMoving(secondarydisplayplayer))
{
// Color change menu scrolling fix is no longer necessary
SendNameAndColor2();
}
else
{
CV_StealthSetValue(&cv_playercolor2,
players[secondarydisplayplayer].skincolor);
}
}
/** Displays the result of the chat being muted or unmuted.
* The server or remote admin should already know and be able to talk
* regardless, so this is only displayed to clients.
*
* \sa cv_mute
* \author Graue <graue@oceanbase.org>
*/
static void Mute_OnChange(void)
{
if (server || (adminplayer == consoleplayer))
return;
if (cv_mute.value)
CONS_Printf(M_GetText("Chat has been muted.\n"));
else
CONS_Printf(M_GetText("Chat is no longer muted.\n"));
}
/** Hack to clear all changed flags after game start.
* A lot of code (written by dummies, obviously) uses COM_BufAddText() to run
* commands and change consvars, especially on game start. This is problematic
* because CV_ClearChangedFlags() needs to get called on game start \b after
* all those commands are run.
*
* Here's how it's done: the last thing in COM_BufAddText() is "dummyconsvar
* 1", so we end up here, where dummyconsvar is reset to 0 and all the changed
* flags are set to 0.
*
* \todo Fix the aforementioned code and make this hack unnecessary.
* \sa cv_dummyconsvar
* \author Graue <graue@oceanbase.org>
*/
static void DummyConsvar_OnChange(void)
{
if (cv_dummyconsvar.value == 1)
{
CV_SetValue(&cv_dummyconsvar, 0);
CV_ClearChangedFlags();
}
}
static void Command_ShowScores_f(void)
{
UINT8 i;
if (!(netgame || multiplayer))
{
CONS_Printf(M_GetText("This only works in a netgame.\n"));
return;
}
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
// FIXME: %lu? what's wrong with %u? ~Callum (produces warnings...)
CONS_Printf(M_GetText("%s's score is %u\n"), player_names[i], players[i].score);
}
CONS_Printf(M_GetText("The pointlimit is %d\n"), cv_pointlimit.value);
}
static void Command_ShowTime_f(void)
{
if (!(netgame || multiplayer))
{
CONS_Printf(M_GetText("This only works in a netgame.\n"));
return;
}
CONS_Printf(M_GetText("The current time is %f.\nThe timelimit is %f\n"), (double)leveltime/TICRATE, (double)timelimitintics/TICRATE);
}