etqw-sdk/source/game/rules/AdminSystem.h

491 lines
20 KiB
C++

// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __ADMINSYSTEM_H__
#define __ADMINSYSTEM_H__
#include "UserGroup.h"
class sdAdminSystemCommand {
public:
virtual ~sdAdminSystemCommand( void ) { ; }
virtual const char* GetName( void ) const = 0;
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const = 0;
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const;
virtual bool AllowedOnRankedServer( void ) const { return true; }
void Print( idPlayer* player, const char* locStr, const idWStrList& list = idWStrList() ) const;
};
class sdAdminSystemCommand_Kick : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "kick"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const;
};
class sdAdminSystemCommand_KickAllBots : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "kickAllBots"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
static int DoKick( void );
};
class sdAdminSystemCommand_Login : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "login"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
};
class sdAdminSystemCommand_Ban : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "ban"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const;
};
class sdAdminSystemCommand_ListBans : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "listBans"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
};
class sdAdminSystemCommand_UnBan : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "unBan"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
};
class sdAdminSystemCommand_SetTeam : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "setTeam"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const;
};
class sdAdminSystemCommand_SetCampaign : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "setCampaign"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const;
};
class sdAdminSystemCommand_SetStopWatchMap : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "setStopWatchMap"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const;
virtual bool AllowedOnRankedServer( void ) const { return false; }
};
class sdAdminSystemCommand_SetObjectiveMap : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "setObjectiveMap"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const;
virtual bool AllowedOnRankedServer( void ) const { return false; }
};
class sdAdminSystemCommand_GlobalMute : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "globalMute"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const;
virtual bool AllowedOnRankedServer( void ) const { return false; }
};
class sdAdminSystemCommand_GlobalVOIPMute : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "globalVOIPMute"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const;
};
class sdAdminSystemCommand_PlayerMute : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "playerMute"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const;
};
class sdAdminSystemCommand_PlayerVOIPMute : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "playerVOIPMute"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const;
};
class sdAdminSystemCommand_Warn : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "warn"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const;
};
class sdAdminSystemCommand_RestartMap : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "restartMap"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const;
};
class sdAdminSystemCommand_RestartCampaign : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "restartCampaign"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const;
};
class sdAdminSystemCommand_ChangeUserGroup : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "changeUserGroup"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const;
};
class sdAdminSystemCommand_StartMatch : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "startMatch"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const;
virtual bool AllowedOnRankedServer( void ) const { return false; }
};
class sdAdminSystemCommand_ExecConfig : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "execConfig"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const;
};
class sdAdminSystemCommand_ShuffleTeams : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "shuffleTeams"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const;
};
class sdAdminSystemCommand_AddBot : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "addbot"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const;
virtual bool AllowedOnRankedServer( void ) const { return false; }
};
class sdAdminSystemCommand_AdjustBots : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "adjustBots"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const;
virtual bool AllowedOnRankedServer( void ) const { return false; }
};
class sdAdminSystemOnOffCommand : public sdAdminSystemCommand {
public:
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const {
callback( va( "%s %s on", args.Argv( 0 ), args.Argv( 1 ) ) );
callback( va( "%s %s off", args.Argv( 0 ), args.Argv( 1 ) ) );
}
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
virtual userPermissionFlags_t GetRequiredPersmission( void ) const = 0;
virtual const char* GetPermissionFailedMessage( void ) const = 0;
virtual void OnCompleted( idPlayer* player, bool value ) const = 0;
};
class sdAdminSystemOnOffCommand_CVar : public sdAdminSystemOnOffCommand {
public:
virtual void OnCompleted( idPlayer* player, bool value ) const {
GetCVar().SetBool( value );
}
virtual idCVar& GetCVar( void ) const = 0;
};
class sdAdminSystemCommand_DisableProficiency : public sdAdminSystemOnOffCommand_CVar {
public:
virtual const char* GetName( void ) const { return "disableProficiency"; }
virtual bool AllowedOnRankedServer( void ) const { return false; }
virtual const char* GetPermissionFailedMessage( void ) const { return "guis/admin/system/nopermdisableproficiency"; }
virtual userPermissionFlags_t GetRequiredPersmission( void ) const { return PF_ADMIN_DISABLE_PROFICIENCY; }
virtual idCVar& GetCVar( void ) const { return si_noProficiency; }
};
class sdAdminSystemCommand_SetTimeLimit : public sdAdminSystemCommand {
public:
virtual const char* GetName( void ) const { return "setTimeLimit"; }
virtual bool PerformCommand( const idCmdArgs& cmd, const sdUserGroup& userGroup, idPlayer* player ) const;
virtual void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback ) const;
virtual bool AllowedOnRankedServer( void ) const { return false; }
};
class sdAdminSystemCommand_SetTeamDamage : public sdAdminSystemOnOffCommand_CVar {
public:
virtual const char* GetName( void ) const { return "setTeamDamage"; }
virtual bool AllowedOnRankedServer( void ) const { return false; }
virtual const char* GetPermissionFailedMessage( void ) const { return "guis/admin/system/nopermsetteamdamage"; }
virtual userPermissionFlags_t GetRequiredPersmission( void ) const { return PF_ADMIN_SET_TEAMDAMAGE; }
virtual idCVar& GetCVar( void ) const { return si_teamDamage; }
};
class sdAdminSystemCommand_SetTeamBalance : public sdAdminSystemOnOffCommand_CVar {
public:
virtual const char* GetName( void ) const { return "setTeamBalance"; }
virtual bool AllowedOnRankedServer( void ) const { return false; }
virtual const char* GetPermissionFailedMessage( void ) const { return "guis/admin/system/nopermsetteambalance"; }
virtual userPermissionFlags_t GetRequiredPersmission( void ) const { return PF_ADMIN_SET_TEAMBALANCE; }
virtual idCVar& GetCVar( void ) const { return si_teamForceBalance; }
};
class sdAdminSystemLocal;
SD_UI_PUSH_CLASS_TAG( sdAdminProperties )
SD_UI_CLASS_INFO_TAG(
/* ============ */
"Admin system properties may be accessed with \"admin.<propname>\". The properties are used in the admin tab in the limbo menu " \
"to control which commands, buttons and lists should be enabled or greyed out. " \
"All player properties are read only."
/* ============ */
)
SD_UI_POP_CLASS_TAG
SD_UI_PROPERTY_TAG(
alias = "admin";
)
class sdAdminProperties : public sdUIPropertyHolder {
public:
virtual sdProperties::sdProperty* GetProperty( const char* name );
virtual sdProperties::sdProperty* GetProperty( const char* name, sdProperties::ePropertyType type );
virtual sdProperties::sdPropertyHandler& GetProperties() { return properties; }
virtual const char* GetName() const { return "adminProperties"; }
virtual const char* FindPropertyName( sdProperties::sdProperty* property, sdUserInterfaceScope*& scope ) { scope = this; return properties.NameForProperty( property ); }
void Update( void );
void RegisterProperties( void );
private:
SD_UI_PROPERTY_TAG(
title = "AdminProperties/UserGroup";
desc = "Name of the local players user group.";
datatype = "wstring";
)
sdWStringProperty userGroup;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CommandState";
desc = "If command succeded or failed (CS_SUCCESS/CS_FAILED).";
datatype = "float";
)
sdFloatProperty commandState;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CommandStateTime";
desc = "Last time command state was set.";
datatype = "float";
)
sdFloatProperty commandStateTime;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanAddBot";
desc = "Local player is allowed to add bots.";
datatype = "float";
)
sdFloatProperty canAddBot;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanAdjustBots";
desc = "Local player is allowed to adjust the number of bots.";
datatype = "float";
)
sdFloatProperty canAdjustBots;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanKick";
desc = "Local player is allowed to kick players.";
datatype = "float";
)
sdFloatProperty canKick;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanBan";
desc = "Local player is allowed to ban players.";
datatype = "float";
)
sdFloatProperty canBan;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanSetTeam";
desc = "Local player is allowed to change other players team.";
datatype = "float";
)
sdFloatProperty canSetTeam;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanChangeCampaign";
desc = "Local player is allowed to change the campaign.";
datatype = "float";
)
sdFloatProperty canChangeCampaign;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanChangeMap";
desc = "Local player is allowed to change the map.";
datatype = "float";
)
sdFloatProperty canChangeMap;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanGlobalMute";
desc = "Local player is allowed mute chat globally.";
datatype = "float";
)
sdFloatProperty canGlobalMute;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanGlobalMuteVoip";
desc = "Local player is allowed to mute VOIP globally.";
datatype = "float";
)
sdFloatProperty canGlobalMuteVoip;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanPlayerMute";
desc = "Local player is allowed to mute a player.";
datatype = "float";
)
sdFloatProperty canPlayerMute;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanPlayerMuteVoip";
desc = "Local player is allowed to mute a player from VOIP.";
datatype = "float";
)
sdFloatProperty canPlayerMuteVoip;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanWarn";
desc = "Local player is allowed to warn a player. If player recieves g_maxPlayerWarnings warnings the player will be kicked.";
datatype = "float";
)
sdFloatProperty canWarn;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanRestartMap";
desc = "Local player is allowed to restart the map.";
datatype = "float";
)
sdFloatProperty canRestartMap;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanRestartCampaign";
desc = "Local player is allowed to restart the campaign.";
datatype = "float";
)
sdFloatProperty canRestartCampaign;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanStartMatch";
desc = "Local player is allowed to start the match (valid while in warmup).";
datatype = "float";
)
sdFloatProperty canStartMatch;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanExecConfig";
desc = "Local player is allowed to exec a server config.";
datatype = "float";
)
sdFloatProperty canExecConfig;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanShuffleTeams";
desc = "Local player is allowed to shuffle the teams.";
datatype = "float";
)
sdFloatProperty canShuffleTeams;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/IsSuperUser";
desc = "User typing commands in the console is super user.";
datatype = "float";
)
sdFloatProperty isSuperUser;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanLogin";
desc = "True if any of the user groups requires a password to login to.";
datatype = "float";
)
sdFloatProperty canLogin;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanDisableProficiency";
desc = "Local player is allowed to disable XP gaining.";
datatype = "float";
)
sdFloatProperty canDisableProficiency;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanSetTimelimit";
desc = "Local player is allowed to set the timelimit.";
datatype = "float";
)
sdFloatProperty canSetTimelimit;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanSetTeamDamage";
desc = "Local player is allowed to toggle team damage.";
datatype = "float";
)
sdFloatProperty canSetTeamDamage;
SD_UI_PROPERTY_TAG(
title = "AdminProperties/CanSetTeamBalance";
desc = "Local player is allowed to toggle team balancing, disallowing players to join the team with less players.";
datatype = "float";
)
sdFloatProperty canSetTeamBalance;
sdProperties::sdPropertyHandler properties;
const sdDeclLocStr* superUserString;
};
class sdAdminSystemLocal {
public:
sdAdminSystemLocal( void );
~sdAdminSystemLocal( void );
enum commandState_e { CS_NOCOMMAND, CS_SUCCESS, CS_FAILED };
void Init( void );
void UpdateProperties( void ) { properties.Update(); }
void SetCommandState( commandState_e state );
commandState_e GetCommandState() const { return commandState; }
int GetCommandStateTime() const { return commandStateTime; }
void PerformCommand( const idCmdArgs& cmd, idPlayer* player );
static void CommandCompletion( const idCmdArgs& args, argCompletionCallback_t callback );
sdUIPropertyHolder& GetProperties( void ) { return properties; }
void CreatePlayerAdminList( sdUIList* list );
private:
idList< sdAdminSystemCommand* > commands;
sdAdminProperties properties;
commandState_e commandState;
int commandStateTime;
};
typedef sdSingleton< sdAdminSystemLocal > sdAdminSystem;
#endif // __ADMINSYSTEM_H__