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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
2016-05-18 00:42:11 +00:00
// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
// 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"
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# include "i_sound.h"
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# 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 ) ;
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static void JoinTimeout_OnChange ( void ) ;
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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_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 ) ;
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 ) ;
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static void Command_RestartAudio_f ( void ) ;
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static void Command_ExitLevel_f ( void ) ;
static void Command_Showmap_f ( void ) ;
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static void Command_Mapmd5_f ( void ) ;
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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 ) ;
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void SendWeaponPref2 ( void ) ;
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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
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# if (defined (LJOYSTICK) || defined (HAVE_SDL))
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# 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 } ;
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 } ;
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consvar_t cv_timetic = { " timerres " , " Normal " , CV_SAVE , timetic_cons_t , NULL , 0 , NULL , NULL , 0 , 0 , NULL } ; // use tics in display
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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 } ;
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consvar_t cv_forceskin = { " forceskin " , " -1 " , CV_NETVAR | CV_CALL | CV_CHEAT , NULL , ForceSkin_OnChange , 0 , NULL , NULL , 0 , 0 , NULL } ;
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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 } } ;
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consvar_t cv_nettimeout = { " nettimeout " , " 350 " , CV_CALL | CV_SAVE , nettimeout_cons_t , NetTimeout_OnChange , 0 , NULL , NULL , 0 , 0 , NULL } ;
static CV_PossibleValue_t jointimeout_cons_t [ ] = { { 5 * TICRATE , " MIN " } , { 60 * TICRATE , " MAX " } , { 0 , NULL } } ;
consvar_t cv_jointimeout = { " jointimeout " , " 350 " , CV_CALL | CV_SAVE , jointimeout_cons_t , JoinTimeout_OnChange , 0 , NULL , NULL , 0 , 0 , NULL } ;
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# 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 ;
2016-12-31 18:26:33 +00:00
/// \warning Keep this up-to-date if you add/remove/rename net text commands
const char * netxcmdnames [ MAXNETXCMD - 1 ] =
{
" NAMEANDCOLOR " ,
" WEAPONPREF " ,
" KICK " ,
" NETVAR " ,
" SAY " ,
" MAP " ,
" EXITLEVEL " ,
" ADDFILE " ,
" PAUSE " ,
" ADDPLAYER " ,
" TEAMCHANGE " ,
" CLEARSCORES " ,
" LOGIN " ,
" VERIFIED " ,
" RANDOMSEED " ,
" RUNSOC " ,
" REQADDFILE " ,
" DELFILE " ,
" SETMOTD " ,
" SUICIDE " ,
# ifdef HAVE_BLUA
" LUACMD " ,
" LUAVAR "
# endif
} ;
2014-03-15 16:59:03 +00:00
// =========================================================================
// 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 ) ;
2014-04-14 05:14:58 +00:00
COM_AddCommand ( " mapmd5 " , Command_Mapmd5_f ) ;
2014-03-15 16:59:03 +00:00
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 ( " 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 ) ;
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 ) ;
2017-01-13 19:53:52 +00:00
CV_RegisterVar ( & cv_noticedownload ) ;
CV_RegisterVar ( & cv_downloadspeed ) ;
2014-03-15 16:59:03 +00:00
COM_AddCommand ( " ping " , Command_Ping_f ) ;
CV_RegisterVar ( & cv_nettimeout ) ;
2017-01-13 19:53:52 +00:00
CV_RegisterVar ( & cv_jointimeout ) ;
2014-03-15 16:59:03 +00:00
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 )
{
2018-07-31 09:10:02 +00:00
const char * username ;
2014-03-15 16:59:03 +00:00
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 ) ;
2016-04-29 17:01:05 +00:00
# ifdef WALLSPLATS
2014-03-15 16:59:03 +00:00
CV_RegisterVar ( & cv_splats ) ;
2016-04-29 17:01:05 +00:00
# endif
2014-03-15 16:59:03 +00:00
// register these so it is saved to config
2018-07-31 09:10:02 +00:00
if ( ( username = I_GetUserName ( ) ) )
cv_playername . defaultvalue = username ;
2014-03-15 16:59:03 +00:00
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 ) ;
2017-10-29 05:09:34 +00:00
COM_AddCommand ( " restartaudio " , Command_RestartAudio_f ) ;
2014-03-15 16:59:03 +00:00
CV_RegisterVar ( & cv_resetmusic ) ;
// FIXME: not to be here.. but needs be done for config loading
CV_RegisterVar ( & cv_usegamma ) ;
// m_menu.c
2018-07-31 09:10:02 +00:00
CV_RegisterVar ( & cv_compactscoreboard ) ;
CV_RegisterVar ( & cv_chatheight ) ;
CV_RegisterVar ( & cv_chatwidth ) ;
CV_RegisterVar ( & cv_chattime ) ;
CV_RegisterVar ( & cv_chatspamprotection ) ;
CV_RegisterVar ( & cv_consolechat ) ;
CV_RegisterVar ( & cv_chatnotifications ) ;
2014-03-15 16:59:03 +00:00
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 ) ;
2015-01-01 19:50:31 +00:00
CV_RegisterVar ( & cv_mouseysens ) ;
CV_RegisterVar ( & cv_mouseysens2 ) ;
2014-03-15 16:59:03 +00:00
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 ) ;
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 ) ;
2014-08-04 03:49:33 +00:00
COM_AddCommand ( " jumptoaxis " , Command_JumpToAxis_f ) ;
2014-03-15 16:59:03 +00:00
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 ) ;
2014-08-04 03:49:33 +00:00
COM_AddCommand ( " weather " , Command_Weather_f ) ;
2014-03-15 16:59:03 +00:00
# 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...
2016-03-27 14:33:15 +00:00
sprintf ( name , " %d " , M_RandomKey ( 10 ) ) ;
2014-03-15 16:59:03 +00:00
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.
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if ( client & & ( cv_forceskin . value ! = - 1 ) & & ! ( adminplayer = = playernum & & serverplayer = = - 1 ) )
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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 ;
}
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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 ) ;
}
}
}
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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 ;
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// We'll handle it later if we're not playing.
if ( ! Playing ( ) )
return ;
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// 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 ;
}
}
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else
{
cv_skin . value = players [ consoleplayer ] . skin ;
CV_StealthSet ( & cv_skin , skins [ players [ consoleplayer ] . skin ] . name ) ;
// will always be same as current
SetPlayerSkin ( consoleplayer , cv_skin . string ) ;
}
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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 ) ;
}
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// We'll handle it later if we're not playing.
if ( ! Playing ( ) )
return ;
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// 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 ;
}
}
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else
{
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cv_skin2 . value = players [ secondplaya ] . skin ;
CV_StealthSet ( & cv_skin2 , skins [ players [ secondplaya ] . skin ] . name ) ;
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// will always be same as current
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SetPlayerSkin ( secondplaya , cv_skin2 . string ) ;
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}
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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 ;
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SetPlayerSkinByNum ( playernum , forcedskin ) ;
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2014-03-25 02:17:59 +00:00
if ( playernum = = consoleplayer )
CV_StealthSet ( & cv_skin , skins [ forcedskin ] . name ) ;
else if ( playernum = = secondarydisplayplayer )
CV_StealthSet ( & cv_skin2 , skins [ forcedskin ] . name ) ;
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}
else
SetPlayerSkinByNum ( playernum , skin ) ;
}
void SendWeaponPref ( void )
{
XBOXSTATIC UINT8 buf [ 1 ] ;
buf [ 0 ] = 0 ;
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if ( players [ consoleplayer ] . pflags & PF_FLIPCAM )
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buf [ 0 ] | = 1 ;
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if ( players [ consoleplayer ] . pflags & PF_ANALOGMODE )
buf [ 0 ] | = 2 ;
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SendNetXCmd ( XD_WEAPONPREF , buf , 1 ) ;
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}
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2014-11-12 00:55:07 +00:00
void SendWeaponPref2 ( void )
{
XBOXSTATIC UINT8 buf [ 1 ] ;
buf [ 0 ] = 0 ;
if ( players [ secondarydisplayplayer ] . pflags & PF_FLIPCAM )
buf [ 0 ] | = 1 ;
if ( players [ secondarydisplayplayer ] . pflags & PF_ANALOGMODE )
buf [ 0 ] | = 2 ;
SendNetXCmd2 ( XD_WEAPONPREF , buf , 1 ) ;
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}
static void Got_WeaponPref ( UINT8 * * cp , INT32 playernum )
{
UINT8 prefs = READUINT8 ( * cp ) ;
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players [ playernum ] . pflags & = ~ ( PF_FLIPCAM | PF_ANALOGMODE ) ;
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if ( prefs & 1 )
players [ playernum ] . pflags | = PF_FLIPCAM ;
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if ( prefs & 2 )
players [ playernum ] . pflags | = PF_ANALOGMODE ;
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}
void D_SendPlayerConfig ( void )
{
SendNameAndColor ( ) ;
if ( splitscreen | | botingame )
SendNameAndColor2 ( ) ;
SendWeaponPref ( ) ;
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if ( splitscreen )
SendWeaponPref2 ( ) ;
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}
// Only works for displayplayer, sorry!
static void Command_ResetCamera_f ( void )
{
P_ResetCamera ( & players [ displayplayer ] , & camera ) ;
}
// ========================================================================
// 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 ;
}
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// disconnect from server here?
if ( demoplayback )
G_StopDemo ( ) ;
if ( metalplayback )
G_StopMetalDemo ( ) ;
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// 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 ;
}
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// disconnect from server here?
if ( demoplayback )
G_StopDemo ( ) ;
if ( metalplayback )
G_StopMetalDemo ( ) ;
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// 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
2017-05-25 15:55:59 +00:00
if ( ! ( adminplayer = = consoleplayer ) )
{
if ( SV_SpawnServer ( ) )
buf [ 0 ] & = ~ ( 1 < < 1 ) ;
if ( ! Playing ( ) ) // you failed to start a server somehow, so cancel the map change
return ;
}
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// 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 ;
}
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if ( client & & ! ( adminplayer = = consoleplayer ) )
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{
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 ;
}
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 ) )
{
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if ( modeattacking | | ! ( gamestate = = GS_LEVEL | | gamestate = = GS_INTERMISSION ) )
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{
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 ;
}
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if ( modeattacking )
return ;
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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 )
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S_PauseAudio ( ) ;
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}
else
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S_ResumeAudio ( ) ;
2014-03-15 16:59:03 +00:00
}
}
// 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 ( ) ) )
{
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CONS_Alert ( CONS_WARNING , M_GetText ( " Illegal suicide command received from %s \n " ) , player_names [ playernum ] ) ;
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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 ;
}
2017-03-02 14:25:46 +00:00
if ( ! cv_allowteamchange . value & & NetPacket . packet . newteam ) // allow swapping to spectator even in locked teams.
2014-03-15 16:59:03 +00:00
{
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 ;
}
2017-03-02 14:25:46 +00:00
if ( ! cv_allowteamchange . value & & NetPacket . packet . newteam ) // allow swapping to spectator even in locked teams.
2014-03-15 16:59:03 +00:00
{
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 ;
}
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/* FALLTHRU */
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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 ] ;
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const size_t sl = strlen ( salt ) ;
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if ( len > 256 - sl )
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len = 256 - sl ;
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memcpy ( tmpbuf , buffer , len ) ;
memmove ( & tmpbuf [ len ] , salt , sl ) ;
//strcpy(&tmpbuf[len], salt);
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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
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if ( client ) // cannot change remotely
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{
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 ) ;
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if ( client )
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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 ;
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if ( client )
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{
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 ;
}
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if ( ( netgame | | multiplayer ) & & client )
2014-03-15 16:59:03 +00:00
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, \n but you don't have this file. \n You need to find it in order \n to play on this server. \n " ) , filename ) ;
M_StartMessage ( va ( " The server added a file \n (%s) \n that you do not have. \n \n Press 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 \n that the server added \n (%s). \n \n Press 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 ;
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int musiconly ; // W_VerifyNMUSlumps isn't boolean
2014-03-15 16:59:03 +00:00
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 ;
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musiconly = W_VerifyNMUSlumps ( fn ) ;
if ( ! musiconly )
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{
// ... 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.
2017-02-16 21:55:17 +00:00
if ( ! ( netgame | | multiplayer ) | | musiconly )
2014-03-15 16:59:03 +00:00
{
P_AddWadFile ( fn , NULL ) ;
return ;
}
p = fn + strlen ( fn ) ;
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while ( - - p > = fn )
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if ( * p = = ' \\ ' | | * p = = ' / ' | | * p = = ' : ' )
break ;
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+ + p ;
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// check total packet size and no of files currently loaded
{
size_t packetsize = 0 ;
serverinfo_pak * dummycheck = NULL ;
// Shut the compiler up.
( void ) dummycheck ;
// See W_LoadWadFile in w_wad.c
for ( i = 0 ; i < numwadfiles ; i + + )
packetsize + = nameonlylength ( wadfiles [ i ] - > filename ) + 22 ;
packetsize + = nameonlylength ( fn ) + 22 ;
if ( ( numwadfiles > = MAX_WADFILES )
| | ( packetsize > sizeof ( dummycheck - > fileneeded ) ) )
{
CONS_Alert ( CONS_ERROR , M_GetText ( " Too many files loaded to add %s \n " ) , fn ) ;
return ;
}
}
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WRITESTRINGN ( buf_p , p , 240 ) ;
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// calculate and check md5
2014-03-15 16:59:03 +00:00
{
UINT8 md5sum [ 16 ] ;
# ifdef NOMD5
memset ( md5sum , 0 , 16 ) ;
# else
FILE * fhandle ;
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if ( ( fhandle = W_OpenWadFile ( & fn , true ) ) ! = NULL )
2014-03-15 16:59:03 +00:00
{
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 ) ;
}
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else // file not found
2014-03-15 16:59:03 +00:00
return ;
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for ( i = 0 ; i < numwadfiles ; i + + )
{
if ( ! memcmp ( wadfiles [ i ] - > md5sum , md5sum , 16 ) )
{
CONS_Alert ( CONS_ERROR , M_GetText ( " %s is already loaded \n " ) , fn ) ;
return ;
}
}
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# 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 ;
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boolean toomany = false ;
2014-03-15 16:59:03 +00:00
INT32 i ;
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size_t packetsize = 0 ;
serverinfo_pak * dummycheck = NULL ;
// Shut the compiler up.
( void ) dummycheck ;
2014-03-15 16:59:03 +00:00
READSTRINGN ( * cp , filename , 240 ) ;
READMEM ( * cp , md5sum , 16 ) ;
// Only the server processes this message.
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if ( client )
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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 ;
}
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// See W_LoadWadFile in w_wad.c
for ( i = 0 ; i < numwadfiles ; i + + )
packetsize + = nameonlylength ( wadfiles [ i ] - > filename ) + 22 ;
packetsize + = nameonlylength ( filename ) + 22 ;
if ( ( numwadfiles > = MAX_WADFILES )
| | ( packetsize > sizeof ( dummycheck - > fileneeded ) ) )
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toomany = true ;
else
ncs = findfile ( filename , md5sum , true ) ;
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2017-05-25 14:34:21 +00:00
if ( ncs ! = FS_FOUND | | toomany )
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{
char message [ 256 ] ;
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if ( toomany )
sprintf ( message , M_GetText ( " Too many files loaded to add %s \n " ) , filename ) ;
else if ( ncs = = FS_NOTFOUND )
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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 ) ;
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if ( ncs ! = FS_FOUND | | ! P_AddWadFile ( filename , NULL ) )
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{
Command_ExitGame_f ( ) ;
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if ( ncs = = FS_FOUND )
{
CONS_Printf ( M_GetText ( " The server tried to add %s, \n but you have too many files added. \n Restart the game to clear loaded files \n and play on this server. " ) , filename ) ;
M_StartMessage ( va ( " The server added a file \n (%s) \n but you have too many files added. \n Restart the game to clear loaded files. \n \n Press ESC \n " , filename ) , NULL , MM_NOTHING ) ;
}
else if ( ncs = = FS_NOTFOUND )
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{
CONS_Printf ( M_GetText ( " The server tried to add %s, \n but you don't have this file. \n You need to find it in order \n to play on this server. " ) , filename ) ;
M_StartMessage ( va ( " The server added a file \n (%s) \n that you do not have. \n \n Press ESC \n " , filename ) , NULL , MM_NOTHING ) ;
}
else if ( ncs = = FS_MD5SUMBAD )
{
CONS_Printf ( M_GetText ( " Checksum mismatch while loading %s. \n Make sure you have the copy of \n this file that the server has. \n " ) , filename ) ;
M_StartMessage ( va ( " Checksum mismatch while loading \n %s. \n The server seems to have a \n different version of this file. \n \n Press 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 \n that the server added \n (%s). \n \n Press ESC \n " , filename ) , NULL , MM_NOTHING ) ;
}
return ;
}
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 ) ;
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for ( i - - ; i > = 0 ; i - - )
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{
nameonly ( tempname = va ( " %s " , wadfiles [ i ] - > filename ) ) ;
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if ( ! i )
CONS_Printf ( " \x82 IWAD \x80 : %s \n " , tempname ) ;
else if ( i < = mainwads )
CONS_Printf ( " \x82 * %.2d \x80 : %s \n " , i , tempname ) ;
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else
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CONS_Printf ( " %.2d: %s \n " , i , tempname ) ;
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}
}
// =========================================================================
// MISC. COMMANDS
// =========================================================================
/** Prints program version.
*/
static void Command_Version_f ( void )
{
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# ifdef DEVELOP
CONS_Printf ( " Sonic Robo Blast 2 %s-%s (%s %s) \n " , compbranch , comprevision , compdate , comptime ) ;
# else
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CONS_Printf ( " Sonic Robo Blast 2 %s (%s %s %s) \n " , VERSIONSTRING , compdate , comptime , comprevision ) ;
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# endif
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}
# ifdef UPDATE_ALERT
static void Command_ModDetails_f ( void )
{
CONS_Printf ( M_GetText ( " Mod ID: %d \n Mod Version: %d \n Code Base:%d \n " ) , MODID , MODVERSION , CODEBASE ) ;
}
# endif
// Returns current gametype being used.
//
static void Command_ShowGametype_f ( void )
{
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INT32 j ;
const char * gametypestr = NULL ;
if ( ! ( netgame | | multiplayer ) ) // print "Single player" instead of "Co-op"
{
CONS_Printf ( M_GetText ( " Current gametype is %s \n " ) , M_GetText ( " Single player " ) ) ;
return ;
}
// find name string for current gametype
for ( j = 0 ; gametype_cons_t [ j ] . strvalue ; j + + )
{
if ( gametype_cons_t [ j ] . value = = gametype )
{
gametypestr = gametype_cons_t [ j ] . strvalue ;
break ;
}
}
if ( gametypestr )
CONS_Printf ( M_GetText ( " Current gametype is %s \n " ) , gametypestr ) ;
else // string for current gametype was not found above (should never happen)
CONS_Printf ( M_GetText ( " Unknown gametype set (%d) \n " ) , gametype ) ;
2014-03-15 16:59:03 +00:00
}
/** 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 ;
}
2017-01-13 19:53:52 +00:00
static void JoinTimeout_OnChange ( void )
{
jointimeout = ( tic_t ) cv_jointimeout . value ;
}
2014-03-15 16:59:03 +00:00
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 )
{
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 )
2016-03-27 14:33:15 +00:00
newteam = ( INT16 ) ( ( M_RandomByte ( ) % 2 ) + 1 ) ;
2014-03-15 16:59:03 +00:00
// 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 )
{
2016-03-27 14:33:15 +00:00
newteam = ( INT16 ) ( ( M_RandomByte ( ) % 2 ) + 1 ) ;
2014-03-15 16:59:03 +00:00
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 " ) ) ;
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}
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 " ) ) ;
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}
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_Tunes_f ( void )
{
const char * tunearg ;
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UINT16 tunenum , track = 0 ;
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const size_t argc = COM_Argc ( ) ;
if ( argc < 2 ) //tunes slot ...
{
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CONS_Printf ( " tunes <name/num> [track] [speed] / <-show> / <-default> / <-none>: \n " ) ;
CONS_Printf ( M_GetText ( " Play an arbitrary music lump. If a map number is used, 'MAP##M' is played. \n " ) ) ;
CONS_Printf ( M_GetText ( " If the format supports multiple songs, you can specify which one to play. \n \n " ) ) ;
CONS_Printf ( M_GetText ( " * With \" -show \" , shows the currently playing tune and track. \n " ) ) ;
CONS_Printf ( M_GetText ( " * With \" -default \" , returns to the default music for the map. \n " ) ) ;
CONS_Printf ( M_GetText ( " * With \" -none \" , any music playing will be stopped. \n " ) ) ;
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return ;
}
tunearg = COM_Argv ( 1 ) ;
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tunenum = ( UINT16 ) atoi ( tunearg ) ;
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track = 0 ;
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if ( ! strcasecmp ( tunearg , " -show " ) )
{
CONS_Printf ( M_GetText ( " The current tune is: %s [track %d] \n " ) ,
mapmusname , ( mapmusflags & MUSIC_TRACKMASK ) ) ;
return ;
}
if ( ! strcasecmp ( tunearg , " -none " ) )
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{
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S_StopMusic ( ) ;
return ;
}
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else if ( ! strcasecmp ( tunearg , " -default " ) )
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{
tunearg = mapheaderinfo [ gamemap - 1 ] - > musname ;
track = mapheaderinfo [ gamemap - 1 ] - > mustrack ;
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}
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else if ( ! tunearg [ 2 ] & & toupper ( tunearg [ 0 ] ) > = ' A ' & & toupper ( tunearg [ 0 ] ) < = ' Z ' )
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tunenum = ( UINT16 ) M_MapNumber ( tunearg [ 0 ] , tunearg [ 1 ] ) ;
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if ( tunenum & & tunenum > = 1036 )
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{
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CONS_Alert ( CONS_NOTICE , M_GetText ( " Valid music slots are 1 to 1035. \n " ) ) ;
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return ;
}
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if ( ! tunenum & & strlen ( tunearg ) > 6 ) // This is automatic -- just show the error just in case
CONS_Alert ( CONS_NOTICE , M_GetText ( " Music name too long - truncated to six characters. \n " ) ) ;
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if ( argc > 2 )
track = ( UINT16 ) atoi ( COM_Argv ( 2 ) ) - 1 ;
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if ( tunenum )
snprintf ( mapmusname , 7 , " %sM " , G_BuildMapName ( tunenum ) ) ;
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else
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strncpy ( mapmusname , tunearg , 7 ) ;
mapmusname [ 6 ] = 0 ;
mapmusflags = ( track & MUSIC_TRACKMASK ) ;
S_ChangeMusic ( mapmusname , mapmusflags , true ) ;
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if ( argc > 3 )
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{
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float speed = ( float ) atof ( COM_Argv ( 3 ) ) ;
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if ( speed > 0.0f )
S_SpeedMusic ( speed ) ;
}
}
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static void Command_RestartAudio_f ( void )
{
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if ( dedicated ) // No point in doing anything if game is a dedicated server.
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return ;
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S_StopMusic ( ) ;
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I_ShutdownMusic ( ) ;
I_ShutdownSound ( ) ;
I_StartupSound ( ) ;
I_InitMusic ( ) ;
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// These must be called or no sound and music until manually set.
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I_SetSfxVolume ( cv_soundvolume . value ) ;
I_SetDigMusicVolume ( cv_digmusicvolume . value ) ;
I_SetMIDIMusicVolume ( cv_midimusicvolume . value ) ;
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if ( Playing ( ) ) // Gotta make sure the player is in a level
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P_RestoreMusic ( & players [ consoleplayer ] ) ;
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}
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/** 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 )
{
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if ( COM_CheckParm ( " off " ) )
{
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if ( ! ( server | | ( adminplayer = = consoleplayer ) ) )
CONS_Printf ( M_GetText ( " Only the server or a remote admin can use this. \n " ) ) ;
else
CV_ResetCheatNetVars ( ) ;
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return ;
}
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if ( CV_CheatsEnabled ( ) )
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{
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CONS_Printf ( M_GetText ( " At least one CHEAT-marked variable has been changed -- Cheats are enabled. \n " ) ) ;
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if ( server | | ( adminplayer = = consoleplayer ) )
CONS_Printf ( M_GetText ( " Type CHEATS OFF to reset all cheat variables to default. \n " ) ) ;
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}
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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
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i = 1 ;
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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 )
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CV_SetValue ( & cv_forceskin , numskins - 1 ) ;
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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 ) ;
}
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return ;
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}
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// 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
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{
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CONS_Printf ( " The server is restricting all players to skin \" %s \" . \n " , skins [ cv_forceskin . value ] . name ) ;
ForceAllSkins ( cv_forceskin . value ) ;
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}
}
//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 )
{
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if ( ! Playing ( ) )
return ; // do whatever you want
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if ( ! ( cv_debug | | devparm ) & & ! ( multiplayer | | netgame ) // In single player.
& & ( gamestate ! = GS_WAITINGPLAYERS ) ) // allows command line -warp x +skin y
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{
CV_StealthSet ( & cv_skin , skins [ players [ consoleplayer ] . skin ] . name ) ;
return ;
}
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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 )
{
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if ( ! Playing ( ) | | ! splitscreen )
return ; // do whatever you want
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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 )
{
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if ( ! Playing ( ) )
return ; // do whatever you want
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if ( ! ( cv_debug | | devparm ) & & ! ( multiplayer | | netgame ) ) // In single player.
2014-08-27 03:56:30 +00:00
{
CV_StealthSet ( & cv_skin , skins [ players [ consoleplayer ] . skin ] . name ) ;
return ;
}
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if ( ! P_PlayerMoving ( consoleplayer ) )
{
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// Color change menu scrolling fix is no longer necessary
2014-03-15 16:59:03 +00:00
SendNameAndColor ( ) ;
}
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else
{
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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 )
{
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if ( ! Playing ( ) | | ! splitscreen )
return ; // do whatever you want
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if ( ! P_PlayerMoving ( secondarydisplayplayer ) )
{
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// Color change menu scrolling fix is no longer necessary
2014-03-15 16:59:03 +00:00
SendNameAndColor2 ( ) ;
}
2014-03-18 17:56:54 +00:00
else
{
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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. \n The timelimit is %f \n " ) , ( double ) leveltime / TICRATE , ( double ) timelimitintics / TICRATE ) ;
}