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4665 lines
135 KiB
C
4665 lines
135 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2020 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file d_netcmd.c
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/// \brief host/client network commands
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/// commands are executed through the command buffer
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/// like console commands, other miscellaneous commands (at the end)
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#include "doomdef.h"
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#include "console.h"
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#include "command.h"
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#include "i_system.h"
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#include "g_game.h"
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#include "hu_stuff.h"
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#include "g_input.h"
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#include "m_menu.h"
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#include "r_local.h"
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#include "r_skins.h"
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#include "p_local.h"
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#include "p_setup.h"
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#include "s_sound.h"
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#include "i_sound.h"
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#include "m_misc.h"
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#include "am_map.h"
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#include "byteptr.h"
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#include "d_netfil.h"
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#include "p_spec.h"
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#include "m_cheat.h"
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#include "d_clisrv.h"
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#include "d_net.h"
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#include "v_video.h"
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#include "d_main.h"
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#include "m_random.h"
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#include "f_finale.h"
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#include "filesrch.h"
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#include "mserv.h"
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#include "z_zone.h"
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#include "lua_script.h"
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#include "lua_hook.h"
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#include "m_cond.h"
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#include "m_anigif.h"
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#include "md5.h"
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#ifdef NETGAME_DEVMODE
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#define CV_RESTRICT CV_NETVAR
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#else
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#define CV_RESTRICT 0
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#endif
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// ------
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// protos
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// ------
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static void Got_NameAndColor(UINT8 **cp, INT32 playernum);
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static void Got_WeaponPref(UINT8 **cp, INT32 playernum);
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static void Got_Mapcmd(UINT8 **cp, INT32 playernum);
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static void Got_ExitLevelcmd(UINT8 **cp, INT32 playernum);
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static void Got_RequestAddfilecmd(UINT8 **cp, INT32 playernum);
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static void Got_Addfilecmd(UINT8 **cp, INT32 playernum);
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static void Got_Pause(UINT8 **cp, INT32 playernum);
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static void Got_Suicide(UINT8 **cp, INT32 playernum);
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static void Got_RandomSeed(UINT8 **cp, INT32 playernum);
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static void Got_RunSOCcmd(UINT8 **cp, INT32 playernum);
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static void Got_Teamchange(UINT8 **cp, INT32 playernum);
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static void Got_Clearscores(UINT8 **cp, INT32 playernum);
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static void PointLimit_OnChange(void);
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static void TimeLimit_OnChange(void);
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static void NumLaps_OnChange(void);
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static void BaseNumLaps_OnChange(void);
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static void Mute_OnChange(void);
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static void Hidetime_OnChange(void);
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static void AutoBalance_OnChange(void);
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static void TeamScramble_OnChange(void);
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static void NetTimeout_OnChange(void);
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static void JoinTimeout_OnChange(void);
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static void CoopStarposts_OnChange(void);
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static void CoopLives_OnChange(void);
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static void ExitMove_OnChange(void);
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static void Ringslinger_OnChange(void);
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static void Gravity_OnChange(void);
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static void ForceSkin_OnChange(void);
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static void Name_OnChange(void);
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static void Name2_OnChange(void);
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static void Skin_OnChange(void);
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static void Skin2_OnChange(void);
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static void Color_OnChange(void);
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static void Color2_OnChange(void);
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static void DummyConsvar_OnChange(void);
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static void SoundTest_OnChange(void);
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#ifdef NETGAME_DEVMODE
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static void Fishcake_OnChange(void);
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#endif
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static void Command_Playdemo_f(void);
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static void Command_Timedemo_f(void);
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static void Command_Stopdemo_f(void);
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static void Command_StartMovie_f(void);
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static void Command_StopMovie_f(void);
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static void Command_Map_f(void);
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static void Command_ResetCamera_f(void);
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static void Command_Addfile(void);
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static void Command_ListWADS_f(void);
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static void Command_RunSOC(void);
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static void Command_Pause(void);
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static void Command_Suicide(void);
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static void Command_Version_f(void);
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#ifdef UPDATE_ALERT
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static void Command_ModDetails_f(void);
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#endif
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static void Command_ShowGametype_f(void);
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FUNCNORETURN static ATTRNORETURN void Command_Quit_f(void);
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static void Command_Playintro_f(void);
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static void Command_Displayplayer_f(void);
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static void Command_ExitLevel_f(void);
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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);
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static void Command_Teamchange2_f(void);
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static void Command_ServerTeamChange_f(void);
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static void Command_Clearscores_f(void);
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// Remote Administration
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static void Command_Changepassword_f(void);
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static void Command_Login_f(void);
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static void Got_Verification(UINT8 **cp, INT32 playernum);
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static void Got_Removal(UINT8 **cp, INT32 playernum);
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static void Command_Verify_f(void);
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static void Command_RemoveAdmin_f(void);
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static void Command_MotD_f(void);
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static void Got_MotD_f(UINT8 **cp, INT32 playernum);
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static void Command_ShowScores_f(void);
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static void Command_ShowTime_f(void);
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static void Command_Isgamemodified_f(void);
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static void Command_Cheats_f(void);
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#ifdef _DEBUG
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static void Command_Togglemodified_f(void);
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static void Command_Archivetest_f(void);
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#endif
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// =========================================================================
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// CLIENT VARIABLES
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// =========================================================================
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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}};
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#if (defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)
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static CV_PossibleValue_t mouse2port_cons_t[] = {{0, "/dev/gpmdata"}, {1, "/dev/ttyS0"},
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{2, "/dev/ttyS1"}, {3, "/dev/ttyS2"}, {4, "/dev/ttyS3"}, {0, NULL}};
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#else
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static CV_PossibleValue_t mouse2port_cons_t[] = {{1, "COM1"}, {2, "COM2"}, {3, "COM3"}, {4, "COM4"},
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{0, NULL}};
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#endif
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#ifdef LJOYSTICK
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static CV_PossibleValue_t joyport_cons_t[] = {{1, "/dev/js0"}, {2, "/dev/js1"}, {3, "/dev/js2"},
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{4, "/dev/js3"}, {0, NULL}};
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#else
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// accept whatever value - it is in fact the joystick device number
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#define usejoystick_cons_t NULL
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#endif
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static CV_PossibleValue_t teamscramble_cons_t[] = {{0, "Off"}, {1, "Random"}, {2, "Points"}, {0, NULL}};
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static CV_PossibleValue_t startingliveslimit_cons_t[] = {{1, "MIN"}, {99, "MAX"}, {0, NULL}};
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static CV_PossibleValue_t sleeping_cons_t[] = {{-1, "MIN"}, {1000/TICRATE, "MAX"}, {0, NULL}};
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static CV_PossibleValue_t competitionboxes_cons_t[] = {{0, "Normal"}, {1, "Mystery"}, //{2, "Teleport"},
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{3, "None"}, {0, NULL}};
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static CV_PossibleValue_t matchboxes_cons_t[] = {{0, "Normal"}, {1, "Mystery"}, {2, "Unchanging"},
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{3, "None"}, {0, NULL}};
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static CV_PossibleValue_t chances_cons_t[] = {{0, "MIN"}, {9, "MAX"}, {0, NULL}};
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static CV_PossibleValue_t pause_cons_t[] = {{0, "Server"}, {1, "All"}, {0, NULL}};
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consvar_t cv_showinputjoy = CVAR_INIT ("showinputjoy", "Off", 0, CV_OnOff, NULL);
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#ifdef NETGAME_DEVMODE
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static consvar_t cv_fishcake = CVAR_INIT ("fishcake", "Off", CV_CALL|CV_NOSHOWHELP|CV_RESTRICT, CV_OnOff, Fishcake_OnChange);
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#endif
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static consvar_t cv_dummyconsvar = CVAR_INIT ("dummyconsvar", "Off", CV_CALL|CV_NOSHOWHELP, CV_OnOff, DummyConsvar_OnChange);
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consvar_t cv_restrictskinchange = CVAR_INIT ("restrictskinchange", "Yes", CV_SAVE|CV_NETVAR|CV_CHEAT, CV_YesNo, NULL);
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consvar_t cv_allowteamchange = CVAR_INIT ("allowteamchange", "Yes", CV_SAVE|CV_NETVAR, CV_YesNo, NULL);
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consvar_t cv_startinglives = CVAR_INIT ("startinglives", "3", CV_SAVE|CV_NETVAR|CV_CHEAT, startingliveslimit_cons_t, NULL);
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static CV_PossibleValue_t respawntime_cons_t[] = {{1, "MIN"}, {30, "MAX"}, {0, "Off"}, {0, NULL}};
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consvar_t cv_respawntime = CVAR_INIT ("respawndelay", "3", CV_SAVE|CV_NETVAR|CV_CHEAT, respawntime_cons_t, NULL);
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consvar_t cv_competitionboxes = CVAR_INIT ("competitionboxes", "Mystery", CV_SAVE|CV_NETVAR|CV_CHEAT, competitionboxes_cons_t, NULL);
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static CV_PossibleValue_t seenames_cons_t[] = {{0, "Off"}, {1, "Colorless"}, {2, "Team"}, {3, "Ally/Foe"}, {0, NULL}};
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consvar_t cv_seenames = CVAR_INIT ("seenames", "Ally/Foe", CV_SAVE, seenames_cons_t, 0);
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consvar_t cv_allowseenames = CVAR_INIT ("allowseenames", "Yes", CV_SAVE|CV_NETVAR, CV_YesNo, NULL);
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// names
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consvar_t cv_playername = CVAR_INIT ("name", "Sonic", CV_SAVE|CV_CALL|CV_NOINIT, NULL, Name_OnChange);
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consvar_t cv_playername2 = CVAR_INIT ("name2", "Tails", CV_SAVE|CV_CALL|CV_NOINIT, NULL, Name2_OnChange);
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// player colors
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UINT16 lastgoodcolor = SKINCOLOR_BLUE, lastgoodcolor2 = SKINCOLOR_BLUE;
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consvar_t cv_playercolor = CVAR_INIT ("color", "Blue", CV_CALL|CV_NOINIT, Color_cons_t, Color_OnChange);
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consvar_t cv_playercolor2 = CVAR_INIT ("color2", "Orange", CV_CALL|CV_NOINIT, Color_cons_t, Color2_OnChange);
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// player's skin, saved for commodity, when using a favorite skins wad..
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consvar_t cv_skin = CVAR_INIT ("skin", DEFAULTSKIN, CV_CALL|CV_NOINIT, NULL, Skin_OnChange);
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consvar_t cv_skin2 = CVAR_INIT ("skin2", DEFAULTSKIN2, CV_CALL|CV_NOINIT, NULL, Skin2_OnChange);
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// saved versions of the above six
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consvar_t cv_defaultplayercolor = CVAR_INIT ("defaultcolor", "Blue", CV_SAVE, Color_cons_t, NULL);
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consvar_t cv_defaultplayercolor2 = CVAR_INIT ("defaultcolor2", "Orange", CV_SAVE, Color_cons_t, NULL);
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consvar_t cv_defaultskin = CVAR_INIT ("defaultskin", DEFAULTSKIN, CV_SAVE, NULL, NULL);
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consvar_t cv_defaultskin2 = CVAR_INIT ("defaultskin2", DEFAULTSKIN2, CV_SAVE, NULL, NULL);
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consvar_t cv_skipmapcheck = CVAR_INIT ("skipmapcheck", "Off", CV_SAVE, CV_OnOff, NULL);
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INT32 cv_debug;
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consvar_t cv_usemouse = CVAR_INIT ("use_mouse", "On", CV_SAVE|CV_CALL,usemouse_cons_t, I_StartupMouse);
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consvar_t cv_usemouse2 = CVAR_INIT ("use_mouse2", "Off", CV_SAVE|CV_CALL,usemouse_cons_t, I_StartupMouse2);
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consvar_t cv_usejoystick = CVAR_INIT ("use_gamepad", "1", CV_SAVE|CV_CALL, usejoystick_cons_t, I_InitJoystick);
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consvar_t cv_usejoystick2 = CVAR_INIT ("use_gamepad2", "2", CV_SAVE|CV_CALL, usejoystick_cons_t, I_InitJoystick2);
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#if (defined (LJOYSTICK) || defined (HAVE_SDL))
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#ifdef LJOYSTICK
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consvar_t cv_joyport = CVAR_INIT ("padport", "/dev/js0", CV_SAVE, joyport_cons_t, NULL);
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consvar_t cv_joyport2 = CVAR_INIT ("padport2", "/dev/js0", CV_SAVE, joyport_cons_t, NULL); //Alam: for later
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#endif
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consvar_t cv_joyscale = CVAR_INIT ("padscale", "1", CV_SAVE|CV_CALL, NULL, I_JoyScale);
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consvar_t cv_joyscale2 = CVAR_INIT ("padscale2", "1", CV_SAVE|CV_CALL, NULL, I_JoyScale2);
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#else
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consvar_t cv_joyscale = CVAR_INIT ("padscale", "1", CV_SAVE|CV_HIDEN, NULL, NULL); //Alam: Dummy for save
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consvar_t cv_joyscale2 = CVAR_INIT ("padscale2", "1", CV_SAVE|CV_HIDEN, NULL, NULL); //Alam: Dummy for save
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#endif
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#if (defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)
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consvar_t cv_mouse2port = CVAR_INIT ("mouse2port", "/dev/gpmdata", CV_SAVE, mouse2port_cons_t, NULL);
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consvar_t cv_mouse2opt = CVAR_INIT ("mouse2opt", "0", CV_SAVE, NULL, NULL);
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#else
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consvar_t cv_mouse2port = CVAR_INIT ("mouse2port", "COM2", CV_SAVE, mouse2port_cons_t, NULL);
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#endif
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consvar_t cv_matchboxes = CVAR_INIT ("matchboxes", "Normal", CV_SAVE|CV_NETVAR|CV_CHEAT, matchboxes_cons_t, NULL);
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consvar_t cv_specialrings = CVAR_INIT ("specialrings", "On", CV_SAVE|CV_NETVAR, CV_OnOff, NULL);
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consvar_t cv_powerstones = CVAR_INIT ("powerstones", "On", CV_SAVE|CV_NETVAR, CV_OnOff, NULL);
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consvar_t cv_recycler = CVAR_INIT ("tv_recycler", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
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consvar_t cv_teleporters = CVAR_INIT ("tv_teleporter", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
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consvar_t cv_superring = CVAR_INIT ("tv_superring", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
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consvar_t cv_supersneakers = CVAR_INIT ("tv_supersneaker", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
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consvar_t cv_invincibility = CVAR_INIT ("tv_invincibility", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
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consvar_t cv_jumpshield = CVAR_INIT ("tv_jumpshield", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
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consvar_t cv_watershield = CVAR_INIT ("tv_watershield", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
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consvar_t cv_ringshield = CVAR_INIT ("tv_ringshield", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
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consvar_t cv_forceshield = CVAR_INIT ("tv_forceshield", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
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consvar_t cv_bombshield = CVAR_INIT ("tv_bombshield", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
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consvar_t cv_1up = CVAR_INIT ("tv_1up", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
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consvar_t cv_eggmanbox = CVAR_INIT ("tv_eggman", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
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consvar_t cv_ringslinger = CVAR_INIT ("ringslinger", "No", CV_NETVAR|CV_NOSHOWHELP|CV_CALL|CV_CHEAT, CV_YesNo, Ringslinger_OnChange);
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consvar_t cv_gravity = CVAR_INIT ("gravity", "0.5", CV_RESTRICT|CV_FLOAT|CV_CALL, NULL, Gravity_OnChange);
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consvar_t cv_soundtest = CVAR_INIT ("soundtest", "0", CV_CALL, NULL, SoundTest_OnChange);
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static CV_PossibleValue_t minitimelimit_cons_t[] = {{15, "MIN"}, {9999, "MAX"}, {0, NULL}};
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consvar_t cv_countdowntime = CVAR_INIT ("countdowntime", "60", CV_SAVE|CV_NETVAR|CV_CHEAT, minitimelimit_cons_t, NULL);
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consvar_t cv_touchtag = CVAR_INIT ("touchtag", "Off", CV_SAVE|CV_NETVAR, CV_OnOff, NULL);
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consvar_t cv_hidetime = CVAR_INIT ("hidetime", "30", CV_SAVE|CV_NETVAR|CV_CALL, minitimelimit_cons_t, Hidetime_OnChange);
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consvar_t cv_autobalance = CVAR_INIT ("autobalance", "Off", CV_SAVE|CV_NETVAR|CV_CALL, CV_OnOff, AutoBalance_OnChange);
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consvar_t cv_teamscramble = CVAR_INIT ("teamscramble", "Off", CV_SAVE|CV_NETVAR|CV_CALL|CV_NOINIT, teamscramble_cons_t, TeamScramble_OnChange);
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consvar_t cv_scrambleonchange = CVAR_INIT ("scrambleonchange", "Off", CV_SAVE|CV_NETVAR, teamscramble_cons_t, NULL);
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consvar_t cv_friendlyfire = CVAR_INIT ("friendlyfire", "Off", CV_SAVE|CV_NETVAR, CV_OnOff, NULL);
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consvar_t cv_itemfinder = CVAR_INIT ("itemfinder", "Off", CV_CALL, CV_OnOff, ItemFinder_OnChange);
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// Scoring type options
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consvar_t cv_overtime = CVAR_INIT ("overtime", "Yes", CV_SAVE|CV_NETVAR, CV_YesNo, NULL);
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consvar_t cv_rollingdemos = CVAR_INIT ("rollingdemos", "On", CV_SAVE, CV_OnOff, NULL);
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static CV_PossibleValue_t timetic_cons_t[] = {{0, "Classic"}, {1, "Centiseconds"}, {2, "Mania"}, {3, "Tics"}, {0, NULL}};
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consvar_t cv_timetic = CVAR_INIT ("timerres", "Classic", CV_SAVE, timetic_cons_t, NULL);
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static CV_PossibleValue_t powerupdisplay_cons_t[] = {{0, "Never"}, {1, "First-person only"}, {2, "Always"}, {0, NULL}};
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consvar_t cv_powerupdisplay = CVAR_INIT ("powerupdisplay", "First-person only", CV_SAVE, powerupdisplay_cons_t, NULL);
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static CV_PossibleValue_t pointlimit_cons_t[] = {{1, "MIN"}, {MAXSCORE, "MAX"}, {0, "None"}, {0, NULL}};
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consvar_t cv_pointlimit = CVAR_INIT ("pointlimit", "None", CV_SAVE|CV_NETVAR|CV_CALL|CV_NOINIT, pointlimit_cons_t, PointLimit_OnChange);
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static CV_PossibleValue_t timelimit_cons_t[] = {{1, "MIN"}, {30, "MAX"}, {0, "None"}, {0, NULL}};
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consvar_t cv_timelimit = CVAR_INIT ("timelimit", "None", CV_SAVE|CV_NETVAR|CV_CALL|CV_NOINIT, timelimit_cons_t, TimeLimit_OnChange);
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static CV_PossibleValue_t numlaps_cons_t[] = {{1, "MIN"}, {50, "MAX"}, {0, NULL}};
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consvar_t cv_numlaps = CVAR_INIT ("numlaps", "4", CV_NETVAR|CV_CALL|CV_NOINIT, numlaps_cons_t, NumLaps_OnChange);
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static CV_PossibleValue_t basenumlaps_cons_t[] = {{1, "MIN"}, {50, "MAX"}, {0, "Map default"}, {0, NULL}};
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consvar_t cv_basenumlaps = CVAR_INIT ("basenumlaps", "Map default", CV_SAVE|CV_NETVAR|CV_CALL|CV_CHEAT, basenumlaps_cons_t, BaseNumLaps_OnChange);
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// Point and time limits for every gametype
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INT32 pointlimits[NUMGAMETYPES];
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INT32 timelimits[NUMGAMETYPES];
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// log elemental hazards -- not a netvar, is local to current player
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consvar_t cv_hazardlog = CVAR_INIT ("hazardlog", "Yes", 0, CV_YesNo, NULL);
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consvar_t cv_forceskin = CVAR_INIT ("forceskin", "None", CV_NETVAR|CV_CALL|CV_CHEAT, NULL, ForceSkin_OnChange);
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consvar_t cv_downloading = CVAR_INIT ("downloading", "On", 0, CV_OnOff, NULL);
|
|
consvar_t cv_allowexitlevel = CVAR_INIT ("allowexitlevel", "No", CV_SAVE|CV_NETVAR, CV_YesNo, NULL);
|
|
|
|
consvar_t cv_killingdead = CVAR_INIT ("killingdead", "Off", CV_NETVAR, CV_OnOff, NULL);
|
|
|
|
consvar_t cv_netstat = CVAR_INIT ("netstat", "Off", 0, CV_OnOff, NULL); // show bandwidth statistics
|
|
static CV_PossibleValue_t nettimeout_cons_t[] = {{TICRATE/7, "MIN"}, {60*TICRATE, "MAX"}, {0, NULL}};
|
|
consvar_t cv_nettimeout = CVAR_INIT ("nettimeout", "350", CV_CALL|CV_SAVE, nettimeout_cons_t, NetTimeout_OnChange);
|
|
static CV_PossibleValue_t jointimeout_cons_t[] = {{5*TICRATE, "MIN"}, {60*TICRATE, "MAX"}, {0, NULL}};
|
|
consvar_t cv_jointimeout = CVAR_INIT ("jointimeout", "350", CV_CALL|CV_SAVE|CV_NETVAR, jointimeout_cons_t, JoinTimeout_OnChange);
|
|
consvar_t cv_maxping = CVAR_INIT ("maxping", "0", CV_SAVE|CV_NETVAR, CV_Unsigned, NULL);
|
|
|
|
static CV_PossibleValue_t pingtimeout_cons_t[] = {{8, "MIN"}, {120, "MAX"}, {0, NULL}};
|
|
consvar_t cv_pingtimeout = CVAR_INIT ("pingtimeout", "10", CV_SAVE|CV_NETVAR, pingtimeout_cons_t, NULL);
|
|
|
|
// show your ping on the HUD next to framerate. Defaults to warning only (shows up if your ping is > maxping)
|
|
static CV_PossibleValue_t showping_cons_t[] = {{0, "Off"}, {1, "Always"}, {2, "Warning"}, {0, NULL}};
|
|
consvar_t cv_showping = CVAR_INIT ("showping", "Warning", CV_SAVE, showping_cons_t, NULL);
|
|
|
|
// Intermission time Tails 04-19-2002
|
|
static CV_PossibleValue_t inttime_cons_t[] = {{0, "MIN"}, {3600, "MAX"}, {0, NULL}};
|
|
consvar_t cv_inttime = CVAR_INIT ("inttime", "10", CV_SAVE|CV_NETVAR, inttime_cons_t, NULL);
|
|
|
|
static CV_PossibleValue_t coopstarposts_cons_t[] = {{0, "Per-player"}, {1, "Shared"}, {2, "Teamwork"}, {0, NULL}};
|
|
consvar_t cv_coopstarposts = CVAR_INIT ("coopstarposts", "Per-player", CV_SAVE|CV_NETVAR|CV_CALL, coopstarposts_cons_t, CoopStarposts_OnChange);
|
|
|
|
static CV_PossibleValue_t cooplives_cons_t[] = {{0, "Infinite"}, {1, "Per-player"}, {2, "Avoid Game Over"}, {3, "Single pool"}, {0, NULL}};
|
|
consvar_t cv_cooplives = CVAR_INIT ("cooplives", "Avoid Game Over", CV_SAVE|CV_NETVAR|CV_CALL|CV_CHEAT, cooplives_cons_t, CoopLives_OnChange);
|
|
|
|
static CV_PossibleValue_t advancemap_cons_t[] = {{0, "Off"}, {1, "Next"}, {2, "Random"}, {0, NULL}};
|
|
consvar_t cv_advancemap = CVAR_INIT ("advancemap", "Next", CV_SAVE|CV_NETVAR, advancemap_cons_t, NULL);
|
|
|
|
static CV_PossibleValue_t playersforexit_cons_t[] = {{0, "One"}, {1, "1/4"}, {2, "Half"}, {3, "3/4"}, {4, "All"}, {0, NULL}};
|
|
consvar_t cv_playersforexit = CVAR_INIT ("playersforexit", "All", CV_SAVE|CV_NETVAR, playersforexit_cons_t, NULL);
|
|
|
|
consvar_t cv_exitmove = CVAR_INIT ("exitmove", "On", CV_SAVE|CV_NETVAR|CV_CALL, CV_OnOff, ExitMove_OnChange);
|
|
|
|
consvar_t cv_runscripts = CVAR_INIT ("runscripts", "Yes", 0, CV_YesNo, NULL);
|
|
|
|
consvar_t cv_pause = CVAR_INIT ("pausepermission", "Server", CV_SAVE|CV_NETVAR, pause_cons_t, NULL);
|
|
consvar_t cv_mute = CVAR_INIT ("mute", "Off", CV_NETVAR|CV_CALL, CV_OnOff, Mute_OnChange);
|
|
|
|
consvar_t cv_sleep = CVAR_INIT ("cpusleep", "1", CV_SAVE, sleeping_cons_t, NULL);
|
|
|
|
static CV_PossibleValue_t perfstats_cons_t[] = {
|
|
{0, "Off"}, {1, "Rendering"}, {2, "Logic"}, {3, "ThinkFrame"}, {0, NULL}};
|
|
consvar_t cv_perfstats = CVAR_INIT ("perfstats", "Off", 0, perfstats_cons_t, NULL);
|
|
consvar_t cv_freedemocamera = CVAR_INIT("freedemocamera", "Off", CV_SAVE, CV_OnOff, NULL);
|
|
|
|
char timedemo_name[256];
|
|
boolean timedemo_csv;
|
|
char timedemo_csv_id[256];
|
|
boolean timedemo_quit;
|
|
|
|
INT16 gametype = GT_COOP;
|
|
UINT32 gametyperules = 0;
|
|
INT16 gametypecount = (GT_CTF + 1);
|
|
|
|
boolean splitscreen = false;
|
|
boolean circuitmap = false;
|
|
INT32 adminplayers[MAXPLAYERS];
|
|
|
|
/// \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", // replace next time we add an XD
|
|
"SETMOTD",
|
|
"SUICIDE",
|
|
"LUACMD",
|
|
"LUAVAR",
|
|
"LUAFILE"
|
|
};
|
|
|
|
// =========================================================================
|
|
// SERVER STARTUP
|
|
// =========================================================================
|
|
|
|
/** Registers server commands and variables.
|
|
* Anything required by a dedicated server should probably go here.
|
|
*
|
|
* \sa D_RegisterClientCommands
|
|
*/
|
|
void D_RegisterServerCommands(void)
|
|
{
|
|
INT32 i;
|
|
|
|
for (i = 0; i < NUMGAMETYPES; i++)
|
|
{
|
|
gametype_cons_t[i].value = i;
|
|
gametype_cons_t[i].strvalue = Gametype_Names[i];
|
|
}
|
|
gametype_cons_t[NUMGAMETYPES].value = 0;
|
|
gametype_cons_t[NUMGAMETYPES].strvalue = NULL;
|
|
|
|
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);
|
|
RegisterNetXCmd(XD_PAUSE, Got_Pause);
|
|
RegisterNetXCmd(XD_SUICIDE, Got_Suicide);
|
|
RegisterNetXCmd(XD_RUNSOC, Got_RunSOCcmd);
|
|
RegisterNetXCmd(XD_LUACMD, Got_Luacmd);
|
|
RegisterNetXCmd(XD_LUAFILE, Got_LuaFile);
|
|
|
|
// Remote Administration
|
|
COM_AddCommand("password", Command_Changepassword_f);
|
|
COM_AddCommand("login", Command_Login_f); // useful in dedicated to kick off remote admin
|
|
COM_AddCommand("promote", Command_Verify_f);
|
|
RegisterNetXCmd(XD_VERIFIED, Got_Verification);
|
|
COM_AddCommand("demote", Command_RemoveAdmin_f);
|
|
RegisterNetXCmd(XD_DEMOTED, Got_Removal);
|
|
|
|
COM_AddCommand("motd", Command_MotD_f);
|
|
RegisterNetXCmd(XD_SETMOTD, Got_MotD_f); // For remote admin
|
|
|
|
RegisterNetXCmd(XD_TEAMCHANGE, Got_Teamchange);
|
|
COM_AddCommand("serverchangeteam", Command_ServerTeamChange_f);
|
|
|
|
RegisterNetXCmd(XD_CLEARSCORES, Got_Clearscores);
|
|
COM_AddCommand("clearscores", Command_Clearscores_f);
|
|
COM_AddCommand("map", Command_Map_f);
|
|
|
|
COM_AddCommand("exitgame", Command_ExitGame_f);
|
|
COM_AddCommand("retry", Command_Retry_f);
|
|
COM_AddCommand("exitlevel", Command_ExitLevel_f);
|
|
COM_AddCommand("showmap", Command_Showmap_f);
|
|
COM_AddCommand("mapmd5", Command_Mapmd5_f);
|
|
|
|
COM_AddCommand("addfile", Command_Addfile);
|
|
COM_AddCommand("listwad", Command_ListWADS_f);
|
|
|
|
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);
|
|
COM_AddCommand("archivetest", Command_Archivetest_f);
|
|
#endif
|
|
|
|
COM_AddCommand("downloads", Command_Downloads_f);
|
|
|
|
// for master server connection
|
|
AddMServCommands();
|
|
|
|
// p_mobj.c
|
|
CV_RegisterVar(&cv_itemrespawntime);
|
|
CV_RegisterVar(&cv_itemrespawn);
|
|
CV_RegisterVar(&cv_flagtime);
|
|
|
|
// misc
|
|
CV_RegisterVar(&cv_friendlyfire);
|
|
CV_RegisterVar(&cv_pointlimit);
|
|
CV_RegisterVar(&cv_numlaps);
|
|
CV_RegisterVar(&cv_basenumlaps);
|
|
|
|
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_exitmove);
|
|
CV_RegisterVar(&cv_timelimit);
|
|
CV_RegisterVar(&cv_playbackspeed);
|
|
CV_RegisterVar(&cv_forceskin);
|
|
CV_RegisterVar(&cv_downloading);
|
|
|
|
CV_RegisterVar(&cv_coopstarposts);
|
|
CV_RegisterVar(&cv_cooplives);
|
|
|
|
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_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_joindelay);
|
|
CV_RegisterVar(&cv_rejointimeout);
|
|
CV_RegisterVar(&cv_resynchattempts);
|
|
CV_RegisterVar(&cv_maxsend);
|
|
CV_RegisterVar(&cv_noticedownload);
|
|
CV_RegisterVar(&cv_downloadspeed);
|
|
#ifndef NONET
|
|
CV_RegisterVar(&cv_allownewplayer);
|
|
CV_RegisterVar(&cv_joinnextround);
|
|
CV_RegisterVar(&cv_showjoinaddress);
|
|
CV_RegisterVar(&cv_blamecfail);
|
|
#endif
|
|
|
|
COM_AddCommand("ping", Command_Ping_f);
|
|
CV_RegisterVar(&cv_nettimeout);
|
|
CV_RegisterVar(&cv_jointimeout);
|
|
|
|
CV_RegisterVar(&cv_skipmapcheck);
|
|
CV_RegisterVar(&cv_sleep);
|
|
CV_RegisterVar(&cv_maxping);
|
|
CV_RegisterVar(&cv_pingtimeout);
|
|
CV_RegisterVar(&cv_showping);
|
|
|
|
CV_RegisterVar(&cv_allowseenames);
|
|
|
|
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)
|
|
{
|
|
INT32 i;
|
|
|
|
for (i = 0; i < MAXSKINCOLORS; i++)
|
|
{
|
|
Color_cons_t[i].value = i;
|
|
Color_cons_t[i].strvalue = skincolors[i].name;
|
|
}
|
|
Color_cons_t[MAXSKINCOLORS].value = 0;
|
|
Color_cons_t[MAXSKINCOLORS].strvalue = NULL;
|
|
|
|
// Set default player names
|
|
// Monster Iestyn (12/08/19): not sure where else I could have actually put this, but oh well
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
sprintf(player_names[i], "Player %d", 1 + i);
|
|
|
|
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_screenshot_colorprofile);
|
|
CV_RegisterVar(&cv_moviemode);
|
|
CV_RegisterVar(&cv_movie_option);
|
|
CV_RegisterVar(&cv_movie_folder);
|
|
// 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);
|
|
CV_RegisterVar(&cv_apng_downscale);
|
|
// GIF variables
|
|
CV_RegisterVar(&cv_gif_optimize);
|
|
CV_RegisterVar(&cv_gif_downscale);
|
|
CV_RegisterVar(&cv_gif_dynamicdelay);
|
|
CV_RegisterVar(&cv_gif_localcolortable);
|
|
|
|
// register these so it is saved to config
|
|
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);
|
|
// saved versions of the above six
|
|
CV_RegisterVar(&cv_defaultplayercolor);
|
|
CV_RegisterVar(&cv_defaultskin);
|
|
CV_RegisterVar(&cv_defaultplayercolor2);
|
|
CV_RegisterVar(&cv_defaultskin2);
|
|
|
|
CV_RegisterVar(&cv_seenames);
|
|
CV_RegisterVar(&cv_rollingdemos);
|
|
CV_RegisterVar(&cv_netstat);
|
|
CV_RegisterVar(&cv_netticbuffer);
|
|
|
|
#ifdef NETGAME_DEVMODE
|
|
CV_RegisterVar(&cv_fishcake);
|
|
#endif
|
|
|
|
// HUD
|
|
CV_RegisterVar(&cv_timetic);
|
|
CV_RegisterVar(&cv_powerupdisplay);
|
|
CV_RegisterVar(&cv_itemfinder);
|
|
CV_RegisterVar(&cv_showinputjoy);
|
|
|
|
// 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);
|
|
|
|
// FIXME: not to be here.. but needs be done for config loading
|
|
CV_RegisterVar(&cv_globalgamma);
|
|
CV_RegisterVar(&cv_globalsaturation);
|
|
|
|
CV_RegisterVar(&cv_rhue);
|
|
CV_RegisterVar(&cv_yhue);
|
|
CV_RegisterVar(&cv_ghue);
|
|
CV_RegisterVar(&cv_chue);
|
|
CV_RegisterVar(&cv_bhue);
|
|
CV_RegisterVar(&cv_mhue);
|
|
|
|
CV_RegisterVar(&cv_rgamma);
|
|
CV_RegisterVar(&cv_ygamma);
|
|
CV_RegisterVar(&cv_ggamma);
|
|
CV_RegisterVar(&cv_cgamma);
|
|
CV_RegisterVar(&cv_bgamma);
|
|
CV_RegisterVar(&cv_mgamma);
|
|
|
|
CV_RegisterVar(&cv_rsaturation);
|
|
CV_RegisterVar(&cv_ysaturation);
|
|
CV_RegisterVar(&cv_gsaturation);
|
|
CV_RegisterVar(&cv_csaturation);
|
|
CV_RegisterVar(&cv_bsaturation);
|
|
CV_RegisterVar(&cv_msaturation);
|
|
|
|
// m_menu.c
|
|
CV_RegisterVar(&cv_compactscoreboard);
|
|
CV_RegisterVar(&cv_chatheight);
|
|
CV_RegisterVar(&cv_chatwidth);
|
|
CV_RegisterVar(&cv_chattime);
|
|
CV_RegisterVar(&cv_chatspamprotection);
|
|
CV_RegisterVar(&cv_chatbacktint);
|
|
CV_RegisterVar(&cv_consolechat);
|
|
CV_RegisterVar(&cv_chatnotifications);
|
|
CV_RegisterVar(&cv_crosshair);
|
|
CV_RegisterVar(&cv_crosshair2);
|
|
CV_RegisterVar(&cv_alwaysfreelook);
|
|
CV_RegisterVar(&cv_alwaysfreelook2);
|
|
CV_RegisterVar(&cv_chasefreelook);
|
|
CV_RegisterVar(&cv_chasefreelook2);
|
|
CV_RegisterVar(&cv_tutorialprompt);
|
|
CV_RegisterVar(&cv_showfocuslost);
|
|
CV_RegisterVar(&cv_pauseifunfocused);
|
|
|
|
// 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_jumpaxis);
|
|
CV_RegisterVar(&cv_jumpaxis2);
|
|
CV_RegisterVar(&cv_spinaxis);
|
|
CV_RegisterVar(&cv_spinaxis2);
|
|
CV_RegisterVar(&cv_fireaxis);
|
|
CV_RegisterVar(&cv_fireaxis2);
|
|
CV_RegisterVar(&cv_firenaxis);
|
|
CV_RegisterVar(&cv_firenaxis2);
|
|
CV_RegisterVar(&cv_deadzone);
|
|
CV_RegisterVar(&cv_deadzone2);
|
|
CV_RegisterVar(&cv_digitaldeadzone);
|
|
CV_RegisterVar(&cv_digitaldeadzone2);
|
|
|
|
// filesrch.c
|
|
CV_RegisterVar(&cv_addons_option);
|
|
CV_RegisterVar(&cv_addons_folder);
|
|
CV_RegisterVar(&cv_addons_md5);
|
|
CV_RegisterVar(&cv_addons_showall);
|
|
CV_RegisterVar(&cv_addons_search_type);
|
|
CV_RegisterVar(&cv_addons_search_case);
|
|
|
|
// WARNING: the order is important when initialising mouse2
|
|
// we need the mouse2port
|
|
CV_RegisterVar(&cv_mouse2port);
|
|
#if (defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)
|
|
CV_RegisterVar(&cv_mouse2opt);
|
|
#endif
|
|
CV_RegisterVar(&cv_controlperkey);
|
|
|
|
CV_RegisterVar(&cv_usemouse);
|
|
CV_RegisterVar(&cv_usemouse2);
|
|
CV_RegisterVar(&cv_invertmouse);
|
|
CV_RegisterVar(&cv_invertmouse2);
|
|
CV_RegisterVar(&cv_mousesens);
|
|
CV_RegisterVar(&cv_mousesens2);
|
|
CV_RegisterVar(&cv_mouseysens);
|
|
CV_RegisterVar(&cv_mouseysens2);
|
|
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[0]);
|
|
CV_RegisterVar(&cv_analog[1]);
|
|
CV_RegisterVar(&cv_useranalog[0]);
|
|
CV_RegisterVar(&cv_useranalog[1]);
|
|
|
|
// deez New User eXperiences
|
|
CV_RegisterVar(&cv_directionchar[0]);
|
|
CV_RegisterVar(&cv_directionchar[1]);
|
|
CV_RegisterVar(&cv_autobrake);
|
|
CV_RegisterVar(&cv_autobrake2);
|
|
|
|
// hi here's some new controls
|
|
CV_RegisterVar(&cv_cam_shiftfacing[0]);
|
|
CV_RegisterVar(&cv_cam_shiftfacing[1]);
|
|
CV_RegisterVar(&cv_cam_turnfacing[0]);
|
|
CV_RegisterVar(&cv_cam_turnfacing[1]);
|
|
CV_RegisterVar(&cv_cam_turnfacingability[0]);
|
|
CV_RegisterVar(&cv_cam_turnfacingability[1]);
|
|
CV_RegisterVar(&cv_cam_turnfacingspindash[0]);
|
|
CV_RegisterVar(&cv_cam_turnfacingspindash[1]);
|
|
CV_RegisterVar(&cv_cam_turnfacinginput[0]);
|
|
CV_RegisterVar(&cv_cam_turnfacinginput[1]);
|
|
CV_RegisterVar(&cv_cam_centertoggle[0]);
|
|
CV_RegisterVar(&cv_cam_centertoggle[1]);
|
|
CV_RegisterVar(&cv_cam_lockedinput[0]);
|
|
CV_RegisterVar(&cv_cam_lockedinput[1]);
|
|
CV_RegisterVar(&cv_cam_lockonboss[0]);
|
|
CV_RegisterVar(&cv_cam_lockonboss[1]);
|
|
|
|
// s_sound.c
|
|
CV_RegisterVar(&cv_soundvolume);
|
|
CV_RegisterVar(&cv_closedcaptioning);
|
|
CV_RegisterVar(&cv_digmusicvolume);
|
|
CV_RegisterVar(&cv_midimusicvolume);
|
|
CV_RegisterVar(&cv_numChannels);
|
|
|
|
// screen.c
|
|
CV_RegisterVar(&cv_fullscreen);
|
|
CV_RegisterVar(&cv_renderview);
|
|
CV_RegisterVar(&cv_renderer);
|
|
CV_RegisterVar(&cv_scr_depth);
|
|
CV_RegisterVar(&cv_scr_width);
|
|
CV_RegisterVar(&cv_scr_height);
|
|
|
|
CV_RegisterVar(&cv_soundtest);
|
|
|
|
CV_RegisterVar(&cv_perfstats);
|
|
|
|
// 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_ophoopflags);
|
|
CV_RegisterVar(&cv_mapthingnum);
|
|
// CV_RegisterVar(&cv_grid);
|
|
// CV_RegisterVar(&cv_snapto);
|
|
|
|
CV_RegisterVar(&cv_freedemocamera);
|
|
|
|
// add cheat commands
|
|
COM_AddCommand("noclip", Command_CheatNoClip_f);
|
|
COM_AddCommand("god", Command_CheatGod_f);
|
|
COM_AddCommand("notarget", Command_CheatNoTarget_f);
|
|
COM_AddCommand("getallemeralds", Command_Getallemeralds_f);
|
|
COM_AddCommand("resetemeralds", Command_Resetemeralds_f);
|
|
COM_AddCommand("setrings", Command_Setrings_f);
|
|
COM_AddCommand("setlives", Command_Setlives_f);
|
|
COM_AddCommand("setcontinues", Command_Setcontinues_f);
|
|
COM_AddCommand("devmode", Command_Devmode_f);
|
|
COM_AddCommand("savecheckpoint", Command_Savecheckpoint_f);
|
|
COM_AddCommand("scale", Command_Scale_f);
|
|
COM_AddCommand("gravflip", Command_Gravflip_f);
|
|
COM_AddCommand("hurtme", Command_Hurtme_f);
|
|
COM_AddCommand("jumptoaxis", Command_JumpToAxis_f);
|
|
COM_AddCommand("charability", Command_Charability_f);
|
|
COM_AddCommand("charspeed", Command_Charspeed_f);
|
|
COM_AddCommand("teleport", Command_Teleport_f);
|
|
COM_AddCommand("rteleport", Command_RTeleport_f);
|
|
COM_AddCommand("skynum", Command_Skynum_f);
|
|
COM_AddCommand("weather", Command_Weather_f);
|
|
COM_AddCommand("toggletwod", Command_Toggletwod_f);
|
|
#ifdef _DEBUG
|
|
COM_AddCommand("causecfail", Command_CauseCfail_f);
|
|
#endif
|
|
#ifdef 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>
|
|
*/
|
|
boolean EnsurePlayerNameIsGood(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 (!EnsurePlayerNameIsGood (name, playernum))
|
|
return false;
|
|
}
|
|
else if (len == 1) // Agh!
|
|
{
|
|
// Last ditch effort...
|
|
sprintf(name, "%d", M_RandomKey(10));
|
|
if (!EnsurePlayerNameIsGood (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>
|
|
*/
|
|
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;
|
|
|
|
do
|
|
{
|
|
/* from EnsurePlayerNameIsGood */
|
|
if (!isprint(*p) || *p == ';' || (UINT8)*p >= 0x80)
|
|
break;
|
|
}
|
|
while (*++p) ;
|
|
|
|
if (*p)/* bad char found */
|
|
break;
|
|
|
|
// 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, EnsurePlayerNameIsGood
|
|
* \author Graue <graue@oceanbase.org>
|
|
*/
|
|
static void SetPlayerName(INT32 playernum, char *newname)
|
|
{
|
|
if (EnsurePlayerNameIsGood(newname, playernum))
|
|
{
|
|
if (strcasecmp(newname, player_names[playernum]) != 0)
|
|
{
|
|
if (netgame)
|
|
HU_AddChatText(va("\x82*%s renamed to %s", player_names[playernum], newname), false);
|
|
|
|
player_name_changes[playernum]++;
|
|
|
|
strcpy(player_names[playernum], newname);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CONS_Printf(M_GetText("Player %d sent a bad name change\n"), playernum+1);
|
|
if (server && netgame)
|
|
SendKick(playernum, KICK_MSG_CON_FAIL | KICK_MSG_KEEP_BODY);
|
|
}
|
|
}
|
|
|
|
UINT8 CanChangeSkin(INT32 playernum)
|
|
{
|
|
// Of course we can change if we're not playing
|
|
if (!Playing() || !addedtogame)
|
|
return true;
|
|
|
|
// Force skin in effect.
|
|
if ((cv_forceskin.value != -1) || (mapheaderinfo[gamemap-1] && mapheaderinfo[gamemap-1]->forcecharacter[0] != '\0'))
|
|
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 (gametyperules & GTR_FRIENDLY)
|
|
return true;
|
|
|
|
// Can change skin during initial countdown.
|
|
if ((gametyperules & GTR_RACE) && leveltime < 4*TICRATE)
|
|
return true;
|
|
|
|
if (G_TagGametype())
|
|
{
|
|
// Can change skin during hidetime.
|
|
if (leveltime < hidetime * TICRATE)
|
|
return true;
|
|
|
|
// IT players can always change skins to persue players hiding in character only locations.
|
|
if (players[playernum].pflags & PF_TAGIT)
|
|
return true;
|
|
}
|
|
|
|
if (players[playernum].spectator || players[playernum].playerstate == PST_DEAD || players[playernum].playerstate == PST_REBORN)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static void ForceAllSkins(INT32 forcedskin)
|
|
{
|
|
INT32 i;
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
SetPlayerSkinByNum(i, forcedskin);
|
|
|
|
// If it's me (or my brother), set appropriate skin value in cv_skin/cv_skin2
|
|
if (!dedicated) // But don't do this for dedicated servers, of course.
|
|
{
|
|
if (i == consoleplayer)
|
|
CV_StealthSet(&cv_skin, skins[forcedskin].name);
|
|
else if (i == secondarydisplayplayer)
|
|
CV_StealthSet(&cv_skin2, skins[forcedskin].name);
|
|
}
|
|
}
|
|
}
|
|
|
|
static INT32 snacpending = 0, snac2pending = 0, chmappending = 0;
|
|
|
|
// name, color, or skin has changed
|
|
//
|
|
static void SendNameAndColor(void)
|
|
{
|
|
char buf[MAXPLAYERNAME+6];
|
|
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);
|
|
}
|
|
|
|
// don't allow inaccessible colors
|
|
if (!skincolors[cv_playercolor.value].accessible)
|
|
{
|
|
if (players[consoleplayer].skincolor && skincolors[players[consoleplayer].skincolor].accessible)
|
|
CV_StealthSetValue(&cv_playercolor, players[consoleplayer].skincolor);
|
|
else if (skincolors[atoi(cv_playercolor.defaultvalue)].accessible)
|
|
CV_StealthSet(&cv_playercolor, cv_playercolor.defaultvalue);
|
|
else if (skins[players[consoleplayer].skin].prefcolor && skincolors[skins[players[consoleplayer].skin].prefcolor].accessible)
|
|
CV_StealthSetValue(&cv_playercolor, skins[players[consoleplayer].skin].prefcolor);
|
|
else {
|
|
UINT16 i = 0;
|
|
while (i<numskincolors && !skincolors[i].accessible) i++;
|
|
CV_StealthSetValue(&cv_playercolor, (i != numskincolors) ? i : SKINCOLOR_BLUE);
|
|
}
|
|
}
|
|
|
|
if (!strcmp(cv_playername.string, player_names[consoleplayer])
|
|
&& cv_playercolor.value == players[consoleplayer].skincolor
|
|
&& !strcmp(cv_skin.string, skins[players[consoleplayer].skin].name))
|
|
return;
|
|
|
|
players[consoleplayer].availabilities = R_GetSkinAvailabilities();
|
|
|
|
// We'll handle it later if we're not playing.
|
|
if (!Playing())
|
|
return;
|
|
|
|
// If you're not in a netgame, merely update the skin, color, and name.
|
|
if (!netgame)
|
|
{
|
|
INT32 foundskin;
|
|
|
|
CleanupPlayerName(consoleplayer, cv_playername.zstring);
|
|
strcpy(player_names[consoleplayer], cv_playername.zstring);
|
|
|
|
players[consoleplayer].skincolor = cv_playercolor.value;
|
|
|
|
if (players[consoleplayer].mo && !players[consoleplayer].powers[pw_dye])
|
|
players[consoleplayer].mo->color = players[consoleplayer].skincolor;
|
|
|
|
if (metalrecording)
|
|
{ // Starring Metal Sonic as themselves, obviously.
|
|
SetPlayerSkinByNum(consoleplayer, 5);
|
|
CV_StealthSet(&cv_skin, skins[5].name);
|
|
}
|
|
else if ((foundskin = R_SkinAvailable(cv_skin.string)) != -1 && R_SkinUsable(consoleplayer, foundskin))
|
|
{
|
|
//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 % numskincolors;
|
|
|
|
if (players[consoleplayer].mo)
|
|
players[consoleplayer].mo->color = (UINT16)players[consoleplayer].skincolor;
|
|
}*/
|
|
}
|
|
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);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
snacpending++;
|
|
|
|
// Don't change name if muted
|
|
if (player_name_changes[consoleplayer] >= MAXNAMECHANGES)
|
|
{
|
|
CV_StealthSet(&cv_playername, player_names[consoleplayer]);
|
|
HU_AddChatText("\x85*You must wait to change your name again", false);
|
|
}
|
|
else if (cv_mute.value && !(server || IsPlayerAdmin(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) || !R_SkinUsable(consoleplayer, cv_skin.value))
|
|
{
|
|
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);
|
|
WRITEUINT32(p, (UINT32)players[consoleplayer].availabilities);
|
|
WRITEUINT16(p, (UINT16)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);
|
|
}
|
|
|
|
// don't allow inaccessible colors
|
|
if (!skincolors[cv_playercolor2.value].accessible)
|
|
{
|
|
if (players[secondplaya].skincolor && skincolors[players[secondplaya].skincolor].accessible)
|
|
CV_StealthSetValue(&cv_playercolor2, players[secondplaya].skincolor);
|
|
else if (skincolors[atoi(cv_playercolor2.defaultvalue)].accessible)
|
|
CV_StealthSet(&cv_playercolor, cv_playercolor2.defaultvalue);
|
|
else if (skins[players[secondplaya].skin].prefcolor && skincolors[skins[players[secondplaya].skin].prefcolor].accessible)
|
|
CV_StealthSetValue(&cv_playercolor2, skins[players[secondplaya].skin].prefcolor);
|
|
else {
|
|
UINT16 i = 0;
|
|
while (i<numskincolors && !skincolors[i].accessible) i++;
|
|
CV_StealthSetValue(&cv_playercolor2, (i != numskincolors) ? i : SKINCOLOR_BLUE);
|
|
}
|
|
}
|
|
|
|
players[secondplaya].availabilities = R_GetSkinAvailabilities();
|
|
|
|
// We'll handle it later if we're not playing.
|
|
if (!Playing())
|
|
return;
|
|
|
|
// If you're not in a netgame, merely update the skin, color, and name.
|
|
if (botingame)
|
|
{
|
|
players[secondplaya].skincolor = botcolor;
|
|
if (players[secondplaya].mo && !players[secondplaya].powers[pw_dye])
|
|
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].powers[pw_dye])
|
|
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 && R_SkinUsable(secondplaya, foundskin))
|
|
{
|
|
//boolean notsame;
|
|
|
|
cv_skin2.value = foundskin;
|
|
|
|
//notsame = (cv_skin2.value != players[secondplaya].skin);
|
|
|
|
SetPlayerSkin(secondplaya, cv_skin2.string);
|
|
CV_StealthSet(&cv_skin2, skins[cv_skin2.value].name);
|
|
|
|
/*if (notsame)
|
|
{
|
|
CV_StealthSetValue(&cv_playercolor2, skins[players[secondplaya].skin].prefcolor);
|
|
|
|
players[secondplaya].skincolor = cv_playercolor2.value % numskincolors;
|
|
|
|
if (players[secondplaya].mo)
|
|
players[secondplaya].mo->color = players[secondplaya].skincolor;
|
|
}*/
|
|
}
|
|
else
|
|
{
|
|
cv_skin2.value = players[secondplaya].skin;
|
|
CV_StealthSet(&cv_skin2, skins[players[secondplaya].skin].name);
|
|
// will always be same as current
|
|
SetPlayerSkin(secondplaya, cv_skin2.string);
|
|
}
|
|
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];
|
|
UINT16 color;
|
|
UINT8 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);
|
|
p->availabilities = READUINT32(*cp);
|
|
color = READUINT16(*cp);
|
|
skin = READUINT8(*cp);
|
|
|
|
// set name
|
|
if (player_name_changes[playernum] < MAXNAMECHANGES)
|
|
{
|
|
if (strcasecmp(player_names[playernum], name) != 0)
|
|
SetPlayerName(playernum, name);
|
|
}
|
|
|
|
// set color
|
|
p->skincolor = color % numskincolors;
|
|
if (p->mo)
|
|
p->mo->color = (UINT16)p->skincolor;
|
|
|
|
// normal player colors
|
|
if (server && (p != &players[consoleplayer] && p != &players[secondarydisplayplayer]))
|
|
{
|
|
boolean kick = false;
|
|
INT32 s;
|
|
|
|
// 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 inaccessible colors
|
|
if (skincolors[p->skincolor].accessible == false)
|
|
kick = true;
|
|
|
|
// availabilities
|
|
for (s = 0; s < MAXSKINS; s++)
|
|
{
|
|
if (!skins[s].availability && (p->availabilities & (1 << s)))
|
|
{
|
|
kick = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (kick)
|
|
{
|
|
CONS_Alert(CONS_WARNING, M_GetText("Illegal color change received from %s (team: %d), color: %d)\n"), player_names[playernum], p->ctfteam, p->skincolor);
|
|
SendKick(playernum, KICK_MSG_CON_FAIL | KICK_MSG_KEEP_BODY);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// set skin
|
|
if (cv_forceskin.value >= 0 && (netgame || multiplayer)) // Server wants everyone to use the same player
|
|
{
|
|
const INT32 forcedskin = cv_forceskin.value;
|
|
SetPlayerSkinByNum(playernum, forcedskin);
|
|
|
|
if (playernum == consoleplayer)
|
|
CV_StealthSet(&cv_skin, skins[forcedskin].name);
|
|
else if (playernum == secondarydisplayplayer)
|
|
CV_StealthSet(&cv_skin2, skins[forcedskin].name);
|
|
}
|
|
else
|
|
SetPlayerSkinByNum(playernum, skin);
|
|
}
|
|
|
|
void SendWeaponPref(void)
|
|
{
|
|
UINT8 buf[1];
|
|
|
|
buf[0] = 0;
|
|
if (cv_flipcam.value)
|
|
buf[0] |= 1;
|
|
if (cv_analog[0].value && cv_directionchar[0].value != 2)
|
|
buf[0] |= 2;
|
|
if (cv_directionchar[0].value == 1)
|
|
buf[0] |= 4;
|
|
if (cv_autobrake.value)
|
|
buf[0] |= 8;
|
|
SendNetXCmd(XD_WEAPONPREF, buf, 1);
|
|
}
|
|
|
|
void SendWeaponPref2(void)
|
|
{
|
|
UINT8 buf[1];
|
|
|
|
buf[0] = 0;
|
|
if (cv_flipcam2.value)
|
|
buf[0] |= 1;
|
|
if (cv_analog[1].value && cv_directionchar[1].value != 2)
|
|
buf[0] |= 2;
|
|
if (cv_directionchar[1].value == 1)
|
|
buf[0] |= 4;
|
|
if (cv_autobrake2.value)
|
|
buf[0] |= 8;
|
|
SendNetXCmd2(XD_WEAPONPREF, buf, 1);
|
|
}
|
|
|
|
static void Got_WeaponPref(UINT8 **cp,INT32 playernum)
|
|
{
|
|
UINT8 prefs = READUINT8(*cp);
|
|
|
|
players[playernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE|PF_DIRECTIONCHAR|PF_AUTOBRAKE);
|
|
if (prefs & 1)
|
|
players[playernum].pflags |= PF_FLIPCAM;
|
|
if (prefs & 2)
|
|
players[playernum].pflags |= PF_ANALOGMODE;
|
|
if (prefs & 4)
|
|
players[playernum].pflags |= PF_DIRECTIONCHAR;
|
|
if (prefs & 8)
|
|
players[playernum].pflags |= PF_AUTOBRAKE;
|
|
}
|
|
|
|
void D_SendPlayerConfig(void)
|
|
{
|
|
SendNameAndColor();
|
|
if (splitscreen || botingame)
|
|
SendNameAndColor2();
|
|
SendWeaponPref();
|
|
if (splitscreen)
|
|
SendWeaponPref2();
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
// disconnect from server here?
|
|
if (demoplayback)
|
|
G_StopDemo();
|
|
if (metalplayback)
|
|
G_StopMetalDemo();
|
|
|
|
// open the demo file
|
|
strcpy(name, COM_Argv(1));
|
|
// dont add .lmp so internal game demos can be played
|
|
|
|
CONS_Printf(M_GetText("Playing back demo '%s'.\n"), name);
|
|
|
|
// Internal if no extension, external if one exists
|
|
// If external, convert the file name to a path in SRB2's home directory
|
|
if (FIL_CheckExtension(name))
|
|
G_DoPlayDemo(va("%s"PATHSEP"%s", srb2home, name));
|
|
else
|
|
G_DoPlayDemo(name);
|
|
}
|
|
|
|
static void Command_Timedemo_f(void)
|
|
{
|
|
size_t i = 0;
|
|
|
|
if (COM_Argc() < 2)
|
|
{
|
|
CONS_Printf(M_GetText("timedemo <demoname> [-csv [<trialid>]] [-quit]: time a demo\n"));
|
|
return;
|
|
}
|
|
|
|
if (netgame)
|
|
{
|
|
CONS_Printf(M_GetText("You can't play a demo while in a netgame.\n"));
|
|
return;
|
|
}
|
|
|
|
// disconnect from server here?
|
|
if (demoplayback)
|
|
G_StopDemo();
|
|
if (metalplayback)
|
|
G_StopMetalDemo();
|
|
|
|
// open the demo file
|
|
strcpy (timedemo_name, COM_Argv(1));
|
|
// dont add .lmp so internal game demos can be played
|
|
|
|
// print timedemo results as CSV?
|
|
i = COM_CheckParm("-csv");
|
|
timedemo_csv = (i > 0);
|
|
if (COM_CheckParm("-quit") != i + 1)
|
|
strcpy(timedemo_csv_id, COM_Argv(i + 1)); // user-defined string to identify row
|
|
else
|
|
timedemo_csv_id[0] = 0;
|
|
|
|
// exit after the timedemo?
|
|
timedemo_quit = (COM_CheckParm("-quit") > 0);
|
|
|
|
CONS_Printf(M_GetText("Timing demo '%s'.\n"), timedemo_name);
|
|
|
|
G_TimeDemo(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);
|
|
if (mapnum != -1)
|
|
{
|
|
CV_SetValue(&cv_nextmap, mapnum);
|
|
// Kick bot from special stages
|
|
if (botskin)
|
|
{
|
|
if (G_IsSpecialStage(mapnum) || (mapheaderinfo[mapnum-1] && (mapheaderinfo[mapnum-1]->typeoflevel & TOL_NIGHTS)))
|
|
{
|
|
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();
|
|
}
|
|
}
|
|
}
|
|
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) && !((gametype == newgametype) && (gametypedefaultrules[newgametype] & GTR_CAMPAIGN)))
|
|
FLS = false;
|
|
|
|
if (delay != 2)
|
|
{
|
|
UINT8 flags = 0;
|
|
const char *mapname = G_BuildMapName(mapnum);
|
|
I_Assert(W_CheckNumForName(mapname) != LUMPERROR);
|
|
buf_p = buf;
|
|
if (pultmode)
|
|
flags |= 1;
|
|
if (!resetplayers)
|
|
flags |= 1<<1;
|
|
if (skipprecutscene)
|
|
flags |= 1<<2;
|
|
if (FLS)
|
|
flags |= 1<<3;
|
|
WRITEUINT8(buf_p, flags);
|
|
|
|
// new gametype value
|
|
WRITEUINT8(buf_p, newgametype);
|
|
|
|
WRITESTRINGN(buf_p, mapname, MAX_WADPATH);
|
|
}
|
|
|
|
if (delay == 1)
|
|
mapchangepending = 1;
|
|
else
|
|
{
|
|
mapchangepending = 0;
|
|
// spawn the server if needed
|
|
// reset players if there is a new one
|
|
if (!IsPlayerAdmin(consoleplayer))
|
|
{
|
|
if (SV_SpawnServer())
|
|
buf[0] &= ~(1<<1);
|
|
if (!Playing()) // you failed to start a server somehow, so cancel the map change
|
|
return;
|
|
}
|
|
|
|
chmappending++;
|
|
if (netgame)
|
|
WRITEUINT32(buf_p, M_RandomizedSeed()); // random seed
|
|
SendNetXCmd(XD_MAP, buf, buf_p - buf);
|
|
}
|
|
}
|
|
|
|
static char *
|
|
ConcatCommandArgv (int start, int end)
|
|
{
|
|
char *final;
|
|
|
|
size_t size;
|
|
|
|
int i;
|
|
char *p;
|
|
|
|
size = 0;
|
|
|
|
for (i = start; i < end; ++i)
|
|
{
|
|
/*
|
|
one space after each argument, but terminating
|
|
character on final argument
|
|
*/
|
|
size += strlen(COM_Argv(i)) + 1;
|
|
}
|
|
|
|
final = ZZ_Alloc(size);
|
|
p = final;
|
|
|
|
--end;/* handle the final argument separately */
|
|
for (i = start; i < end; ++i)
|
|
{
|
|
p += sprintf(p, "%s ", COM_Argv(i));
|
|
}
|
|
/* at this point "end" is actually the last argument's position */
|
|
strcpy(p, COM_Argv(end));
|
|
|
|
return final;
|
|
}
|
|
|
|
//
|
|
// Warp to map code.
|
|
// Called either from map <mapname> console command, or idclev cheat.
|
|
//
|
|
// Largely rewritten by James.
|
|
//
|
|
static void Command_Map_f(void)
|
|
{
|
|
size_t first_option;
|
|
size_t option_force;
|
|
size_t option_gametype;
|
|
const char *gametypename;
|
|
boolean newresetplayers;
|
|
|
|
boolean mustmodifygame;
|
|
|
|
INT32 newmapnum;
|
|
|
|
char * mapname;
|
|
char *realmapname = NULL;
|
|
|
|
INT32 newgametype = gametype;
|
|
|
|
INT32 d;
|
|
|
|
if (client && !IsPlayerAdmin(consoleplayer))
|
|
{
|
|
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
|
|
return;
|
|
}
|
|
|
|
option_force = COM_CheckPartialParm("-f");
|
|
option_gametype = COM_CheckPartialParm("-g");
|
|
newresetplayers = ! COM_CheckParm("-noresetplayers");
|
|
|
|
mustmodifygame =
|
|
!( netgame || multiplayer ) &&
|
|
(!modifiedgame || savemoddata );
|
|
|
|
if (mustmodifygame && !option_force)
|
|
{
|
|
/* May want to be more descriptive? */
|
|
CONS_Printf(M_GetText("Sorry, level change disabled in single player.\n"));
|
|
return;
|
|
}
|
|
|
|
if (!newresetplayers && !cv_debug)
|
|
{
|
|
CONS_Printf(M_GetText("DEVMODE must be enabled.\n"));
|
|
return;
|
|
}
|
|
|
|
if (option_gametype)
|
|
{
|
|
if (!multiplayer)
|
|
{
|
|
CONS_Printf(M_GetText(
|
|
"You can't switch gametypes in single player!\n"));
|
|
return;
|
|
}
|
|
else if (COM_Argc() < option_gametype + 2)/* no argument after? */
|
|
{
|
|
CONS_Alert(CONS_ERROR,
|
|
"No gametype name follows parameter '%s'.\n",
|
|
COM_Argv(option_gametype));
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!( first_option = COM_FirstOption() ))
|
|
first_option = COM_Argc();
|
|
|
|
if (first_option < 2)
|
|
{
|
|
/* I'm going over the fucking lines and I DON'T CAREEEEE */
|
|
CONS_Printf("map <name / [MAP]code / number> [-gametype <type>] [-force]:\n");
|
|
CONS_Printf(M_GetText(
|
|
"Warp to a map, by its name, two character code, with optional \"MAP\" prefix, or by its number (though why would you).\n"
|
|
"All parameters are case-insensitive and may be abbreviated.\n"));
|
|
return;
|
|
}
|
|
|
|
mapname = ConcatCommandArgv(1, first_option);
|
|
|
|
newmapnum = G_FindMapByNameOrCode(mapname, &realmapname);
|
|
|
|
if (newmapnum == 0)
|
|
{
|
|
CONS_Alert(CONS_ERROR, M_GetText("Could not find any map described as '%s'.\n"), mapname);
|
|
Z_Free(mapname);
|
|
return;
|
|
}
|
|
|
|
if (mustmodifygame && option_force)
|
|
{
|
|
G_SetGameModified(false);
|
|
}
|
|
|
|
// new gametype value
|
|
// use current one by default
|
|
if (option_gametype)
|
|
{
|
|
gametypename = COM_Argv(option_gametype + 1);
|
|
|
|
newgametype = G_GetGametypeByName(gametypename);
|
|
|
|
if (newgametype == -1) // reached end of the list with no match
|
|
{
|
|
/* Did they give us a gametype number? That's okay too! */
|
|
if (isdigit(gametypename[0]))
|
|
{
|
|
d = atoi(gametypename);
|
|
if (d >= 0 && d < gametypecount)
|
|
newgametype = d;
|
|
else
|
|
{
|
|
CONS_Alert(CONS_ERROR,
|
|
"Gametype number %d is out of range. Use a number between"
|
|
" 0 and %d inclusive. ...Or just use the name. :v\n",
|
|
d,
|
|
gametypecount-1);
|
|
Z_Free(realmapname);
|
|
Z_Free(mapname);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CONS_Alert(CONS_ERROR,
|
|
"'%s' is not a gametype.\n",
|
|
gametypename);
|
|
Z_Free(realmapname);
|
|
Z_Free(mapname);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// don't use a gametype the map doesn't support
|
|
if (cv_debug || option_force || cv_skipmapcheck.value)
|
|
fromlevelselect = false; // The player wants us to trek on anyway. Do so.
|
|
// G_TOLFlag handles both multiplayer gametype and ignores it for !multiplayer
|
|
else
|
|
{
|
|
if (!(
|
|
mapheaderinfo[newmapnum-1] &&
|
|
mapheaderinfo[newmapnum-1]->typeoflevel & G_TOLFlag(newgametype)
|
|
))
|
|
{
|
|
CONS_Alert(CONS_WARNING, M_GetText("%s (%s) doesn't support %s mode!\n(Use -force to override)\n"), realmapname, G_BuildMapName(newmapnum),
|
|
(multiplayer ? gametype_cons_t[newgametype].strvalue : "Single Player"));
|
|
Z_Free(realmapname);
|
|
Z_Free(mapname);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
fromlevelselect =
|
|
( netgame || multiplayer ) &&
|
|
newgametype == gametype &&
|
|
gametypedefaultrules[newgametype] & GTR_CAMPAIGN;
|
|
}
|
|
}
|
|
|
|
// 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"));
|
|
Z_Free(realmapname);
|
|
Z_Free(mapname);
|
|
return;
|
|
}
|
|
|
|
// Ultimate Mode only in SP via menu
|
|
if (netgame || multiplayer)
|
|
ultimatemode = false;
|
|
|
|
if (tutorialmode && tutorialgcs)
|
|
{
|
|
G_CopyControls(gamecontrol, gamecontroldefault[gcs_custom], gcl_tutorial_full, num_gcl_tutorial_full); // using gcs_custom as temp storage
|
|
CV_SetValue(&cv_usemouse, tutorialusemouse);
|
|
CV_SetValue(&cv_alwaysfreelook, tutorialfreelook);
|
|
CV_SetValue(&cv_mousemove, tutorialmousemove);
|
|
CV_SetValue(&cv_analog[0], tutorialanalog);
|
|
}
|
|
tutorialmode = false; // warping takes us out of tutorial mode
|
|
|
|
D_MapChange(newmapnum, newgametype, false, newresetplayers, 0, false, fromlevelselect);
|
|
|
|
Z_Free(realmapname);
|
|
}
|
|
|
|
/** 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;
|
|
INT16 mapnumber;
|
|
|
|
if (playernum != serverplayer && !IsPlayerAdmin(playernum))
|
|
{
|
|
CONS_Alert(CONS_WARNING, M_GetText("Illegal map change received from %s\n"), player_names[playernum]);
|
|
if (server)
|
|
SendKick(playernum, KICK_MSG_CON_FAIL | KICK_MSG_KEEP_BODY);
|
|
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);
|
|
G_SetGametype(gametype); // I fear putting that macro as an argument
|
|
|
|
if (gametype < 0 || gametype >= gametypecount)
|
|
gametype = lastgametype;
|
|
else 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 && !FLS)
|
|
{
|
|
emeralds = 0;
|
|
memset(&luabanks, 0, sizeof(luabanks));
|
|
}
|
|
|
|
if (modeattacking)
|
|
{
|
|
SetPlayerSkinByNum(0, cv_chooseskin.value-1);
|
|
players[0].skincolor = skins[players[0].skin].prefcolor;
|
|
CV_StealthSetValue(&cv_playercolor, players[0].skincolor);
|
|
}
|
|
|
|
mapnumber = M_MapNumber(mapname[3], mapname[4]);
|
|
LUAh_MapChange(mapnumber);
|
|
|
|
G_InitNew(ultimatemode, mapname, resetplayer, skipprecutscene, FLS);
|
|
if (demoplayback && !timingdemo)
|
|
precache = true;
|
|
if (timingdemo)
|
|
G_DoneLevelLoad();
|
|
|
|
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)
|
|
{
|
|
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 || (IsPlayerAdmin(consoleplayer)))
|
|
{
|
|
if (modeattacking || !(gamestate == GS_LEVEL || gamestate == GS_INTERMISSION) || (marathonmode && gamestate == GS_INTERMISSION))
|
|
{
|
|
CONS_Printf(M_GetText("You can't pause here.\n"));
|
|
return;
|
|
}
|
|
SendNetXCmd(XD_PAUSE, &buf, 2);
|
|
}
|
|
else
|
|
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
|
|
}
|
|
|
|
static void Got_Pause(UINT8 **cp, INT32 playernum)
|
|
{
|
|
UINT8 dedicatedpause = false;
|
|
const char *playername;
|
|
|
|
if (netgame && !cv_pause.value && playernum != serverplayer && !IsPlayerAdmin(playernum))
|
|
{
|
|
CONS_Alert(CONS_WARNING, M_GetText("Illegal pause command received from %s\n"), player_names[playernum]);
|
|
if (server)
|
|
SendKick(playernum, KICK_MSG_CON_FAIL | KICK_MSG_KEEP_BODY);
|
|
return;
|
|
}
|
|
|
|
if (modeattacking)
|
|
return;
|
|
|
|
paused = READUINT8(*cp);
|
|
dedicatedpause = READUINT8(*cp);
|
|
|
|
if (!demoplayback)
|
|
{
|
|
if (netgame)
|
|
{
|
|
if (dedicatedpause)
|
|
playername = "SERVER";
|
|
else
|
|
playername = player_names[playernum];
|
|
|
|
if (paused)
|
|
CONS_Printf(M_GetText("Game paused by %s\n"), playername);
|
|
else
|
|
CONS_Printf(M_GetText("Game unpaused by %s\n"), playername);
|
|
}
|
|
|
|
if (paused)
|
|
{
|
|
if (!menuactive || netgame)
|
|
S_PauseAudio();
|
|
}
|
|
else
|
|
S_ResumeAudio();
|
|
}
|
|
|
|
I_UpdateMouseGrab();
|
|
}
|
|
|
|
// Command for stuck characters in netgames, griefing, etc.
|
|
static void Command_Suicide(void)
|
|
{
|
|
UINT8 buf[4];
|
|
UINT8 *cp = buf;
|
|
|
|
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;
|
|
}
|
|
|
|
WRITEINT32(cp, consoleplayer);
|
|
SendNetXCmd(XD_SUICIDE, &buf, 4);
|
|
}
|
|
|
|
static void Got_Suicide(UINT8 **cp, INT32 playernum)
|
|
{
|
|
INT32 suicideplayer = READINT32(*cp);
|
|
|
|
// You can't suicide someone else. Nice try, there.
|
|
if (suicideplayer != playernum || (!G_PlatformGametype()))
|
|
{
|
|
CONS_Alert(CONS_WARNING, M_GetText("Illegal suicide command received from %s\n"), player_names[playernum]);
|
|
if (server)
|
|
SendKick(playernum, KICK_MSG_CON_FAIL | KICK_MSG_KEEP_BODY);
|
|
return;
|
|
}
|
|
|
|
if (players[suicideplayer].mo)
|
|
P_DamageMobj(players[suicideplayer].mo, NULL, NULL, 1, DMG_INSTAKILL);
|
|
}
|
|
|
|
/** 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 || (IsPlayerAdmin(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 && !IsPlayerAdmin(playernum))
|
|
{
|
|
CONS_Alert(CONS_WARNING, M_GetText("Illegal clear scores command received from %s\n"), player_names[playernum]);
|
|
if (server)
|
|
SendKick(playernum, KICK_MSG_CON_FAIL | KICK_MSG_KEEP_BODY);
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
players[i].score = 0;
|
|
|
|
CONS_Printf(M_GetText("Scores have been reset by the server.\n"));
|
|
}
|
|
|
|
// Team changing functions
|
|
static void Command_Teamchange_f(void)
|
|
{
|
|
changeteam_union NetPacket;
|
|
boolean error = false;
|
|
UINT16 usvalue;
|
|
NetPacket.value.l = NetPacket.value.b = 0;
|
|
|
|
// 0 1
|
|
// changeteam <color>
|
|
|
|
if (COM_Argc() <= 1)
|
|
{
|
|
if (G_GametypeHasTeams())
|
|
CONS_Printf(M_GetText("changeteam <team>: switch to a new team (%s)\n"), "red, blue or spectator");
|
|
else if (G_GametypeHasSpectators())
|
|
CONS_Printf(M_GetText("changeteam <team>: switch to a new team (%s)\n"), "spectator or playing");
|
|
else
|
|
CONS_Alert(CONS_NOTICE, M_GetText("This command cannot be used in this gametype.\n"));
|
|
return;
|
|
}
|
|
|
|
if (G_GametypeHasTeams())
|
|
{
|
|
if (!strcasecmp(COM_Argv(1), "red") || !strcasecmp(COM_Argv(1), "1"))
|
|
NetPacket.packet.newteam = 1;
|
|
else if (!strcasecmp(COM_Argv(1), "blue") || !strcasecmp(COM_Argv(1), "2"))
|
|
NetPacket.packet.newteam = 2;
|
|
else if (!strcasecmp(COM_Argv(1), "spectator") || !strcasecmp(COM_Argv(1), "0"))
|
|
NetPacket.packet.newteam = 0;
|
|
else
|
|
error = true;
|
|
}
|
|
else if (G_GametypeHasSpectators())
|
|
{
|
|
if (!strcasecmp(COM_Argv(1), "spectator") || !strcasecmp(COM_Argv(1), "0"))
|
|
NetPacket.packet.newteam = 0;
|
|
else if (!strcasecmp(COM_Argv(1), "playing") || !strcasecmp(COM_Argv(1), "1"))
|
|
NetPacket.packet.newteam = 3;
|
|
else
|
|
error = true;
|
|
}
|
|
else
|
|
{
|
|
CONS_Alert(CONS_NOTICE, M_GetText("This command cannot be used in this gametype.\n"));
|
|
return;
|
|
}
|
|
|
|
if (error)
|
|
{
|
|
if (G_GametypeHasTeams())
|
|
CONS_Printf(M_GetText("changeteam <team>: switch to a new team (%s)\n"), "red, blue or spectator");
|
|
else if (G_GametypeHasSpectators())
|
|
CONS_Printf(M_GetText("changeteam <team>: switch to a new team (%s)\n"), "spectator or playing");
|
|
return;
|
|
}
|
|
|
|
if (G_GametypeHasTeams())
|
|
{
|
|
if (NetPacket.packet.newteam == (unsigned)players[consoleplayer].ctfteam ||
|
|
(players[consoleplayer].spectator && !NetPacket.packet.newteam))
|
|
error = true;
|
|
}
|
|
else if (G_GametypeHasSpectators())
|
|
{
|
|
if ((players[consoleplayer].spectator && !NetPacket.packet.newteam) ||
|
|
(!players[consoleplayer].spectator && NetPacket.packet.newteam == 3))
|
|
error = true;
|
|
}
|
|
#ifdef PARANOIA
|
|
else
|
|
I_Error("Invalid gametype after initial checks!");
|
|
#endif
|
|
|
|
if (error)
|
|
{
|
|
CONS_Alert(CONS_NOTICE, M_GetText("You're already on that team!\n"));
|
|
return;
|
|
}
|
|
|
|
if (!cv_allowteamchange.value && NetPacket.packet.newteam) // allow swapping to spectator even in locked teams.
|
|
{
|
|
CONS_Alert(CONS_NOTICE, M_GetText("The server is not allowing team changes at the moment.\n"));
|
|
return;
|
|
}
|
|
|
|
//additional check for hide and seek. Don't allow change of status after hidetime ends.
|
|
if ((gametyperules & GTR_HIDEFROZEN) && leveltime >= (hidetime * TICRATE))
|
|
{
|
|
CONS_Alert(CONS_NOTICE, M_GetText("Hiding time expired; no Hide and Seek status changes allowed!\n"));
|
|
return;
|
|
}
|
|
|
|
usvalue = SHORT(NetPacket.value.l|NetPacket.value.b);
|
|
SendNetXCmd(XD_TEAMCHANGE, &usvalue, sizeof(usvalue));
|
|
}
|
|
|
|
static void Command_Teamchange2_f(void)
|
|
{
|
|
changeteam_union NetPacket;
|
|
boolean error = false;
|
|
UINT16 usvalue;
|
|
NetPacket.value.l = NetPacket.value.b = 0;
|
|
|
|
// 0 1
|
|
// changeteam2 <color>
|
|
|
|
if (COM_Argc() <= 1)
|
|
{
|
|
if (G_GametypeHasTeams())
|
|
CONS_Printf(M_GetText("changeteam <team>: switch to a new team (%s)\n"), "red, blue or spectator");
|
|
else if (G_GametypeHasSpectators())
|
|
CONS_Printf(M_GetText("changeteam <team>: switch to a new team (%s)\n"), "spectator or playing");
|
|
else
|
|
CONS_Alert(CONS_NOTICE, M_GetText("This command cannot be used in this gametype.\n"));
|
|
return;
|
|
}
|
|
|
|
if (G_GametypeHasTeams())
|
|
{
|
|
if (!strcasecmp(COM_Argv(1), "red") || !strcasecmp(COM_Argv(1), "1"))
|
|
NetPacket.packet.newteam = 1;
|
|
else if (!strcasecmp(COM_Argv(1), "blue") || !strcasecmp(COM_Argv(1), "2"))
|
|
NetPacket.packet.newteam = 2;
|
|
else if (!strcasecmp(COM_Argv(1), "spectator") || !strcasecmp(COM_Argv(1), "0"))
|
|
NetPacket.packet.newteam = 0;
|
|
else
|
|
error = true;
|
|
}
|
|
else if (G_GametypeHasSpectators())
|
|
{
|
|
if (!strcasecmp(COM_Argv(1), "spectator") || !strcasecmp(COM_Argv(1), "0"))
|
|
NetPacket.packet.newteam = 0;
|
|
else if (!strcasecmp(COM_Argv(1), "playing") || !strcasecmp(COM_Argv(1), "1"))
|
|
NetPacket.packet.newteam = 3;
|
|
else
|
|
error = true;
|
|
}
|
|
|
|
else
|
|
{
|
|
CONS_Alert(CONS_NOTICE, M_GetText("This command cannot be used in this gametype.\n"));
|
|
return;
|
|
}
|
|
|
|
if (error)
|
|
{
|
|
if (G_GametypeHasTeams())
|
|
CONS_Printf(M_GetText("changeteam2 <team>: switch to a new team (%s)\n"), "red, blue or spectator");
|
|
else if (G_GametypeHasSpectators())
|
|
CONS_Printf(M_GetText("changeteam2 <team>: switch to a new team (%s)\n"), "spectator or playing");
|
|
return;
|
|
}
|
|
|
|
if (G_GametypeHasTeams())
|
|
{
|
|
if (NetPacket.packet.newteam == (unsigned)players[secondarydisplayplayer].ctfteam ||
|
|
(players[secondarydisplayplayer].spectator && !NetPacket.packet.newteam))
|
|
error = true;
|
|
}
|
|
else if (G_GametypeHasSpectators())
|
|
{
|
|
if ((players[secondarydisplayplayer].spectator && !NetPacket.packet.newteam) ||
|
|
(!players[secondarydisplayplayer].spectator && NetPacket.packet.newteam == 3))
|
|
error = true;
|
|
}
|
|
#ifdef PARANOIA
|
|
else
|
|
I_Error("Invalid gametype after initial checks!");
|
|
#endif
|
|
|
|
if (error)
|
|
{
|
|
CONS_Alert(CONS_NOTICE, M_GetText("You're already on that team!\n"));
|
|
return;
|
|
}
|
|
|
|
if (!cv_allowteamchange.value && NetPacket.packet.newteam) // allow swapping to spectator even in locked teams.
|
|
{
|
|
CONS_Alert(CONS_NOTICE, M_GetText("The server is not allowing team changes at the moment.\n"));
|
|
return;
|
|
}
|
|
|
|
//additional check for hide and seek. Don't allow change of status after hidetime ends.
|
|
if ((gametyperules & GTR_HIDEFROZEN) && 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 || (IsPlayerAdmin(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 ((gametyperules & GTR_HIDEFROZEN) && 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)
|
|
SendKick(playernum, KICK_MSG_CON_FAIL | KICK_MSG_KEEP_BODY);
|
|
}
|
|
|
|
if (NetPacket.packet.verification) // Special marker that the server sent the request
|
|
{
|
|
if (playernum != serverplayer && (!IsPlayerAdmin(playernum)))
|
|
{
|
|
CONS_Alert(CONS_WARNING, M_GetText("Illegal team change received from player %s\n"), player_names[playernum]);
|
|
if (server)
|
|
SendKick(playernum, KICK_MSG_CON_FAIL | KICK_MSG_KEEP_BODY);
|
|
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 && (!IsPlayerAdmin(playernum)))
|
|
{
|
|
CONS_Alert(CONS_WARNING, M_GetText("Illegal team change received from player %s\n"), player_names[playernum]);
|
|
if (server)
|
|
SendKick(playernum, KICK_MSG_CON_FAIL | KICK_MSG_KEEP_BODY);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Don't switch team, just go away, please, go awaayyyy, aaauuauugghhhghgh
|
|
if (!LUAh_TeamSwitch(&players[playernum], NetPacket.packet.newteam, players[playernum].spectator, NetPacket.packet.autobalance, NetPacket.packet.scrambled))
|
|
return;
|
|
|
|
//no status changes after hidetime
|
|
if ((gametyperules & GTR_HIDEFROZEN) && (leveltime >= (hidetime * TICRATE)))
|
|
error = true;
|
|
|
|
//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;
|
|
}
|
|
/* FALLTHRU */
|
|
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))
|
|
{
|
|
CONS_Alert(CONS_WARNING, M_GetText("Illegal team change received from player %s\n"), player_names[playernum]);
|
|
SendKick(playernum, KICK_MSG_CON_FAIL | KICK_MSG_KEEP_BODY);
|
|
}
|
|
|
|
//Safety first!
|
|
if (players[playernum].mo)
|
|
{
|
|
if (!players[playernum].spectator)
|
|
P_DamageMobj(players[playernum].mo, NULL, NULL, 1, DMG_INSTAKILL);
|
|
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_GAMETYPEOVER;
|
|
}
|
|
else if (NetPacket.packet.newteam != 3) // .newteam == 1 or 2.
|
|
{
|
|
players[playernum].spectator = false;
|
|
players[playernum].pflags &= ~PF_GAMETYPEOVER; //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 (((gametyperules & (GTR_TAG|GTR_HIDEFROZEN)) == GTR_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)
|
|
{
|
|
// Call ViewpointSwitch hooks here.
|
|
// The viewpoint was forcibly changed.
|
|
if (displayplayer != consoleplayer) // You're already viewing yourself. No big deal.
|
|
LUAh_ViewpointSwitch(&players[consoleplayer], &players[consoleplayer], true);
|
|
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);
|
|
}
|
|
}
|
|
|
|
// 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
|
|
//
|
|
#define BASESALT "basepasswordstorage"
|
|
|
|
void D_SetPassword(const char *pw)
|
|
{
|
|
D_MD5PasswordPass((const UINT8 *)pw, strlen(pw), BASESALT, &adminpassmd5);
|
|
adminpasswordset = true;
|
|
}
|
|
|
|
// Remote Administration
|
|
static void Command_Changepassword_f(void)
|
|
{
|
|
#ifdef NOMD5
|
|
// If we have no MD5 support then completely disable XD_LOGIN responses for security.
|
|
CONS_Alert(CONS_NOTICE, "Remote administration commands are not supported in this build.\n");
|
|
#else
|
|
if (client) // cannot change remotely
|
|
{
|
|
CONS_Printf(M_GetText("Only the server can use this.\n"));
|
|
return;
|
|
}
|
|
|
|
if (COM_Argc() != 2)
|
|
{
|
|
CONS_Printf(M_GetText("password <password>: change remote admin password\n"));
|
|
return;
|
|
}
|
|
|
|
D_SetPassword(COM_Argv(1));
|
|
CONS_Printf(M_GetText("Password set.\n"));
|
|
#endif
|
|
}
|
|
|
|
static void Command_Login_f(void)
|
|
{
|
|
#ifdef NOMD5
|
|
// If we have no MD5 support then completely disable XD_LOGIN responses for security.
|
|
CONS_Alert(CONS_NOTICE, "Remote administration commands are not supported in this build.\n");
|
|
#else
|
|
const char *pw;
|
|
|
|
if (!netgame)
|
|
{
|
|
CONS_Printf(M_GetText("This only works in a netgame.\n"));
|
|
return;
|
|
}
|
|
|
|
// 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, &netbuffer->u.md5sum);
|
|
|
|
// Do the final pass to get the comparison the server will come up with
|
|
D_MD5PasswordPass(netbuffer->u.md5sum, 16, va("PNUM%02d", consoleplayer), &netbuffer->u.md5sum);
|
|
|
|
CONS_Printf(M_GetText("Sending login... (Notice only given if password is correct.)\n"));
|
|
|
|
netbuffer->packettype = PT_LOGIN;
|
|
HSendPacket(servernode, true, 0, 16);
|
|
#endif
|
|
}
|
|
|
|
boolean IsPlayerAdmin(INT32 playernum)
|
|
{
|
|
INT32 i;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playernum == adminplayers[i])
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void SetAdminPlayer(INT32 playernum)
|
|
{
|
|
INT32 i;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playernum == adminplayers[i])
|
|
return; // Player is already admin
|
|
|
|
if (adminplayers[i] == -1)
|
|
{
|
|
adminplayers[i] = playernum; // Set the player to a free spot
|
|
break; // End the loop now. If it keeps going, the same player might get assigned to two slots.
|
|
}
|
|
|
|
|
|
}
|
|
}
|
|
|
|
void ClearAdminPlayers(void)
|
|
{
|
|
INT32 i;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
adminplayers[i] = -1;
|
|
}
|
|
|
|
void RemoveAdminPlayer(INT32 playernum)
|
|
{
|
|
INT32 i;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playernum == adminplayers[i])
|
|
adminplayers[i] = -1;
|
|
}
|
|
|
|
static void Command_Verify_f(void)
|
|
{
|
|
char buf[8]; // Should be plenty
|
|
char *temp;
|
|
INT32 playernum;
|
|
|
|
if (client)
|
|
{
|
|
CONS_Printf(M_GetText("Only the server can use this.\n"));
|
|
return;
|
|
}
|
|
|
|
if (!netgame)
|
|
{
|
|
CONS_Printf(M_GetText("This only works in a netgame.\n"));
|
|
return;
|
|
}
|
|
|
|
if (COM_Argc() != 2)
|
|
{
|
|
CONS_Printf(M_GetText("promote <playernum>: give admin privileges to a player\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)
|
|
SendKick(playernum, KICK_MSG_CON_FAIL | KICK_MSG_KEEP_BODY);
|
|
return;
|
|
}
|
|
|
|
SetAdminPlayer(num);
|
|
|
|
if (num != consoleplayer)
|
|
return;
|
|
|
|
CONS_Printf(M_GetText("You are now a server administrator.\n"));
|
|
}
|
|
|
|
static void Command_RemoveAdmin_f(void)
|
|
{
|
|
char buf[8]; // Should be plenty
|
|
char *temp;
|
|
INT32 playernum;
|
|
|
|
if (client)
|
|
{
|
|
CONS_Printf(M_GetText("Only the server can use this.\n"));
|
|
return;
|
|
}
|
|
|
|
if (COM_Argc() != 2)
|
|
{
|
|
CONS_Printf(M_GetText("demote <playernum>: remove admin privileges from a player\n"));
|
|
return;
|
|
}
|
|
|
|
strlcpy(buf, COM_Argv(1), sizeof(buf));
|
|
|
|
playernum = atoi(buf);
|
|
|
|
temp = buf;
|
|
|
|
WRITEUINT8(temp, playernum);
|
|
|
|
if (playeringame[playernum])
|
|
SendNetXCmd(XD_DEMOTED, buf, 1);
|
|
}
|
|
|
|
static void Got_Removal(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 demotion received from %s (serverplayer is %s)\n"), player_names[playernum], player_names[serverplayer]);
|
|
if (server)
|
|
SendKick(playernum, KICK_MSG_CON_FAIL | KICK_MSG_KEEP_BODY);
|
|
return;
|
|
}
|
|
|
|
RemoveAdminPlayer(num);
|
|
|
|
if (num != consoleplayer)
|
|
return;
|
|
|
|
CONS_Printf(M_GetText("You are no longer 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 || (IsPlayerAdmin(consoleplayer))))
|
|
{
|
|
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
|
|
return;
|
|
}
|
|
|
|
mymotd = Z_Malloc(sizeof(motd), PU_STATIC, NULL);
|
|
|
|
strlcpy(mymotd, COM_Argv(1), sizeof motd);
|
|
for (i = 2; i < j; i++)
|
|
{
|
|
strlcat(mymotd, " ", sizeof motd);
|
|
strlcat(mymotd, COM_Argv(i), sizeof motd);
|
|
}
|
|
|
|
// Disallow non-printing characters and semicolons.
|
|
for (i = 0; mymotd[i] != '\0'; i++)
|
|
if (!isprint(mymotd[i]) || mymotd[i] == ';')
|
|
{
|
|
Z_Free(mymotd);
|
|
return;
|
|
}
|
|
|
|
if ((netgame || multiplayer) && client)
|
|
SendNetXCmd(XD_SETMOTD, mymotd, i); // send the actual size of the motd string, not the full buffer's size
|
|
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 && !IsPlayerAdmin(playernum)) || kick)
|
|
{
|
|
CONS_Alert(CONS_WARNING, M_GetText("Illegal motd change received from %s\n"), player_names[playernum]);
|
|
if (server)
|
|
SendKick(playernum, KICK_MSG_CON_FAIL | KICK_MSG_KEEP_BODY);
|
|
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;
|
|
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 || IsPlayerAdmin(consoleplayer)))
|
|
{
|
|
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 && !IsPlayerAdmin(playernum))
|
|
{
|
|
CONS_Alert(CONS_WARNING, M_GetText("Illegal runsoc command received from %s\n"), player_names[playernum]);
|
|
if (server)
|
|
SendKick(playernum, KICK_MSG_CON_FAIL | KICK_MSG_KEEP_BODY);
|
|
return;
|
|
}
|
|
|
|
READSTRINGN(*cp, filename, 255);
|
|
|
|
// Maybe add md5 support?
|
|
if (strstr(filename, ".soc") != NULL)
|
|
{
|
|
ncs = findfile(filename,NULL,true);
|
|
|
|
if (ncs != FS_FOUND)
|
|
{
|
|
Command_ExitGame_f();
|
|
if (ncs == FS_NOTFOUND)
|
|
{
|
|
CONS_Printf(M_GetText("The server tried to add %s,\nbut you don't have this file.\nYou need to find it in order\nto play on this server.\n"), filename);
|
|
M_StartMessage(va("The server added a file\n(%s)\nthat you do not have.\n\nPress ESC\n",filename), NULL, MM_NOTHING);
|
|
}
|
|
else
|
|
{
|
|
CONS_Printf(M_GetText("Unknown error finding soc file (%s) the server added.\n"), filename);
|
|
M_StartMessage(va("Unknown error trying to load a file\nthat the server added\n(%s).\n\nPress ESC\n",filename), NULL, MM_NOTHING);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
P_RunSOC(filename);
|
|
G_SetGameModified(true);
|
|
}
|
|
|
|
/** Adds a pwad at runtime.
|
|
* Searches for sounds, maps, music, new images.
|
|
*/
|
|
static void Command_Addfile(void)
|
|
{
|
|
size_t argc = COM_Argc(); // amount of arguments total
|
|
size_t curarg; // current argument index
|
|
|
|
const char *addedfiles[argc]; // list of filenames already processed
|
|
size_t numfilesadded = 0; // the amount of filenames processed
|
|
|
|
if (argc < 2)
|
|
{
|
|
CONS_Printf(M_GetText("addfile <filename.pk3/wad/lua/soc> [filename2...] [...]: Load add-ons\n"));
|
|
return;
|
|
}
|
|
|
|
// start at one to skip command name
|
|
for (curarg = 1; curarg < argc; curarg++)
|
|
{
|
|
const char *fn, *p;
|
|
char buf[256];
|
|
char *buf_p = buf;
|
|
INT32 i;
|
|
size_t ii;
|
|
int musiconly; // W_VerifyNMUSlumps isn't boolean
|
|
boolean fileadded = false;
|
|
|
|
fn = COM_Argv(curarg);
|
|
|
|
// For the amount of filenames previously processed...
|
|
for (ii = 0; ii < numfilesadded; ii++)
|
|
{
|
|
// If this is one of them, don't try to add it.
|
|
if (!strcmp(fn, addedfiles[ii]))
|
|
{
|
|
fileadded = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If we've added this one, skip to the next one.
|
|
if (fileadded)
|
|
{
|
|
CONS_Alert(CONS_WARNING, M_GetText("Already processed %s, skipping\n"), fn);
|
|
continue;
|
|
}
|
|
|
|
// Disallow non-printing characters and semicolons.
|
|
for (i = 0; fn[i] != '\0'; i++)
|
|
if (!isprint(fn[i]) || fn[i] == ';')
|
|
return;
|
|
|
|
musiconly = W_VerifyNMUSlumps(fn, false);
|
|
|
|
if (musiconly == -1)
|
|
{
|
|
addedfiles[numfilesadded++] = fn;
|
|
continue;
|
|
}
|
|
|
|
if (!musiconly)
|
|
{
|
|
// ... But only so long as they contain nothing more then music and sprites.
|
|
if (netgame && !(server || IsPlayerAdmin(consoleplayer)))
|
|
{
|
|
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
|
|
continue;
|
|
}
|
|
G_SetGameModified(multiplayer);
|
|
}
|
|
|
|
// Add file on your client directly if it is trivial, or you aren't in a netgame.
|
|
if (!(netgame || multiplayer) || musiconly)
|
|
{
|
|
P_AddWadFile(fn);
|
|
addedfiles[numfilesadded++] = fn;
|
|
continue;
|
|
}
|
|
|
|
p = fn+strlen(fn);
|
|
while(--p >= fn)
|
|
if (*p == '\\' || *p == '/' || *p == ':')
|
|
break;
|
|
++p;
|
|
|
|
// check total packet size and no of files currently loaded
|
|
// See W_LoadWadFile in w_wad.c
|
|
if ((numwadfiles >= MAX_WADFILES)
|
|
|| ((packetsizetally + nameonlylength(fn) + 22) > MAXFILENEEDED*sizeof(UINT8)))
|
|
{
|
|
CONS_Alert(CONS_ERROR, M_GetText("Too many files loaded to add %s\n"), fn);
|
|
return;
|
|
}
|
|
|
|
WRITESTRINGN(buf_p,p,240);
|
|
|
|
// calculate and check md5
|
|
{
|
|
UINT8 md5sum[16];
|
|
#ifdef NOMD5
|
|
memset(md5sum,0,16);
|
|
#else
|
|
FILE *fhandle;
|
|
|
|
if ((fhandle = W_OpenWadFile(&fn, true)) != NULL)
|
|
{
|
|
tic_t t = I_GetTime();
|
|
CONS_Debug(DBG_SETUP, "Making MD5 for %s\n",fn);
|
|
md5_stream(fhandle, md5sum);
|
|
CONS_Debug(DBG_SETUP, "MD5 calc for %s took %f second\n", fn, (float)(I_GetTime() - t)/TICRATE);
|
|
fclose(fhandle);
|
|
}
|
|
else // file not found
|
|
continue;
|
|
|
|
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);
|
|
continue;
|
|
}
|
|
}
|
|
#endif
|
|
WRITEMEM(buf_p, md5sum, 16);
|
|
}
|
|
|
|
addedfiles[numfilesadded++] = fn;
|
|
|
|
if (IsPlayerAdmin(consoleplayer) && (!server)) // Request to add file
|
|
SendNetXCmd(XD_REQADDFILE, buf, buf_p - buf);
|
|
else
|
|
SendNetXCmd(XD_ADDFILE, buf, buf_p - buf);
|
|
}
|
|
}
|
|
|
|
static void Got_RequestAddfilecmd(UINT8 **cp, INT32 playernum)
|
|
{
|
|
char filename[241];
|
|
filestatus_t ncs = FS_NOTFOUND;
|
|
UINT8 md5sum[16];
|
|
boolean kick = false;
|
|
boolean toomany = false;
|
|
INT32 i,j;
|
|
|
|
READSTRINGN(*cp, filename, 240);
|
|
READMEM(*cp, md5sum, 16);
|
|
|
|
// Only the server processes this message.
|
|
if (client)
|
|
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 && !IsPlayerAdmin(playernum)) || kick)
|
|
{
|
|
CONS_Alert(CONS_WARNING, M_GetText("Illegal addfile command received from %s\n"), player_names[playernum]);
|
|
SendKick(playernum, KICK_MSG_CON_FAIL | KICK_MSG_KEEP_BODY);
|
|
return;
|
|
}
|
|
|
|
// See W_LoadWadFile in w_wad.c
|
|
if ((numwadfiles >= MAX_WADFILES)
|
|
|| ((packetsizetally + nameonlylength(filename) + 22) > MAXFILENEEDED*sizeof(UINT8)))
|
|
toomany = true;
|
|
else
|
|
ncs = findfile(filename,md5sum,true);
|
|
|
|
if (ncs != FS_FOUND || toomany)
|
|
{
|
|
char message[256];
|
|
|
|
if (toomany)
|
|
sprintf(message, M_GetText("Too many files loaded to add %s\n"), filename);
|
|
else if (ncs == FS_NOTFOUND)
|
|
sprintf(message, M_GetText("The server doesn't have %s\n"), filename);
|
|
else if (ncs == FS_MD5SUMBAD)
|
|
sprintf(message, M_GetText("Checksum mismatch on %s\n"), filename);
|
|
else
|
|
sprintf(message, M_GetText("Unknown error finding wad file (%s)\n"), filename);
|
|
|
|
CONS_Printf("%s",message);
|
|
|
|
for (j = 0; j < MAXPLAYERS; j++)
|
|
if (adminplayers[j])
|
|
COM_BufAddText(va("sayto %d %s", adminplayers[j], message));
|
|
|
|
return;
|
|
}
|
|
|
|
COM_BufAddText(va("addfile %s\n", filename));
|
|
}
|
|
|
|
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)
|
|
SendKick(playernum, KICK_MSG_CON_FAIL | KICK_MSG_KEEP_BODY);
|
|
return;
|
|
}
|
|
|
|
ncs = findfile(filename,md5sum,true);
|
|
|
|
if (ncs != FS_FOUND || !P_AddWadFile(filename))
|
|
{
|
|
Command_ExitGame_f();
|
|
if (ncs == FS_FOUND)
|
|
{
|
|
CONS_Printf(M_GetText("The server tried to add %s,\nbut you have too many files added.\nRestart the game to clear loaded files\nand play on this server."), filename);
|
|
M_StartMessage(va("The server added a file \n(%s)\nbut you have too many files added.\nRestart the game to clear loaded files.\n\nPress ESC\n",filename), NULL, MM_NOTHING);
|
|
}
|
|
else if (ncs == FS_NOTFOUND)
|
|
{
|
|
CONS_Printf(M_GetText("The server tried to add %s,\nbut you don't have this file.\nYou need to find it in order\nto play on this server."), filename);
|
|
M_StartMessage(va("The server added a file \n(%s)\nthat you do not have.\n\nPress ESC\n",filename), NULL, MM_NOTHING);
|
|
}
|
|
else if (ncs == FS_MD5SUMBAD)
|
|
{
|
|
CONS_Printf(M_GetText("Checksum mismatch while loading %s.\nMake sure you have the copy of\nthis file that the server has.\n"), filename);
|
|
M_StartMessage(va("Checksum mismatch while loading \n%s.\nThe server seems to have a\ndifferent version of this file.\n\nPress ESC\n",filename), NULL, MM_NOTHING);
|
|
}
|
|
else
|
|
{
|
|
CONS_Printf(M_GetText("Unknown error finding wad file (%s) the server added.\n"), filename);
|
|
M_StartMessage(va("Unknown error trying to load a file\nthat the server added \n(%s).\n\nPress ESC\n",filename), NULL, MM_NOTHING);
|
|
}
|
|
return;
|
|
}
|
|
|
|
G_SetGameModified(true);
|
|
}
|
|
|
|
static void Command_ListWADS_f(void)
|
|
{
|
|
INT32 i = numwadfiles;
|
|
char *tempname;
|
|
CONS_Printf(M_GetText("There are %d wads loaded:\n"),numwadfiles);
|
|
for (i--; i >= 0; i--)
|
|
{
|
|
nameonly(tempname = va("%s", wadfiles[i]->filename));
|
|
if (!i)
|
|
CONS_Printf("\x82 IWAD\x80: %s\n", tempname);
|
|
else if (i <= mainwads)
|
|
CONS_Printf("\x82 * %.2d\x80: %s\n", i, tempname);
|
|
else if (!wadfiles[i]->important)
|
|
CONS_Printf("\x86 %.2d: %s\n", i, tempname);
|
|
else
|
|
CONS_Printf(" %.2d: %s\n", i, tempname);
|
|
}
|
|
}
|
|
|
|
// =========================================================================
|
|
// MISC. COMMANDS
|
|
// =========================================================================
|
|
|
|
/** Prints program version.
|
|
*/
|
|
static void Command_Version_f(void)
|
|
{
|
|
#ifdef DEVELOP
|
|
CONS_Printf("Sonic Robo Blast 2 %s-%s (%s %s) ", compbranch, comprevision, compdate, comptime);
|
|
#else
|
|
CONS_Printf("Sonic Robo Blast 2 %s (%s %s %s %s) ", VERSIONSTRING, compdate, comptime, comprevision, compbranch);
|
|
#endif
|
|
|
|
// Base library
|
|
#if defined( HAVE_SDL)
|
|
CONS_Printf("SDL ");
|
|
#elif defined(_WINDOWS)
|
|
CONS_Printf("DD ");
|
|
#endif
|
|
|
|
// OS
|
|
// Would be nice to use SDL_GetPlatform for this
|
|
#if defined (_WIN32) || defined (_WIN64)
|
|
CONS_Printf("Windows ");
|
|
#elif defined(__linux__)
|
|
CONS_Printf("Linux ");
|
|
#elif defined(MACOSX)
|
|
CONS_Printf("macOS ");
|
|
#elif defined(UNIXCOMMON)
|
|
CONS_Printf("Unix (Common) ");
|
|
#else
|
|
CONS_Printf("Other OS ");
|
|
#endif
|
|
|
|
// Bitness
|
|
if (sizeof(void*) == 4)
|
|
CONS_Printf("32-bit ");
|
|
else if (sizeof(void*) == 8)
|
|
CONS_Printf("64-bit ");
|
|
else // 16-bit? 128-bit?
|
|
CONS_Printf("Bits Unknown ");
|
|
|
|
// No ASM?
|
|
#ifdef NOASM
|
|
CONS_Printf("\x85" "NOASM " "\x80");
|
|
#endif
|
|
|
|
// Debug build
|
|
#ifdef _DEBUG
|
|
CONS_Printf("\x85" "DEBUG " "\x80");
|
|
#endif
|
|
|
|
// DEVELOP build
|
|
#ifdef DEVELOP
|
|
CONS_Printf("\x87" "DEVELOP " "\x80");
|
|
#endif
|
|
|
|
CONS_Printf("\n");
|
|
}
|
|
|
|
#ifdef UPDATE_ALERT
|
|
static void Command_ModDetails_f(void)
|
|
{
|
|
CONS_Printf(M_GetText("Mod ID: %d\nMod Version: %d\nCode Base:%d\n"), MODID, MODVERSION, CODEBASE);
|
|
}
|
|
#endif
|
|
|
|
// Returns current gametype being used.
|
|
//
|
|
static void Command_ShowGametype_f(void)
|
|
{
|
|
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;
|
|
}
|
|
|
|
// get name string for current gametype
|
|
if (gametype >= 0 && gametype < gametypecount)
|
|
gametypestr = Gametype_Names[gametype];
|
|
|
|
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);
|
|
}
|
|
|
|
/** Plays the intro.
|
|
*/
|
|
static void Command_Playintro_f(void)
|
|
{
|
|
if (netgame)
|
|
return;
|
|
|
|
if (dirmenu)
|
|
closefilemenu(true);
|
|
|
|
F_StartIntro();
|
|
}
|
|
|
|
/** Quits the game immediately.
|
|
*/
|
|
FUNCNORETURN static ATTRNORETURN void Command_Quit_f(void)
|
|
{
|
|
LUAh_GameQuit(true);
|
|
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() && !(gametyperules & GTR_POINTLIMIT))
|
|
{
|
|
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 ((gametyperules & (GTR_RACE|GTR_LIVES)) == GTR_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;
|
|
}
|
|
|
|
static void JoinTimeout_OnChange(void)
|
|
{
|
|
jointimeout = (tic_t)cv_jointimeout.value;
|
|
}
|
|
|
|
static void CoopStarposts_OnChange(void)
|
|
{
|
|
INT32 i;
|
|
|
|
if (!(netgame || multiplayer) || !G_GametypeUsesCoopStarposts())
|
|
return;
|
|
|
|
switch (cv_coopstarposts.value)
|
|
{
|
|
case 0:
|
|
CONS_Printf(M_GetText("Starposts are now per-player.\n"));
|
|
break;
|
|
case 1:
|
|
CONS_Printf(M_GetText("Starposts are now shared between players.\n"));
|
|
break;
|
|
case 2:
|
|
CONS_Printf(M_GetText("Players now only spawn when starposts are hit.\n"));
|
|
return;
|
|
}
|
|
|
|
if (G_IsSpecialStage(gamemap))
|
|
return;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
if (!players[i].spectator)
|
|
continue;
|
|
|
|
if (players[i].lives <= 0)
|
|
continue;
|
|
|
|
break;
|
|
}
|
|
|
|
if (i == MAXPLAYERS)
|
|
return;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
if (!players[i].spectator)
|
|
continue;
|
|
|
|
if (players[i].lives <= 0 && (cv_cooplives.value == 1))
|
|
continue;
|
|
|
|
P_SpectatorJoinGame(&players[i]);
|
|
}
|
|
}
|
|
|
|
static void CoopLives_OnChange(void)
|
|
{
|
|
INT32 i;
|
|
|
|
if (!(netgame || multiplayer) || !G_GametypeUsesCoopLives())
|
|
return;
|
|
|
|
switch (cv_cooplives.value)
|
|
{
|
|
case 0:
|
|
CONS_Printf(M_GetText("Players can now respawn indefinitely.\n"));
|
|
break;
|
|
case 1:
|
|
CONS_Printf(M_GetText("Lives are now per-player.\n"));
|
|
return;
|
|
case 2:
|
|
CONS_Printf(M_GetText("Players can now steal lives to avoid game over.\n"));
|
|
break;
|
|
case 3:
|
|
CONS_Printf(M_GetText("Lives are now shared between players.\n"));
|
|
break;
|
|
}
|
|
|
|
if (cv_coopstarposts.value == 2)
|
|
return;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
if (!players[i].spectator)
|
|
continue;
|
|
|
|
if (players[i].lives > 0)
|
|
continue;
|
|
|
|
P_SpectatorJoinGame(&players[i]);
|
|
}
|
|
}
|
|
|
|
static void ExitMove_OnChange(void)
|
|
{
|
|
UINT8 i;
|
|
|
|
if (!(netgame || multiplayer) || !(gametyperules & GTR_FRIENDLY))
|
|
return;
|
|
|
|
if (cv_exitmove.value)
|
|
{
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
if (playeringame[i] && players[i].mo)
|
|
{
|
|
if (players[i].mo->target && players[i].mo->target->type == MT_SIGN)
|
|
P_SetTarget(&players[i].mo->target, NULL);
|
|
|
|
if (players[i].pflags & PF_FINISHED)
|
|
P_GiveFinishFlags(&players[i]);
|
|
}
|
|
|
|
CONS_Printf(M_GetText("Players can now move after completing the level.\n"));
|
|
}
|
|
else
|
|
CONS_Printf(M_GetText("Players can no longer move after completing the level.\n"));
|
|
}
|
|
|
|
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 && !(gametyperules & GTR_TIMELIMIT))
|
|
{
|
|
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)
|
|
{
|
|
const char *oldgt = NULL, *newgt = NULL;
|
|
|
|
if (lastgametype >= 0 && lastgametype < gametypecount)
|
|
oldgt = Gametype_Names[lastgametype];
|
|
if (gametype >= 0 && lastgametype < gametypecount)
|
|
newgt = Gametype_Names[gametype];
|
|
|
|
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)
|
|
CV_SetValue(&cv_itemrespawn, 0);
|
|
else if (!cv_itemrespawn.changed || lastgametype == GT_COMPETITION)
|
|
CV_SetValue(&cv_itemrespawn, 1);
|
|
|
|
switch (gametype)
|
|
{
|
|
case GT_COOP:
|
|
if (!cv_itemrespawntime.changed)
|
|
CV_Set(&cv_itemrespawntime, cv_itemrespawntime.defaultvalue); // respawn normally
|
|
break;
|
|
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;
|
|
default:
|
|
if (!cv_timelimit.changed && !cv_pointlimit.changed) // user hasn't changed limits
|
|
{
|
|
CV_SetValue(&cv_timelimit, timelimits[gametype]);
|
|
CV_SetValue(&cv_pointlimit, pointlimits[gametype]);
|
|
}
|
|
if (!cv_itemrespawntime.changed)
|
|
CV_Set(&cv_itemrespawntime, cv_itemrespawntime.defaultvalue); // respawn normally
|
|
break;
|
|
}
|
|
}
|
|
else if (!multiplayer && !netgame)
|
|
{
|
|
G_SetGametype(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 (!(gametyperules & GTR_POINTLIMIT))
|
|
{
|
|
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.
|
|
// Averted with GTR_NOSPECTATORSPAWN.
|
|
if (!splitscreen && (G_GametypeHasSpectators()))
|
|
{
|
|
INT32 i;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i])
|
|
{
|
|
players[i].ctfteam = 0;
|
|
players[i].spectator = (gametyperules & GTR_NOSPECTATORSPAWN) ? false : 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 || (IsPlayerAdmin(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)
|
|
{
|
|
INT32 sfxfreeint = (INT32)sfxfree;
|
|
if (cv_soundtest.value < 0)
|
|
{
|
|
CV_SetValue(&cv_soundtest, sfxfreeint-1);
|
|
return;
|
|
}
|
|
|
|
if (cv_soundtest.value >= sfxfreeint)
|
|
{
|
|
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 || IsPlayerAdmin(consoleplayer)))
|
|
{
|
|
CONS_Alert(CONS_NOTICE, M_GetText("This command cannot be used in this gametype.\n"));
|
|
CV_StealthSetValue(&cv_teamscramble, 0);
|
|
return;
|
|
}
|
|
|
|
// If a team scramble is already in progress, do not allow another one to be started!
|
|
if (teamscramble)
|
|
return;
|
|
|
|
retryscramble:
|
|
|
|
// Clear related global variables. These will get used again in p_tick.c/y_inter.c as the teams are scrambled.
|
|
memset(&scrambleplayers, 0, sizeof(scrambleplayers));
|
|
memset(&scrambleteams, 0, sizeof(scrambleplayers));
|
|
scrambletotal = scramblecount = 0;
|
|
blue = red = maxcomposition = newteam = playercount = 0;
|
|
repick = true;
|
|
|
|
// Put each player's node in the array.
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && !players[i].spectator)
|
|
{
|
|
scrambleplayers[playercount] = i;
|
|
playercount++;
|
|
}
|
|
}
|
|
|
|
if (playercount < 2)
|
|
{
|
|
CV_StealthSetValue(&cv_teamscramble, 0);
|
|
return; // Don't scramble one or zero players.
|
|
}
|
|
|
|
// Randomly place players on teams.
|
|
if (cv_teamscramble.value == 1)
|
|
{
|
|
maxcomposition = playercount / 2;
|
|
|
|
// Now randomly assign players to teams.
|
|
// If the teams get out of hand, assign the rest to the other team.
|
|
for (i = 0; i < playercount; i++)
|
|
{
|
|
if (repick)
|
|
newteam = (INT16)((M_RandomByte() % 2) + 1);
|
|
|
|
// One team has the most players they can get, assign the rest to the other team.
|
|
if (red == maxcomposition || blue == maxcomposition)
|
|
{
|
|
if (red == maxcomposition)
|
|
newteam = 2;
|
|
else //if (blue == maxcomposition)
|
|
newteam = 1;
|
|
|
|
repick = false;
|
|
}
|
|
|
|
scrambleteams[i] = newteam;
|
|
|
|
if (newteam == 1)
|
|
red++;
|
|
else
|
|
blue++;
|
|
}
|
|
}
|
|
else if (cv_teamscramble.value == 2) // Same as before, except split teams based on current score.
|
|
{
|
|
// Now, sort the array based on points scored.
|
|
for (i = 1; i < playercount; i++)
|
|
{
|
|
for (j = i; j < playercount; j++)
|
|
{
|
|
INT16 tempplayer = 0;
|
|
|
|
if ((players[scrambleplayers[i-1]].score > players[scrambleplayers[j]].score))
|
|
{
|
|
tempplayer = scrambleplayers[i-1];
|
|
scrambleplayers[i-1] = scrambleplayers[j];
|
|
scrambleplayers[j] = tempplayer;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now assign players to teams based on score. Scramble in pairs.
|
|
// If there is an odd number, one team will end up with the unlucky slob who has no points. =(
|
|
for (i = 0; i < playercount; i++)
|
|
{
|
|
if (repick)
|
|
{
|
|
newteam = (INT16)((M_RandomByte() % 2) + 1);
|
|
repick = false;
|
|
}
|
|
else if (i != 2) // Mystic's secret sauce - ABBA is better than ABAB, so team B doesn't get worse players all around
|
|
{
|
|
// We will only randomly pick the team for the first guy.
|
|
// Otherwise, just alternate back and forth, distributing players.
|
|
newteam = 3 - newteam;
|
|
}
|
|
|
|
scrambleteams[i] = newteam;
|
|
}
|
|
}
|
|
|
|
// Check to see if our random selection actually
|
|
// changed anybody. If not, we run through and try again.
|
|
for (i = 0; i < playercount; i++)
|
|
{
|
|
if (players[scrambleplayers[i]].ctfteam != scrambleteams[i])
|
|
success = true;
|
|
}
|
|
|
|
if (!success && retries < 5)
|
|
{
|
|
retries++;
|
|
goto retryscramble; //try again
|
|
}
|
|
|
|
// Display a witty message, but only during scrambles specifically triggered by an admin.
|
|
if (cv_teamscramble.value)
|
|
{
|
|
scrambletotal = playercount;
|
|
teamscramble = (INT16)cv_teamscramble.value;
|
|
|
|
if (!(gamestate == GS_INTERMISSION && cv_scrambleonchange.value))
|
|
CONS_Printf(M_GetText("Teams will be scrambled next round.\n"));
|
|
}
|
|
}
|
|
|
|
static void Hidetime_OnChange(void)
|
|
{
|
|
if (Playing() && G_TagGametype() && leveltime >= (hidetime * TICRATE))
|
|
{
|
|
// Don't allow hidetime changes after it expires.
|
|
CV_StealthSetValue(&cv_hidetime, hidetime);
|
|
return;
|
|
}
|
|
hidetime = cv_hidetime.value;
|
|
|
|
//uh oh, gotta change timelimitintics now too
|
|
if (G_TagGametype())
|
|
timelimitintics = (cv_timelimit.value * 60 * TICRATE) + (hidetime * TICRATE);
|
|
}
|
|
|
|
static void Command_Showmap_f(void)
|
|
{
|
|
if (gamestate == GS_LEVEL)
|
|
{
|
|
if (mapheaderinfo[gamemap-1]->actnum)
|
|
CONS_Printf("%s (%d): %s %d\n", G_BuildMapName(gamemap), gamemap, mapheaderinfo[gamemap-1]->lvlttl, mapheaderinfo[gamemap-1]->actnum);
|
|
else
|
|
CONS_Printf("%s (%d): %s\n", G_BuildMapName(gamemap), gamemap, mapheaderinfo[gamemap-1]->lvlttl);
|
|
}
|
|
else
|
|
CONS_Printf(M_GetText("You must be in a level to use this.\n"));
|
|
}
|
|
|
|
static void Command_Mapmd5_f(void)
|
|
{
|
|
if (gamestate == GS_LEVEL)
|
|
{
|
|
INT32 i;
|
|
char md5tmp[33];
|
|
for (i = 0; i < 16; ++i)
|
|
sprintf(&md5tmp[i*2], "%02x", mapmd5[i]);
|
|
CONS_Printf("%s: %s\n", G_BuildMapName(gamemap), md5tmp);
|
|
}
|
|
else
|
|
CONS_Printf(M_GetText("You must be in a level to use this.\n"));
|
|
}
|
|
|
|
static void Command_ExitLevel_f(void)
|
|
{
|
|
if (!(netgame || (multiplayer && gametype != GT_COOP)) && !cv_debug)
|
|
CONS_Printf(M_GetText("This only works in a netgame.\n"));
|
|
else if (!(server || (IsPlayerAdmin(consoleplayer))))
|
|
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
|
|
else if (( gamestate != GS_LEVEL && gamestate != GS_CREDITS ) || 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 && !IsPlayerAdmin(playernum))
|
|
{
|
|
CONS_Alert(CONS_WARNING, M_GetText("Illegal exitlevel command received from %s\n"), player_names[playernum]);
|
|
if (server)
|
|
SendKick(playernum, KICK_MSG_CON_FAIL | KICK_MSG_KEEP_BODY);
|
|
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);
|
|
}
|
|
|
|
/** Quits a game and returns to the title screen.
|
|
*
|
|
*/
|
|
void Command_ExitGame_f(void)
|
|
{
|
|
INT32 i;
|
|
|
|
LUAh_GameQuit(false);
|
|
|
|
D_QuitNetGame();
|
|
CL_Reset();
|
|
CV_ClearChangedFlags();
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
CL_ClearPlayer(i);
|
|
|
|
players[consoleplayer].availabilities = players[1].availabilities = R_GetSkinAvailabilities(); // players[1] is supposed to be for 2p
|
|
|
|
splitscreen = false;
|
|
SplitScreen_OnChange();
|
|
botingame = false;
|
|
botskin = 0;
|
|
cv_debug = 0;
|
|
emeralds = 0;
|
|
memset(&luabanks, 0, sizeof(luabanks));
|
|
|
|
if (dirmenu)
|
|
closefilemenu(true);
|
|
|
|
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, extras will not be unlocked\n"));
|
|
else
|
|
CONS_Printf(M_GetText("modifiedgame is false, you can unlock extras\n"));
|
|
}
|
|
|
|
static void Command_Cheats_f(void)
|
|
{
|
|
if (COM_CheckParm("off"))
|
|
{
|
|
if (!(server || (IsPlayerAdmin(consoleplayer))))
|
|
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
|
|
else
|
|
CV_ResetCheatNetVars();
|
|
return;
|
|
}
|
|
|
|
if (CV_CheatsEnabled())
|
|
{
|
|
CONS_Printf(M_GetText("At least one CHEAT-marked variable has been changed -- Cheats are enabled.\n"));
|
|
if (server || (IsPlayerAdmin(consoleplayer)))
|
|
CONS_Printf(M_GetText("Type CHEATS OFF to reset all cheat variables to default.\n"));
|
|
}
|
|
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;
|
|
}
|
|
|
|
extern UINT8 *save_p;
|
|
static void Command_Archivetest_f(void)
|
|
{
|
|
UINT8 *buf;
|
|
UINT32 i, wrote;
|
|
thinker_t *th;
|
|
if (gamestate != GS_LEVEL)
|
|
{
|
|
CONS_Printf("This command only works in-game, you dummy.\n");
|
|
return;
|
|
}
|
|
|
|
// assign mobjnum
|
|
i = 1;
|
|
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
|
if (th->function.acp1 != (actionf_p1)P_RemoveThinkerDelayed)
|
|
((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
|
|
|
|
/** 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 || IsPlayerAdmin(consoleplayer)) && (cv_forceskin.value < -1 || cv_forceskin.value >= numskins))
|
|
{
|
|
if (cv_forceskin.value == -2)
|
|
CV_SetValue(&cv_forceskin, numskins-1);
|
|
else
|
|
{
|
|
// hack because I can't restrict this and still allow added skins to be used with forceskin.
|
|
if (!menuactive)
|
|
CONS_Printf(M_GetText("Valid skin numbers are 0 to %d (-1 disables)\n"), numskins - 1);
|
|
CV_SetValue(&cv_forceskin, -1);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// NOT in SP, silly!
|
|
if (!(netgame || multiplayer))
|
|
return;
|
|
|
|
if (cv_forceskin.value < 0)
|
|
CONS_Printf("The server has lifted the forced skin restrictions.\n");
|
|
else
|
|
{
|
|
CONS_Printf("The server is restricting all players to skin \"%s\".\n",skins[cv_forceskin.value].name);
|
|
ForceAllSkins(cv_forceskin.value);
|
|
}
|
|
}
|
|
|
|
//Allows the player's name to be changed if cv_mute is off.
|
|
static void Name_OnChange(void)
|
|
{
|
|
if (cv_mute.value && !(server || IsPlayerAdmin(consoleplayer)))
|
|
{
|
|
CONS_Alert(CONS_NOTICE, M_GetText("You may not change your name when chat is muted.\n"));
|
|
CV_StealthSet(&cv_playername, player_names[consoleplayer]);
|
|
}
|
|
else
|
|
SendNameAndColor();
|
|
|
|
}
|
|
|
|
static void Name2_OnChange(void)
|
|
{
|
|
if (cv_mute.value) //Secondary player can't be admin.
|
|
{
|
|
CONS_Alert(CONS_NOTICE, M_GetText("You may not change your name when chat is muted.\n"));
|
|
CV_StealthSet(&cv_playername2, player_names[secondarydisplayplayer]);
|
|
}
|
|
else
|
|
SendNameAndColor2();
|
|
}
|
|
|
|
/** Sends a skin change for the console player, unless that player is moving.
|
|
* \sa cv_skin, Skin2_OnChange, Color_OnChange
|
|
* \author Graue <graue@oceanbase.org>
|
|
*/
|
|
static void Skin_OnChange(void)
|
|
{
|
|
if (!Playing())
|
|
return; // do whatever you want
|
|
|
|
if (!(cv_debug || devparm) && !(multiplayer || netgame) // In single player.
|
|
&& (gamestate != GS_WAITINGPLAYERS)) // allows command line -warp x +skin y
|
|
{
|
|
CV_StealthSet(&cv_skin, skins[players[consoleplayer].skin].name);
|
|
return;
|
|
}
|
|
|
|
if (CanChangeSkin(consoleplayer) && !P_PlayerMoving(consoleplayer))
|
|
SendNameAndColor();
|
|
else
|
|
{
|
|
CONS_Alert(CONS_NOTICE, M_GetText("You can't change your skin at the moment.\n"));
|
|
CV_StealthSet(&cv_skin, skins[players[consoleplayer].skin].name);
|
|
}
|
|
}
|
|
|
|
/** Sends a skin change for the secondary splitscreen player, unless that
|
|
* player is moving.
|
|
* \sa cv_skin2, Skin_OnChange, Color2_OnChange
|
|
* \author Graue <graue@oceanbase.org>
|
|
*/
|
|
static void Skin2_OnChange(void)
|
|
{
|
|
if (!Playing() || !splitscreen)
|
|
return; // do whatever you want
|
|
|
|
if (CanChangeSkin(secondarydisplayplayer) && !P_PlayerMoving(secondarydisplayplayer))
|
|
SendNameAndColor2();
|
|
else
|
|
{
|
|
CONS_Alert(CONS_NOTICE, M_GetText("You can't change your skin at the moment.\n"));
|
|
CV_StealthSet(&cv_skin2, skins[players[secondarydisplayplayer].skin].name);
|
|
}
|
|
}
|
|
|
|
/** Sends a color change for the console player, unless that player is moving.
|
|
* \sa cv_playercolor, Color2_OnChange, Skin_OnChange
|
|
* \author Graue <graue@oceanbase.org>
|
|
*/
|
|
static void Color_OnChange(void)
|
|
{
|
|
if (!Playing()) {
|
|
if (!cv_playercolor.value || !skincolors[cv_playercolor.value].accessible)
|
|
CV_StealthSetValue(&cv_playercolor, lastgoodcolor);
|
|
}
|
|
else
|
|
{
|
|
if (!(cv_debug || devparm) && !(multiplayer || netgame)) // In single player.
|
|
{
|
|
CV_StealthSet(&cv_skin, skins[players[consoleplayer].skin].name);
|
|
return;
|
|
}
|
|
|
|
if (!P_PlayerMoving(consoleplayer) && skincolors[players[consoleplayer].skincolor].accessible == true)
|
|
{
|
|
// Color change menu scrolling fix is no longer necessary
|
|
SendNameAndColor();
|
|
}
|
|
else
|
|
{
|
|
CV_StealthSetValue(&cv_playercolor,
|
|
players[consoleplayer].skincolor);
|
|
}
|
|
}
|
|
lastgoodcolor = cv_playercolor.value;
|
|
}
|
|
|
|
/** Sends a color change for the secondary splitscreen player, unless that
|
|
* player is moving.
|
|
* \sa cv_playercolor2, Color_OnChange, Skin2_OnChange
|
|
* \author Graue <graue@oceanbase.org>
|
|
*/
|
|
static void Color2_OnChange(void)
|
|
{
|
|
if (!Playing() || !splitscreen)
|
|
{
|
|
if (!cv_playercolor2.value || !skincolors[cv_playercolor2.value].accessible)
|
|
CV_StealthSetValue(&cv_playercolor2, lastgoodcolor2);
|
|
}
|
|
else
|
|
{
|
|
if (!P_PlayerMoving(secondarydisplayplayer) && skincolors[players[secondarydisplayplayer].skincolor].accessible == true)
|
|
{
|
|
// Color change menu scrolling fix is no longer necessary
|
|
SendNameAndColor2();
|
|
}
|
|
else
|
|
{
|
|
CV_StealthSetValue(&cv_playercolor2,
|
|
players[secondarydisplayplayer].skincolor);
|
|
}
|
|
}
|
|
lastgoodcolor2 = cv_playercolor2.value;
|
|
}
|
|
|
|
/** 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 || (IsPlayerAdmin(consoleplayer)))
|
|
return;
|
|
|
|
if (cv_mute.value)
|
|
CONS_Printf(M_GetText("Chat has been muted.\n"));
|
|
else
|
|
CONS_Printf(M_GetText("Chat is no longer muted.\n"));
|
|
}
|
|
|
|
/** Hack to clear all changed flags after game start.
|
|
* A lot of code (written by dummies, obviously) uses COM_BufAddText() to run
|
|
* commands and change consvars, especially on game start. This is problematic
|
|
* because CV_ClearChangedFlags() needs to get called on game start \b after
|
|
* all those commands are run.
|
|
*
|
|
* Here's how it's done: the last thing in COM_BufAddText() is "dummyconsvar
|
|
* 1", so we end up here, where dummyconsvar is reset to 0 and all the changed
|
|
* flags are set to 0.
|
|
*
|
|
* \todo Fix the aforementioned code and make this hack unnecessary.
|
|
* \sa cv_dummyconsvar
|
|
* \author Graue <graue@oceanbase.org>
|
|
*/
|
|
static void DummyConsvar_OnChange(void)
|
|
{
|
|
if (cv_dummyconsvar.value == 1)
|
|
{
|
|
CV_SetValue(&cv_dummyconsvar, 0);
|
|
CV_ClearChangedFlags();
|
|
}
|
|
}
|
|
|
|
static void Command_ShowScores_f(void)
|
|
{
|
|
UINT8 i;
|
|
|
|
if (!(netgame || multiplayer))
|
|
{
|
|
CONS_Printf(M_GetText("This only works in a netgame.\n"));
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i])
|
|
// FIXME: %lu? what's wrong with %u? ~Callum (produces warnings...)
|
|
CONS_Printf(M_GetText("%s's score is %u\n"), player_names[i], players[i].score);
|
|
}
|
|
CONS_Printf(M_GetText("The pointlimit is %d\n"), cv_pointlimit.value);
|
|
|
|
}
|
|
|
|
static void Command_ShowTime_f(void)
|
|
{
|
|
if (!(netgame || multiplayer))
|
|
{
|
|
CONS_Printf(M_GetText("This only works in a netgame.\n"));
|
|
return;
|
|
}
|
|
|
|
CONS_Printf(M_GetText("The current time is %f.\nThe timelimit is %f\n"), (double)leveltime/TICRATE, (double)timelimitintics/TICRATE);
|
|
}
|
|
|
|
static void BaseNumLaps_OnChange(void)
|
|
{
|
|
if ((gametyperules & (GTR_RACE|GTR_LIVES)) == GTR_RACE)
|
|
{
|
|
if (cv_basenumlaps.value)
|
|
CONS_Printf(M_GetText("Number of laps will be changed to map defaults next round.\n"));
|
|
else
|
|
CONS_Printf(M_GetText("Number of laps will be changed to %d next round.\n"), cv_basenumlaps.value);
|
|
}
|
|
}
|