SRB2/src/d_netcmd.c
Nev3r a9110c0645 Fixed more mobj thinker iterator oversights and removed all mobj thinker function checks
Mobjs got their own thinker list after all, and disappearing thinkers are automatically purged from their lists and sent to the limbo list.
So it's safe to assume all thinkers inside the mobj list must be mobjs.

Signed-off-by: Nev3r <apophycens@gmail.com>
2019-04-21 16:39:57 +02:00

4517 lines
128 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2018 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file d_netcmd.c
/// \brief host/client network commands
/// commands are executed through the command buffer
/// like console commands, other miscellaneous commands (at the end)
#include "doomdef.h"
#include "console.h"
#include "command.h"
#include "i_system.h"
#include "g_game.h"
#include "hu_stuff.h"
#include "g_input.h"
#include "m_menu.h"
#include "r_local.h"
#include "r_things.h"
#include "p_local.h"
#include "p_setup.h"
#include "s_sound.h"
#include "i_sound.h"
#include "m_misc.h"
#include "am_map.h"
#include "byteptr.h"
#include "d_netfil.h"
#include "p_spec.h"
#include "m_cheat.h"
#include "d_clisrv.h"
#include "v_video.h"
#include "d_main.h"
#include "m_random.h"
#include "f_finale.h"
#include "filesrch.h"
#include "mserv.h"
#include "md5.h"
#include "z_zone.h"
#include "lua_script.h"
#include "lua_hook.h"
#include "m_cond.h"
#include "m_anigif.h"
#ifdef NETGAME_DEVMODE
#define CV_RESTRICT CV_NETVAR
#else
#define CV_RESTRICT 0
#endif
// ------
// protos
// ------
static void Got_NameAndColor(UINT8 **cp, INT32 playernum);
static void Got_WeaponPref(UINT8 **cp, INT32 playernum);
static void Got_Mapcmd(UINT8 **cp, INT32 playernum);
static void Got_ExitLevelcmd(UINT8 **cp, INT32 playernum);
static void Got_RequestAddfilecmd(UINT8 **cp, INT32 playernum);
static void Got_Addfilecmd(UINT8 **cp, INT32 playernum);
static void Got_Pause(UINT8 **cp, INT32 playernum);
static void Got_Suicide(UINT8 **cp, INT32 playernum);
static void Got_RandomSeed(UINT8 **cp, INT32 playernum);
static void Got_RunSOCcmd(UINT8 **cp, INT32 playernum);
static void Got_Teamchange(UINT8 **cp, INT32 playernum);
static void Got_Clearscores(UINT8 **cp, INT32 playernum);
static void PointLimit_OnChange(void);
static void TimeLimit_OnChange(void);
static void NumLaps_OnChange(void);
static void Mute_OnChange(void);
static void Hidetime_OnChange(void);
static void AutoBalance_OnChange(void);
static void TeamScramble_OnChange(void);
static void NetTimeout_OnChange(void);
static void JoinTimeout_OnChange(void);
static void CoopStarposts_OnChange(void);
static void CoopLives_OnChange(void);
static void Ringslinger_OnChange(void);
static void Gravity_OnChange(void);
static void ForceSkin_OnChange(void);
static void Name_OnChange(void);
static void Name2_OnChange(void);
static void Skin_OnChange(void);
static void Skin2_OnChange(void);
static void Color_OnChange(void);
static void Color2_OnChange(void);
static void DummyConsvar_OnChange(void);
static void SoundTest_OnChange(void);
#ifdef NETGAME_DEVMODE
static void Fishcake_OnChange(void);
#endif
static void Command_Playdemo_f(void);
static void Command_Timedemo_f(void);
static void Command_Stopdemo_f(void);
static void Command_StartMovie_f(void);
static void Command_StopMovie_f(void);
static void Command_Map_f(void);
static void Command_ResetCamera_f(void);
static void Command_Addfile(void);
static void Command_ListWADS_f(void);
static void Command_RunSOC(void);
static void Command_Pause(void);
static void Command_Suicide(void);
static void Command_Version_f(void);
#ifdef UPDATE_ALERT
static void Command_ModDetails_f(void);
#endif
static void Command_ShowGametype_f(void);
FUNCNORETURN static ATTRNORETURN void Command_Quit_f(void);
static void Command_Playintro_f(void);
static void Command_Displayplayer_f(void);
static void Command_ExitLevel_f(void);
static void Command_Showmap_f(void);
static void Command_Mapmd5_f(void);
static void Command_Teamchange_f(void);
static void Command_Teamchange2_f(void);
static void Command_ServerTeamChange_f(void);
static void Command_Clearscores_f(void);
// Remote Administration
static void Command_Changepassword_f(void);
static void Command_Login_f(void);
static void Got_Login(UINT8 **cp, INT32 playernum);
static void Got_Verification(UINT8 **cp, INT32 playernum);
static void Got_Removal(UINT8 **cp, INT32 playernum);
static void Command_Verify_f(void);
static void Command_RemoveAdmin_f(void);
static void Command_MotD_f(void);
static void Got_MotD_f(UINT8 **cp, INT32 playernum);
static void Command_ShowScores_f(void);
static void Command_ShowTime_f(void);
static void Command_Isgamemodified_f(void);
static void Command_Cheats_f(void);
#ifdef _DEBUG
static void Command_Togglemodified_f(void);
#ifdef HAVE_BLUA
static void Command_Archivetest_f(void);
#endif
#endif
// =========================================================================
// CLIENT VARIABLES
// =========================================================================
void SendWeaponPref(void);
void SendWeaponPref2(void);
static CV_PossibleValue_t usemouse_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Force"}, {0, NULL}};
#if (defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)
static CV_PossibleValue_t mouse2port_cons_t[] = {{0, "/dev/gpmdata"}, {1, "/dev/ttyS0"},
{2, "/dev/ttyS1"}, {3, "/dev/ttyS2"}, {4, "/dev/ttyS3"}, {0, NULL}};
#else
static CV_PossibleValue_t mouse2port_cons_t[] = {{1, "COM1"}, {2, "COM2"}, {3, "COM3"}, {4, "COM4"},
{0, NULL}};
#endif
#ifdef LJOYSTICK
static CV_PossibleValue_t joyport_cons_t[] = {{1, "/dev/js0"}, {2, "/dev/js1"}, {3, "/dev/js2"},
{4, "/dev/js3"}, {0, NULL}};
#else
// accept whatever value - it is in fact the joystick device number
#define usejoystick_cons_t NULL
#endif
static CV_PossibleValue_t teamscramble_cons_t[] = {{0, "Off"}, {1, "Random"}, {2, "Points"}, {0, NULL}};
static CV_PossibleValue_t startingliveslimit_cons_t[] = {{1, "MIN"}, {99, "MAX"}, {0, NULL}};
static CV_PossibleValue_t sleeping_cons_t[] = {{-1, "MIN"}, {1000/TICRATE, "MAX"}, {0, NULL}};
static CV_PossibleValue_t competitionboxes_cons_t[] = {{0, "Normal"}, {1, "Mystery"}, //{2, "Teleport"},
{3, "None"}, {0, NULL}};
static CV_PossibleValue_t matchboxes_cons_t[] = {{0, "Normal"}, {1, "Mystery"}, {2, "Unchanging"},
{3, "None"}, {0, NULL}};
static CV_PossibleValue_t chances_cons_t[] = {{0, "MIN"}, {9, "MAX"}, {0, NULL}};
static CV_PossibleValue_t pause_cons_t[] = {{0, "Server"}, {1, "All"}, {0, NULL}};
consvar_t cv_showinputjoy = {"showinputjoy", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
#ifdef NETGAME_DEVMODE
static consvar_t cv_fishcake = {"fishcake", "Off", CV_CALL|CV_NOSHOWHELP|CV_RESTRICT, CV_OnOff, Fishcake_OnChange, 0, NULL, NULL, 0, 0, NULL};
#endif
static consvar_t cv_dummyconsvar = {"dummyconsvar", "Off", CV_CALL|CV_NOSHOWHELP, CV_OnOff,
DummyConsvar_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_restrictskinchange = {"restrictskinchange", "Yes", CV_NETVAR|CV_CHEAT, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_allowteamchange = {"allowteamchange", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_startinglives = {"startinglives", "3", CV_NETVAR|CV_CHEAT, startingliveslimit_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t respawntime_cons_t[] = {{0, "MIN"}, {30, "MAX"}, {0, NULL}};
consvar_t cv_respawntime = {"respawndelay", "3", CV_NETVAR|CV_CHEAT, respawntime_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_competitionboxes = {"competitionboxes", "Mystery", CV_NETVAR|CV_CHEAT, competitionboxes_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
#ifdef SEENAMES
static CV_PossibleValue_t seenames_cons_t[] = {{0, "Off"}, {1, "Colorless"}, {2, "Team"}, {3, "Ally/Foe"}, {0, NULL}};
consvar_t cv_seenames = {"seenames", "Ally/Foe", CV_SAVE, seenames_cons_t, 0, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_allowseenames = {"allowseenames", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
#endif
// names
consvar_t cv_playername = {"name", "Sonic", CV_CALL|CV_NOINIT, NULL, Name_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_playername2 = {"name2", "Tails", CV_CALL|CV_NOINIT, NULL, Name2_OnChange, 0, NULL, NULL, 0, 0, NULL};
// player colors
consvar_t cv_playercolor = {"color", "Blue", CV_CALL|CV_NOINIT, Color_cons_t, Color_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_playercolor2 = {"color2", "Orange", CV_CALL|CV_NOINIT, Color_cons_t, Color2_OnChange, 0, NULL, NULL, 0, 0, NULL};
// player's skin, saved for commodity, when using a favorite skins wad..
consvar_t cv_skin = {"skin", DEFAULTSKIN, CV_CALL|CV_NOINIT, NULL, Skin_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_skin2 = {"skin2", DEFAULTSKIN2, CV_CALL|CV_NOINIT, NULL, Skin2_OnChange, 0, NULL, NULL, 0, 0, NULL};
// saved versions of the above six
consvar_t cv_defaultplayername = {"defaultname", "Sonic", CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_defaultplayername2 = {"defaultname2", "Tails", CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_defaultplayercolor = {"defaultcolor", "Blue", CV_SAVE, Color_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_defaultplayercolor2 = {"defaultcolor2", "Orange", CV_SAVE, Color_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_defaultskin = {"defaultskin", DEFAULTSKIN, CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_defaultskin2 = {"defaultskin2", DEFAULTSKIN2, CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_skipmapcheck = {"skipmapcheck", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
INT32 cv_debug;
consvar_t cv_usemouse = {"use_mouse", "On", CV_SAVE|CV_CALL,usemouse_cons_t, I_StartupMouse, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_usemouse2 = {"use_mouse2", "Off", CV_SAVE|CV_CALL,usemouse_cons_t, I_StartupMouse2, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_usejoystick = {"use_joystick", "1", CV_SAVE|CV_CALL, usejoystick_cons_t,
I_InitJoystick, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_usejoystick2 = {"use_joystick2", "2", CV_SAVE|CV_CALL, usejoystick_cons_t,
I_InitJoystick2, 0, NULL, NULL, 0, 0, NULL};
#if (defined (LJOYSTICK) || defined (HAVE_SDL))
#ifdef LJOYSTICK
consvar_t cv_joyport = {"joyport", "/dev/js0", CV_SAVE, joyport_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_joyport2 = {"joyport2", "/dev/js0", CV_SAVE, joyport_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: for later
#endif
consvar_t cv_joyscale = {"joyscale", "1", CV_SAVE|CV_CALL, NULL, I_JoyScale, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_joyscale2 = {"joyscale2", "1", CV_SAVE|CV_CALL, NULL, I_JoyScale2, 0, NULL, NULL, 0, 0, NULL};
#else
consvar_t cv_joyscale = {"joyscale", "1", CV_SAVE|CV_HIDEN, NULL, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: Dummy for save
consvar_t cv_joyscale2 = {"joyscale2", "1", CV_SAVE|CV_HIDEN, NULL, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: Dummy for save
#endif
#if (defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)
consvar_t cv_mouse2port = {"mouse2port", "/dev/gpmdata", CV_SAVE, mouse2port_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_mouse2opt = {"mouse2opt", "0", CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
#else
consvar_t cv_mouse2port = {"mouse2port", "COM2", CV_SAVE, mouse2port_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
#endif
consvar_t cv_matchboxes = {"matchboxes", "Normal", CV_NETVAR|CV_CHEAT, matchboxes_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_specialrings = {"specialrings", "On", CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_powerstones = {"powerstones", "On", CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_recycler = {"tv_recycler", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_teleporters = {"tv_teleporter", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_superring = {"tv_superring", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_supersneakers = {"tv_supersneaker", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_invincibility = {"tv_invincibility", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_jumpshield = {"tv_jumpshield", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_watershield = {"tv_watershield", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_ringshield = {"tv_ringshield", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_forceshield = {"tv_forceshield", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_bombshield = {"tv_bombshield", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_1up = {"tv_1up", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_eggmanbox = {"tv_eggman", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_ringslinger = {"ringslinger", "No", CV_NETVAR|CV_NOSHOWHELP|CV_CALL|CV_CHEAT, CV_YesNo,
Ringslinger_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_gravity = {"gravity", "0.5", CV_RESTRICT|CV_FLOAT|CV_CALL, NULL, Gravity_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_soundtest = {"soundtest", "0", CV_CALL, NULL, SoundTest_OnChange, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t minitimelimit_cons_t[] = {{15, "MIN"}, {9999, "MAX"}, {0, NULL}};
consvar_t cv_countdowntime = {"countdowntime", "60", CV_NETVAR|CV_CHEAT, minitimelimit_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_touchtag = {"touchtag", "Off", CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_hidetime = {"hidetime", "30", CV_NETVAR|CV_CALL, minitimelimit_cons_t, Hidetime_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_autobalance = {"autobalance", "Off", CV_NETVAR|CV_CALL, CV_OnOff, AutoBalance_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_teamscramble = {"teamscramble", "Off", CV_NETVAR|CV_CALL|CV_NOINIT, teamscramble_cons_t, TeamScramble_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_scrambleonchange = {"scrambleonchange", "Off", CV_NETVAR, teamscramble_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_friendlyfire = {"friendlyfire", "Off", CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_itemfinder = {"itemfinder", "Off", CV_CALL, CV_OnOff, ItemFinder_OnChange, 0, NULL, NULL, 0, 0, NULL};
// Scoring type options
consvar_t cv_overtime = {"overtime", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_rollingdemos = {"rollingdemos", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t timetic_cons_t[] = {{0, "Classic"}, {1, "Centiseconds"}, {2, "Mania"}, {3, "Tics"}, {0, NULL}};
consvar_t cv_timetic = {"timerres", "Classic", CV_SAVE, timetic_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t powerupdisplay_cons_t[] = {{0, "Never"}, {1, "First-person only"}, {2, "Always"}, {0, NULL}};
consvar_t cv_powerupdisplay = {"powerupdisplay", "First-person only", CV_SAVE, powerupdisplay_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t pointlimit_cons_t[] = {{0, "MIN"}, {999999990, "MAX"}, {0, NULL}};
consvar_t cv_pointlimit = {"pointlimit", "0", CV_NETVAR|CV_CALL|CV_NOINIT, pointlimit_cons_t,
PointLimit_OnChange, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t timelimit_cons_t[] = {{0, "MIN"}, {30, "MAX"}, {0, NULL}};
consvar_t cv_timelimit = {"timelimit", "0", CV_NETVAR|CV_CALL|CV_NOINIT, timelimit_cons_t,
TimeLimit_OnChange, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t numlaps_cons_t[] = {{0, "MIN"}, {50, "MAX"}, {0, NULL}};
consvar_t cv_numlaps = {"numlaps", "4", CV_NETVAR|CV_CALL|CV_NOINIT, numlaps_cons_t,
NumLaps_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_usemapnumlaps = {"usemaplaps", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
// log elemental hazards -- not a netvar, is local to current player
consvar_t cv_hazardlog = {"hazardlog", "Yes", 0, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_forceskin = {"forceskin", "None", CV_NETVAR|CV_CALL|CV_CHEAT, NULL, ForceSkin_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_downloading = {"downloading", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_allowexitlevel = {"allowexitlevel", "No", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_killingdead = {"killingdead", "Off", CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_netstat = {"netstat", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; // show bandwidth statistics
static CV_PossibleValue_t nettimeout_cons_t[] = {{TICRATE/7, "MIN"}, {60*TICRATE, "MAX"}, {0, NULL}};
consvar_t cv_nettimeout = {"nettimeout", "350", CV_CALL|CV_SAVE, nettimeout_cons_t, NetTimeout_OnChange, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t jointimeout_cons_t[] = {{5*TICRATE, "MIN"}, {60*TICRATE, "MAX"}, {0, NULL}};
consvar_t cv_jointimeout = {"jointimeout", "350", CV_CALL|CV_SAVE, jointimeout_cons_t, JoinTimeout_OnChange, 0, NULL, NULL, 0, 0, NULL};
#ifdef NEWPING
consvar_t cv_maxping = {"maxping", "0", CV_SAVE, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
#endif
// Intermission time Tails 04-19-2002
static CV_PossibleValue_t inttime_cons_t[] = {{0, "MIN"}, {3600, "MAX"}, {0, NULL}};
consvar_t cv_inttime = {"inttime", "10", CV_NETVAR, inttime_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t coopstarposts_cons_t[] = {{0, "Per-player"}, {1, "Shared"}, {2, "Teamwork"}, {0, NULL}};
consvar_t cv_coopstarposts = {"coopstarposts", "Teamwork", CV_NETVAR|CV_CALL|CV_CHEAT, coopstarposts_cons_t, CoopStarposts_OnChange, 0, NULL, NULL, 0, 0, NULL};
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 = {"cooplives", "Avoid Game Over", CV_NETVAR|CV_CALL|CV_CHEAT, cooplives_cons_t, CoopLives_OnChange, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t advancemap_cons_t[] = {{0, "Off"}, {1, "Next"}, {2, "Random"}, {0, NULL}};
consvar_t cv_advancemap = {"advancemap", "Next", CV_NETVAR, advancemap_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t playersforexit_cons_t[] = {{0, "One"}, {1, "1/4"}, {2, "Half"}, {3, "3/4"}, {4, "All"}, {0, NULL}};
consvar_t cv_playersforexit = {"playersforexit", "All", CV_NETVAR, playersforexit_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_runscripts = {"runscripts", "Yes", 0, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_pause = {"pausepermission", "Server", CV_NETVAR, pause_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_mute = {"mute", "Off", CV_NETVAR|CV_CALL, CV_OnOff, Mute_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_sleep = {"cpusleep", "-1", CV_SAVE, sleeping_cons_t, NULL, -1, NULL, NULL, 0, 0, NULL};
INT16 gametype = GT_COOP;
boolean splitscreen = false;
boolean circuitmap = false;
INT32 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",
#ifdef HAVE_BLUA
"LUACMD",
"LUAVAR"
#endif
};
// =========================================================================
// 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);
#ifdef HAVE_BLUA
RegisterNetXCmd(XD_LUACMD, Got_Luacmd);
#endif
// Remote Administration
COM_AddCommand("password", Command_Changepassword_f);
RegisterNetXCmd(XD_LOGIN, Got_Login);
COM_AddCommand("login", Command_Login_f); // useful in dedicated to kick off remote admin
COM_AddCommand("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);
#ifdef HAVE_BLUA
COM_AddCommand("archivetest", Command_Archivetest_f);
#endif
#endif
// for master server connection
AddMServCommands();
// p_mobj.c
CV_RegisterVar(&cv_itemrespawntime);
CV_RegisterVar(&cv_itemrespawn);
CV_RegisterVar(&cv_flagtime);
// misc
CV_RegisterVar(&cv_friendlyfire);
CV_RegisterVar(&cv_pointlimit);
CV_RegisterVar(&cv_numlaps);
CV_RegisterVar(&cv_usemapnumlaps);
CV_RegisterVar(&cv_hazardlog);
CV_RegisterVar(&cv_autobalance);
CV_RegisterVar(&cv_teamscramble);
CV_RegisterVar(&cv_scrambleonchange);
CV_RegisterVar(&cv_touchtag);
CV_RegisterVar(&cv_hidetime);
CV_RegisterVar(&cv_inttime);
CV_RegisterVar(&cv_advancemap);
CV_RegisterVar(&cv_playersforexit);
CV_RegisterVar(&cv_timelimit);
CV_RegisterVar(&cv_playbackspeed);
CV_RegisterVar(&cv_forceskin);
CV_RegisterVar(&cv_downloading);
CV_RegisterVar(&cv_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_maxsend);
CV_RegisterVar(&cv_noticedownload);
CV_RegisterVar(&cv_downloadspeed);
COM_AddCommand("ping", Command_Ping_f);
CV_RegisterVar(&cv_nettimeout);
CV_RegisterVar(&cv_jointimeout);
CV_RegisterVar(&cv_skipmapcheck);
CV_RegisterVar(&cv_sleep);
#ifdef NEWPING
CV_RegisterVar(&cv_maxping);
#endif
#ifdef SEENAMES
CV_RegisterVar(&cv_allowseenames);
#endif
CV_RegisterVar(&cv_dummyconsvar);
}
// =========================================================================
// CLIENT STARTUP
// =========================================================================
/** Registers client commands and variables.
* Nothing needed for a dedicated server should be registered here.
*
* \sa D_RegisterServerCommands
*/
void D_RegisterClientCommands(void)
{
INT32 i;
for (i = 0; i < MAXSKINCOLORS; i++)
{
Color_cons_t[i].value = i;
Color_cons_t[i].strvalue = Color_Names[i];
}
Color_cons_t[MAXSKINCOLORS].value = 0;
Color_cons_t[MAXSKINCOLORS].strvalue = NULL;
if (dedicated)
return;
COM_AddCommand("numthinkers", Command_Numthinkers_f);
COM_AddCommand("countmobjs", Command_CountMobjs_f);
COM_AddCommand("changeteam", Command_Teamchange_f);
COM_AddCommand("changeteam2", Command_Teamchange2_f);
COM_AddCommand("playdemo", Command_Playdemo_f);
COM_AddCommand("timedemo", Command_Timedemo_f);
COM_AddCommand("stopdemo", Command_Stopdemo_f);
COM_AddCommand("playintro", Command_Playintro_f);
COM_AddCommand("resetcamera", Command_ResetCamera_f);
COM_AddCommand("setcontrol", Command_Setcontrol_f);
COM_AddCommand("setcontrol2", Command_Setcontrol2_f);
COM_AddCommand("screenshot", M_ScreenShot);
COM_AddCommand("startmovie", Command_StartMovie_f);
COM_AddCommand("stopmovie", Command_StopMovie_f);
CV_RegisterVar(&cv_screenshot_option);
CV_RegisterVar(&cv_screenshot_folder);
CV_RegisterVar(&cv_screenshot_colorprofile);
CV_RegisterVar(&cv_moviemode);
// PNG variables
CV_RegisterVar(&cv_zlib_level);
CV_RegisterVar(&cv_zlib_memory);
CV_RegisterVar(&cv_zlib_strategy);
CV_RegisterVar(&cv_zlib_window_bits);
// APNG variables
CV_RegisterVar(&cv_zlib_levela);
CV_RegisterVar(&cv_zlib_memorya);
CV_RegisterVar(&cv_zlib_strategya);
CV_RegisterVar(&cv_zlib_window_bitsa);
CV_RegisterVar(&cv_apng_delay);
// GIF variables
CV_RegisterVar(&cv_gif_optimize);
CV_RegisterVar(&cv_gif_downscale);
#ifdef WALLSPLATS
CV_RegisterVar(&cv_splats);
#endif
// 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_defaultplayername);
CV_RegisterVar(&cv_defaultplayercolor);
CV_RegisterVar(&cv_defaultskin);
CV_RegisterVar(&cv_defaultplayername2);
CV_RegisterVar(&cv_defaultplayercolor2);
CV_RegisterVar(&cv_defaultskin2);
#ifdef SEENAMES
CV_RegisterVar(&cv_seenames);
#endif
CV_RegisterVar(&cv_rollingdemos);
CV_RegisterVar(&cv_netstat);
#ifdef NETGAME_DEVMODE
CV_RegisterVar(&cv_fishcake);
#endif
// HUD
CV_RegisterVar(&cv_timetic);
CV_RegisterVar(&cv_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);
// 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);
// 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);
CV_RegisterVar(&cv_analog2);
CV_RegisterVar(&cv_useranalog);
CV_RegisterVar(&cv_useranalog2);
// deez New User eXperiences
CV_RegisterVar(&cv_directionchar);
CV_RegisterVar(&cv_directionchar2);
CV_RegisterVar(&cv_autobrake);
CV_RegisterVar(&cv_autobrake2);
// s_sound.c
CV_RegisterVar(&cv_soundvolume);
CV_RegisterVar(&cv_closedcaptioning);
CV_RegisterVar(&cv_digmusicvolume);
CV_RegisterVar(&cv_midimusicvolume);
CV_RegisterVar(&cv_numChannels);
// i_cdmus.c
CV_RegisterVar(&cd_volume);
CV_RegisterVar(&cdUpdate);
// screen.c
CV_RegisterVar(&cv_fullscreen);
CV_RegisterVar(&cv_renderview);
CV_RegisterVar(&cv_scr_depth);
CV_RegisterVar(&cv_scr_width);
CV_RegisterVar(&cv_scr_height);
CV_RegisterVar(&cv_soundtest);
// ingame object placing
COM_AddCommand("objectplace", Command_ObjectPlace_f);
COM_AddCommand("writethings", Command_Writethings_f);
CV_RegisterVar(&cv_speed);
CV_RegisterVar(&cv_opflags);
CV_RegisterVar(&cv_ophoopflags);
CV_RegisterVar(&cv_mapthingnum);
// CV_RegisterVar(&cv_grid);
// CV_RegisterVar(&cv_snapto);
// add cheat commands
COM_AddCommand("noclip", Command_CheatNoClip_f);
COM_AddCommand("god", Command_CheatGod_f);
COM_AddCommand("notarget", Command_CheatNoTarget_f);
COM_AddCommand("getallemeralds", Command_Getallemeralds_f);
COM_AddCommand("resetemeralds", Command_Resetemeralds_f);
COM_AddCommand("setrings", Command_Setrings_f);
COM_AddCommand("setlives", Command_Setlives_f);
COM_AddCommand("setcontinues", Command_Setcontinues_f);
COM_AddCommand("devmode", Command_Devmode_f);
COM_AddCommand("savecheckpoint", Command_Savecheckpoint_f);
COM_AddCommand("scale", Command_Scale_f);
COM_AddCommand("gravflip", Command_Gravflip_f);
COM_AddCommand("hurtme", Command_Hurtme_f);
COM_AddCommand("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);
#ifdef _DEBUG
COM_AddCommand("causecfail", Command_CauseCfail_f);
#endif
#if defined(HAVE_BLUA) && defined(LUA_ALLOW_BYTECODE)
COM_AddCommand("dumplua", Command_Dumplua_f);
#endif
}
/** Checks if a name (as received from another player) is okay.
* A name is okay if it is no fewer than 1 and no more than ::MAXPLAYERNAME
* chars long (not including NUL), it does not begin or end with a space,
* it does not contain non-printing characters (according to isprint(), which
* allows space), it does not start with a digit, and no other player is
* currently using it.
* \param name Name to check.
* \param playernum Player who wants the name, so we can check if they already
* have it, and let them keep it if so.
* \sa CleanupPlayerName, SetPlayerName, Got_NameAndColor
* \author Graue <graue@oceanbase.org>
*/
static boolean IsNameGood(char *name, INT32 playernum)
{
INT32 ix;
if (strlen(name) == 0 || strlen(name) > MAXPLAYERNAME)
return false; // Empty or too long.
if (name[0] == ' ' || name[strlen(name)-1] == ' ')
return false; // Starts or ends with a space.
if (isdigit(name[0]))
return false; // Starts with a digit.
if (name[0] == '@' || name[0] == '~')
return false; // Starts with an admin symbol.
// Check if it contains a non-printing character.
// Note: ANSI C isprint() considers space a printing character.
// Also don't allow semicolons, since they are used as
// console command separators.
// Also, anything over 0x80 is disallowed too, since compilers love to
// differ on whether they're printable characters or not.
for (ix = 0; name[ix] != '\0'; ix++)
if (!isprint(name[ix]) || name[ix] == ';' || (UINT8)(name[ix]) >= 0x80)
return false;
// Check if a player is currently using the name, case-insensitively.
for (ix = 0; ix < MAXPLAYERS; ix++)
{
if (ix != playernum && playeringame[ix]
&& strcasecmp(name, player_names[ix]) == 0)
{
// We shouldn't kick people out just because
// they joined the game with the same name
// as someone else -- modify the name instead.
size_t len = strlen(name);
// Recursion!
// Slowly strip characters off the end of the
// name until we no longer have a duplicate.
if (len > 1)
{
name[len-1] = '\0';
if (!IsNameGood (name, playernum))
return false;
}
else if (len == 1) // Agh!
{
// Last ditch effort...
sprintf(name, "%d", M_RandomKey(10));
if (!IsNameGood (name, playernum))
return false;
}
else
return false;
}
}
return true;
}
/** Cleans up a local player's name before sending a name change.
* Spaces at the beginning or end of the name are removed. Then if the new
* name is identical to another player's name, ignoring case, the name change
* is canceled, and the name in cv_playername.value or cv_playername2.value
* is restored to what it was before.
*
* We assume that if playernum is ::consoleplayer or ::secondarydisplayplayer
* the console variable ::cv_playername or ::cv_playername2 respectively is
* already set to newname. However, the player name table is assumed to
* contain the old name.
*
* \param playernum Player number who has requested a name change.
* Should be ::consoleplayer or ::secondarydisplayplayer.
* \param newname New name for that player; should already be in
* ::cv_playername or ::cv_playername2 if player is the
* console or secondary display player, respectively.
* \sa cv_playername, cv_playername2, SendNameAndColor, SendNameAndColor2,
* SetPlayerName
* \author Graue <graue@oceanbase.org>
*/
static void CleanupPlayerName(INT32 playernum, const char *newname)
{
char *buf;
char *p;
char *tmpname = NULL;
INT32 i;
boolean namefailed = true;
buf = Z_StrDup(newname);
do
{
p = buf;
while (*p == ' ')
p++; // remove leading spaces
if (strlen(p) == 0)
break; // empty names not allowed
if (isdigit(*p))
break; // names starting with digits not allowed
if (*p == '@' || *p == '~')
break; // names that start with @ or ~ (admin symbols) not allowed
tmpname = p;
// Remove trailing spaces.
p = &tmpname[strlen(tmpname)-1]; // last character
while (*p == ' ' && p >= tmpname)
{
*p = '\0';
p--;
}
if (strlen(tmpname) == 0)
break; // another case of an empty name
// Truncate name if it's too long (max MAXPLAYERNAME chars
// excluding NUL).
if (strlen(tmpname) > MAXPLAYERNAME)
tmpname[MAXPLAYERNAME] = '\0';
// Remove trailing spaces again.
p = &tmpname[strlen(tmpname)-1]; // last character
while (*p == ' ' && p >= tmpname)
{
*p = '\0';
p--;
}
// no stealing another player's name
for (i = 0; i < MAXPLAYERS; i++)
{
if (i != playernum && playeringame[i]
&& strcasecmp(tmpname, player_names[i]) == 0)
{
break;
}
}
if (i < MAXPLAYERS)
break;
// name is okay then
namefailed = false;
} while (0);
if (namefailed)
tmpname = player_names[playernum];
// set consvars whether namefailed or not, because even if it succeeded,
// spaces may have been removed
if (playernum == consoleplayer)
CV_StealthSet(&cv_playername, tmpname);
else if (playernum == secondarydisplayplayer
|| (!netgame && playernum == 1))
{
CV_StealthSet(&cv_playername2, tmpname);
}
else I_Assert(((void)"CleanupPlayerName used on non-local player", 0));
Z_Free(buf);
}
/** Sets a player's name, if it is good.
* If the name is not good (indicating a modified or buggy client), it is not
* set, and if we are the server in a netgame, the player responsible is
* kicked with a consistency failure.
*
* This function prints a message indicating the name change, unless the game
* is currently showing the intro, e.g. when processing autoexec.cfg.
*
* \param playernum Player number who has requested a name change.
* \param newname New name for that player. Should be good, but won't
* necessarily be if the client is maliciously modified or
* buggy.
* \sa CleanupPlayerName, IsNameGood
* \author Graue <graue@oceanbase.org>
*/
static void SetPlayerName(INT32 playernum, char *newname)
{
if (IsNameGood(newname, playernum))
{
if (strcasecmp(newname, player_names[playernum]) != 0)
{
if (netgame)
HU_AddChatText(va("\x82*%s renamed to %s", player_names[playernum], newname), false);
strcpy(player_names[playernum], newname);
}
}
else
{
CONS_Printf(M_GetText("Player %d sent a bad name change\n"), playernum+1);
if (server && netgame)
{
UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
}
}
UINT8 CanChangeSkin(INT32 playernum)
{
// Of course we can change if we're not playing
if (!Playing() || !addedtogame)
return true;
// Force skin in effect.
if ((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 (gametype == GT_COOP)
return true;
// Can change skin during initial countdown.
if ((gametype == GT_RACE || gametype == GT_COMPETITION) && leveltime < 4*TICRATE)
return true;
if (G_TagGametype())
{
// Can change skin during hidetime.
if (leveltime < hidetime * TICRATE)
return true;
// IT players can always change skins to persue players hiding in character only locations.
if (players[playernum].pflags & PF_TAGIT)
return true;
}
if (players[playernum].spectator || players[playernum].playerstate == PST_DEAD || players[playernum].playerstate == PST_REBORN)
return true;
return false;
}
return true;
}
static void ForceAllSkins(INT32 forcedskin)
{
INT32 i;
for (i = 0; i < MAXPLAYERS; ++i)
{
if (!playeringame[i])
continue;
SetPlayerSkinByNum(i, forcedskin);
// If it's me (or my brother), set appropriate skin value in cv_skin/cv_skin2
if (!dedicated) // But don't do this for dedicated servers, of course.
{
if (i == consoleplayer)
CV_StealthSet(&cv_skin, skins[forcedskin].name);
else if (i == secondarydisplayplayer)
CV_StealthSet(&cv_skin2, skins[forcedskin].name);
}
}
}
static INT32 snacpending = 0, snac2pending = 0, chmappending = 0;
// name, color, or skin has changed
//
static void SendNameAndColor(void)
{
char buf[MAXPLAYERNAME+2];
char *p;
p = buf;
// normal player colors
if (G_GametypeHasTeams())
{
if (players[consoleplayer].ctfteam == 1 && cv_playercolor.value != skincolor_redteam)
CV_StealthSetValue(&cv_playercolor, skincolor_redteam);
else if (players[consoleplayer].ctfteam == 2 && cv_playercolor.value != skincolor_blueteam)
CV_StealthSetValue(&cv_playercolor, skincolor_blueteam);
}
// never allow the color "none"
if (!cv_playercolor.value)
{
if (players[consoleplayer].skincolor)
CV_StealthSetValue(&cv_playercolor, players[consoleplayer].skincolor);
else if (skins[players[consoleplayer].skin].prefcolor)
CV_StealthSetValue(&cv_playercolor, skins[players[consoleplayer].skin].prefcolor);
else
CV_StealthSet(&cv_playercolor, cv_playercolor.defaultvalue);
}
if (!strcmp(cv_playername.string, player_names[consoleplayer])
&& cv_playercolor.value == players[consoleplayer].skincolor
&& !strcmp(cv_skin.string, skins[players[consoleplayer].skin].name))
return;
// We'll handle it later if we're not playing.
if (!Playing())
return;
players[consoleplayer].availabilities = R_GetSkinAvailabilities();
// If you're not in a netgame, merely update the skin, color, and name.
if (!netgame)
{
INT32 foundskin;
CleanupPlayerName(consoleplayer, cv_playername.zstring);
strcpy(player_names[consoleplayer], cv_playername.zstring);
players[consoleplayer].skincolor = cv_playercolor.value;
if (players[consoleplayer].mo)
players[consoleplayer].mo->color = players[consoleplayer].skincolor;
if (metalrecording)
{ // Metal Sonic is Sonic, obviously.
SetPlayerSkinByNum(consoleplayer, 0);
CV_StealthSet(&cv_skin, skins[0].name);
}
else if ((foundskin = R_SkinAvailable(cv_skin.string)) != -1 && 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 % MAXSKINCOLORS;
if (players[consoleplayer].mo)
players[consoleplayer].mo->color = (UINT8)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 (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);
WRITEUINT8(p, (UINT8)cv_playercolor.value);
WRITEUINT8(p, (UINT8)cv_skin.value);
SendNetXCmd(XD_NAMEANDCOLOR, buf, p - buf);
}
// splitscreen
static void SendNameAndColor2(void)
{
INT32 secondplaya;
if (!splitscreen && !botingame)
return; // can happen if skin2/color2/name2 changed
if (secondarydisplayplayer != consoleplayer)
secondplaya = secondarydisplayplayer;
else // HACK
secondplaya = 1;
// normal player colors
if (G_GametypeHasTeams())
{
if (players[secondplaya].ctfteam == 1 && cv_playercolor2.value != skincolor_redteam)
CV_StealthSetValue(&cv_playercolor2, skincolor_redteam);
else if (players[secondplaya].ctfteam == 2 && cv_playercolor2.value != skincolor_blueteam)
CV_StealthSetValue(&cv_playercolor2, skincolor_blueteam);
}
// never allow the color "none"
if (!cv_playercolor2.value)
{
if (players[secondplaya].skincolor)
CV_StealthSetValue(&cv_playercolor2, players[secondplaya].skincolor);
else if (skins[players[secondplaya].skin].prefcolor)
CV_StealthSetValue(&cv_playercolor2, skins[players[secondplaya].skin].prefcolor);
else
CV_StealthSet(&cv_playercolor2, cv_playercolor2.defaultvalue);
}
// We'll handle it later if we're not playing.
if (!Playing())
return;
players[secondplaya].availabilities = R_GetSkinAvailabilities();
// If you're not in a netgame, merely update the skin, color, and name.
if (botingame)
{
players[secondplaya].skincolor = botcolor;
if (players[secondplaya].mo)
players[secondplaya].mo->color = players[secondplaya].skincolor;
SetPlayerSkinByNum(secondplaya, botskin-1);
return;
}
else if (!netgame)
{
INT32 foundskin;
CleanupPlayerName(secondplaya, cv_playername2.zstring);
strcpy(player_names[secondplaya], cv_playername2.zstring);
// don't use secondarydisplayplayer: the second player must be 1
players[secondplaya].skincolor = cv_playercolor2.value;
if (players[secondplaya].mo)
players[secondplaya].mo->color = players[secondplaya].skincolor;
if (cv_forceskin.value >= 0 && (netgame || multiplayer)) // Server wants everyone to use the same player
{
const INT32 forcedskin = cv_forceskin.value;
SetPlayerSkinByNum(secondplaya, forcedskin);
CV_StealthSet(&cv_skin2, skins[forcedskin].name);
}
else if ((foundskin = R_SkinAvailable(cv_skin2.string)) != -1 && R_SkinUsable(secondplaya, foundskin))
{
boolean notsame;
cv_skin2.value = foundskin;
notsame = (cv_skin2.value != players[secondplaya].skin);
SetPlayerSkin(secondplaya, cv_skin2.string);
if (notsame)
{
CV_StealthSetValue(&cv_playercolor2, skins[players[secondplaya].skin].prefcolor);
players[secondplaya].skincolor = cv_playercolor2.value % MAXSKINCOLORS;
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];
UINT8 color, skin;
#ifdef PARANOIA
if (playernum < 0 || playernum > MAXPLAYERS)
I_Error("There is no player %d!", playernum);
#endif
if (playernum == consoleplayer)
snacpending--;
else if (playernum == secondarydisplayplayer)
snac2pending--;
#ifdef PARANOIA
if (snacpending < 0 || snac2pending < 0)
I_Error("snacpending negative!");
#endif
READSTRINGN(*cp, name, MAXPLAYERNAME);
p->availabilities = READUINT32(*cp);
color = READUINT8(*cp);
skin = READUINT8(*cp);
// set name
if (strcasecmp(player_names[playernum], name) != 0)
SetPlayerName(playernum, name);
// set color
p->skincolor = color % MAXSKINCOLORS;
if (p->mo)
p->mo->color = (UINT8)p->skincolor;
// normal player colors
if (server && (p != &players[consoleplayer] && p != &players[secondarydisplayplayer]))
{
boolean kick = false;
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 color "none"
if (!p->skincolor)
kick = true;
// availabilities
for (s = 0; s < MAXSKINS; s++)
{
if (!skins[s].availability && (p->availabilities & (1 << s)))
{
kick = true;
break;
}
}
if (kick)
{
UINT8 buf[2];
CONS_Alert(CONS_WARNING, M_GetText("Illegal color change received from %s (team: %d), color: %d)\n"), player_names[playernum], p->ctfteam, p->skincolor);
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
return;
}
}
// set skin
if (cv_forceskin.value >= 0 && (netgame || multiplayer)) // Server wants everyone to use the same player
{
const INT32 forcedskin = cv_forceskin.value;
SetPlayerSkinByNum(playernum, forcedskin);
if (playernum == consoleplayer)
CV_StealthSet(&cv_skin, skins[forcedskin].name);
else if (playernum == secondarydisplayplayer)
CV_StealthSet(&cv_skin2, skins[forcedskin].name);
}
else
SetPlayerSkinByNum(playernum, skin);
}
void SendWeaponPref(void)
{
UINT8 buf[1];
buf[0] = 0;
if (cv_flipcam.value)
buf[0] |= 1;
if (cv_analog.value)
buf[0] |= 2;
if (cv_directionchar.value)
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_analog2.value)
buf[0] |= 2;
if (cv_directionchar2.value)
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)
{
char name[256];
if (COM_Argc() != 2)
{
CONS_Printf(M_GetText("timedemo <demoname>: time a demo\n"));
return;
}
if (netgame)
{
CONS_Printf(M_GetText("You can't play a demo while in a netgame.\n"));
return;
}
// disconnect from server here?
if (demoplayback)
G_StopDemo();
if (metalplayback)
G_StopMetalDemo();
// open the demo file
strcpy (name, COM_Argv(1));
// dont add .lmp so internal game demos can be played
CONS_Printf(M_GetText("Timing demo '%s'.\n"), name);
G_TimeDemo(name);
}
// stop current demo
static void Command_Stopdemo_f(void)
{
G_CheckDemoStatus();
CONS_Printf(M_GetText("Stopped demo.\n"));
}
static void Command_StartMovie_f(void)
{
M_StartMovie();
}
static void Command_StopMovie_f(void)
{
M_StopMovie();
}
INT32 mapchangepending = 0;
/** Runs a map change.
* The supplied data are assumed to be good. If provided by a user, they will
* have already been checked in Command_Map_f().
*
* Do \b NOT call this function directly from a menu! M_Responder() is called
* from within the event processing loop, and this function calls
* SV_SpawnServer(), which calls CL_ConnectToServer(), which gives you "Press
* ESC to abort", which calls I_GetKey(), which adds an event. In other words,
* 63 old events will get reexecuted, with ridiculous results. Just don't do
* it (without setting delay to 1, which is the current solution).
*
* \param mapnum Map number to change to.
* \param gametype Gametype to switch to.
* \param pultmode Is this 'Ultimate Mode'?
* \param resetplayers 1 to reset player scores and lives and such, 0 not to.
* \param delay Determines how the function will be executed: 0 to do
* it all right now (must not be done from a menu), 1 to
* do step one and prepare step two, 2 to do step two.
* \param skipprecutscene To skip the precutscence or not?
* \sa D_GameTypeChanged, Command_Map_f
* \author Graue <graue@oceanbase.org>
*/
void D_MapChange(INT32 mapnum, INT32 newgametype, boolean pultmode, boolean resetplayers, INT32 delay, boolean skipprecutscene, boolean FLS)
{
static char buf[2+MAX_WADPATH+1+4];
static char *buf_p = buf;
// The supplied data are assumed to be good.
I_Assert(delay >= 0 && delay <= 2);
if (mapnum != -1)
CV_SetValue(&cv_nextmap, mapnum);
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) && (newgametype == GT_COOP)))
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;
}
// Kick bot from special stages
if (botskin)
{
if (G_IsSpecialStage(mapnum))
{
if (botingame)
{
//CL_RemoveSplitscreenPlayer();
botingame = false;
playeringame[1] = false;
}
}
else if (!botingame)
{
//CL_AddSplitscreenPlayer();
botingame = true;
secondarydisplayplayer = 1;
playeringame[1] = true;
players[1].bot = 1;
SendNameAndColor2();
}
}
chmappending++;
if (netgame)
WRITEUINT32(buf_p, M_RandomizedSeed()); // random seed
SendNetXCmd(XD_MAP, buf, buf_p - buf);
}
}
// Warp to map code.
// Called either from map <mapname> console command, or idclev cheat.
//
static void Command_Map_f(void)
{
const char *mapname;
size_t i;
INT32 newmapnum;
boolean newresetplayers;
INT32 newgametype = gametype;
// max length of command: map map03 -gametype coop -noresetplayers -force
// 1 2 3 4 5 6
// = 8 arg max
if (COM_Argc() < 2 || COM_Argc() > 8)
{
CONS_Printf(M_GetText("map <mapname> [-gametype <type> [-force]: warp to map\n"));
return;
}
if (client && !IsPlayerAdmin(consoleplayer))
{
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
return;
}
// internal wad lump always: map command doesn't support external files as in doom legacy
if (W_CheckNumForName(COM_Argv(1)) == LUMPERROR)
{
CONS_Alert(CONS_ERROR, M_GetText("Internal game level '%s' not found\n"), COM_Argv(1));
return;
}
if (!(netgame || multiplayer) && (!modifiedgame || savemoddata))
{
if (COM_CheckParm("-force"))
G_SetGameModified(false);
else
{
CONS_Printf(M_GetText("Sorry, level change disabled in single player.\n"));
return;
}
}
newresetplayers = !COM_CheckParm("-noresetplayers");
if (!newresetplayers && !cv_debug)
{
CONS_Printf(M_GetText("DEVMODE must be enabled.\n"));
return;
}
mapname = COM_Argv(1);
if (strlen(mapname) != 5
|| (newmapnum = M_MapNumber(mapname[3], mapname[4])) == 0)
{
CONS_Alert(CONS_ERROR, M_GetText("Invalid level name %s\n"), mapname);
return;
}
// Ultimate Mode only in SP via menu
if (netgame || multiplayer)
ultimatemode = false;
// new gametype value
// use current one by default
i = COM_CheckParm("-gametype");
if (i)
{
if (!multiplayer)
{
CONS_Printf(M_GetText("You can't switch gametypes in single player!\n"));
return;
}
newgametype = G_GetGametypeByName(COM_Argv(i+1));
if (newgametype == -1) // reached end of the list with no match
{
INT32 j = atoi(COM_Argv(i+1)); // assume they gave us a gametype number, which is okay too
if (j >= 0 && j < NUMGAMETYPES)
newgametype = (INT16)j;
}
}
// Prevent warping to locked levels
// ... unless you're in a dedicated server. Yes, technically this means you can view any level by
// running a dedicated server and joining it yourself, but that's better than making dedicated server's
// lives hell.
if (!dedicated && M_MapLocked(newmapnum))
{
CONS_Alert(CONS_NOTICE, M_GetText("You need to unlock this level before you can warp to it!\n"));
return;
}
// don't use a gametype the map doesn't support
if (cv_debug || COM_CheckParm("-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
// Alternatively, bail if the map header is completely missing anyway.
else if (!mapheaderinfo[newmapnum-1]
|| !(mapheaderinfo[newmapnum-1]->typeoflevel & G_TOLFlag(newgametype)))
{
char gametypestring[32] = "Single Player";
if (multiplayer)
{
if (newgametype >= 0 && newgametype < NUMGAMETYPES
&& Gametype_Names[newgametype])
strcpy(gametypestring, Gametype_Names[newgametype]);
}
CONS_Alert(CONS_WARNING, M_GetText("%s doesn't support %s mode!\n(Use -force to override)\n"), mapname, gametypestring);
return;
}
else
fromlevelselect = ((netgame || multiplayer) && ((gametype == newgametype) && (newgametype == GT_COOP)));
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, tutorialanalog);
}
tutorialmode = false; // warping takes us out of tutorial mode
D_MapChange(newmapnum, newgametype, false, newresetplayers, 0, false, fromlevelselect);
}
/** 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;
#ifdef HAVE_BLUA
INT16 mapnumber;
#endif
if (playernum != serverplayer && !IsPlayerAdmin(playernum))
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal map change received from %s\n"), player_names[playernum]);
if (server)
{
UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
return;
}
if (chmappending)
chmappending--;
flags = READUINT8(*cp);
ultimatemode = ((flags & 1) != 0);
if (netgame || multiplayer)
ultimatemode = false;
resetplayer = ((flags & (1<<1)) == 0);
lastgametype = gametype;
gametype = READUINT8(*cp);
if (gametype != lastgametype)
D_GameTypeChanged(lastgametype); // emulate consvar_t behavior for gametype
skipprecutscene = ((flags & (1<<2)) != 0);
FLS = ((flags & (1<<3)) != 0);
READSTRINGN(*cp, mapname, MAX_WADPATH);
if (netgame)
P_SetRandSeed(READUINT32(*cp));
if (!skipprecutscene)
{
DEBFILE(va("Warping to %s [resetplayer=%d lastgametype=%d gametype=%d cpnd=%d]\n",
mapname, resetplayer, lastgametype, gametype, chmappending));
CONS_Printf(M_GetText("Speeding off to level...\n"));
}
if (demoplayback && !timingdemo)
precache = false;
if (resetplayer && !FLS)
emeralds = 0;
if (modeattacking)
{
SetPlayerSkinByNum(0, cv_chooseskin.value-1);
players[0].skincolor = skins[players[0].skin].prefcolor;
CV_StealthSetValue(&cv_playercolor, players[0].skincolor);
}
#ifdef HAVE_BLUA
mapnumber = M_MapNumber(mapname[3], mapname[4]);
LUAh_MapChange(mapnumber);
#endif
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))
{
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)
{
UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
return;
}
if (modeattacking)
return;
paused = READUINT8(*cp);
dedicatedpause = READUINT8(*cp);
if (!demoplayback)
{
if (netgame)
{
if (dedicatedpause)
playername = "SERVER";
else
playername = player_names[playernum];
if (paused)
CONS_Printf(M_GetText("Game paused by %s\n"), playername);
else
CONS_Printf(M_GetText("Game unpaused by %s\n"), playername);
}
if (paused)
{
if (!menuactive || netgame)
S_PauseAudio();
}
else
S_ResumeAudio();
}
}
// Command for stuck characters in netgames, griefing, etc.
static void Command_Suicide(void)
{
UINT8 buf[4];
UINT8 *cp = buf;
WRITEINT32(cp, consoleplayer);
if (!(gamestate == GS_LEVEL || gamestate == GS_INTERMISSION))
{
CONS_Printf(M_GetText("You must be in a level to use this.\n"));
return;
}
if (!G_PlatformGametype())
{
CONS_Printf(M_GetText("You may only use this in co-op, race, and competition!\n"));
return;
}
// Retry is quicker. Probably should force people to use it.
if (!(netgame || multiplayer))
{
CONS_Printf(M_GetText("You can't use this in Single Player! Use \"retry\" instead.\n"));
return;
}
SendNetXCmd(XD_SUICIDE, &buf, 4);
}
static void Got_Suicide(UINT8 **cp, INT32 playernum)
{
INT32 suicideplayer = READINT32(*cp);
// You can't suicide someone else. Nice try, there.
if (suicideplayer != playernum || (!G_PlatformGametype()))
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal suicide command received from %s\n"), player_names[playernum]);
if (server)
{
UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
return;
}
if (players[suicideplayer].mo)
P_DamageMobj(players[suicideplayer].mo, NULL, NULL, 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)
{
UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
return;
}
for (i = 0; i < MAXPLAYERS; i++)
players[i].score = 0;
CONS_Printf(M_GetText("Scores have been reset by the server.\n"));
}
// Team changing functions
static void Command_Teamchange_f(void)
{
changeteam_union NetPacket;
boolean error = false;
UINT16 usvalue;
NetPacket.value.l = NetPacket.value.b = 0;
// 0 1
// changeteam <color>
if (COM_Argc() <= 1)
{
if (G_GametypeHasTeams())
CONS_Printf(M_GetText("changeteam <team>: switch to a new team (%s)\n"), "red, blue or spectator");
else if (G_GametypeHasSpectators())
CONS_Printf(M_GetText("changeteam <team>: switch to a new team (%s)\n"), "spectator or playing");
else
CONS_Alert(CONS_NOTICE, M_GetText("This command cannot be used in this gametype.\n"));
return;
}
if (G_GametypeHasTeams())
{
if (!strcasecmp(COM_Argv(1), "red") || !strcasecmp(COM_Argv(1), "1"))
NetPacket.packet.newteam = 1;
else if (!strcasecmp(COM_Argv(1), "blue") || !strcasecmp(COM_Argv(1), "2"))
NetPacket.packet.newteam = 2;
else if (!strcasecmp(COM_Argv(1), "spectator") || !strcasecmp(COM_Argv(1), "0"))
NetPacket.packet.newteam = 0;
else
error = true;
}
else if (G_GametypeHasSpectators())
{
if (!strcasecmp(COM_Argv(1), "spectator") || !strcasecmp(COM_Argv(1), "0"))
NetPacket.packet.newteam = 0;
else if (!strcasecmp(COM_Argv(1), "playing") || !strcasecmp(COM_Argv(1), "1"))
NetPacket.packet.newteam = 3;
else
error = true;
}
else
{
CONS_Alert(CONS_NOTICE, M_GetText("This command cannot be used in this gametype.\n"));
return;
}
if (error)
{
if (G_GametypeHasTeams())
CONS_Printf(M_GetText("changeteam <team>: switch to a new team (%s)\n"), "red, blue or spectator");
else if (G_GametypeHasSpectators())
CONS_Printf(M_GetText("changeteam <team>: switch to a new team (%s)\n"), "spectator or playing");
return;
}
if (G_GametypeHasTeams())
{
if (NetPacket.packet.newteam == (unsigned)players[consoleplayer].ctfteam ||
(players[consoleplayer].spectator && !NetPacket.packet.newteam))
error = true;
}
else if (G_GametypeHasSpectators())
{
if ((players[consoleplayer].spectator && !NetPacket.packet.newteam) ||
(!players[consoleplayer].spectator && NetPacket.packet.newteam == 3))
error = true;
}
#ifdef PARANOIA
else
I_Error("Invalid gametype after initial checks!");
#endif
if (error)
{
CONS_Alert(CONS_NOTICE, M_GetText("You're already on that team!\n"));
return;
}
if (!cv_allowteamchange.value && NetPacket.packet.newteam) // allow swapping to spectator even in locked teams.
{
CONS_Alert(CONS_NOTICE, M_GetText("The server is not allowing team changes at the moment.\n"));
return;
}
//additional check for hide and seek. Don't allow change of status after hidetime ends.
if (gametype == GT_HIDEANDSEEK && leveltime >= (hidetime * TICRATE))
{
CONS_Alert(CONS_NOTICE, M_GetText("Hiding time expired; no Hide and Seek status changes allowed!\n"));
return;
}
usvalue = SHORT(NetPacket.value.l|NetPacket.value.b);
SendNetXCmd(XD_TEAMCHANGE, &usvalue, sizeof(usvalue));
}
static void Command_Teamchange2_f(void)
{
changeteam_union NetPacket;
boolean error = false;
UINT16 usvalue;
NetPacket.value.l = NetPacket.value.b = 0;
// 0 1
// changeteam2 <color>
if (COM_Argc() <= 1)
{
if (G_GametypeHasTeams())
CONS_Printf(M_GetText("changeteam <team>: switch to a new team (%s)\n"), "red, blue or spectator");
else if (G_GametypeHasSpectators())
CONS_Printf(M_GetText("changeteam <team>: switch to a new team (%s)\n"), "spectator or playing");
else
CONS_Alert(CONS_NOTICE, M_GetText("This command cannot be used in this gametype.\n"));
return;
}
if (G_GametypeHasTeams())
{
if (!strcasecmp(COM_Argv(1), "red") || !strcasecmp(COM_Argv(1), "1"))
NetPacket.packet.newteam = 1;
else if (!strcasecmp(COM_Argv(1), "blue") || !strcasecmp(COM_Argv(1), "2"))
NetPacket.packet.newteam = 2;
else if (!strcasecmp(COM_Argv(1), "spectator") || !strcasecmp(COM_Argv(1), "0"))
NetPacket.packet.newteam = 0;
else
error = true;
}
else if (G_GametypeHasSpectators())
{
if (!strcasecmp(COM_Argv(1), "spectator") || !strcasecmp(COM_Argv(1), "0"))
NetPacket.packet.newteam = 0;
else if (!strcasecmp(COM_Argv(1), "playing") || !strcasecmp(COM_Argv(1), "1"))
NetPacket.packet.newteam = 3;
else
error = true;
}
else
{
CONS_Alert(CONS_NOTICE, M_GetText("This command cannot be used in this gametype.\n"));
return;
}
if (error)
{
if (G_GametypeHasTeams())
CONS_Printf(M_GetText("changeteam2 <team>: switch to a new team (%s)\n"), "red, blue or spectator");
else if (G_GametypeHasSpectators())
CONS_Printf(M_GetText("changeteam2 <team>: switch to a new team (%s)\n"), "spectator or playing");
return;
}
if (G_GametypeHasTeams())
{
if (NetPacket.packet.newteam == (unsigned)players[secondarydisplayplayer].ctfteam ||
(players[secondarydisplayplayer].spectator && !NetPacket.packet.newteam))
error = true;
}
else if (G_GametypeHasSpectators())
{
if ((players[secondarydisplayplayer].spectator && !NetPacket.packet.newteam) ||
(!players[secondarydisplayplayer].spectator && NetPacket.packet.newteam == 3))
error = true;
}
#ifdef PARANOIA
else
I_Error("Invalid gametype after initial checks!");
#endif
if (error)
{
CONS_Alert(CONS_NOTICE, M_GetText("You're already on that team!\n"));
return;
}
if (!cv_allowteamchange.value && NetPacket.packet.newteam) // allow swapping to spectator even in locked teams.
{
CONS_Alert(CONS_NOTICE, M_GetText("The server is not allowing team changes at the moment.\n"));
return;
}
//additional check for hide and seek. Don't allow change of status after hidetime ends.
if (gametype == GT_HIDEANDSEEK && leveltime >= (hidetime * TICRATE))
{
CONS_Alert(CONS_NOTICE, M_GetText("Hiding time expired; no Hide and Seek status changes allowed!\n"));
return;
}
usvalue = SHORT(NetPacket.value.l|NetPacket.value.b);
SendNetXCmd2(XD_TEAMCHANGE, &usvalue, sizeof(usvalue));
}
static void Command_ServerTeamChange_f(void)
{
changeteam_union NetPacket;
boolean error = false;
UINT16 usvalue;
NetPacket.value.l = NetPacket.value.b = 0;
if (!(server || (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 (gametype == GT_HIDEANDSEEK && leveltime >= (hidetime * TICRATE))
{
CONS_Alert(CONS_NOTICE, M_GetText("Hiding time expired; no Hide and Seek status changes allowed!\n"));
return;
}
NetPacket.packet.verification = true; // This signals that it's a server change
usvalue = SHORT(NetPacket.value.l|NetPacket.value.b);
SendNetXCmd(XD_TEAMCHANGE, &usvalue, sizeof(usvalue));
}
//todo: This and the other teamchange functions are getting too long and messy. Needs cleaning.
static void Got_Teamchange(UINT8 **cp, INT32 playernum)
{
changeteam_union NetPacket;
boolean error = false;
NetPacket.value.l = NetPacket.value.b = READINT16(*cp);
if (!G_GametypeHasTeams() && !G_GametypeHasSpectators()) //Make sure you're in the right gametype.
{
// this should never happen unless the client is hacked/buggy
CONS_Alert(CONS_WARNING, M_GetText("Illegal team change received from player %s\n"), player_names[playernum]);
if (server)
{
UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
}
if (NetPacket.packet.verification) // Special marker that the server sent the request
{
if (playernum != serverplayer && (!IsPlayerAdmin(playernum)))
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal team change received from player %s\n"), player_names[playernum]);
if (server)
{
UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
return;
}
playernum = NetPacket.packet.playernum;
}
// Prevent multiple changes in one go.
if (G_TagGametype())
{
if (((players[playernum].pflags & PF_TAGIT) && NetPacket.packet.newteam == 1) ||
(!(players[playernum].pflags & PF_TAGIT) && NetPacket.packet.newteam == 2) ||
(players[playernum].spectator && NetPacket.packet.newteam == 0) ||
(!players[playernum].spectator && NetPacket.packet.newteam == 3))
return;
}
else if (G_GametypeHasTeams())
{
if ((NetPacket.packet.newteam && (NetPacket.packet.newteam == (unsigned)players[playernum].ctfteam)) ||
(players[playernum].spectator && !NetPacket.packet.newteam))
return;
}
else if (G_GametypeHasSpectators())
{
if ((players[playernum].spectator && !NetPacket.packet.newteam) ||
(!players[playernum].spectator && NetPacket.packet.newteam == 3))
return;
}
else
{
if (playernum != serverplayer && (!IsPlayerAdmin(playernum)))
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal team change received from player %s\n"), player_names[playernum]);
if (server)
{
UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
}
return;
}
//Make sure that the right team number is sent. Keep in mind that normal clients cannot change to certain teams in certain gametypes.
switch (gametype)
{
case GT_HIDEANDSEEK:
//no status changes after hidetime
if (leveltime >= (hidetime * TICRATE))
{
error = true;
break;
}
/* 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))
{
UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
CONS_Alert(CONS_WARNING, M_GetText("Illegal team change received from player %s\n"), player_names[playernum]);
SendNetXCmd(XD_KICK, &buf, 2);
}
//Safety first!
if (players[playernum].mo)
{
if (!players[playernum].spectator)
P_DamageMobj(players[playernum].mo, NULL, NULL, 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 (gametype == GT_TAG && (leveltime > (hidetime * TICRATE)))
{
NetPacket.packet.newteam = 1; //minor hack, causes the "is it" message to be printed later.
players[playernum].pflags |= PF_TAGIT; //make the player IT.
}
}
}
else if (G_GametypeHasTeams())
{
if (!NetPacket.packet.newteam)
{
players[playernum].ctfteam = 0;
players[playernum].spectator = true;
}
else
{
players[playernum].ctfteam = NetPacket.packet.newteam;
players[playernum].spectator = false;
}
}
else if (G_GametypeHasSpectators())
{
if (!NetPacket.packet.newteam)
players[playernum].spectator = true;
else
players[playernum].spectator = false;
}
if (NetPacket.packet.autobalance)
{
if (NetPacket.packet.newteam == 1)
CONS_Printf(M_GetText("%s was autobalanced to the %c%s%c.\n"), player_names[playernum], '\x85', M_GetText("Red Team"), '\x80');
else if (NetPacket.packet.newteam == 2)
CONS_Printf(M_GetText("%s was autobalanced to the %c%s%c.\n"), player_names[playernum], '\x84', M_GetText("Blue Team"), '\x80');
}
else if (NetPacket.packet.scrambled)
{
if (NetPacket.packet.newteam == 1)
CONS_Printf(M_GetText("%s was scrambled to the %c%s%c.\n"), player_names[playernum], '\x85', M_GetText("Red Team"), '\x80');
else if (NetPacket.packet.newteam == 2)
CONS_Printf(M_GetText("%s was scrambled to the %c%s%c.\n"), player_names[playernum], '\x84', M_GetText("Blue Team"), '\x80');
}
else if (NetPacket.packet.newteam == 1)
{
if (G_TagGametype())
CONS_Printf(M_GetText("%s is now IT!\n"), player_names[playernum]);
else
CONS_Printf(M_GetText("%s switched to the %c%s%c.\n"), player_names[playernum], '\x85', M_GetText("Red Team"), '\x80');
}
else if (NetPacket.packet.newteam == 2)
{
if (G_TagGametype())
CONS_Printf(M_GetText("%s is no longer IT!\n"), player_names[playernum]);
else
CONS_Printf(M_GetText("%s switched to the %c%s%c.\n"), player_names[playernum], '\x84', M_GetText("Blue Team"), '\x80');
}
else if (NetPacket.packet.newteam == 3)
CONS_Printf(M_GetText("%s entered the game.\n"), player_names[playernum]);
else
CONS_Printf(M_GetText("%s became a spectator.\n"), player_names[playernum]);
//reset view if you are changed, or viewing someone who was changed.
if (playernum == consoleplayer || displayplayer == playernum)
displayplayer = consoleplayer;
if (G_GametypeHasTeams())
{
if (NetPacket.packet.newteam)
{
if (playernum == consoleplayer) //CTF and Team Match colors.
CV_SetValue(&cv_playercolor, NetPacket.packet.newteam + 5);
else if (playernum == secondarydisplayplayer)
CV_SetValue(&cv_playercolor2, NetPacket.packet.newteam + 5);
}
}
// Clear player score and rings if a spectator.
if (players[playernum].spectator)
{
players[playernum].score = players[playernum].rings = 0;
if (players[playernum].mo)
players[playernum].mo->health = 1;
}
// In tag, check to see if you still have a game.
if (G_TagGametype())
P_CheckSurvivors();
}
//
// Attempts to make password system a little sane without
// rewriting the entire goddamn XD_file system
//
#include "md5.h"
static void D_MD5PasswordPass(const UINT8 *buffer, size_t len, const char *salt, void *dest)
{
#ifdef NOMD5
(void)buffer;
(void)len;
(void)salt;
memset(dest, 0, 16);
#else
char tmpbuf[256];
const size_t sl = strlen(salt);
if (len > 256-sl)
len = 256-sl;
memcpy(tmpbuf, buffer, len);
memmove(&tmpbuf[len], salt, sl);
//strcpy(&tmpbuf[len], salt);
len += strlen(salt);
if (len < 256)
memset(&tmpbuf[len],0,256-len);
// Yes, we intentionally md5 the ENTIRE buffer regardless of size...
md5_buffer(tmpbuf, 256, dest);
#endif
}
#define BASESALT "basepasswordstorage"
static UINT8 adminpassmd5[16];
static boolean adminpasswordset = false;
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
UINT8 finalmd5[16];
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, &finalmd5);
// Do the final pass to get the comparison the server will come up with
D_MD5PasswordPass(finalmd5, 16, va("PNUM%02d", consoleplayer), &finalmd5);
CONS_Printf(M_GetText("Sending login... (Notice only given if password is correct.)\n"));
SendNetXCmd(XD_LOGIN, finalmd5, 16);
#endif
}
static void Got_Login(UINT8 **cp, INT32 playernum)
{
#ifdef NOMD5
// If we have no MD5 support then completely disable XD_LOGIN responses for security.
(void)cp;
(void)playernum;
#else
UINT8 sentmd5[16], finalmd5[16];
READMEM(*cp, sentmd5, 16);
if (client)
return;
if (!adminpasswordset)
{
CONS_Printf(M_GetText("Password from %s failed (no password set).\n"), player_names[playernum]);
return;
}
// Do the final pass to compare with the sent md5
D_MD5PasswordPass(adminpassmd5, 16, va("PNUM%02d", playernum), &finalmd5);
if (!memcmp(sentmd5, finalmd5, 16))
{
CONS_Printf(M_GetText("%s passed authentication.\n"), player_names[playernum]);
COM_BufInsertText(va("promote %d\n", playernum)); // do this immediately
}
else
CONS_Printf(M_GetText("Password from %s failed.\n"), player_names[playernum]);
#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 <node>: give admin privileges to a node\n"));
return;
}
strlcpy(buf, COM_Argv(1), sizeof (buf));
playernum = atoi(buf);
temp = buf;
WRITEUINT8(temp, playernum);
if (playeringame[playernum])
SendNetXCmd(XD_VERIFIED, buf, 1);
}
static void Got_Verification(UINT8 **cp, INT32 playernum)
{
INT16 num = READUINT8(*cp);
if (playernum != serverplayer) // it's not from the server (hacker or bug)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal verification received from %s (serverplayer is %s)\n"), player_names[playernum], player_names[serverplayer]);
if (server)
{
UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
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 <node>: remove admin privileges from a node\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)
{
UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
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)
{
UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
Z_Free(mymotd);
return;
}
strcpy(motd, mymotd);
CONS_Printf(M_GetText("Message of the day set.\n"));
Z_Free(mymotd);
}
static void Command_RunSOC(void)
{
const char *fn;
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)
{
UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
return;
}
READSTRINGN(*cp, filename, 255);
// Maybe add md5 support?
if (strstr(filename, ".soc") != NULL)
{
ncs = findfile(filename,NULL,true);
if (ncs != FS_FOUND)
{
Command_ExitGame_f();
if (ncs == FS_NOTFOUND)
{
CONS_Printf(M_GetText("The server tried to add %s,\nbut you don't have this file.\nYou need to find it in order\nto play on this server.\n"), filename);
M_StartMessage(va("The server added a file\n(%s)\nthat you do not have.\n\nPress ESC\n",filename), NULL, MM_NOTHING);
}
else
{
CONS_Printf(M_GetText("Unknown error finding soc file (%s) the server added.\n"), filename);
M_StartMessage(va("Unknown error trying to load a file\nthat the server added\n(%s).\n\nPress ESC\n",filename), NULL, MM_NOTHING);
}
return;
}
}
P_RunSOC(filename);
G_SetGameModified(true);
}
/** Adds a pwad at runtime.
* Searches for sounds, maps, music, new images.
*/
static void Command_Addfile(void)
{
const char *fn, *p;
char buf[256];
char *buf_p = buf;
INT32 i;
int musiconly; // W_VerifyNMUSlumps isn't boolean
if (COM_Argc() != 2)
{
CONS_Printf(M_GetText("addfile <wadfile.wad>: load wad file\n"));
return;
}
else
fn = COM_Argv(1);
// Disallow non-printing characters and semicolons.
for (i = 0; fn[i] != '\0'; i++)
if (!isprint(fn[i]) || fn[i] == ';')
return;
musiconly = W_VerifyNMUSlumps(fn);
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"));
return;
}
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);
return;
}
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
return;
for (i = 0; i < numwadfiles; i++)
{
if (!memcmp(wadfiles[i]->md5sum, md5sum, 16))
{
CONS_Alert(CONS_ERROR, M_GetText("%s is already loaded\n"), fn);
return;
}
}
#endif
WRITEMEM(buf_p, md5sum, 16);
}
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;
serverinfo_pak *dummycheck = NULL;
// Shut the compiler up.
(void)dummycheck;
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)
{
UINT8 buf[2];
CONS_Alert(CONS_WARNING, M_GetText("Illegal addfile command received from %s\n"), player_names[playernum]);
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
return;
}
// 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)
{
UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
return;
}
ncs = findfile(filename,md5sum,true);
if (ncs != FS_FOUND || !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) ", VERSIONSTRING, compdate, comptime, comprevision);
#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 < NUMGAMETYPES)
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)
{
I_Quit();
}
void ItemFinder_OnChange(void)
{
if (!cv_itemfinder.value)
return; // it's fine.
if (!M_SecretUnlocked(SECRET_ITEMFINDER))
{
CONS_Printf(M_GetText("You haven't earned this yet.\n"));
CV_StealthSetValue(&cv_itemfinder, 0);
return;
}
else if (netgame || multiplayer)
{
CONS_Printf(M_GetText("This only works in single player.\n"));
CV_StealthSetValue(&cv_itemfinder, 0);
return;
}
}
/** Deals with a pointlimit change by printing the change to the console.
* If the gametype is single player, cooperative, or race, the pointlimit is
* silently disabled again.
*
* Timelimit and pointlimit can be used at the same time.
*
* We don't check immediately for the pointlimit having been reached,
* because you would get "caught" when turning it up in the menu.
* \sa cv_pointlimit, TimeLimit_OnChange
* \author Graue <graue@oceanbase.org>
*/
static void PointLimit_OnChange(void)
{
// Don't allow pointlimit in Single Player/Co-Op/Race!
if (server && Playing() && G_PlatformGametype())
{
if (cv_pointlimit.value)
CV_StealthSetValue(&cv_pointlimit, 0);
return;
}
if (cv_pointlimit.value)
{
CONS_Printf(M_GetText("Levels will end after %s scores %d point%s.\n"),
G_GametypeHasTeams() ? M_GetText("a team") : M_GetText("someone"),
cv_pointlimit.value,
cv_pointlimit.value > 1 ? "s" : "");
}
else if (netgame || multiplayer)
CONS_Printf(M_GetText("Point limit disabled\n"));
}
static void NumLaps_OnChange(void)
{
// Just don't be verbose
if (gametype == GT_RACE)
CONS_Printf(M_GetText("Number of laps set to %d\n"), cv_numlaps.value);
}
static void NetTimeout_OnChange(void)
{
connectiontimeout = (tic_t)cv_nettimeout.value;
}
static void JoinTimeout_OnChange(void)
{
jointimeout = (tic_t)cv_jointimeout.value;
}
static void CoopStarposts_OnChange(void)
{
INT32 i;
if (!(netgame || multiplayer) || gametype != GT_COOP)
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) || gametype != GT_COOP)
return;
switch (cv_cooplives.value)
{
case 0:
CONS_Printf(M_GetText("Players can now respawn indefinitely.\n"));
return;
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]);
}
}
UINT32 timelimitintics = 0;
/** Deals with a timelimit change by printing the change to the console.
* If the gametype is single player, cooperative, or race, the timelimit is
* silently disabled again.
*
* Timelimit and pointlimit can be used at the same time.
*
* \sa cv_timelimit, PointLimit_OnChange
*/
static void TimeLimit_OnChange(void)
{
// Don't allow timelimit in Single Player/Co-Op/Race!
if (server && Playing() && cv_timelimit.value != 0 && G_PlatformGametype())
{
CV_SetValue(&cv_timelimit, 0);
return;
}
if (cv_timelimit.value != 0)
{
CONS_Printf(M_GetText("Levels will end after %d minute%s.\n"),cv_timelimit.value,cv_timelimit.value == 1 ? "" : "s"); // Graue 11-17-2003
timelimitintics = cv_timelimit.value * 60 * TICRATE;
//add hidetime for tag too!
if (G_TagGametype())
timelimitintics += hidetime * TICRATE;
// Note the deliberate absence of any code preventing
// pointlimit and timelimit from being set simultaneously.
// Some people might like to use them together. It works.
}
else if (netgame || multiplayer)
CONS_Printf(M_GetText("Time limit disabled\n"));
}
/** Adjusts certain settings to match a changed gametype.
*
* \param lastgametype The gametype we were playing before now.
* \sa D_MapChange
* \author Graue <graue@oceanbase.org>
* \todo Get rid of the hardcoded stuff, ugly stuff, etc.
*/
void D_GameTypeChanged(INT32 lastgametype)
{
if (netgame)
{
const char *oldgt = NULL, *newgt = NULL;
if (lastgametype >= 0 && lastgametype < NUMGAMETYPES)
oldgt = Gametype_Names[lastgametype];
if (gametype >= 0 && lastgametype < NUMGAMETYPES)
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 || gametype == GT_COOP)
CV_SetValue(&cv_itemrespawn, 0);
else if (!cv_itemrespawn.changed)
CV_SetValue(&cv_itemrespawn, 1);
switch (gametype)
{
case GT_MATCH:
case GT_TEAMMATCH:
if (!cv_timelimit.changed && !cv_pointlimit.changed) // user hasn't changed limits
{
// default settings for match: timelimit 10 mins, no pointlimit
CV_SetValue(&cv_pointlimit, 0);
CV_SetValue(&cv_timelimit, 10);
}
if (!cv_itemrespawntime.changed)
CV_Set(&cv_itemrespawntime, cv_itemrespawntime.defaultvalue); // respawn normally
break;
case GT_TAG:
case GT_HIDEANDSEEK:
if (!cv_timelimit.changed && !cv_pointlimit.changed) // user hasn't changed limits
{
// default settings for tag: 5 mins, no pointlimit
// Note that tag mode also uses an alternate timing mechanism in tandem with timelimit.
CV_SetValue(&cv_timelimit, 5);
CV_SetValue(&cv_pointlimit, 0);
}
if (!cv_itemrespawntime.changed)
CV_Set(&cv_itemrespawntime, cv_itemrespawntime.defaultvalue); // respawn normally
break;
case GT_CTF:
if (!cv_timelimit.changed && !cv_pointlimit.changed) // user hasn't changed limits
{
// default settings for CTF: no timelimit, pointlimit 5
CV_SetValue(&cv_timelimit, 0);
CV_SetValue(&cv_pointlimit, 5);
}
if (!cv_itemrespawntime.changed)
CV_Set(&cv_itemrespawntime, cv_itemrespawntime.defaultvalue); // respawn normally
break;
}
}
else if (!multiplayer && !netgame)
{
gametype = GT_COOP;
// These shouldn't matter anymore
//CV_Set(&cv_itemrespawntime, cv_itemrespawntime.defaultvalue);
//CV_SetValue(&cv_itemrespawn, 0);
}
// reset timelimit and pointlimit in race/coop, prevent stupid cheats
if (server)
{
if (G_PlatformGametype())
{
if (cv_timelimit.value)
CV_SetValue(&cv_timelimit, 0);
if (cv_pointlimit.value)
CV_SetValue(&cv_pointlimit, 0);
}
else if ((cv_pointlimit.changed || cv_timelimit.changed) && cv_pointlimit.value)
{
if (lastgametype != GT_CTF && gametype == GT_CTF)
CV_SetValue(&cv_pointlimit, cv_pointlimit.value / 500);
else if (lastgametype == GT_CTF && gametype != GT_CTF)
CV_SetValue(&cv_pointlimit, cv_pointlimit.value * 500);
}
}
// When swapping to a gametype that supports spectators,
// make everyone a spectator initially.
if (!splitscreen && (G_GametypeHasSpectators()))
{
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
{
players[i].ctfteam = 0;
players[i].spectator = true;
}
}
// don't retain teams in other modes or between changes from ctf to team match.
// also, stop any and all forms of team scrambling that might otherwise take place.
if (G_GametypeHasTeams())
{
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
players[i].ctfteam = 0;
if (server || (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)
{
if (cv_soundtest.value < 0)
{
CV_SetValue(&cv_soundtest, NUMSFX-1);
return;
}
if (cv_soundtest.value >= NUMSFX)
{
CV_SetValue(&cv_soundtest, 0);
return;
}
S_StopSounds();
S_StartSound(NULL, cv_soundtest.value);
}
static void AutoBalance_OnChange(void)
{
autobalance = (INT16)cv_autobalance.value;
}
static void TeamScramble_OnChange(void)
{
INT16 i = 0, j = 0, playercount = 0;
boolean repick = true;
INT32 blue = 0, red = 0;
INT32 maxcomposition = 0;
INT16 newteam = 0;
INT32 retries = 0;
boolean success = false;
// Don't trigger outside level or intermission!
if (!(gamestate == GS_LEVEL || gamestate == GS_INTERMISSION))
return;
if (!cv_teamscramble.value)
teamscramble = 0;
if (!G_GametypeHasTeams() && (server || 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 || 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)
{
UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
return;
}
G_ExitLevel();
}
/** Prints the number of the displayplayer.
*
* \todo Possibly remove this; it was useful for debugging at one point.
*/
static void Command_Displayplayer_f(void)
{
CONS_Printf(M_GetText("Displayplayer is %d\n"), displayplayer);
}
/** Quits a game and returns to the title screen.
*
*/
void Command_ExitGame_f(void)
{
INT32 i;
D_QuitNetGame();
CL_Reset();
CV_ClearChangedFlags();
for (i = 0; i < MAXPLAYERS; i++)
CL_ClearPlayer(i);
splitscreen = false;
SplitScreen_OnChange();
botingame = false;
botskin = 0;
cv_debug = 0;
emeralds = 0;
if (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, secrets will not be unlocked\n"));
else
CONS_Printf(M_GetText("modifiedgame is false, you can unlock secrets\n"));
}
static void Command_Cheats_f(void)
{
if (COM_CheckParm("off"))
{
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;
}
#ifdef HAVE_BLUA
extern UINT8 *save_p;
static void Command_Archivetest_f(void)
{
UINT8 *buf;
UINT32 i, wrote;
thinker_t *th;
if (gamestate != GS_LEVEL)
{
CONS_Printf("This command only works in-game, you dummy.\n");
return;
}
// assign mobjnum
i = 1;
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
((mobj_t *)th)->mobjnum = i++;
// allocate buffer
buf = save_p = ZZ_Alloc(1024);
// test archive
CONS_Printf("LUA_Archive...\n");
LUA_Archive();
WRITEUINT8(save_p, 0x7F);
wrote = (UINT32)(save_p-buf);
// clear Lua state, so we can really see what happens!
CONS_Printf("Clearing state!\n");
LUA_ClearExtVars();
// test unarchive
save_p = buf;
CONS_Printf("LUA_UnArchive...\n");
LUA_UnArchive();
i = READUINT8(save_p);
if (i != 0x7F || wrote != (UINT32)(save_p-buf))
CONS_Printf("Savegame corrupted. (write %u, read %u)\n", wrote, (UINT32)(save_p-buf));
// free buffer
Z_Free(buf);
CONS_Printf("Done. No crash.\n");
}
#endif
#endif
/** Makes a change to ::cv_forceskin take effect immediately.
*
* \todo Move the enforcement code out of SendNameAndColor() so this hack
* isn't needed.
* \sa Command_SetForcedSkin_f, cv_forceskin, forcedskin
* \author Graue <graue@oceanbase.org>
*/
static void ForceSkin_OnChange(void)
{
if ((server || 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())
return; // do whatever you want
if (!(cv_debug || devparm) && !(multiplayer || netgame)) // In single player.
{
CV_StealthSet(&cv_skin, skins[players[consoleplayer].skin].name);
return;
}
if (!P_PlayerMoving(consoleplayer))
{
// Color change menu scrolling fix is no longer necessary
SendNameAndColor();
}
else
{
CV_StealthSetValue(&cv_playercolor,
players[consoleplayer].skincolor);
}
}
/** Sends a color change for the secondary splitscreen player, unless that
* player is moving.
* \sa cv_playercolor2, Color_OnChange, Skin2_OnChange
* \author Graue <graue@oceanbase.org>
*/
static void Color2_OnChange(void)
{
if (!Playing() || !splitscreen)
return; // do whatever you want
if (!P_PlayerMoving(secondarydisplayplayer))
{
// Color change menu scrolling fix is no longer necessary
SendNameAndColor2();
}
else
{
CV_StealthSetValue(&cv_playercolor2,
players[secondarydisplayplayer].skincolor);
}
}
/** Displays the result of the chat being muted or unmuted.
* The server or remote admin should already know and be able to talk
* regardless, so this is only displayed to clients.
*
* \sa cv_mute
* \author Graue <graue@oceanbase.org>
*/
static void Mute_OnChange(void)
{
if (server || (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);
}