/* ** d_netinfo.cpp ** Manages transport of user and "server" cvars across a network ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include #include #include #include "doomtype.h" #include "doomdef.h" #include "doomstat.h" #include "d_netinf.h" #include "d_net.h" #include "d_player.h" #include "c_dispatch.h" #include "r_state.h" #include "sbar.h" #include "teaminfo.h" #include "cmdlib.h" #include "serializer.h" #include "vm.h" #include "gstrings.h" #include "g_game.h" static FRandom pr_pickteam ("PickRandomTeam"); CVAR (Float, autoaim, 35.f, CVAR_USERINFO | CVAR_ARCHIVE); CVAR (String, name, "Player", CVAR_USERINFO | CVAR_ARCHIVE); CVAR (Color, color, 0x40cf00, CVAR_USERINFO | CVAR_ARCHIVE); CVAR (Int, colorset, 0, CVAR_USERINFO | CVAR_ARCHIVE); CVAR (String, skin, "base", CVAR_USERINFO | CVAR_ARCHIVE); CVAR (Int, team, TEAM_NONE, CVAR_USERINFO | CVAR_ARCHIVE); CVAR (String, gender, "male", CVAR_USERINFO | CVAR_ARCHIVE); CVAR (Bool, neverswitchonpickup, false, CVAR_USERINFO | CVAR_ARCHIVE); CVAR (Float, movebob, 0.25f, CVAR_USERINFO | CVAR_ARCHIVE); CVAR (Float, stillbob, 0.f, CVAR_USERINFO | CVAR_ARCHIVE); CVAR (Float, wbobspeed, 1.f, CVAR_USERINFO | CVAR_ARCHIVE); CVAR (Float, wbobfire, 0.f, CVAR_USERINFO | CVAR_ARCHIVE); CVAR (String, playerclass, "Fighter", CVAR_USERINFO | CVAR_ARCHIVE); CVAR (Bool, classicflight, false, CVAR_USERINFO | CVAR_ARCHIVE); CVAR (Bool, vertspread, false, CVAR_USERINFO | CVAR_ARCHIVE); enum { INFO_Name, INFO_Autoaim, INFO_Color, INFO_Skin, INFO_Team, INFO_Gender, INFO_NeverSwitchOnPickup, INFO_MoveBob, INFO_StillBob, INFO_WBobSpeed, INFO_WBobFire, INFO_PlayerClass, INFO_ColorSet, INFO_ClassicFlight, INFO_VertSpread, }; const char *GenderNames[GENDER_MAX] = { "male", "female", "neutral", "other" }; // Replace \ with %/ and % with %% FString D_EscapeUserInfo (const char *str) { FString ret; for (; *str != '\0'; ++str) { if (*str == '\\') { ret << '%' << '/'; } else if (*str == '%') { ret << '%' << '%'; } else { ret << *str; } } return ret; } // Replace %/ with \ and %% with % FString D_UnescapeUserInfo (const char *str, size_t len) { const char *end = str + len; FString ret; while (*str != '\0' && str < end) { if (*str == '%') { if (*(str + 1) == '/') { ret << '\\'; str += 2; continue; } else if (*(str + 1) == '%') { str++; } } ret << *str++; } return ret; } int D_GenderToInt (const char *gender) { if (!stricmp(gender, "female")) return GENDER_FEMALE; if (!stricmp(gender, "neutral")) return GENDER_NEUTER; if (!stricmp(gender, "neuter")) return GENDER_NEUTER; if (!stricmp(gender, "other")) return GENDER_OBJECT; if (!stricmp(gender, "object")) return GENDER_OBJECT; if (!stricmp(gender, "cyborg")) return GENDER_OBJECT; return GENDER_MALE; } int D_PlayerClassToInt (const char *classname) { if (PlayerClasses.Size () > 1) { for (unsigned int i = 0; i < PlayerClasses.Size (); ++i) { auto type = PlayerClasses[i].Type; if (type->GetDisplayName().IsNotEmpty() && stricmp(type->GetDisplayName(), classname) == 0) { return i; } } return -1; } else { return 0; } } void D_GetPlayerColor (int player, float *h, float *s, float *v, FPlayerColorSet **set) { userinfo_t *info = &players[player].userinfo; FPlayerColorSet *colorset = NULL; uint32_t color; int team; if (players[player].mo != NULL) { colorset = GetColorSet(players[player].mo->GetClass(), info->GetColorSet()); } if (colorset != NULL) { color = GPalette.BaseColors[GPalette.Remap[colorset->RepresentativeColor]]; } else { color = info->GetColor(); } RGBtoHSV (RPART(color)/255.f, GPART(color)/255.f, BPART(color)/255.f, h, s, v); if (teamplay && TeamLibrary.IsValidTeam((team = info->GetTeam())) && !Teams[team].GetAllowCustomPlayerColor()) { // In team play, force the player to use the team's hue // and adjust the saturation and value so that the team // hue is visible in the final color. float ts, tv; int tcolor = Teams[team].GetPlayerColor (); RGBtoHSV (RPART(tcolor)/255.f, GPART(tcolor)/255.f, BPART(tcolor)/255.f, h, &ts, &tv); *s = clamp(ts + *s * 0.15f - 0.075f, 0.f, 1.f); *v = clamp(tv + *v * 0.5f - 0.25f, 0.f, 1.f); // Make sure not to pass back any colorset in teamplay. colorset = NULL; } if (set != NULL) { *set = colorset; } } DEFINE_ACTION_FUNCTION(_PlayerInfo, GetDisplayColor) { float h, s, v, r, g, b; PARAM_SELF_STRUCT_PROLOGUE(player_t); D_GetPlayerColor(int(self-players), &h, &s, &v, NULL); HSVtoRGB(&r, &g, &b, h, s, v); int c = MAKERGB(clamp(int(r*255.f), 0, 255), clamp(int(g*255.f), 0, 255), clamp(int(b*255.f), 0, 255)); ACTION_RETURN_INT(c); } // Find out which teams are present. If there is only one, // then another team should be chosen at random. // // Otherwise, join whichever team has fewest players. If // teams are tied for fewest players, pick one of those // at random. void D_PickRandomTeam (int player) { static char teamline[8] = "\\team\\X"; uint8_t *foo = (uint8_t *)teamline; teamline[6] = (char)D_PickRandomTeam() + '0'; D_ReadUserInfoStrings (player, &foo, teamplay); } int D_PickRandomTeam () { for (unsigned int i = 0; i < Teams.Size (); i++) { Teams[i].m_iPresent = 0; Teams[i].m_iTies = 0; } int numTeams = 0; int team; for (int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i]) { team = players[i].userinfo.GetTeam(); if (TeamLibrary.IsValidTeam(team)) { if (Teams[team].m_iPresent++ == 0) { numTeams++; } } } } if (numTeams < 2) { do { team = pr_pickteam() % Teams.Size(); } while (Teams[team].m_iPresent != 0); } else { int lowest = INT_MAX, lowestTie = 0; unsigned int i; for (i = 0; i < Teams.Size (); ++i) { if (Teams[i].m_iPresent > 0) { if (Teams[i].m_iPresent < lowest) { lowest = Teams[i].m_iPresent; lowestTie = 0; Teams[0].m_iTies = i; } else if (Teams[i].m_iPresent == lowest) { Teams[++lowestTie].m_iTies = i; } } } if (lowestTie == 0) { team = Teams[0].m_iTies; } else { team = Teams[pr_pickteam() % (lowestTie+1)].m_iTies; } } return team; } static void UpdateTeam (int pnum, int team, bool update) { userinfo_t *info = &players[pnum].userinfo; if ((dmflags2 & DF2_NO_TEAM_SWITCH) && (alwaysapplydmflags || deathmatch) && TeamLibrary.IsValidTeam (info->GetTeam())) { Printf ("%s\n", GStrings("TXT_NO_TEAM_CHANGE")); return; } int oldteam; if (!TeamLibrary.IsValidTeam (team)) { team = TEAM_NONE; } oldteam = info->GetTeam(); team = info->TeamChanged(team); if (update && oldteam != team) { FString message; if (TeamLibrary.IsValidTeam (team)) { message = GStrings("TXT_JOINED_TEAM"); message.Substitute("%t", Teams[team].GetName()); } else { message = GStrings("TXT_LONER"); } message.Substitute("%s", info->GetName()); Printf("%s\n", message.GetChars()); } // Let the player take on the team's color R_BuildPlayerTranslation (pnum); if (StatusBar != NULL && StatusBar->GetPlayer() == pnum) { StatusBar->AttachToPlayer (&players[pnum]); } // Double-check if (!TeamLibrary.IsValidTeam (team)) { *static_cast((*info)[NAME_Team]) = TEAM_NONE; } } int D_GetFragCount (player_t *player) { const int team = player->userinfo.GetTeam(); if (!teamplay || !TeamLibrary.IsValidTeam(team)) { return player->fragcount; } else { // Count total frags for this player's team int count = 0; for (int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i] && players[i].userinfo.GetTeam() == team) { count += players[i].fragcount; } } return count; } } void D_SetupUserInfo () { int i; userinfo_t *coninfo; // Reset everybody's userinfo to a default state. for (i = 0; i < MAXPLAYERS; i++) { players[i].userinfo.Reset(); } // Initialize the console player's user info coninfo = &players[consoleplayer].userinfo; for (FBaseCVar *cvar = CVars; cvar != NULL; cvar = cvar->GetNext()) { if ((cvar->GetFlags() & (CVAR_USERINFO|CVAR_IGNORE)) == CVAR_USERINFO) { FBaseCVar **newcvar; FName cvarname(cvar->GetName()); switch (cvarname.GetIndex()) { // Some cvars don't copy their original value directly. case NAME_Team: coninfo->TeamChanged(team); break; case NAME_Skin: coninfo->SkinChanged(skin, players[consoleplayer].CurrentPlayerClass); break; case NAME_Gender: coninfo->GenderChanged(gender); break; case NAME_PlayerClass: coninfo->PlayerClassChanged(playerclass); break; // The rest do. default: newcvar = coninfo->CheckKey(cvarname); (*newcvar)->SetGenericRep(cvar->GetGenericRep(CVAR_String), CVAR_String); break; } } } R_BuildPlayerTranslation(consoleplayer); } void userinfo_t::Reset() { // Clear this player's userinfo. TMapIterator it(*this); TMap::Pair *pair; while (it.NextPair(pair)) { delete pair->Value; } Clear(); // Create userinfo vars for this player, initialized to their defaults. for (FBaseCVar *cvar = CVars; cvar != NULL; cvar = cvar->GetNext()) { if ((cvar->GetFlags() & (CVAR_USERINFO|CVAR_IGNORE)) == CVAR_USERINFO) { ECVarType type; FName cvarname(cvar->GetName()); FBaseCVar *newcvar; // Some cvars have different types for their shadow copies. switch (cvarname.GetIndex()) { case NAME_Skin: type = CVAR_Int; break; case NAME_Gender: type = CVAR_Int; break; case NAME_PlayerClass: type = CVAR_Int; break; default: type = cvar->GetRealType(); break; } newcvar = C_CreateCVar(NULL, type, cvar->GetFlags() & CVAR_MOD); newcvar->SetGenericRepDefault(cvar->GetGenericRepDefault(CVAR_String), CVAR_String); Insert(cvarname, newcvar); } } } int userinfo_t::TeamChanged(int team) { if (teamplay && !TeamLibrary.IsValidTeam(team)) { // Force players onto teams in teamplay mode team = D_PickRandomTeam(); } *static_cast((*this)[NAME_Team]) = team; return team; } int userinfo_t::SkinChanged(const char *skinname, int playerclass) { int skinnum = R_FindSkin(skinname, playerclass); *static_cast((*this)[NAME_Skin]) = skinnum; return skinnum; } int userinfo_t::SkinNumChanged(int skinnum) { *static_cast((*this)[NAME_Skin]) = skinnum; return skinnum; } int userinfo_t::GenderChanged(const char *gendername) { int gendernum = D_GenderToInt(gendername); *static_cast((*this)[NAME_Gender]) = gendernum; return gendernum; } int userinfo_t::PlayerClassChanged(const char *classname) { int classnum = D_PlayerClassToInt(classname); *static_cast((*this)[NAME_PlayerClass]) = classnum; return classnum; } int userinfo_t::ColorSetChanged(int setnum) { *static_cast((*this)[NAME_ColorSet]) = setnum; return setnum; } uint32_t userinfo_t::ColorChanged(const char *colorname) { FColorCVar *color = static_cast((*this)[NAME_Color]); assert(color != NULL); UCVarValue val; val.String = const_cast(colorname); color->SetGenericRep(val, CVAR_String); *static_cast((*this)[NAME_ColorSet]) = -1; return *color; } uint32_t userinfo_t::ColorChanged(uint32_t colorval) { FColorCVar *color = static_cast((*this)[NAME_Color]); assert(color != NULL); UCVarValue val; val.Int = colorval; color->SetGenericRep(val, CVAR_Int); // This version is called by the menu code. Do not implicitly set colorset. return colorval; } void D_UserInfoChanged (FBaseCVar *cvar) { UCVarValue val; FString escaped_val; char foo[256]; if (cvar == &autoaim) { if (autoaim < 0.0f) { autoaim = 0.0f; return; } else if (autoaim > 35.0f) { autoaim = 35.f; return; } } val = cvar->GetGenericRep (CVAR_String); escaped_val = D_EscapeUserInfo(val.String); if (4 + strlen(cvar->GetName()) + escaped_val.Len() > 256) I_Error ("User info descriptor too big"); mysnprintf (foo, countof(foo), "\\%s\\%s", cvar->GetName(), escaped_val.GetChars()); Net_WriteByte (DEM_UINFCHANGED); Net_WriteString (foo); } static const char *SetServerVar (char *name, ECVarType type, uint8_t **stream, bool singlebit) { FBaseCVar *var = FindCVar (name, NULL); UCVarValue value; if (singlebit) { if (var != NULL) { int bitdata; int mask; value = var->GetFavoriteRep (&type); if (type != CVAR_Int) { return NULL; } bitdata = ReadByte (stream); mask = 1 << (bitdata & 31); if (bitdata & 32) { value.Int |= mask; } else { value.Int &= ~mask; } } } else { switch (type) { case CVAR_Bool: value.Bool = ReadByte (stream) ? 1 : 0; break; case CVAR_Int: value.Int = ReadLong (stream); break; case CVAR_Float: value.Float = ReadFloat (stream); break; case CVAR_String: value.String = ReadString (stream); break; default: break; // Silence GCC } } if (var) { var->ForceSet (value, type); } if (type == CVAR_String) { delete[] value.String; } if (var == &teamplay) { // Put players on teams if teamplay turned on for (int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i]) { UpdateTeam (i, players[i].userinfo.GetTeam(), true); } } } if (var) { value = var->GetGenericRep (CVAR_String); return value.String; } return NULL; } EXTERN_CVAR (Float, sv_gravity) bool D_SendServerInfoChange (FBaseCVar *cvar, UCVarValue value, ECVarType type) { if (gamestate != GS_STARTUP && !demoplayback && !savegamerestore) { if (netgame && !players[consoleplayer].settings_controller) { Printf("Only setting controllers can change server CVAR %s\n", cvar->GetName()); cvar->MarkSafe(); return true; } size_t namelen; namelen = strlen(cvar->GetName()); Net_WriteByte(DEM_SINFCHANGED); Net_WriteByte((uint8_t)(namelen | (type << 6))); Net_WriteBytes((uint8_t*)cvar->GetName(), (int)namelen); switch (type) { case CVAR_Bool: Net_WriteByte(value.Bool); break; case CVAR_Int: Net_WriteLong(value.Int); break; case CVAR_Float: Net_WriteFloat(value.Float); break; case CVAR_String: Net_WriteString(value.String); break; default: break; // Silence GCC } return true; } return false; } bool D_SendServerFlagChange (FBaseCVar *cvar, int bitnum, bool set, bool silent) { if (gamestate != GS_STARTUP && !demoplayback && !savegamerestore) { if (netgame && !players[consoleplayer].settings_controller) { if (!silent) { Printf("Only setting controllers can change server CVAR %s\n", cvar->GetName()); } return true; } int namelen = (int)strlen(cvar->GetName()); Net_WriteByte(DEM_SINFCHANGEDXOR); Net_WriteByte((uint8_t)namelen); Net_WriteBytes((uint8_t*)cvar->GetName(), namelen); Net_WriteByte(uint8_t(bitnum | (set << 5))); return true; } return false; } void D_DoServerInfoChange (uint8_t **stream, bool singlebit) { const char *value; char name[64]; int len; int type; len = ReadByte (stream); type = len >> 6; len &= 0x3f; if (len == 0) return; memcpy (name, *stream, len); *stream += len; name[len] = 0; if ( (value = SetServerVar (name, (ECVarType)type, stream, singlebit)) && netgame) { Printf ("%s changed to %s\n", name, value); } } static int userinfosortfunc(const void *a, const void *b) { TMap::ConstPair *pair1 = *(TMap::ConstPair **)a; TMap::ConstPair *pair2 = *(TMap::ConstPair **)b; return stricmp(pair1->Key.GetChars(), pair2->Key.GetChars()); } static int namesortfunc(const void *a, const void *b) { FName *name1 = (FName *)a; FName *name2 = (FName *)b; return stricmp(name1->GetChars(), name2->GetChars()); } void D_WriteUserInfoStrings (int pnum, uint8_t **stream, bool compact) { if (pnum >= MAXPLAYERS) { WriteByte (0, stream); return; } userinfo_t *info = &players[pnum].userinfo; TArray::Pair *> userinfo_pairs(info->CountUsed()); TMap::Iterator it(*info); TMap::Pair *pair; UCVarValue cval; // Create a simple array of all userinfo cvars while (it.NextPair(pair)) { userinfo_pairs.Push(pair); } // For compact mode, these need to be sorted. Verbose mode doesn't matter. if (compact) { qsort(&userinfo_pairs[0], userinfo_pairs.Size(), sizeof(pair), userinfosortfunc); // Compact mode is signified by starting the string with two backslash characters. // We output one now. The second will be output as part of the first value. *(*stream)++ = '\\'; } for (unsigned int i = 0; i < userinfo_pairs.Size(); ++i) { pair = userinfo_pairs[i]; if (!compact) { // In verbose mode, prepend the cvar's name *stream += sprintf(*((char **)stream), "\\%s", pair->Key.GetChars()); } // A few of these need special handling for compatibility reasons. switch (pair->Key.GetIndex()) { case NAME_Gender: *stream += sprintf(*((char **)stream), "\\%s", *static_cast(pair->Value) == GENDER_FEMALE ? "female" : *static_cast(pair->Value) == GENDER_NEUTER ? "neutral" : *static_cast(pair->Value) == GENDER_OBJECT ? "other" : "male"); break; case NAME_PlayerClass: *stream += sprintf(*((char **)stream), "\\%s", info->GetPlayerClassNum() == -1 ? "Random" : D_EscapeUserInfo(info->GetPlayerClassType()->GetDisplayName().GetChars()).GetChars()); break; case NAME_Skin: *stream += sprintf(*((char **)stream), "\\%s", D_EscapeUserInfo(Skins[info->GetSkin()].Name).GetChars()); break; default: cval = pair->Value->GetGenericRep(CVAR_String); *stream += sprintf(*((char **)stream), "\\%s", cval.String); break; } } *(*stream)++ = '\0'; } void D_ReadUserInfoStrings (int pnum, uint8_t **stream, bool update) { userinfo_t *info = &players[pnum].userinfo; TArray compact_names(info->CountUsed()); FBaseCVar **cvar_ptr; const char *ptr = *((const char **)stream); const char *breakpt; FString value; bool compact; FName keyname = NAME_None; unsigned int infotype = 0; if (*ptr++ != '\\') return; compact = (*ptr == '\\') ? ptr++, true : false; // We need the cvar names in sorted order for compact mode if (compact) { TMap::Iterator it(*info); TMap::Pair *pair; while (it.NextPair(pair)) { compact_names.Push(pair->Key); } qsort(&compact_names[0], compact_names.Size(), sizeof(FName), namesortfunc); } if (pnum < MAXPLAYERS) { for (breakpt = ptr; breakpt != NULL; ptr = breakpt + 1) { breakpt = strchr(ptr, '\\'); if (compact) { // Compact has just the value. if (infotype >= compact_names.Size()) { // Too many entries! OMG! break; } keyname = compact_names[infotype++]; value = D_UnescapeUserInfo(ptr, breakpt != NULL ? breakpt - ptr : strlen(ptr)); } else { // Verbose has both the key name and its value. assert(breakpt != NULL); // A malicious remote machine could invalidate the above assert. if (breakpt == NULL) { break; } const char *valstart = breakpt + 1; if ( (breakpt = strchr (valstart, '\\')) != NULL ) { value = D_UnescapeUserInfo(valstart, breakpt - valstart); } else { value = D_UnescapeUserInfo(valstart, strlen(valstart)); } keyname = FName(ptr, valstart - ptr - 1, true); } // A few of these need special handling. switch (keyname.GetIndex()) { case NAME_Gender: info->GenderChanged(value); break; case NAME_PlayerClass: info->PlayerClassChanged(value); break; case NAME_Skin: info->SkinChanged(value, players[pnum].CurrentPlayerClass); if (players[pnum].mo != NULL) { if (players[pnum].cls != NULL && !(players[pnum].mo->flags4 & MF4_NOSKIN) && players[pnum].mo->state->sprite == GetDefaultByType (players[pnum].cls)->SpawnState->sprite) { // Only change the sprite if the player is using a standard one players[pnum].mo->sprite = Skins[info->GetSkin()].sprite; } } // Rebuild translation in case the new skin uses a different range // than the old one. R_BuildPlayerTranslation(pnum); break; case NAME_Team: UpdateTeam(pnum, atoi(value), update); break; case NAME_Color: info->ColorChanged(value); break; default: cvar_ptr = info->CheckKey(keyname); if (cvar_ptr != NULL) { assert(*cvar_ptr != NULL); UCVarValue val; FString oldname; if (keyname == NAME_Name) { val = (*cvar_ptr)->GetGenericRep(CVAR_String); oldname = val.String; } val.String = CleanseString(value.LockBuffer()); (*cvar_ptr)->SetGenericRep(val, CVAR_String); value.UnlockBuffer(); if (keyname == NAME_Name && update && oldname.Compare (value)) { Printf("%s is now known as %s\n", oldname.GetChars(), value.GetChars()); } } break; } if (keyname == NAME_Color || keyname == NAME_ColorSet) { R_BuildPlayerTranslation(pnum); if (StatusBar != NULL && pnum == StatusBar->GetPlayer()) { StatusBar->AttachToPlayer(&players[pnum]); } } } } *stream += strlen (*((char **)stream)) + 1; } void WriteUserInfo(FSerializer &arc, userinfo_t &info) { if (arc.BeginObject("userinfo")) { TMapIterator it(info); TMap::Pair *pair; FString name; const char *string; UCVarValue val; int i; while (it.NextPair(pair)) { name = pair->Key.GetChars(); name.ToLower(); switch (pair->Key.GetIndex()) { case NAME_Skin: string = Skins[info.GetSkin()].Name; break; case NAME_PlayerClass: i = info.GetPlayerClassNum(); string = (i == -1 ? "Random" : PlayerClasses[i].Type->GetDisplayName().GetChars()); break; default: val = pair->Value->GetGenericRep(CVAR_String); string = val.String; break; } arc.StringPtr(name, string); } arc.EndObject(); } } void ReadUserInfo(FSerializer &arc, userinfo_t &info, FString &skin) { UCVarValue val; const char *key; const char *str; info.Reset(); skin = ""; if (arc.BeginObject("userinfo")) { while ((key = arc.GetKey())) { arc.StringPtr(nullptr, str); FName name = key; FBaseCVar **cvar = info.CheckKey(name); if (cvar != NULL && *cvar != NULL) { switch (name.GetIndex()) { case NAME_Team: info.TeamChanged(atoi(str)); break; case NAME_Skin: skin = str; break; // Caller must call SkinChanged() once current calss is known case NAME_PlayerClass: info.PlayerClassChanged(str); break; default: val.String = str; (*cvar)->SetGenericRep(val, CVAR_String); break; } } } arc.EndObject(); } } CCMD (playerinfo) { if (argv.argc() < 2) { int i; for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i]) { Printf("%d. %s\n", i, players[i].userinfo.GetName()); } } } else { int i = atoi(argv[1]); if (i < 0 || i >= MAXPLAYERS) { Printf("Bad player number\n"); return; } userinfo_t *ui = &players[i].userinfo; if (!playeringame[i]) { Printf(TEXTCOLOR_ORANGE "Player %d is not in the game\n", i); return; } // Print special info Printf("%20s: %s\n", "Name", ui->GetName()); Printf("%20s: %s (%d)\n", "Team", ui->GetTeam() == TEAM_NONE ? "None" : Teams[ui->GetTeam()].GetName(), ui->GetTeam()); Printf("%20s: %s (%d)\n", "Skin", Skins[ui->GetSkin()].Name.GetChars(), ui->GetSkin()); Printf("%20s: %s (%d)\n", "Gender", GenderNames[ui->GetGender()], ui->GetGender()); Printf("%20s: %s (%d)\n", "PlayerClass", ui->GetPlayerClassNum() == -1 ? "Random" : ui->GetPlayerClassType()->GetDisplayName().GetChars(), ui->GetPlayerClassNum()); // Print generic info TMapIterator it(*ui); TMap::Pair *pair; while (it.NextPair(pair)) { if (pair->Key != NAME_Name && pair->Key != NAME_Team && pair->Key != NAME_Skin && pair->Key != NAME_Gender && pair->Key != NAME_PlayerClass) { Printf("%20s: %s\n", pair->Key.GetChars(), pair->Value->GetHumanString()); } } if (argv.argc() > 2) { PrintMiscActorInfo(players[i].mo); } } } userinfo_t::~userinfo_t() { TMapIterator it(*this); TMap::Pair *pair; while (it.NextPair(pair)) { delete pair->Value; } this->Clear(); }