RingRacers/src/d_netcmd.c
Eidolon fc3128df12 Always exit TryRunTics loop early if deferring gamestate change
Calls to F_ContinueCredits and D_StartTitle, even if deferred,
change the current gamestate. However, the tic loop in TryRunTics
may still have a couple tics to execute to catch up to current
time, and as a consequence G_Ticker may execute game logic while
the current state is not GS_LEVEL or equivalent. As a result, it is
highly likely for the game to crash.

This adds deferred credits start to the tic loop, and exits that
loop if either title or credits are supposed to start after the
current iteration, fixing this crash scenario.

Fixes KartKrew/Kart#1185
2024-04-30 22:54:42 -05:00

7338 lines
175 KiB
C

// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// Copyright (C) 2024 by Kart Krew.
// Copyright (C) 2020 by Sonic Team Junior.
// Copyright (C) 2000 by DooM Legacy Team.
//
// 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_time.h"
#include "i_system.h"
#include "g_game.h"
#include "hu_stuff.h"
#include "g_input.h"
#include "k_menu.h"
#include "r_local.h"
#include "r_skins.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 "d_net.h"
#include "v_video.h"
#include "d_main.h"
#include "m_random.h"
#include "f_finale.h"
#include "filesrch.h"
#include "mserv.h"
#include "z_zone.h"
#include "lua_script.h"
#include "lua_hook.h"
#include "m_cond.h"
#include "m_anigif.h"
#include "md5.h"
// SRB2kart
#include "k_kart.h"
#include "k_battle.h"
#include "k_pwrlv.h"
#include "y_inter.h"
#include "k_color.h"
#include "k_respawn.h"
#include "k_grandprix.h"
#include "k_follower.h"
#include "doomstat.h"
#include "deh_tables.h"
#include "m_perfstats.h"
#include "k_specialstage.h"
#include "k_race.h"
#include "g_party.h"
#include "k_vote.h"
#include "k_zvote.h"
#include "k_bot.h"
#include "k_powerup.h"
#include "k_roulette.h"
#include "k_bans.h"
#include "k_director.h"
#include "k_credits.h"
#ifdef SRB2_CONFIG_ENABLE_WEBM_MOVIES
#include "m_avrecorder.h"
#endif
#ifdef HAVE_DISCORDRPC
#include "discord.h"
#endif
// ------
// protos
// ------
static void Got_NameAndColor(const UINT8 **cp, INT32 playernum);
static void Got_WeaponPref(const UINT8 **cp, INT32 playernum);
static void Got_PartyInvite(const UINT8 **cp, INT32 playernum);
static void Got_AcceptPartyInvite(const UINT8 **cp, INT32 playernum);
static void Got_CancelPartyInvite(const UINT8 **cp, INT32 playernum);
static void Got_LeaveParty(const UINT8 **cp, INT32 playernum);
static void Got_Mapcmd(const UINT8 **cp, INT32 playernum);
static void Got_ExitLevelcmd(const UINT8 **cp, INT32 playernum);
static void Got_SetupVotecmd(const UINT8 **cp, INT32 playernum);
static void Got_ModifyVotecmd(const UINT8 **cp, INT32 playernum);
static void Got_PickVotecmd(const UINT8 **cp, INT32 playernum);
static void Got_RequestAddfilecmd(const UINT8 **cp, INT32 playernum);
static void Got_Addfilecmd(const UINT8 **cp, INT32 playernum);
static void Got_Pause(const UINT8 **cp, INT32 playernum);
static void Got_RandomSeed(const UINT8 **cp, INT32 playernum);
static void Got_RunSOCcmd(const UINT8 **cp, INT32 playernum);
static void Got_Teamchange(const UINT8 **cp, INT32 playernum);
static void Got_Clearscores(const UINT8 **cp, INT32 playernum);
static void Got_DiscordInfo(const UINT8 **cp, INT32 playernum);
static void Got_ScheduleTaskcmd(const UINT8 **cp, INT32 playernum);
static void Got_ScheduleClearcmd(const UINT8 **cp, INT32 playernum);
static void Got_Automatecmd(const UINT8 **cp, INT32 playernum);
static void Got_RequestMapQueuecmd(const UINT8 **cp, INT32 playernum);
static void Got_MapQueuecmd(const UINT8 **cp, INT32 playernum);
static void Got_Cheat(const UINT8 **cp, INT32 playernum);
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_StartLossless_f(void);
static void Command_StopMovie_f(void);
static void Command_Map_f(void);
static void Command_RandomMap(void);
static void Command_RestartLevel(void);
static void Command_QueueMap_f(void);
static void Command_ResetCamera_f(void);
static void Command_View_f (void);
static void Command_SetViews_f(void);
static void Command_Invite_f(void);
static void Command_CancelInvite_f(void);
static void Command_AcceptInvite_f(void);
static void Command_RejectInvite_f(void);
static void Command_LeaveParty_f(void);
static void Command_Addfile(void);
static void Command_ListWADS_f(void);
static void Command_ListDoomednums_f(void);
static void Command_cxdiag_f(void);
static void Command_ListUnusedSprites_f(void);
static void Command_RunSOC(void);
static void Command_Pause(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_Teamchange3_f(void);
static void Command_Teamchange4_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_Verification(const UINT8 **cp, INT32 playernum);
static void Got_Removal(const 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(const UINT8 **cp, INT32 playernum);
static void Command_ShowScores_f(void);
static void Command_ShowTime_f(void);
static void Command_Isgamemodified_f(void);
#ifdef _DEBUG
static void Command_Togglemodified_f(void);
static void Command_Archivetest_f(void);
#endif
static void Command_KartGiveItem_f(void);
static void Command_Schedule_Add(void);
static void Command_Schedule_Clear(void);
static void Command_Schedule_List(void);
static void Command_Automate_Set(void);
static void Command_Eval(void);
static void Command_WriteTextmap(void);
#ifdef DEVELOP
static void Command_FastForward(void);
#endif
// =========================================================================
// CLIENT VARIABLES
// =========================================================================
UINT16 lastgoodcolor[MAXSPLITSCREENPLAYERS] = {SKINCOLOR_NONE, SKINCOLOR_NONE, SKINCOLOR_NONE, SKINCOLOR_NONE};
CV_PossibleValue_t kartdebugitem_cons_t[] =
{
#define FOREACH( name, n ) { n, #name }
KART_ITEM_ITERATOR,
#undef FOREACH
{POWERUP_SMONITOR, "SMonitor"},
{POWERUP_BARRIER, "Barrier"},
{POWERUP_BUMPER, "Bumper"},
{POWERUP_BADGE, "Badge"},
{POWERUP_SUPERFLICKY, "SuperFlicky"},
{POWERUP_POINTS, "Points"},
{0}
};
CV_PossibleValue_t capsuletest_cons_t[] = {
{CV_CAPSULETEST_OFF, "Off"},
{CV_CAPSULETEST_MULTIPLAYER, "Multiplayer"},
{CV_CAPSULETEST_TIMEATTACK, "TimeAttack"},
{0, NULL}};
void CapsuleTest_OnChange(void);
void CapsuleTest_OnChange(void)
{
if (gamestate == GS_LEVEL)
CONS_Printf("Level must be restarted for capsuletest to have effect.\n");
}
CV_PossibleValue_t pointlimit_cons_t[] = {{1, "MIN"}, {MAXSCORE, "MAX"}, {0, "None"}, {-1, "Auto"}, {0, NULL}};
CV_PossibleValue_t numlaps_cons_t[] = {{0, "MIN"}, {MAX_LAPS, "MAX"}, {-1, "Map default"}, {0, NULL}};
CV_PossibleValue_t perfstats_cons_t[] = {
{PS_OFF, "Off"},
{PS_RENDER, "Rendering"},
{PS_LOGIC, "Logic"},
{PS_BOT, "Bots"},
{PS_THINKFRAME, "ThinkFrame"},
{0, NULL}
};
char timedemo_name[256];
boolean timedemo_csv;
char timedemo_csv_id[256];
boolean timedemo_quit;
INT16 gametype = GT_RACE;
INT16 g_lastgametype = GT_RACE;
INT16 numgametypes = GT_FIRSTFREESLOT;
boolean forceresetplayers = false;
boolean deferencoremode = false;
boolean forcespecialstage = false;
UINT8 splitscreen = 0;
INT32 adminplayers[MAXPLAYERS];
// Scheduled commands.
scheduleTask_t **schedule = NULL;
size_t schedule_size = 0;
size_t schedule_len = 0;
// Automation commands
char *automate_commands[AEV__MAX];
const char *automate_names[AEV__MAX] =
{
"RoundStart", // AEV_ROUNDSTART
"IntermissionStart", // AEV_INTERMISSIONSTART
"VoteStart", // AEV_VOTESTART
"QueueStart", // AEV_QUEUESTART
"QueueEnd", // AEV_QUEUEEND
};
UINT32 livestudioaudience_timer = 90;
/// \warning Keep this up-to-date if you add/remove/rename net text commands
const char *netxcmdnames[MAXNETXCMD - 1] =
{
"NAMEANDCOLOR", // XD_NAMEANDCOLOR
"WEAPONPREF", // XD_WEAPONPREF
"KICK", // XD_KICK
"NETVAR", // XD_NETVAR
"SAY", // XD_SAY
"MAP", // XD_MAP
"EXITLEVEL", // XD_EXITLEVEL
"ADDFILE", // XD_ADDFILE
"PAUSE", // XD_PAUSE
"ADDPLAYER", // XD_ADDPLAYER
"TEAMCHANGE", // XD_TEAMCHANGE
"CLEARSCORES", // XD_CLEARSCORES
"VERIFIED", // XD_VERIFIED
"RANDOMSEED", // XD_RANDOMSEED
"RUNSOC", // XD_RUNSOC
"REQADDFILE", // XD_REQADDFILE
"SETMOTD", // XD_SETMOTD
"DEMOTED", // XD_DEMOTED
"LUACMD", // XD_LUACMD
"LUAVAR", // XD_LUAVAR
"LUAFILE", // XD_LUAFILE
// SRB2Kart
"SETUPVOTE", // XD_SETUPVOTE
"MODIFYVOTE", // XD_MODIFYVOTE
"PICKVOTE", // XD_PICKVOTE
"REMOVEPLAYER", // XD_REMOVEPLAYER
"PARTYINVITE", // XD_PARTYINVITE
"ACCEPTPARTYINVITE", // XD_ACCEPTPARTYINVITE
"LEAVEPARTY", // XD_LEAVEPARTY
"CANCELPARTYINVITE", // XD_CANCELPARTYINVITE
"CHEAT", // XD_CHEAT
"ADDBOT", // XD_ADDBOT
"DISCORD", // XD_DISCORD
"PLAYSOUND", // XD_PLAYSOUND
"SCHEDULETASK", // XD_SCHEDULETASK
"SCHEDULECLEAR", // XD_SCHEDULECLEAR
"AUTOMATE", // XD_AUTOMATE
"REQMAPQUEUE", // XD_REQMAPQUEUE
"MAPQUEUE", // XD_MAPQUEUE
"CALLZVOTE", // XD_CALLZVOTE
"SETZVOTE", // XD_SETZVOTE
};
// =========================================================================
// 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;
Forceskin_cons_t[0].value = -1;
Forceskin_cons_t[0].strvalue = "Off";
// Set the values to 0/NULL, it will be overwritten later when a skin is assigned to the slot.
for (i = 1; i < MAXSKINS; i++)
{
Forceskin_cons_t[i].value = 0;
Forceskin_cons_t[i].strvalue = NULL;
}
RegisterNetXCmd(XD_NAMEANDCOLOR, Got_NameAndColor);
RegisterNetXCmd(XD_WEAPONPREF, Got_WeaponPref);
RegisterNetXCmd(XD_PARTYINVITE, Got_PartyInvite);
RegisterNetXCmd(XD_ACCEPTPARTYINVITE, Got_AcceptPartyInvite);
RegisterNetXCmd(XD_CANCELPARTYINVITE, Got_CancelPartyInvite);
RegisterNetXCmd(XD_LEAVEPARTY, Got_LeaveParty);
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_RUNSOC, Got_RunSOCcmd);
RegisterNetXCmd(XD_LUACMD, Got_Luacmd);
RegisterNetXCmd(XD_LUAFILE, Got_LuaFile);
RegisterNetXCmd(XD_SETUPVOTE, Got_SetupVotecmd);
RegisterNetXCmd(XD_MODIFYVOTE, Got_ModifyVotecmd);
RegisterNetXCmd(XD_PICKVOTE, Got_PickVotecmd);
RegisterNetXCmd(XD_SCHEDULETASK, Got_ScheduleTaskcmd);
RegisterNetXCmd(XD_SCHEDULECLEAR, Got_ScheduleClearcmd);
RegisterNetXCmd(XD_AUTOMATE, Got_Automatecmd);
RegisterNetXCmd(XD_REQMAPQUEUE, Got_RequestMapQueuecmd);
RegisterNetXCmd(XD_MAPQUEUE, Got_MapQueuecmd);
RegisterNetXCmd(XD_CHEAT, Got_Cheat);
// Remote Administration
COM_AddCommand("password", Command_Changepassword_f);
COM_AddCommand("login", Command_Login_f); // useful in dedicated to kick off remote admin
COM_AddCommand("promote", Command_Verify_f);
RegisterNetXCmd(XD_VERIFIED, Got_Verification);
COM_AddCommand("demote", Command_RemoveAdmin_f);
RegisterNetXCmd(XD_DEMOTED, Got_Removal);
COM_AddCommand("motd", Command_MotD_f);
RegisterNetXCmd(XD_SETMOTD, Got_MotD_f); // For remote admin
RegisterNetXCmd(XD_TEAMCHANGE, Got_Teamchange);
COM_AddCommand("serverchangeteam", Command_ServerTeamChange_f);
RegisterNetXCmd(XD_CLEARSCORES, Got_Clearscores);
COM_AddDebugCommand("clearscores", Command_Clearscores_f);
COM_AddCommand("map", Command_Map_f);
COM_AddDebugCommand("randommap", Command_RandomMap);
COM_AddCommand("restartlevel", Command_RestartLevel);
COM_AddCommand("queuemap", Command_QueueMap_f);
COM_AddCommand("exitgame", Command_ExitGame_f);
COM_AddCommand("retry", Command_Retry_f);
COM_AddCommand("exitlevel", Command_ExitLevel_f);
COM_AddDebugCommand("showmap", Command_Showmap_f);
COM_AddCommand("mapmd5", Command_Mapmd5_f);
COM_AddCommand("addfile", Command_Addfile);
COM_AddDebugCommand("listwad", Command_ListWADS_f);
COM_AddDebugCommand("listmapthings", Command_ListDoomednums_f);
COM_AddDebugCommand("cxdiag", Command_cxdiag_f);
COM_AddCommand("listunusedsprites", Command_ListUnusedSprites_f);
COM_AddCommand("runsoc", Command_RunSOC);
COM_AddCommand("pause", Command_Pause);
COM_AddDebugCommand("gametype", Command_ShowGametype_f);
COM_AddDebugCommand("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_AddDebugCommand("isgamemodified", Command_Isgamemodified_f); // test
COM_AddDebugCommand("showscores", Command_ShowScores_f);
COM_AddDebugCommand("showtime", Command_ShowTime_f);
#ifdef _DEBUG
COM_AddDebugCommand("togglemodified", Command_Togglemodified_f);
COM_AddDebugCommand("archivetest", Command_Archivetest_f);
#endif
COM_AddDebugCommand("downloads", Command_Downloads_f);
COM_AddDebugCommand("give", Command_KartGiveItem_f);
COM_AddDebugCommand("give2", Command_KartGiveItem_f);
COM_AddDebugCommand("give3", Command_KartGiveItem_f);
COM_AddDebugCommand("give4", Command_KartGiveItem_f);
COM_AddCommand("schedule_add", Command_Schedule_Add);
COM_AddCommand("schedule_clear", Command_Schedule_Clear);
COM_AddCommand("schedule_list", Command_Schedule_List);
COM_AddCommand("automate_set", Command_Automate_Set);
COM_AddDebugCommand("eval", Command_Eval);
COM_AddCommand("writetextmap", Command_WriteTextmap);
// for master server connection
AddMServCommands();
RegisterNetXCmd(XD_RANDOMSEED, Got_RandomSeed);
// d_clisrv
COM_AddDebugCommand("ping", Command_Ping_f);
RegisterNetXCmd(XD_DISCORD, Got_DiscordInfo);
COM_AddDebugCommand("numthinkers", Command_Numthinkers_f);
COM_AddDebugCommand("countmobjs", Command_CountMobjs_f);
#ifdef _DEBUG
COM_AddDebugCommand("causecfail", Command_CauseCfail_f);
#endif
#ifdef LUA_ALLOW_BYTECODE
COM_AddCommand("dumplua", Command_Dumplua_f);
#endif
#ifdef DEVELOP
COM_AddDebugCommand("fastforward", Command_FastForward);
COM_AddDebugCommand("crypt", Command_Crypt_f);
#endif
K_RegisterMidVoteCVars();
{
extern struct CVarList *cvlist_server;
CV_RegisterList(cvlist_server);
}
}
// =========================================================================
// 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;
// Set default player names
// Monster Iestyn (12/08/19): not sure where else I could have actually put this, but oh well
for (i = 0; i < MAXPLAYERS; i++)
sprintf(player_names[i], "Player %c", 'A' + i); // SRB2Kart: Letters like Sonic 3!
if (dedicated)
return;
COM_AddCommand("changeteam", Command_Teamchange_f);
COM_AddCommand("changeteam2", Command_Teamchange2_f);
COM_AddCommand("changeteam3", Command_Teamchange3_f);
COM_AddCommand("changeteam4", Command_Teamchange4_f);
COM_AddCommand("invite", Command_Invite_f);
COM_AddCommand("cancelinvite", Command_CancelInvite_f);
COM_AddCommand("acceptinvite", Command_AcceptInvite_f);
COM_AddCommand("rejectinvite", Command_RejectInvite_f);
COM_AddCommand("leaveparty", Command_LeaveParty_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_AddDebugCommand("resetcamera", Command_ResetCamera_f);
COM_AddDebugCommand("view", Command_View_f);
COM_AddCommand("view2", Command_View_f);
COM_AddCommand("view3", Command_View_f);
COM_AddCommand("view4", Command_View_f);
COM_AddCommand("setviews", Command_SetViews_f);
COM_AddCommand("setcontrol", Command_Setcontrol_f);
COM_AddCommand("setcontrol2", Command_Setcontrol2_f);
COM_AddCommand("setcontrol3", Command_Setcontrol3_f);
COM_AddCommand("setcontrol4", Command_Setcontrol4_f);
COM_AddCommand("screenshot", M_ScreenShot);
COM_AddCommand("startmovie", Command_StartMovie_f);
COM_AddCommand("startlossless", Command_StartLossless_f);
COM_AddCommand("stopmovie", Command_StopMovie_f);
COM_AddDebugCommand("minigen", M_MinimapGenerate);
#ifdef SRB2_CONFIG_ENABLE_WEBM_MOVIES
M_AVRecorder_AddCommands();
#endif
COM_AddDebugCommand("displayplayer", Command_Displayplayer_f);
// k_menu.c
//CV_RegisterVar(&cv_compactscoreboard);
// ingame object placing
COM_AddDebugCommand("objectplace", Command_ObjectPlace_f);
//COM_AddCommand("writethings", Command_Writethings_f);
// CV_RegisterVar(&cv_grid);
// CV_RegisterVar(&cv_snapto);
// add cheats
COM_AddDebugCommand("noclip", Command_CheatNoClip_f);
COM_AddDebugCommand("god", Command_CheatGod_f);
COM_AddDebugCommand("freeze", Command_CheatFreeze_f);
COM_AddDebugCommand("setrings", Command_Setrings_f);
COM_AddDebugCommand("setspheres", Command_Setspheres_f);
COM_AddDebugCommand("setlives", Command_Setlives_f);
COM_AddDebugCommand("setscore", Command_Setscore_f);
COM_AddDebugCommand("devmode", Command_Devmode_f);
COM_AddDebugCommand("savecheckpoint", Command_Savecheckpoint_f);
COM_AddDebugCommand("scale", Command_Scale_f);
COM_AddDebugCommand("gravflip", Command_Gravflip_f);
COM_AddDebugCommand("hurtme", Command_Hurtme_f);
COM_AddDebugCommand("teleport", Command_Teleport_f);
COM_AddDebugCommand("rteleport", Command_RTeleport_f);
COM_AddDebugCommand("skynum", Command_Skynum_f);
COM_AddDebugCommand("weather", Command_Weather_f);
COM_AddDebugCommand("grayscale", Command_Grayscale_f);
COM_AddDebugCommand("goto", Command_Goto_f);
COM_AddDebugCommand("angle", Command_Angle_f);
COM_AddDebugCommand("respawnat", Command_RespawnAt_f);
COM_AddDebugCommand("goto_skybox", Command_GotoSkybox_f);
{
extern struct CVarList *cvlist_player;
CV_RegisterList(cvlist_player);
}
}
/** 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 AllowedPlayerNameChar(char ch)
{
if (!isprint(ch) || ch == ';' || ch == '"' || (UINT8)(ch) >= 0x80)
return false;
return true;
}
boolean EnsurePlayerNameIsGood(char *name, INT32 playernum)
{
size_t ix, len = strlen(name);
if (len == 0 || len > MAXPLAYERNAME)
return false; // Empty or too long.
if (name[0] == ' ')
return false; // Starts 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.
// Clean up trailing whitespace.
while (len && name[len-1] == ' ')
{
name[len-1] = '\0';
len--;
}
if (len == 0)
return false;
// 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; ix < len; ix++)
if (!AllowedPlayerNameChar(name[ix]))
return false;
// Check if a player is currently using the name, case-insensitively.
for (ix = 0; ix < MAXPLAYERS; ix++)
{
if (ix != (size_t)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.
// Recursion!
// Slowly strip characters off the end of the
// name until we no longer have a duplicate.
if (len > 1)
{
name[len-1] = '\0';
if (!EnsurePlayerNameIsGood (name, playernum))
return false;
}
else if (len == 1) // Agh!
{
// Last ditch effort...
sprintf(name, "%d", 'A' + M_RandomKey(26));
if (!EnsurePlayerNameIsGood (name, playernum))
return false;
}
else
return false;
}
}
return true;
}
/** Cleans up a local player's name before sending a name change.
* Spaces at the beginning or end of the name are removed. Then if the new
* name is identical to another player's name, ignoring case, the name change
* is canceled, and the name in cv_playername[n].value
* is restored to what it was before.
*
* We assume that if playernum is in ::g_localplayers
* (unless clientjoin is true, a necessary evil)
* the console variable ::cv_playername[n] 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 in ::g_localplayers.
* \param newname New name for that player; should already be in
* ::cv_playername if player is a local player.
* \sa cv_playername, SendNameAndColor, SetPlayerName
* \author Graue <graue@oceanbase.org>
*/
void CleanupPlayerName(INT32 playernum, const char *newname)
{
char *buf;
char *p;
char *tmpname = NULL;
INT32 i;
boolean namefailed = true;
boolean clientjoin = !!(playernum >= MAXPLAYERS);
if (clientjoin)
playernum -= MAXPLAYERS;
buf = Z_StrDup(newname);
do
{
p = buf;
while (*p == ' ')
p++; // remove leading spaces
if (strlen(p) == 0)
break; // empty names not allowed
if (isdigit(*p))
break; // names starting with digits not allowed
if (*p == '@' || *p == '~')
break; // names that start with @ or ~ (admin symbols) not allowed
tmpname = p;
do
{
if (!AllowedPlayerNameChar(*p))
break;
}
while (*++p) ;
if (*p)/* bad char found */
break;
// Remove trailing spaces.
p = &tmpname[strlen(tmpname)-1]; // last character
while (*p == ' ' && p >= tmpname)
{
*p = '\0';
p--;
}
if (strlen(tmpname) == 0)
break; // another case of an empty name
// Truncate name if it's too long (max MAXPLAYERNAME chars
// excluding NUL).
if (strlen(tmpname) > MAXPLAYERNAME)
tmpname[MAXPLAYERNAME] = '\0';
// Remove trailing spaces again.
p = &tmpname[strlen(tmpname)-1]; // last character
while (*p == ' ' && p >= tmpname)
{
*p = '\0';
p--;
}
// no stealing another player's name
if (!clientjoin)
{
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 (clientjoin)
CV_StealthSet(&cv_playername[playernum], tmpname);
else
{
for (i = 0; i <= splitscreen; i++)
{
if (playernum == g_localplayers[i])
{
CV_StealthSet(&cv_playername[i], tmpname);
break;
}
}
if (i > splitscreen)
{
I_Assert(((void)"CleanupPlayerName used on non-local player", 0));
}
}
Z_Free(buf);
}
/** Sets a player's name, if it is good.
* If the name is not good (indicating a modified or buggy client), it is not
* set, and if we are the server in a netgame, the player responsible is
* kicked with a consistency failure.
*
* This function prints a message indicating the name change, unless the game
* is currently showing the intro, e.g. when processing autoexec.cfg.
*
* \param playernum Player number who has requested a name change.
* \param newname New name for that player. Should be good, but won't
* necessarily be if the client is maliciously modified or
* buggy.
* \sa CleanupPlayerName, EnsurePlayerNameIsGood
* \author Graue <graue@oceanbase.org>
*/
static void SetPlayerName(INT32 playernum, char *newname)
{
if (EnsurePlayerNameIsGood(newname, playernum))
{
if (strcasecmp(newname, player_names[playernum]) != 0)
{
if (netgame)
HU_AddChatText(va("\x82*%s renamed to %s", player_names[playernum], newname), false);
player_name_changes[playernum]++;
strcpy(player_names[playernum], newname);
demo_extradata[playernum] |= DXD_NAME;
}
}
else
{
CONS_Printf(M_GetText("Player %d sent a bad name change\n"), playernum+1);
if (server && netgame)
SendKick(playernum, KICK_MSG_CON_FAIL);
}
}
boolean CanChangeSkin(INT32 playernum)
{
(void)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 && K_CanChangeRules(true))
return false;
// ... there used to be a lot more here, but it's now handled in Got_NameAndColor.
return true;
}
static void ForceAllSkins(INT32 forcedskin)
{
INT32 i;
if (demo.playback)
return; // DXD_SKIN should handle all changes for us
for (i = 0; i < MAXPLAYERS; ++i)
{
if (!playeringame[i])
continue;
SetPlayerSkinByNum(i, forcedskin);
}
if (dedicated)
return;
// If it's me (or my brother (or my sister (or my trusty pet dog))), set appropriate skin value in cv_skin
for (i = 0; i <= splitscreen; i++)
{
if (!playeringame[g_localplayers[i]])
continue;
CV_StealthSet(&cv_skin[i], skins[forcedskin].name);
}
}
static const char *
VaguePartyDescription (int playernum, int size, int default_color)
{
static char party_description
[1 + MAXPLAYERNAME + 1 + sizeof " and x others"];
const char *name;
name = player_names[playernum];
/*
less than check for the dumb compiler because I KNOW it'll
complain about "writing x bytes into an area of y bytes"!!!
*/
if (size > 1 && size <= MAXSPLITSCREENPLAYERS)
{
sprintf(party_description,
"\x83%s%c and %d other%s",
name,
default_color,
( size - 1 ),
( (size > 2) ? "s" : "" )
);
}
else
{
sprintf(party_description,
"\x83%s%c",
name,
default_color
);
}
return party_description;
}
static INT32 snacpending[MAXSPLITSCREENPLAYERS] = {0,0,0,0};
static INT32 chmappending = 0;
// name, color, or skin has changed
//
static void SendNameAndColor(const UINT8 n)
{
const INT32 playernum = g_localplayers[n];
player_t *player = NULL;
if (splitscreen < n)
{
return; // can happen if skin4/color4/name4 changed
}
if (playernum == -1)
{
return;
}
player = &players[playernum];
UINT16 sendColor = cv_playercolor[n].value;
UINT16 sendFollowerColor = cv_followercolor[n].value;
// don't allow inaccessible colors
if (sendColor != SKINCOLOR_NONE && K_ColorUsable(sendColor, false, true) == false)
{
if (player->skincolor && K_ColorUsable(player->skincolor, false, true) == true)
{
// Use our previous color
CV_StealthSetValue(&cv_playercolor[n], player->skincolor);
}
else
{
// Use our default color
CV_StealthSetValue(&cv_playercolor[n], SKINCOLOR_NONE);
}
lastgoodcolor[playernum] = sendColor = cv_playercolor[n].value;
}
// ditto for follower colour:
if (sendFollowerColor != SKINCOLOR_NONE && K_ColorUsable(sendFollowerColor, true, true) == false)
{
CV_StealthSet(&cv_followercolor[n], "Default"); // set it to "Default". I don't care about your stupidity!
sendFollowerColor = cv_followercolor[n].value;
}
// We'll handle it later if we're not playing.
if (!Playing())
{
return;
}
// Don't change skin if the server doesn't want you to.
if (!CanChangeSkin(playernum))
{
CV_StealthSet(&cv_skin[n], skins[player->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[n].value = R_SkinAvailableEx(cv_skin[n].string, false);
if ((cv_skin[n].value < 0) || !R_SkinUsable(playernum, cv_skin[n].value, false))
{
CV_StealthSet(&cv_skin[n], DEFAULTSKIN);
cv_skin[n].value = 0;
}
cv_follower[n].value = K_FollowerAvailable(cv_follower[n].string);
if (cv_follower[n].value < 0 || !K_FollowerUsable(cv_follower[n].value))
{
CV_StealthSet(&cv_follower[n], "None");
cv_follower[n].value = -1;
}
if (sendColor == SKINCOLOR_NONE)
{
sendColor = skins[cv_skin[n].value].prefcolor;
}
if (sendFollowerColor == SKINCOLOR_NONE)
{
if (cv_follower[n].value >= 0)
{
sendFollowerColor = followers[cv_follower[n].value].defaultcolor;
}
else
{
sendFollowerColor = SKINCOLOR_RED; // picked by dice roll, guaranteed to be random
}
}
// Don't send if everything was identical.
if (!strcmp(cv_playername[n].string, player_names[playernum])
&& sendColor == player->skincolor
&& !stricmp(cv_skin[n].string, skins[player->skin].name)
&& !stricmp(cv_follower[n].string,
(player->followerskin < 0 ? "None" : followers[player->followerskin].name))
&& sendFollowerColor == player->followercolor)
{
return;
}
snacpending[n]++;
// Don't change name if muted
if (player_name_changes[playernum] >= MAXNAMECHANGES)
{
CV_StealthSet(&cv_playername[n], player_names[playernum]);
HU_AddChatText("\x85* You must wait to change your name again.", false);
}
else if (cv_mute.value && !(server || IsPlayerAdmin(playernum)))
{
CV_StealthSet(&cv_playername[n], player_names[playernum]);
}
else // Cleanup name if changing it
{
CleanupPlayerName(playernum, cv_playername[n].zstring);
}
char buf[MAXPLAYERNAME+12];
char *p = buf;
// Finally write out the complete packet and send it off.
WRITESTRINGN(p, cv_playername[n].zstring, MAXPLAYERNAME);
WRITEUINT16(p, sendColor);
WRITEUINT8(p, (UINT8)cv_skin[n].value);
WRITEINT16(p, (INT16)cv_follower[n].value);
//CONS_Printf("Sending follower id %d\n", (INT16)cv_follower[n].value);
WRITEUINT16(p, sendFollowerColor);
SendNetXCmdForPlayer(n, XD_NAMEANDCOLOR, buf, p - buf);
}
static void FinalisePlaystateChange(INT32 playernum)
{
demo_extradata[playernum] |= DXD_PLAYSTATE;
// Clear player score and rings if a spectator.
if (players[playernum].spectator)
{
// To attempt to discourage rage-spectators, we delay any rejoining.
// If you're engaging in a DUEL and quit early, in addition to the
// indignity of losing your PWR, you get a special extra-long delay.
if (
netgame
&& players[playernum].jointime > 1
&& players[playernum].spectatorReentry == 0
)
{
UINT8 pcount = 0;
if (cv_duelspectatorreentry.value > cv_spectatorreentry.value)
{
UINT8 i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
if (++pcount < 2)
continue;
break;
}
}
players[playernum].spectatorReentry =
(pcount == 1)
? (cv_duelspectatorreentry.value * TICRATE)
: (cv_spectatorreentry.value * TICRATE);
//CONS_Printf("player %u got re-entry of %u\n", playernum, players[playernum].spectatorReentry);
}
if (gametyperules & GTR_POINTLIMIT) // SRB2kart
{
players[playernum].roundscore = 0;
K_CalculateBattleWanted();
}
K_PlayerForfeit(playernum, true);
if (players[playernum].mo)
players[playernum].mo->health = 1;
K_StripItems(&players[playernum]);
}
// Reset away view
G_ResetViews();
K_CheckBumpers(); // SRB2Kart
P_CheckRacers(); // also SRB2Kart
}
static void Got_NameAndColor(const UINT8 **cp, INT32 playernum)
{
player_t *p = &players[playernum];
char name[MAXPLAYERNAME+1];
UINT16 color, followercolor;
UINT8 skin;
INT16 follower;
SINT8 localplayer = -1;
UINT8 i;
#ifdef PARANOIA
if (playernum < 0 || playernum > MAXPLAYERS)
I_Error("There is no player %d!", playernum);
#endif
for (i = 0; i <= splitscreen; i++)
{
if (playernum == g_localplayers[i])
{
snacpending[i]--;
#ifdef PARANOIA
if (snacpending[i] < 0)
{
S_StartSound(NULL, sfx_monch);
I_Sleep(1000); // let the monch play out for 1 second
I_Error("snacpending[%d] negative!", i);
}
#endif
localplayer = i;
break;
}
}
READSTRINGN(*cp, name, MAXPLAYERNAME);
color = READUINT16(*cp);
skin = READUINT8(*cp);
follower = READINT16(*cp);
followercolor = READUINT16(*cp);
// set name
if (player_name_changes[playernum] < MAXNAMECHANGES)
{
if (strcasecmp(player_names[playernum], name) != 0)
SetPlayerName(playernum, name);
}
// set color
p->skincolor = color % numskincolors;
if (p->mo)
p->mo->color = (UINT16)p->skincolor;
demo_extradata[playernum] |= DXD_COLOR;
// normal player colors
if (server && !P_IsMachineLocalPlayer(p))
{
boolean kick = false;
// don't allow inaccessible colors
if (K_ColorUsable(p->skincolor, false, false) == false)
{
kick = true;
}
if (kick)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal color change received from %s, color: %d)\n"), player_names[playernum], p->skincolor);
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
}
// set skin
if (cv_forceskin.value >= 0 && K_CanChangeRules(true)) // Server wants everyone to use the same player
{
const INT32 forcedskin = cv_forceskin.value;
SetPlayerSkinByNum(playernum, forcedskin);
if (localplayer != -1)
CV_StealthSet(&cv_skin[localplayer], skins[forcedskin].name);
}
else
{
UINT8 oldskin = players[playernum].skin;
SetPlayerSkinByNum(playernum, skin);
// The following is a miniature subset of Got_Teamchange.
if ((gamestate == GS_LEVEL) // In a level?
&& (players[playernum].jointime > 1) // permit on join
&& (leveltime > introtime) // permit during intro turnaround
&& (players[playernum].skin != oldskin)) // a skin change actually happened?
{
players[playernum].roundconditions.switched_skin = true;
if (
cv_restrictskinchange.value // Skin changes are restricted?
&& G_GametypeHasSpectators() // not a spectator...
&& players[playernum].spectator == false // ...but could be?
)
{
for (i = 0; i < MAXPLAYERS; ++i)
{
if (i == playernum)
continue;
if (!playeringame[i])
continue;
if (players[i].spectator)
continue;
break;
}
if (i != MAXPLAYERS // Someone on your server who isn't you?
&& LUA_HookTeamSwitch(&players[playernum], 0, false, false, false)) // fiiiine, lua can except it
{
P_DamageMobj(players[playernum].mo, NULL, NULL, 1, DMG_SPECTATOR);
if (players[i].spectator)
{
HU_AddChatText(va("\x82*%s became a spectator.", player_names[playernum]), false);
FinalisePlaystateChange(playernum);
}
}
}
}
}
// set follower colour:
// Don't bother doing garbage and kicking if we receive None,
// this is both silly and a waste of time,
// this will be handled properly in K_HandleFollower.
p->followercolor = followercolor;
// set follower
K_SetFollowerByNum(playernum, follower);
}
enum {
WP_KICKSTARTACCEL = 1<<0,
WP_SHRINKME = 1<<1,
WP_AUTOROULETTE = 1<<2,
WP_ANALOGSTICK = 1<<3,
};
void WeaponPref_Send(UINT8 ssplayer)
{
UINT8 prefs = 0;
if (cv_kickstartaccel[ssplayer].value)
prefs |= WP_KICKSTARTACCEL;
if (cv_autoroulette[ssplayer].value)
prefs |= WP_AUTOROULETTE;
if (cv_shrinkme[ssplayer].value)
prefs |= WP_SHRINKME;
if (gamecontrolflags[ssplayer] & GCF_ANALOGSTICK)
prefs |= WP_ANALOGSTICK;
SendNetXCmdForPlayer(ssplayer, XD_WEAPONPREF, &prefs, 1);
}
void WeaponPref_Save(UINT8 **cp, INT32 playernum)
{
player_t *player = &players[playernum];
UINT8 prefs = 0;
if (player->pflags & PF_KICKSTARTACCEL)
prefs |= WP_KICKSTARTACCEL;
if (player->pflags & PF_AUTOROULETTE)
prefs |= WP_AUTOROULETTE;
if (player->pflags & PF_SHRINKME)
prefs |= WP_SHRINKME;
if (player->pflags & PF_ANALOGSTICK)
prefs |= WP_ANALOGSTICK;
WRITEUINT8(*cp, prefs);
}
size_t WeaponPref_Parse(const UINT8 *bufstart, INT32 playernum)
{
const UINT8 *p = bufstart;
player_t *player = &players[playernum];
UINT8 prefs = READUINT8(p);
player->pflags &= ~(PF_KICKSTARTACCEL|PF_SHRINKME|PF_AUTOROULETTE);
if (prefs & WP_KICKSTARTACCEL)
player->pflags |= PF_KICKSTARTACCEL;
if (prefs & WP_AUTOROULETTE)
player->pflags |= PF_AUTOROULETTE;
if (prefs & WP_SHRINKME)
player->pflags |= PF_SHRINKME;
if (prefs & WP_ANALOGSTICK)
player->pflags |= PF_ANALOGSTICK;
else
player->pflags &= ~PF_ANALOGSTICK;
if (leveltime < 2)
{
// BAD HACK: No other place I tried to slot this in
// made it work for the host when they initally host,
// so this will have to do.
K_UpdateShrinkCheat(player);
}
return p - bufstart;
}
static void Got_WeaponPref(const UINT8 **cp,INT32 playernum)
{
*cp += WeaponPref_Parse(*cp, playernum);
// SEE ALSO g_demo.c
demo_extradata[playernum] |= DXD_WEAPONPREF;
}
static void Got_PartyInvite(const UINT8 **cp,INT32 playernum)
{
UINT8 invitee;
boolean kick = false;
invitee = READUINT8 (*cp);
if (
invitee < MAXPLAYERS &&
playeringame[invitee] &&
playerconsole[playernum] == playernum/* only consoleplayer may! */
){
invitee = playerconsole[invitee];
/* you cannot invite yourself or your computer */
if (invitee == playernum)
kick = true;
}
else
kick = true;
if (kick)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal splitscreen invitation received from %s\n"), player_names[playernum]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
if (splitscreen_invitations[invitee] < 0)
{
splitscreen_invitations[invitee] = playernum;
if (invitee == consoleplayer)/* hey that's me! */
{
HU_AddChatText(va(
"\x82*You have been invited to join %s.",
VaguePartyDescription(
playernum, G_PartySize(playernum), '\x82')
), true);
}
}
}
static void Got_AcceptPartyInvite(const UINT8 **cp,INT32 playernum)
{
int invitation;
(void)cp;
if (playerconsole[playernum] != playernum)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal accept splitscreen invite received from %s\n"), player_names[playernum]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
invitation = splitscreen_invitations[playernum];
if (invitation >= 0)
{
if (G_IsPartyLocal(invitation))
{
HU_AddChatText(va(
"\x82*%s joined your party!",
VaguePartyDescription(
playernum, G_LocalSplitscreenPartySize(playernum), '\x82')
), true);
}
else if (playernum == consoleplayer)
{
HU_AddChatText(va(
"\x82*You joined %s's party!",
VaguePartyDescription(
invitation, G_PartySize(invitation), '\x82')
), true);
}
G_JoinParty(invitation, playernum);
splitscreen_invitations[playernum] = -1;
}
}
static void Got_CancelPartyInvite(const UINT8 **cp,INT32 playernum)
{
UINT8 invitee;
invitee = READUINT8 (*cp);
if (
invitee < MAXPLAYERS &&
playeringame[invitee]
){
invitee = playerconsole[invitee];
if (splitscreen_invitations[invitee] == playerconsole[playernum])
{
splitscreen_invitations[invitee] = -1;
if (consoleplayer == invitee)
{
HU_AddChatText("\x85*Your invitation has been rescinded.", true);
}
}
}
else
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal cancel splitscreen invite received from %s\n"), player_names[playernum]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
}
}
static void Got_LeaveParty(const UINT8 **cp,INT32 playernum)
{
(void)cp;
if (playerconsole[playernum] != playernum)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal accept splitscreen invite received from %s\n"), player_names[playernum]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
if (consoleplayer == splitscreen_invitations[playernum])
{
HU_AddChatText(va(
"\x85*\x83%s\x85 rejected your invitation.",
player_names[playernum]
), true);
}
splitscreen_invitations[playernum] = -1;
if (G_IsPartyLocal(playernum) && playernum != consoleplayer)
{
HU_AddChatText(va(
"\x85*%s left your party.",
VaguePartyDescription(
playernum, G_LocalSplitscreenPartySize(playernum), '\x85')
), true);
}
G_LeaveParty(playernum);
}
void D_SendPlayerConfig(UINT8 n)
{
SendNameAndColor(n);
WeaponPref_Send(n);
}
static camera_t *LocalMutableCamera(INT32 playernum)
{
if (demo.playback)
{
// TODO: could have splitscreen support
if (!camera[0].freecam)
{
return NULL;
}
return &camera[0];
}
if (G_IsPartyLocal(playernum))
{
UINT8 viewnum = G_PartyPosition(playernum);
camera_t *cam = &camera[viewnum];
if (cam->freecam || (players[playernum].spectator && !K_DirectorIsAvailable(viewnum)))
{
return cam;
}
}
return NULL;
}
void D_Cheat(INT32 playernum, INT32 cheat, ...)
{
va_list ap;
UINT8 buf[64];
UINT8 *p = buf;
camera_t *cam;
if ((cam = LocalMutableCamera(playernum)))
{
switch (cheat)
{
case CHEAT_RELATIVE_TELEPORT:
va_start(ap, cheat);
cam->x += va_arg(ap, fixed_t);
cam->y += va_arg(ap, fixed_t);
cam->z += va_arg(ap, fixed_t);
va_end(ap);
return;
case CHEAT_TELEPORT:
va_start(ap, cheat);
cam->x = va_arg(ap, fixed_t);
cam->y = va_arg(ap, fixed_t);
cam->z = va_arg(ap, fixed_t);
va_end(ap);
return;
case CHEAT_ANGLE:
va_start(ap, cheat);
cam->angle = va_arg(ap, angle_t);
va_end(ap);
return;
default:
break;
}
}
if (!CV_CheatsEnabled())
{
CONS_Printf("This cannot be used without cheats enabled.\n");
return;
}
if (demo.playback && cheat == CHEAT_DEVMODE)
{
// There is no networking in demos, but devmode is
// too useful to be inaccessible!
// TODO: maybe allow everything, even though it would
// desync replays? May be useful for debugging.
va_start(ap, cheat);
cht_debug = va_arg(ap, UINT32);
va_end(ap);
return;
}
// sanity check
if (demo.playback)
{
return;
}
WRITEUINT8(p, playernum);
WRITEUINT8(p, cheat);
va_start(ap, cheat);
#define COPY(writemacro, type) writemacro (p, va_arg(ap, type))
switch (cheat)
{
case CHEAT_SAVECHECKPOINT:
COPY(WRITEFIXED, fixed_t); // x
COPY(WRITEFIXED, fixed_t); // y
COPY(WRITEFIXED, fixed_t); // z
break;
case CHEAT_RINGS:
case CHEAT_LIVES:
// If you're confused why 'int' instead of
// 'SINT8', search online: 'default argument promotions'
COPY(WRITESINT8, int);
break;
case CHEAT_SCALE:
COPY(WRITEFIXED, fixed_t);
break;
case CHEAT_HURT:
COPY(WRITEINT32, INT32);
break;
case CHEAT_RELATIVE_TELEPORT:
case CHEAT_TELEPORT:
COPY(WRITEFIXED, fixed_t);
COPY(WRITEFIXED, fixed_t);
COPY(WRITEFIXED, fixed_t);
break;
case CHEAT_DEVMODE:
COPY(WRITEUINT32, UINT32);
break;
case CHEAT_GIVEITEM:
COPY(WRITESINT8, int);
COPY(WRITEUINT8, unsigned int);
break;
case CHEAT_GIVEPOWERUP:
COPY(WRITEUINT8, unsigned int);
COPY(WRITEUINT16, unsigned int);
break;
case CHEAT_SCORE:
COPY(WRITEUINT32, UINT32);
break;
case CHEAT_ANGLE:
COPY(WRITEANGLE, angle_t);
break;
case CHEAT_RESPAWNAT:
COPY(WRITEINT32, INT32);
break;
case CHEAT_SPHERES:
COPY(WRITEINT16, int);
break;
}
#undef COPY
va_end(ap);
SendNetXCmd(XD_CHEAT, buf, p - buf);
}
// Only works for displayplayer, sorry!
static void Command_ResetCamera_f(void)
{
P_ResetCamera(&players[g_localplayers[0]], &camera[0]);
}
/* Consider replacing nametonum with this */
static INT32 LookupPlayer(const char *s)
{
INT32 playernum;
if (*s == '0')/* clever way to bypass atoi */
return 0;
if (( playernum = atoi(s) ))
{
playernum = max(min(playernum, MAXPLAYERS-1), 0);/* not out of range */
return playernum;
}
for (playernum = 0; playernum < MAXPLAYERS; ++playernum)
{
/* Match name case-insensitively: fully, or partially the start. */
if (playeringame[playernum])
if (strnicmp(player_names[playernum], s, strlen(s)) == 0)
{
return playernum;
}
}
return -1;
}
static INT32 FindPlayerByPlace(INT32 place)
{
INT32 playernum;
for (playernum = 0; playernum < MAXPLAYERS; ++playernum)
if (playeringame[playernum])
{
if (players[playernum].position == place)
{
return playernum;
}
}
return -1;
}
//
// GetViewablePlayerPlaceRange
// Return in first and last, that player available to view, sorted by placement
// in the race.
//
static void GetViewablePlayerPlaceRange(INT32 *first, INT32 *last)
{
INT32 i;
INT32 place;
(*first) = MAXPLAYERS;
(*last) = 0;
for (i = 0; i < MAXPLAYERS; ++i)
if (G_CouldView(i))
{
place = players[i].position;
if (place < (*first))
(*first) = place;
if (place > (*last))
(*last) = place;
}
}
static int GetCommandViewNumber(void)
{
char c = COM_Argv(0)[strlen(COM_Argv(0))-1];/* may be digit */
switch (c)
{
default:
return 0;
case '2':
case '3':
case '4':
return c - '1';
}
}
#define PRINTVIEWPOINT( pre,suf ) \
CONS_Printf(pre"viewing \x84(%d) \x83%s\x80"suf".\n",\
(*displayplayerp), player_names[(*displayplayerp)]);
static void Command_View_f(void)
{
INT32 *displayplayerp;
INT32 olddisplayplayer;
int viewnum = 1 + GetCommandViewNumber();
const char *playerparam;
INT32 placenum;
INT32 playernum;
INT32 firstplace, lastplace;
if (viewnum > 1 && !( multiplayer && demo.playback ))
{
CONS_Alert(CONS_NOTICE,
"You must be viewing a multiplayer replay to use this.\n");
return;
}
if (camera[viewnum-1].freecam)
return;
displayplayerp = &displayplayers[viewnum-1];
if (COM_Argc() > 1)/* switch to player */
{
playerparam = COM_Argv(1);
if (playerparam[0] == '#')/* search by placement */
{
placenum = atoi(&playerparam[1]);
playernum = FindPlayerByPlace(placenum);
if (playernum == -1 || !G_CouldView(playernum))
{
GetViewablePlayerPlaceRange(&firstplace, &lastplace);
if (playernum == -1)
{
CONS_Alert(CONS_WARNING, "There is no player in that place! ");
}
else
{
CONS_Alert(CONS_WARNING,
"That player cannot be viewed currently! "
"The first player that you can view is \x82#%d\x80; ",
firstplace);
}
CONS_Printf("Last place is \x82#%d\x80.\n", lastplace);
return;
}
}
else
{
if (( playernum = LookupPlayer(COM_Argv(1)) ) == -1)
{
CONS_Alert(CONS_WARNING, "There is no player by that name!\n");
return;
}
if (!playeringame[playernum])
{
CONS_Alert(CONS_WARNING, "There is no player using that slot!\n");
return;
}
}
olddisplayplayer = (*displayplayerp);
G_ResetView(viewnum, playernum, false);
/* The player we wanted was corrected to who it already was. */
if ((*displayplayerp) == olddisplayplayer)
return;
if ((*displayplayerp) != playernum)/* differ parameter */
{
/* skipped some */
CONS_Alert(CONS_NOTICE, "That player cannot be viewed currently.\n");
PRINTVIEWPOINT ("Now "," instead")
}
else
PRINTVIEWPOINT ("Now ",)
}
else/* print current view */
{
if (r_splitscreen < viewnum-1)/* We can't see those guys! */
return;
PRINTVIEWPOINT ("Currently ",)
}
}
#undef PRINTVIEWPOINT
static void Command_SetViews_f(void)
{
UINT8 splits;
UINT8 newsplits;
if (COM_Argc() != 2)
{
CONS_Printf("setviews <views>: set the number of split screens\n");
return;
}
splits = r_splitscreen+1;
newsplits = atoi(COM_Argv(1));
newsplits = min(max(newsplits, 1), 4);
if (newsplits > splits && demo.playback && multiplayer)
{
G_AdjustView(newsplits, 0, true);
}
else
{
// Even if the splits go beyond the real number of
// splitscreen players, displayplayers was filled
// with duplicates of P1 (see Got_AddPlayer).
if (demo.playback)
{
G_SyncDemoParty(consoleplayer, newsplits-1);
}
else
{
r_splitscreen = newsplits-1;
R_ExecuteSetViewSize();
}
// If promoting (outside of replays), make sure the
// camera is in the correct position.
UINT8 i;
for (i = splits + 1; i <= newsplits; ++i)
{
G_FixCamera(i);
}
}
}
static void
Command_Invite_f (void)
{
UINT8 buffer[1];
int invitee;
if (COM_Argc() != 2)
{
CONS_Printf("invite <player>: Invite a player to your party.\n");
return;
}
if (G_PartySize(consoleplayer) >= MAXSPLITSCREENPLAYERS)
{
CONS_Alert(CONS_WARNING, "Your party is full!\n");
return;
}
invitee = LookupPlayer(COM_Argv(1));
if (invitee == -1)
{
CONS_Alert(CONS_WARNING, "There is no player by that name!\n");
return;
}
if (!playeringame[invitee])
{
CONS_Alert(CONS_WARNING, "There is no player using that slot!\n");
return;
}
if (G_IsPartyLocal(invitee))
{
CONS_Alert(CONS_WARNING, "That player is already a member of your party.\n");
return;
}
if (splitscreen_invitations[invitee] >= 0)
{
CONS_Alert(CONS_WARNING,
"That player has already been invited to join another party.\n");
return;
}
if ((G_PartySize(consoleplayer) + G_LocalSplitscreenPartySize(invitee)) > MAXSPLITSCREENPLAYERS)
{
CONS_Alert(CONS_WARNING,
"That player joined with too many "
"splitscreen players for your party.\n");
return;
}
CONS_Printf(
"Inviting %s...\n",
VaguePartyDescription(
invitee, G_LocalSplitscreenPartySize(invitee), '\x80')
);
buffer[0] = invitee;
SendNetXCmd(XD_PARTYINVITE, buffer, sizeof buffer);
}
static void
Command_CancelInvite_f (void)
{
UINT8 buffer[1];
int invitee;
if (COM_Argc() != 2)
{
CONS_Printf("cancelinvite <player>: Rescind a party invitation.\n");
return;
}
invitee = LookupPlayer(COM_Argv(1));
if (invitee == -1)
{
CONS_Alert(CONS_WARNING, "There is no player by that name!\n");
return;
}
if (!playeringame[invitee])
{
CONS_Alert(CONS_WARNING, "There is no player using that slot!\n");
return;
}
if (splitscreen_invitations[invitee] != consoleplayer)
{
CONS_Alert(CONS_WARNING,
"You have not invited this player!\n");
return;
}
CONS_Printf(
"Rescinding invite to %s...\n",
VaguePartyDescription(
invitee, G_LocalSplitscreenPartySize(invitee), '\x80')
);
buffer[0] = invitee;
SendNetXCmd(XD_CANCELPARTYINVITE, buffer, sizeof buffer);
}
static boolean
CheckPartyInvite (void)
{
if (splitscreen_invitations[consoleplayer] < 0)
{
CONS_Alert(CONS_WARNING, "There is no open party invitation.\n");
return false;
}
return true;
}
static void
Command_AcceptInvite_f (void)
{
if (CheckPartyInvite())
SendNetXCmd(XD_ACCEPTPARTYINVITE, NULL, 0);
}
static void
Command_RejectInvite_f (void)
{
if (CheckPartyInvite())
{
CONS_Printf("\x85Rejecting invite...\n");
SendNetXCmd(XD_LEAVEPARTY, NULL, 0);
}
}
static void
Command_LeaveParty_f (void)
{
if (G_PartySize(consoleplayer) > G_LocalSplitscreenPartySize(consoleplayer))
{
CONS_Printf("\x85Leaving party...\n");
SendNetXCmd(XD_LEAVEPARTY, NULL, 0);
}
}
// ========================================================================
// 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)
{
const char *arg1 = NULL;
menudemo_t menudemo = {0};
if (COM_Argc() < 2)
{
CONS_Printf("playdemo <demoname> [-addfiles / -force]:\n");
CONS_Printf(M_GetText(
"Play back a demo file. The full path from your Kart directory must be given.\n\n"
"* With \"-addfiles\", any required files are added from a list contained within the demo file.\n"
"* With \"-force\", the demo is played even if the necessary files have not been added.\n"));
return;
}
if (netgame)
{
CONS_Printf(M_GetText("You can't play a demo while in a netgame.\n"));
return;
}
arg1 = COM_Argv(1);
// Internal if no extension, external if one exists
if (FIL_CheckExtension(arg1))
{
// External demos must be checked first
sprintf(menudemo.filepath, "%s" PATHSEP "%s", srb2home, arg1);
G_LoadDemoInfo(&menudemo, /*allownonmultiplayer*/ true);
if (menudemo.type != MD_LOADED)
{
// Do nothing because the demo can't be played
CONS_Alert(CONS_ERROR, "Unable to playdemo %s", menudemo.filepath);
return;
}
}
else
{
strlcpy(menudemo.filepath, arg1, sizeof(menudemo.filepath));
}
// disconnect from server here?
if (demo.playback)
G_StopDemo();
CONS_Printf(M_GetText("Playing back demo '%s'.\n"), menudemo.filepath);
demo.loadfiles = strcmp(COM_Argv(2), "-addfiles") == 0;
demo.ignorefiles = strcmp(COM_Argv(2), "-force") == 0;
G_DoPlayDemo(menudemo.filepath);
}
static void Command_Timedemo_f(void)
{
size_t i = 0;
const char *arg1 = NULL;
menudemo_t menudemo = {0};
if (COM_Argc() < 2)
{
CONS_Printf(M_GetText("timedemo <demoname> [-csv [<trialid>]] [-quit]: time a demo\n"));
return;
}
if (netgame)
{
CONS_Printf(M_GetText("You can't play a demo while in a netgame.\n"));
return;
}
arg1 = COM_Argv(1);
// Internal if no extension, external if one exists
if (FIL_CheckExtension(arg1))
{
// External demos must be checked first
sprintf(menudemo.filepath, "%s" PATHSEP "%s", srb2home, arg1);
G_LoadDemoInfo(&menudemo, /*allownonmultiplayer*/ true);
if (menudemo.type != MD_LOADED)
{
// Do nothing because the demo can't be played
CONS_Alert(CONS_ERROR, "Unable to timedemo %s", menudemo.filepath);
return;
}
strlcpy(timedemo_name, menudemo.filepath, sizeof(timedemo_name));
}
else
{
strlcpy(timedemo_name, arg1, sizeof(timedemo_name));
}
// disconnect from server here?
if (demo.playback)
G_StopDemo();
// print timedemo results as CSV?
i = COM_CheckParm("-csv");
timedemo_csv = (i > 0);
if (COM_CheckParm("-quit") != i + 1)
strcpy(timedemo_csv_id, COM_Argv(i + 1)); // user-defined string to identify row
else
timedemo_csv_id[0] = 0;
// exit after the timedemo?
timedemo_quit = (COM_CheckParm("-quit") > 0);
CONS_Printf(M_GetText("Timing demo '%s'.\n"), timedemo_name);
G_TimeDemo(timedemo_name);
}
// stop current demo
static void Command_Stopdemo_f(void)
{
G_CheckDemoStatus();
CONS_Printf(M_GetText("Stopped demo.\n"));
}
static void Command_StartMovie_f(void)
{
M_StartMovie(MM_AVRECORDER);
}
static void Command_StartLossless_f(void)
{
M_StartMovie(cv_lossless_recorder.value);
}
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 pencoremode Is this 'Encore Mode'?
* \param presetplayers 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?
* \param pforcespecialstage For certain contexts, forces a special stage.
* \sa D_GameTypeChanged, Command_Map_f
* \author Graue <graue@oceanbase.org>
*/
void D_MapChange(UINT16 mapnum, INT32 newgametype, boolean pencoremode, boolean presetplayers, INT32 delay, boolean skipprecutscene, boolean pforcespecialstage)
{
static char buf[1+1+1+1+1+2+4];
static char *buf_p = buf;
// The supplied data are assumed to be good.
I_Assert(delay >= 0 && delay <= 2);
CONS_Debug(DBG_GAMELOGIC, "Map change: mapnum=%d gametype=%d pencoremode=%d presetplayers=%d delay=%d skipprecutscene=%d pforcespecialstage = %d\n",
mapnum, newgametype, pencoremode, presetplayers, delay, skipprecutscene, pforcespecialstage);
if (delay != 2)
{
UINT8 flags = 0;
//I_Assert(W_CheckNumForName(G_BuildMapName(mapnum)) != LUMPERROR);
buf_p = buf;
if (pencoremode)
flags |= 1;
if (presetplayers)
flags |= 1<<1;
if (skipprecutscene)
flags |= 1<<2;
if (pforcespecialstage)
flags |= 1<<3;
if (roundqueue.netcommunicate)
flags |= 1<<4;
WRITEUINT8(buf_p, flags);
if (roundqueue.netcommunicate)
{
// roundqueue state
WRITEUINT8(buf_p, roundqueue.position);
WRITEUINT8(buf_p, roundqueue.size);
WRITEUINT8(buf_p, roundqueue.roundnum);
roundqueue.netcommunicate = false;
}
// new gametype value
WRITEUINT16(buf_p, newgametype);
WRITEUINT16(buf_p, mapnum);
}
if (delay == 1)
mapchangepending = 1;
else
{
mapchangepending = 0;
// spawn the server if needed
// reset players if there is a new one
if (!IsPlayerAdmin(consoleplayer))
{
if (SV_SpawnServer())
buf[0] &= ~(1<<1);
if (!Playing()) // you failed to start a server somehow, so cancel the map change
return;
}
chmappending++;
if (netgame)
WRITEUINT32(buf_p, M_RandomizedSeed()); // random seed
SendNetXCmd(XD_MAP, buf, buf_p - buf);
}
}
void D_SetupVote(INT16 newgametype)
{
const UINT32 rules = gametypes[newgametype]->rules;
UINT8 buf[(VOTE_NUM_LEVELS * 2) + 4];
UINT8 *p = buf;
INT32 i;
UINT16 votebuffer[VOTE_NUM_LEVELS + 1];
memset(votebuffer, UINT16_MAX, sizeof(votebuffer));
WRITEINT16(p, newgametype);
WRITEUINT8(p, ((cv_kartencore.value == 1) && (rules & GTR_ENCORE)));
WRITEUINT8(p, G_SometimesGetDifferentEncore());
UINT8 numPlayers = 0;
for (i = 0; i < MAXPLAYERS; ++i)
{
if (!playeringame[i] || players[i].spectator)
{
continue;
}
extern consvar_t cv_forcebots; // debug
if (!(rules & GTR_BOTS) && players[i].bot && !cv_forcebots.value)
{
// Gametype doesn't support bots
continue;
}
numPlayers++;
}
for (i = 0; i < VOTE_NUM_LEVELS; i++)
{
UINT16 m = G_RandMapPerPlayerCount(
G_TOLFlag(newgametype),
prevmap, false,
(i < VOTE_NUM_LEVELS-1),
votebuffer,
numPlayers
);
votebuffer[i] = m;
WRITEUINT16(p, m);
}
SendNetXCmd(XD_SETUPVOTE, buf, p - buf);
}
void D_ModifyClientVote(UINT8 player, SINT8 voted)
{
char buf[2];
char *p = buf;
UINT8 sendPlayer = consoleplayer;
if (player == UINT8_MAX)
{
// Special game vote (map anger, duel)
if (!server)
{
return;
}
}
if (player == UINT8_MAX)
{
// special vote
WRITEUINT8(p, UINT8_MAX);
}
else
{
INT32 i = 0;
WRITEUINT8(p, player);
for (i = 0; i <= splitscreen; i++)
{
if (g_localplayers[i] == player)
{
sendPlayer = i;
}
}
}
WRITESINT8(p, voted);
SendNetXCmdForPlayer(sendPlayer, XD_MODIFYVOTE, buf, p - buf);
}
void D_PickVote(void)
{
char buf[2];
char* p = buf;
SINT8 temppicks[VOTE_TOTAL];
SINT8 templevels[VOTE_TOTAL];
SINT8 votecompare = VOTE_NOT_PICKED;
UINT8 numvotes = 0, key = 0;
INT32 i;
for (i = 0; i < VOTE_TOTAL; i++)
{
if (Y_PlayerIDCanVote(i) == false)
{
continue;
}
if (g_votes[i] != VOTE_NOT_PICKED)
{
temppicks[numvotes] = i;
templevels[numvotes] = g_votes[i];
numvotes++;
if (votecompare == VOTE_NOT_PICKED)
{
votecompare = g_votes[i];
}
}
}
if (numvotes > 0)
{
key = M_RandomKey(numvotes);
WRITESINT8(p, temppicks[key]);
WRITESINT8(p, templevels[key]);
}
else
{
WRITESINT8(p, VOTE_NOT_PICKED);
WRITESINT8(p, 0);
}
SendNetXCmd(XD_PICKVOTE, &buf, 2);
}
static char *
ConcatCommandArgv (int start, int end)
{
char *final;
size_t size;
int i;
char *p;
size = 0;
for (i = start; i < end; ++i)
{
/*
one space after each argument, but terminating
character on final argument
*/
size += strlen(COM_Argv(i)) + 1;
}
final = ZZ_Alloc(size);
p = final;
--end;/* handle the final argument separately */
for (i = start; i < end; ++i)
{
p += sprintf(p, "%s ", COM_Argv(i));
}
/* at this point "end" is actually the last argument's position */
strcpy(p, COM_Argv(end));
return final;
}
//
// Warp to map code.
// Called either from map <mapname> console command, or idclev cheat.
//
// Largely rewritten by James.
//
static INT32 GetGametypeParm(size_t option_gametype)
{
const char *gametypename;
INT32 newgametype;
if (COM_Argc() < option_gametype + 2)/* no argument after? */
{
CONS_Alert(CONS_ERROR,
"No gametype name follows parameter '%s'.\n",
COM_Argv(option_gametype));
return -1;
}
// new gametype value
// use current one by default
gametypename = COM_Argv(option_gametype + 1);
newgametype = G_GetGametypeByName(gametypename);
if (newgametype == -1) // reached end of the list with no match
{
/* Did they give us a gametype number? That's okay too! */
if (isdigit(gametypename[0]))
{
INT16 d = atoi(gametypename);
if (d >= 0 && d < numgametypes)
newgametype = d;
else
{
CONS_Alert(CONS_ERROR,
"Gametype number %d is out of range. Use a number between"
" 0 and %d inclusive. ...Or just use the name. :v\n",
d,
numgametypes-1);
return -1;
}
}
else
{
CONS_Alert(CONS_ERROR,
"'%s' is not a valid gametype.\n",
gametypename);
return -1;
}
}
if (Playing() && netgame && (gametypes[newgametype]->rules & GTR_FORBIDMP))
{
CONS_Alert(CONS_ERROR,
"'%s' is not a net-compatible gametype.\n",
gametypename);
return -1;
}
return newgametype;
}
static void Command_Map_f(void)
{
size_t first_option;
size_t option_force;
size_t option_gametype;
size_t option_encore;
size_t option_skill;
size_t option_server;
size_t option_match;
boolean newresetplayers;
boolean newforcespecialstage;
boolean usingcheats;
boolean ischeating;
INT32 newmapnum;
char * mapname;
char *realmapname = NULL;
INT32 newgametype = gametype;
boolean newencoremode = (cv_kartencore.value == 1);
if (Playing())
{
if (client && !IsPlayerAdmin(consoleplayer))
{
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
return;
}
}
else if (netgame)
{
CONS_Printf(M_GetText("You cannot start a session while joining a server.\n"));
return;
}
option_force = COM_CheckPartialParm("-f");
option_gametype = COM_CheckPartialParm("-g");
option_encore = COM_CheckPartialParm("-e");
option_skill = COM_CheckParm("-skill");
option_server = COM_CheckParm("-server");
option_match = COM_CheckParm("-match");
newresetplayers = ! COM_CheckParm("-noresetplayers");
newforcespecialstage = COM_CheckParm("-forcespecialstage");
usingcheats = CV_CheatsEnabled();
ischeating = (!(netgame || multiplayer)) || (!newresetplayers);
if (!( first_option = COM_FirstOption() ))
first_option = COM_Argc();
if (first_option < 2)
{
/* I'm going over the fucking lines and I DON'T CAREEEEE */
CONS_Printf("map <name / number> [-gametype <type>] [-force]:\n");
CONS_Printf(M_GetText(
"Warp to a map, by its name, two character code, with optional \"MAP\" prefix, or by its number (though why would you).\n"
"All parameters are case-insensitive and may be abbreviated.\n"));
return;
}
mapname = ConcatCommandArgv(1, first_option);
newmapnum = G_FindMapByNameOrCode(mapname, &realmapname);
if (newmapnum == 0)
{
CONS_Alert(CONS_ERROR, M_GetText("Could not find any map described as '%s'.\n"), mapname);
Z_Free(mapname);
return;
}
if (/*newmapnum != 1 &&*/ M_MapLocked(newmapnum))
{
ischeating = true;
}
if (ischeating && !usingcheats)
{
CONS_Printf(M_GetText("Cheats must be enabled.\n"));
Z_Free(realmapname);
Z_Free(mapname);
return;
}
// new gametype value
// use current one by default
if (option_gametype)
{
newgametype = GetGametypeParm(option_gametype);
if (newgametype == -1)
{
Z_Free(realmapname);
Z_Free(mapname);
return;
}
}
else if (!Playing() || (netgame == false && grandprixinfo.gp == true))
{
newresetplayers = true;
if (mapheaderinfo[newmapnum-1])
{
// Let's just guess so we don't have to specify the gametype EVERY time...
newgametype = G_GuessGametypeByTOL(mapheaderinfo[newmapnum-1]->typeoflevel);
if (!option_force && newgametype == -1)
{
CONS_Alert(CONS_WARNING, M_GetText("%s (%s) doesn't support any known gametype!\n"), realmapname, G_BuildMapName(newmapnum));
Z_Free(realmapname);
Z_Free(mapname);
return;
}
if (newgametype == -1)
newgametype = GT_RACE; // sensible default
}
}
// new encoremode value
if (option_encore)
{
newencoremode = !newencoremode;
if (!M_SecretUnlocked(SECRET_ENCORE, false) && newencoremode == true && !usingcheats)
{
CONS_Alert(CONS_NOTICE, M_GetText("You haven't unlocked Encore Mode yet!\n"));
Z_Free(realmapname);
Z_Free(mapname);
return;
}
}
if (!option_force && newgametype == gametype && Playing()) // SRB2Kart
newresetplayers = false; // if not forcing and gametypes is the same
// don't use a gametype the map doesn't support
if (cht_debug || option_force || cv_skipmapcheck.value)
{
// The player wants us to trek on anyway. Do so.
}
else
{
// G_TOLFlag handles both multiplayer gametype and ignores it for !multiplayer
if (!(
mapheaderinfo[newmapnum-1] &&
mapheaderinfo[newmapnum-1]->typeoflevel & G_TOLFlag(newgametype)
))
{
CONS_Alert(CONS_WARNING, M_GetText("%s (%s) doesn't support %s mode!\n(Use -force to override)\n"), realmapname, G_BuildMapName(newmapnum), gametypes[newgametype]->name);
Z_Free(realmapname);
Z_Free(mapname);
return;
}
}
{
if ((option_match && option_server)
|| (option_match && option_skill)
|| (option_server && option_skill))
{
CONS_Alert(CONS_WARNING, M_GetText("These options can't be combined.\nSelect only one out of -server, -match, or -skill.\n"));
Z_Free(realmapname);
Z_Free(mapname);
return;
}
if (!Playing())
{
UINT8 ssplayers = cv_splitplayers.value-1;
boolean newnetgame = (option_server != 0);
multiplayer = true;
netgame = false;
if (cv_maxconnections.value < ssplayers+1)
CV_SetValue(&cv_maxconnections, ssplayers+1);
SV_StartSinglePlayerServer(newgametype, newnetgame);
if (splitscreen != ssplayers)
{
splitscreen = ssplayers;
SplitScreen_OnChange();
}
if (!newnetgame && (newgametype != GT_TUTORIAL) && option_match == 0)
{
grandprixinfo.gp = true;
grandprixinfo.initalize = true;
grandprixinfo.cup = NULL;
grandprixinfo.gamespeed = (cv_kartspeed.value == KARTSPEED_AUTO ? KARTSPEED_NORMAL : cv_kartspeed.value);
grandprixinfo.masterbots = false;
}
if (newnetgame)
{
restoreMenu = &PLAY_MP_OptSelectDef;
}
else
{
restoreMenu = NULL;
}
M_ClearMenus(true);
}
else if (
((grandprixinfo.gp == true ? option_match : option_skill) != 0) // Can't swap between.
|| (!netgame && (option_server != 0)) // Can't promote to server.
)
{
CONS_Alert(CONS_WARNING, M_GetText("You are already playing a game.\nReturn to the menu to use this option.\n"));
Z_Free(realmapname);
Z_Free(mapname);
return;
}
if (grandprixinfo.gp)
{
grandprixinfo.wonround = false;
if (option_skill)
{
const char *skillname = COM_Argv(option_skill + 1);
INT32 newskill = -1;
INT32 j;
for (j = 0; gpdifficulty_cons_t[j].strvalue; j++)
{
if (!strcasecmp(gpdifficulty_cons_t[j].strvalue, skillname))
{
newskill = (INT16)gpdifficulty_cons_t[j].value;
break;
}
}
if (!gpdifficulty_cons_t[j].strvalue) // reached end of the list with no match
{
INT32 num = atoi(COM_Argv(option_skill + 1)); // assume they gave us a skill number, which is okay too
if (num >= KARTSPEED_EASY && num <= KARTGP_MASTER)
newskill = (INT16)num;
}
if (newskill != -1)
{
if (newskill == KARTGP_MASTER)
{
grandprixinfo.gamespeed = KARTSPEED_HARD;
grandprixinfo.masterbots = true;
}
else
{
grandprixinfo.gamespeed = newskill;
grandprixinfo.masterbots = false;
}
}
}
}
}
D_MapChange(newmapnum, newgametype, newencoremode, newresetplayers, 0, false, newforcespecialstage);
Z_Free(realmapname);
Z_Free(mapname);
}
/** 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(const UINT8 **cp, INT32 playernum)
{
UINT8 flags;
INT32 presetplayer = 1;
UINT8 skipprecutscene, pforcespecialstage;
boolean pencoremode, hasroundqueuedata;
UINT16 mapnumber, lastgametype;
forceresetplayers = deferencoremode = false;
if (playernum != serverplayer && !IsPlayerAdmin(playernum))
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal map change received from %s\n"), player_names[playernum]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
flags = READUINT8(*cp);
pencoremode = ((flags & 1) != 0);
presetplayer = ((flags & (1<<1)) != 0);
skipprecutscene = ((flags & (1<<2)) != 0);
pforcespecialstage = ((flags & (1<<3)) != 0);
hasroundqueuedata = ((flags & (1<<4)) != 0);
if (hasroundqueuedata)
{
UINT8 position = READUINT8(*cp);
UINT8 size = READUINT8(*cp);
UINT8 roundnum = READUINT8(*cp);
if (playernum != serverplayer // Clients, even admin clients, don't have full roundqueue data
|| position > size // Sanity check A (intentionally not a >= comparison)
|| size > ROUNDQUEUE_MAX) // Sanity Check B (ditto)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal round-queue data received from %s\n"), player_names[playernum]);
if (server && playernum != serverplayer)
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
roundqueue.position = position;
if (size < roundqueue.size)
{
// Bafooliganism afoot - set to zero if the size is zero! ~toast 150523
roundqueue.size = size;
}
else while (roundqueue.size < size)
{
// We wipe rather than provide full data to prevent bloating the packet,
// and because only this data is necessary for sync. ~toast 100423
memset(&roundqueue.entries[roundqueue.size], 0, sizeof(roundentry_t));
roundqueue.size++;
}
roundqueue.roundnum = roundnum; // no sanity checking required, server is authoriative
}
// No more kicks below this line, we can now start modifying state beyond this function.
if (chmappending)
chmappending--;
lastgametype = gametype;
gametype = READUINT16(*cp);
G_SetGametype(gametype); // I fear putting that macro as an argument
if (gametype < 0 || gametype >= numgametypes)
gametype = lastgametype;
else if (gametype != lastgametype)
D_GameTypeChanged(lastgametype); // emulate consvar_t behavior for gametype
if (hasroundqueuedata && roundqueue.position > 0 && roundqueue.size > 0)
{
// ...we can evaluate CURRENT specifics for roundqueue data, though.
roundqueue.entries[roundqueue.position-1].gametype = gametype;
roundqueue.entries[roundqueue.position-1].encore = pencoremode;
}
if (!(gametyperules & GTR_ENCORE))
pencoremode = false;
mapnumber = READUINT16(*cp);
// Handle some Grand Prix state.
if (grandprixinfo.gp)
{
boolean caughtretry = (gametype == lastgametype
&& mapnumber == gamemap);
if (pforcespecialstage // Forced.
|| (caughtretry && grandprixinfo.eventmode == GPEVENT_SPECIAL) // Catch retries of forced.
|| (roundqueue.size == 0 && (gametyperules & (GTR_BOSS|GTR_CATCHER)))) // Force convention for the (queue)map command.
{
grandprixinfo.eventmode = GPEVENT_SPECIAL;
if (pforcespecialstage == true && gamedata->everseenspecial == false)
{
gamedata->everseenspecial = true;
// No need to do anything else here -- P_LoadLevel will get this for us!
//M_UpdateUnlockablesAndExtraEmblems(true, true);
//gamedata->deferredsave = true;
}
}
else if (gametype != GT_RACE)
{
grandprixinfo.eventmode = GPEVENT_BONUS;
}
else
{
grandprixinfo.eventmode = GPEVENT_NONE;
}
}
if (netgame)
P_ClearRandom(READUINT32(*cp));
if (!skipprecutscene)
{
DEBFILE(va("Warping to %s [resetplayer=%d lastgametype=%d gametype=%d cpnd=%d]\n",
G_BuildMapName(mapnumber), presetplayer, lastgametype, gametype, chmappending));
CON_LogMessage(M_GetText("Speeding off to level...\n"));
}
if (demo.playback && !demo.timing)
precache = false;
demo.willsave = (cv_recordmultiplayerdemos.value == 2);
demo.savebutton = 0;
G_InitNew(pencoremode, mapnumber, presetplayer, skipprecutscene);
if (demo.playback && !demo.timing)
precache = true;
if (demo.timing)
G_DoneLevelLoad();
#ifdef HAVE_DISCORDRPC
DRPC_UpdatePresence();
#endif
}
static void Command_RandomMap(void)
{
INT32 oldmapnum;
INT32 newmapnum;
INT32 newgametype = (Playing() ? gametype : menugametype);
boolean newencore = false;
boolean newresetplayers;
size_t option_gametype;
if (client && !IsPlayerAdmin(consoleplayer))
{
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
return;
}
if ((option_gametype = COM_CheckPartialParm("-g")))
{
newgametype = GetGametypeParm(option_gametype);
if (newgametype == -1)
return;
}
// TODO: Handle singleplayer conditions.
// The existing ones are way too annoyingly complicated and "anti-cheat" for my tastes.
if (Playing())
{
if (cv_kartencore.value == 1 && (gametypes[newgametype]->rules & GTR_ENCORE))
{
newencore = true;
}
newresetplayers = false;
if (gamestate == GS_LEVEL)
{
oldmapnum = gamemap-1;
}
else
{
oldmapnum = prevmap;
}
}
else
{
newresetplayers = true;
oldmapnum = -1;
}
newmapnum = G_RandMap(G_TOLFlag(newgametype), oldmapnum, false, false, NULL) + 1;
D_MapChange(newmapnum, newgametype, newencore, newresetplayers, 0, false, false);
}
static void Command_RestartLevel(void)
{
boolean newencore = false;
if (client && !IsPlayerAdmin(consoleplayer))
{
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
return;
}
if (!Playing())
{
CONS_Printf(M_GetText("You must be in a game to use this.\n"));
return;
}
if (cv_kartencore.value != 0)
{
newencore = (cv_kartencore.value == 1) || encoremode;
}
D_MapChange(gamemap, g_lastgametype, newencore, false, 0, false, false);
}
static void Handle_MapQueueSend(UINT16 newmapnum, UINT16 newgametype, boolean newencoremode)
{
static char buf[1+2+2];
static char *buf_p = buf;
UINT8 flags = 0;
boolean doclear = (newgametype == ROUNDQUEUE_CLEAR);
CONS_Debug(DBG_GAMELOGIC, "Map queue: mapnum=%d newgametype=%d newencoremode=%d\n",
newmapnum, newgametype, newencoremode);
buf_p = buf;
if (newencoremode)
flags |= 1;
WRITEUINT8(buf_p, flags);
WRITEUINT16(buf_p, newgametype);
if (client)
{
WRITEUINT16(buf_p, newmapnum);
SendNetXCmd(XD_REQMAPQUEUE, buf, buf_p - buf);
return;
}
WRITEUINT8(buf_p, roundqueue.size);
if (doclear == true)
{
memset(&roundqueue, 0, sizeof(struct roundqueue));
}
else
{
G_MapIntoRoundQueue(newmapnum, newgametype, newencoremode, false);
}
SendNetXCmd(XD_MAPQUEUE, buf, buf_p - buf);
}
static void Command_QueueMap_f(void)
{
size_t first_option;
size_t option_force;
size_t option_gametype;
size_t option_encore;
size_t option_clear;
boolean usingcheats;
boolean ischeating;
INT32 newmapnum;
char * mapname;
char *realmapname = NULL;
INT32 newgametype = gametype;
boolean newencoremode = (cv_kartencore.value == 1);
if (!Playing())
{
CONS_Printf(M_GetText("Levels can only be queued in-game.\n"));
return;
}
if (client && !IsPlayerAdmin(consoleplayer))
{
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
return;
}
usingcheats = CV_CheatsEnabled();
ischeating = (!(netgame || multiplayer) || !K_CanChangeRules(false));
option_clear = COM_CheckParm("-clear");
if (option_clear)
{
if (ischeating && !usingcheats)
{
CONS_Printf(M_GetText("Cheats must be enabled.\n"));
return;
}
if (roundqueue.size == 0)
{
CONS_Printf(M_GetText("Round queue is already empty!\n"));
return;
}
Handle_MapQueueSend(0, ROUNDQUEUE_CLEAR, false);
return;
}
if (roundqueue.size >= ROUNDQUEUE_MAX)
{
CONS_Printf(M_GetText("Round queue is currently full.\n"));
return;
}
option_force = COM_CheckPartialParm("-f");
option_gametype = COM_CheckPartialParm("-g");
option_encore = COM_CheckPartialParm("-e");
if (!( first_option = COM_FirstOption() ))
first_option = COM_Argc();
if (first_option < 2)
{
/* I'm going over the fucking lines and I DON'T CAREEEEE */
CONS_Printf("queuemap <name / number> [-gametype <type>] [-force] / [-clear]:\n");
CONS_Printf(M_GetText(
"Queue up a map by its name, or by its number (though why would you).\n"
"All parameters are case-insensitive and may be abbreviated.\n"));
return;
}
mapname = ConcatCommandArgv(1, first_option);
newmapnum = G_FindMapByNameOrCode(mapname, &realmapname);
if (newmapnum == 0)
{
CONS_Alert(CONS_ERROR, M_GetText("Could not find any map described as '%s'.\n"), mapname);
Z_Free(mapname);
return;
}
if (/*newmapnum != 1 &&*/ M_MapLocked(newmapnum))
{
ischeating = true;
}
if (ischeating && !usingcheats)
{
CONS_Printf(M_GetText("Cheats must be enabled.\n"));
Z_Free(realmapname);
Z_Free(mapname);
return;
}
// new gametype value
// use current one by default
if (option_gametype)
{
newgametype = GetGametypeParm(option_gametype);
if (newgametype == -1)
{
Z_Free(realmapname);
Z_Free(mapname);
return;
}
}
// new encoremode value
if (option_encore)
{
newencoremode = !newencoremode;
if (!M_SecretUnlocked(SECRET_ENCORE, false) && newencoremode == true && !usingcheats)
{
CONS_Alert(CONS_NOTICE, M_GetText("You haven't unlocked Encore Mode yet!\n"));
Z_Free(realmapname);
Z_Free(mapname);
return;
}
}
// don't use a gametype the map doesn't support
if (cht_debug || option_force || cv_skipmapcheck.value)
{
// The player wants us to trek on anyway. Do so.
}
else
{
// G_TOLFlag handles both multiplayer gametype and ignores it for !multiplayer
if (!(
mapheaderinfo[newmapnum-1] &&
mapheaderinfo[newmapnum-1]->typeoflevel & G_TOLFlag(newgametype)
))
{
CONS_Alert(CONS_WARNING, M_GetText("%s (%s) doesn't support %s mode!\n(Use -force to override)\n"), realmapname, G_BuildMapName(newmapnum), gametypes[newgametype]->name);
Z_Free(realmapname);
Z_Free(mapname);
return;
}
}
Handle_MapQueueSend(newmapnum-1, newgametype, newencoremode);
Z_Free(realmapname);
Z_Free(mapname);
}
static void Got_RequestMapQueuecmd(const UINT8 **cp, INT32 playernum)
{
UINT8 flags;
boolean setencore;
UINT16 mapnumber, setgametype;
boolean doclear = false;
flags = READUINT8(*cp);
setencore = ((flags & 1) != 0);
setgametype = READUINT16(*cp);
mapnumber = READUINT16(*cp);
if (!IsPlayerAdmin(playernum))
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal request map queue command received from %s\n"), player_names[playernum]);
if (server && playernum != serverplayer)
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
doclear = (setgametype == ROUNDQUEUE_CLEAR);
if (doclear == true)
{
if (roundqueue.size == 0)
{
CONS_Alert(CONS_ERROR, "queuemap: Queue is already empty!\n");
return;
}
}
else if (roundqueue.size >= ROUNDQUEUE_MAX)
{
CONS_Alert(CONS_ERROR, "queuemap: Unable to add map beyond %u\n", roundqueue.size);
return;
}
if (client)
return;
Handle_MapQueueSend(mapnumber, setgametype, setencore);
}
static void Got_MapQueuecmd(const UINT8 **cp, INT32 playernum)
{
UINT8 flags, queueposition, i;
boolean setencore;
UINT16 setgametype;
boolean doclear = false;
flags = READUINT8(*cp);
setencore = ((flags & 1) != 0);
setgametype = READUINT16(*cp);
queueposition = READUINT8(*cp);
if (playernum != serverplayer)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal map queue command received from %s\n"), player_names[playernum]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
doclear = (setgametype == ROUNDQUEUE_CLEAR);
if (doclear == false && queueposition >= ROUNDQUEUE_MAX)
{
CONS_Alert(CONS_ERROR, "queuemap: Unable to add map beyond %u\n", roundqueue.size);
return;
}
if (!server)
{
if (doclear == true)
{
memset(&roundqueue, 0, sizeof(struct roundqueue));
}
else
{
while (roundqueue.size <= queueposition)
{
memset(&roundqueue.entries[roundqueue.size], 0, sizeof(roundentry_t));
roundqueue.size++;
}
G_MapSlipIntoRoundQueue(queueposition, 0, setgametype, setencore, false);
}
for (i = 0; i <= splitscreen; i++)
{
if (!IsPlayerAdmin(g_localplayers[i]))
continue;
break;
}
if (i > splitscreen)
return;
}
if (doclear)
CONS_Printf("queuemap: The round queue was cleared.\n");
else
CONS_Printf("queuemap: A map was added to the round queue (pos. %u)\n", queueposition+1);
}
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 (!paused && (!(gamestate == GS_LEVEL || gamestate == GS_INTERMISSION || gamestate == GS_VOTING || gamestate == GS_WAITINGPLAYERS)))
{
CONS_Printf(M_GetText("You can't pause here.\n"));
return;
}
// TODO: this would make a great debug feature for release
#ifndef DEVELOP
else if (modeattacking) // in time attack, pausing restarts the map
{
//M_ModeAttackRetry(0); // directly call from m_menu;
return;
}
#endif
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(const UINT8 **cp, INT32 playernum)
{
UINT8 dedicatedpause = false;
const char *playername;
if (netgame && !cv_pause.value && playernum != serverplayer && !IsPlayerAdmin(playernum))
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal pause command received from %s\n"), player_names[playernum]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
// TODO: this would make a great debug feature for release
#ifndef DEVELOP
if (modeattacking && !demo.playback)
return;
#endif
paused = READUINT8(*cp);
dedicatedpause = READUINT8(*cp);
if (!demo.playback)
{
if (netgame)
{
if (dedicatedpause)
playername = "SERVER";
else
playername = player_names[playernum];
if (paused)
CONS_Printf(M_GetText("Game paused by %s\n"), playername);
else
CONS_Printf(M_GetText("Game unpaused by %s\n"), playername);
}
if (paused)
{
if (!menuactive || netgame)
S_PauseAudio();
}
else
S_ResumeAudio();
}
I_UpdateMouseGrab();
G_ResetAllDeviceRumbles();
}
/** 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(const UINT8 **cp, INT32 playernum)
{
UINT32 seed;
seed = READUINT32(*cp);
if (playernum != serverplayer) // it's not from the server, wtf?
return;
// Sal: this seems unused, so this is probably fine?
// If it needs specific RNG classes, then it should be easy to add.
P_ClearRandom(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(const UINT8 **cp, INT32 playernum)
{
INT32 i;
(void)cp;
if (playernum != serverplayer && !IsPlayerAdmin(playernum))
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal clear scores command received from %s\n"), player_names[playernum]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
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 HandleTeamChangeCommand(UINT8 localplayer)
{
const char *commandname = NULL;
changeteam_union NetPacket;
boolean error = false;
UINT16 usvalue;
NetPacket.value.l = NetPacket.value.b = 0;
switch (localplayer)
{
case 0:
commandname = "changeteam";
break;
default:
commandname = va("changeteam%d", localplayer+1);
break;
}
// 0 1
// changeteam <color>
if (COM_Argc() <= 1)
{
if (G_GametypeHasTeams())
CONS_Printf(M_GetText("%s <team>: switch to a new team (%s)\n"), commandname, "red, blue or spectator");
else if (G_GametypeHasSpectators())
CONS_Printf(M_GetText("%s <team>: switch to a new team (%s)\n"), commandname, "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("%s <team>: switch to a new team (%s)\n"), commandname, "red, blue or spectator");
else if (G_GametypeHasSpectators())
CONS_Printf(M_GetText("%s <team>: switch to a new team (%s)\n"), commandname, "spectator or playing");
return;
}
if (players[g_localplayers[localplayer]].spectator)
error = !(NetPacket.packet.newteam || (players[g_localplayers[localplayer]].pflags & PF_WANTSTOJOIN)); // :lancer:
else if (G_GametypeHasTeams())
error = (NetPacket.packet.newteam == players[g_localplayers[localplayer]].ctfteam);
else if (G_GametypeHasSpectators() && !players[g_localplayers[localplayer]].spectator)
error = (NetPacket.packet.newteam == 3);
#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;
}
usvalue = SHORT(NetPacket.value.l|NetPacket.value.b);
SendNetXCmdForPlayer(localplayer, XD_TEAMCHANGE, &usvalue, sizeof(usvalue));
}
static void Command_Teamchange_f(void)
{
HandleTeamChangeCommand(0);
}
static void Command_Teamchange2_f(void)
{
HandleTeamChangeCommand(1);
}
static void Command_Teamchange3_f(void)
{
HandleTeamChangeCommand(2);
}
static void Command_Teamchange4_f(void)
{
HandleTeamChangeCommand(3);
}
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_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_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_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_GametypeHasTeams())
{
if (NetPacket.packet.newteam == 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;
}
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));
}
void P_SetPlayerSpectator(INT32 playernum)
{
//Make sure you're in the right gametype.
if (!G_GametypeHasTeams() && !G_GametypeHasSpectators())
return;
// Don't duplicate efforts.
if (players[playernum].spectator)
return;
players[playernum].spectator = true;
players[playernum].pflags &= ~PF_WANTSTOJOIN;
players[playernum].playerstate = PST_REBORN;
}
//todo: This and the other teamchange functions are getting too long and messy. Needs cleaning.
static void Got_Teamchange(const UINT8 **cp, INT32 playernum)
{
changeteam_union NetPacket;
boolean error = false, wasspectator = false;
NetPacket.value.l = NetPacket.value.b = READINT16(*cp);
if (!G_GametypeHasTeams() && !G_GametypeHasSpectators()) //Make sure you're in the right gametype.
{
// this should never happen unless the client is hacked/buggy
CONS_Alert(CONS_WARNING, M_GetText("Illegal team change received from player %s\n"), player_names[playernum]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
}
if (NetPacket.packet.verification) // Special marker that the server sent the request
{
if (playernum != serverplayer && (!IsPlayerAdmin(playernum)))
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal team change received from player %s\n"), player_names[playernum]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
playernum = NetPacket.packet.playernum;
}
// Prevent multiple changes in one go.
if (players[playernum].spectator && !(players[playernum].pflags & PF_WANTSTOJOIN) && !NetPacket.packet.newteam)
return;
else if (G_GametypeHasTeams())
{
if (NetPacket.packet.newteam && (NetPacket.packet.newteam == (unsigned)players[playernum].ctfteam))
return;
}
else if (G_GametypeHasSpectators())
{
if (!players[playernum].spectator && NetPacket.packet.newteam == 3)
return;
}
else
{
if (playernum != serverplayer && (!IsPlayerAdmin(playernum)))
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal team change received from player %s\n"), player_names[playernum]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
}
return;
}
// Don't switch team, just go away, please, go awaayyyy, aaauuauugghhhghgh
if (!LUA_HookTeamSwitch(&players[playernum], NetPacket.packet.newteam, players[playernum].spectator, NetPacket.packet.autobalance, NetPacket.packet.scrambled))
return;
//Make sure that the right team number is sent. Keep in mind that normal clients cannot change to certain teams in certain gametypes.
#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.
}
if (server && ((NetPacket.packet.newteam < 0 || NetPacket.packet.newteam > 3) || error))
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal team change received from player %s\n"), player_names[playernum]);
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
//Safety first!
// (not respawning spectators here...)
wasspectator = (players[playernum].spectator == true);
if (!wasspectator)
{
if (gamestate == GS_LEVEL && players[playernum].mo)
{
// The following will call P_SetPlayerSpectator if successful
P_DamageMobj(players[playernum].mo, NULL, NULL, 1, DMG_SPECTATOR);
}
//...but because the above could return early under some contexts, we try again here
P_SetPlayerSpectator(playernum);
}
//Now that we've done our error checking and killed the player
//if necessary, put the player on the correct team/status.
// This serves us in both teamchange contexts.
if (NetPacket.packet.newteam != 0)
{
players[playernum].pflags |= PF_WANTSTOJOIN;
}
else
{
players[playernum].pflags &= ~PF_WANTSTOJOIN;
}
if (G_GametypeHasTeams())
{
// This one is, of course, specific.
players[playernum].ctfteam = NetPacket.packet.newteam;
}
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)
{
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)
{
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 == 0 && !wasspectator)
HU_AddChatText(va("\x82*%s became a spectator.", player_names[playernum]), false); // "entered the game" text was moved to P_SpectatorJoinGame
if (gamestate != GS_LEVEL || wasspectator == true)
return;
FinalisePlaystateChange(playernum);
}
//
// Attempts to make password system a little sane without
// rewriting the entire goddamn XD_file system
//
#define BASESALT "basepasswordstorage"
void D_SetPassword(const char *pw)
{
D_MD5PasswordPass((const UINT8 *)pw, strlen(pw), BASESALT, &adminpassmd5);
adminpasswordset = true;
}
// Remote Administration
static void Command_Changepassword_f(void)
{
#ifdef NOMD5
// If we have no MD5 support then completely disable XD_LOGIN responses for security.
CONS_Alert(CONS_NOTICE, "Remote administration commands are not supported in this build.\n");
#else
if (client) // cannot change remotely
{
CONS_Printf(M_GetText("Only the server can use this.\n"));
return;
}
if (COM_Argc() != 2)
{
CONS_Printf(M_GetText("password <password>: change remote admin password\n"));
return;
}
D_SetPassword(COM_Argv(1));
CONS_Printf(M_GetText("Password set.\n"));
#endif
}
static void Command_Login_f(void)
{
#ifdef NOMD5
// If we have no MD5 support then completely disable XD_LOGIN responses for security.
CONS_Alert(CONS_NOTICE, "Remote administration commands are not supported in this build.\n");
#else
const char *pw;
if (!netgame)
{
CONS_Printf(M_GetText("This only works in a netgame.\n"));
return;
}
// If the server uses login, it will effectively just remove admin privileges
// from whoever has them. This is good.
if (COM_Argc() != 2)
{
CONS_Printf(M_GetText("login <password>: Administrator login\n"));
return;
}
pw = COM_Argv(1);
// Do the base pass to get what the server has (or should?)
D_MD5PasswordPass((const UINT8 *)pw, strlen(pw), BASESALT, &netbuffer->u.md5sum);
// Do the final pass to get the comparison the server will come up with
D_MD5PasswordPass(netbuffer->u.md5sum, 16, va("PNUM%02d", consoleplayer), &netbuffer->u.md5sum);
CONS_Printf(M_GetText("Sending login... (Notice only given if password is correct.)\n"));
netbuffer->packettype = PT_LOGIN;
HSendPacket(servernode, true, 0, 16);
#endif
}
boolean IsPlayerAdmin(INT32 playernum)
{
#if 0 // defined(DEVELOP)
return playernum != serverplayer;
#else
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
if (playernum == adminplayers[i])
return true;
return false;
#endif
}
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)
{
memset(adminplayers, -1, sizeof(adminplayers));
}
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)
{
if (client)
{
CONS_Printf(M_GetText("Only the server can use this.\n"));
return;
}
if (!netgame)
{
CONS_Printf(M_GetText("This only works in a netgame.\n"));
return;
}
if (COM_Argc() != 2)
{
CONS_Printf(M_GetText("promote <playernum>: give admin privileges to a player\n"));
return;
}
INT32 playernum = atoi(COM_Argv(1));
if (playernum >= 0 && playernum < MAXPLAYERS && playeringame[playernum])
{
UINT8 buf[1] = {playernum};
SendNetXCmd(XD_VERIFIED, buf, 1);
}
}
static void Got_Verification(const UINT8 **cp, INT32 playernum)
{
INT16 num = READUINT8(*cp);
if (playernum != serverplayer) // it's not from the server (hacker or bug)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal verification received from %s (serverplayer is %s)\n"), player_names[playernum], player_names[serverplayer]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
SetAdminPlayer(num);
if (num != consoleplayer)
return;
CONS_Printf(M_GetText("You are now a server administrator.\n"));
}
static void Command_RemoveAdmin_f(void)
{
if (client)
{
CONS_Printf(M_GetText("Only the server can use this.\n"));
return;
}
if (COM_Argc() != 2)
{
CONS_Printf(M_GetText("demote <playernum>: remove admin privileges from a player\n"));
return;
}
INT32 playernum = atoi(COM_Argv(1));
if (playernum >= 0 && playernum < MAXPLAYERS && playeringame[playernum])
{
UINT8 buf[1] = {playernum};
SendNetXCmd(XD_DEMOTED, buf, 1);
}
}
static void Got_Removal(const UINT8 **cp, INT32 playernum)
{
UINT8 num = READUINT8(*cp);
if (playernum != serverplayer) // it's not from the server (hacker or bug)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal demotion received from %s (serverplayer is %s)\n"), player_names[playernum], player_names[serverplayer]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
RemoveAdminPlayer(num);
if (num != consoleplayer)
return;
CONS_Printf(M_GetText("You are no longer a server administrator.\n"));
}
void Schedule_Run(void)
{
size_t i;
if (schedule_len == 0)
{
// No scheduled tasks to run.
return;
}
if (!cv_schedule.value)
{
// We don't WANT to run tasks.
return;
}
if (K_CanChangeRules(false) == false)
{
// Don't engage in automation while in a restricted context.
return;
}
for (i = 0; i < schedule_len; i++)
{
scheduleTask_t *task = schedule[i];
if (task == NULL)
{
// Shouldn't happen.
break;
}
if (task->timer > 0)
{
task->timer--;
}
if (task->timer == 0)
{
// Reset timer
task->timer = task->basetime;
// Run command for server
if (server)
{
CONS_Printf(
"%d seconds elapsed, running \"" "\x82" "%s" "\x80" "\".\n",
task->basetime,
task->command
);
COM_BufAddText(task->command);
COM_BufAddText("\n");
}
}
}
}
void Schedule_Insert(scheduleTask_t *addTask)
{
if (schedule_len >= schedule_size)
{
if (schedule_size == 0)
{
schedule_size = 8;
}
else
{
schedule_size *= 2;
}
schedule = Z_ReallocAlign(
(void*) schedule,
sizeof(scheduleTask_t*) * schedule_size,
PU_STATIC,
NULL,
sizeof(scheduleTask_t*) * 8
);
}
schedule[schedule_len] = addTask;
schedule_len++;
}
void Schedule_Add(INT16 basetime, INT16 timeleft, const char *command)
{
scheduleTask_t *task = (scheduleTask_t*) Z_CallocAlign(
sizeof(scheduleTask_t),
PU_STATIC,
NULL,
sizeof(scheduleTask_t) * 8
);
task->basetime = basetime;
task->timer = timeleft;
task->command = Z_StrDup(command);
Schedule_Insert(task);
}
void Schedule_Clear(void)
{
size_t i;
for (i = 0; i < schedule_len; i++)
{
scheduleTask_t *task = schedule[i];
if (task->command)
Z_Free(task->command);
}
schedule_len = 0;
schedule_size = 0;
schedule = NULL;
}
void Automate_Set(automateEvents_t type, const char *command)
{
if (!server)
{
// Since there's no list command or anything for this,
// we don't need this code to run for anyone but the server.
return;
}
if (automate_commands[type] != NULL)
{
// Free the old command.
Z_Free(automate_commands[type]);
}
if (command == NULL || strlen(command) == 0)
{
// Remove the command.
automate_commands[type] = NULL;
}
else
{
// New command.
automate_commands[type] = Z_StrDup(command);
}
}
void Automate_Run(automateEvents_t type)
{
extern consvar_t cv_automate;
if (!server)
{
// Only the server should be doing this.
return;
}
if (K_CanChangeRules(false) == false)
{
// Don't engage in automation while in a restricted context.
return;
}
#ifdef PARANOIA
if (type >= AEV__MAX)
{
// Shouldn't happen.
I_Error("Attempted to run invalid automation type.");
return;
}
#endif
if (!cv_automate.value)
{
// We don't want to run automation.
return;
}
if (automate_commands[type] == NULL)
{
// No command to run.
return;
}
CONS_Printf(
"Running %s automate command \"" "\x82" "%s" "\x80" "\"...\n",
automate_names[type],
automate_commands[type]
);
COM_BufAddText(automate_commands[type]);
COM_BufAddText("\n");
}
void Automate_Clear(void)
{
size_t i;
for (i = 0; i < AEV__MAX; i++)
{
Automate_Set(i, NULL);
}
}
void LiveStudioAudience(void)
{
if (livestudioaudience_timer == 0)
{
S_StartSound(NULL, sfx_mbv91);
livestudioaudience_timer = 90;
}
else
{
livestudioaudience_timer--;
}
}
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(const UINT8 **cp, INT32 playernum)
{
char *mymotd = Z_Malloc(sizeof(motd), PU_STATIC, NULL);
INT32 i;
boolean kick = false;
READSTRINGN(*cp, mymotd, sizeof(motd));
// Disallow non-printing characters and semicolons.
for (i = 0; mymotd[i] != '\0'; i++)
if (!isprint(mymotd[i]) || mymotd[i] == ';')
kick = true;
if ((playernum != serverplayer && !IsPlayerAdmin(playernum)) || kick)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal motd change received from %s\n"), player_names[playernum]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
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, false);
return;
}
nameonly(strcpy(buf, fn));
length = strlen(buf)+1;
SendNetXCmd(XD_RUNSOC, buf, length);
}
static void Got_RunSOCcmd(const UINT8 **cp, INT32 playernum)
{
char filename[256];
filestatus_t ncs = FS_NOTCHECKED;
if (playernum != serverplayer && !IsPlayerAdmin(playernum))
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal runsoc command received from %s\n"), player_names[playernum]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
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("Server Connection Failure", va("The server added a file\n(%s)\nthat you do not have.\n",filename), NULL, MM_NOTHING, NULL, "Return to Menu");
}
else
{
CONS_Printf(M_GetText("Unknown error finding soc file (%s) the server added.\n"), filename);
M_StartMessage("Server Connection Failure", va("Unknown error trying to load a file\nthat the server added\n(%s).\n",filename), NULL, MM_NOTHING, NULL, "Return to Menu");
}
return;
}
}
P_RunSOC(filename);
G_SetGameModified(true, false);
}
/** Adds a pwad at runtime.
* Searches for sounds, maps, music, new images.
*/
static void Command_Addfile(void)
{
#ifndef TESTERS
size_t argc = COM_Argc(); // amount of arguments total
size_t curarg; // current argument index
if (argc < 2)
{
CONS_Printf(M_GetText("addfile <filename.pk3/wad/lua/soc> [filename2...] [...]: Load add-ons\n"));
return;
}
const char **addedfiles = Z_Calloc(sizeof(const char*) * argc, PU_STATIC, NULL);
size_t numfilesadded = 0; // the amount of filenames processed
// start at one to skip command name
for (curarg = 1; curarg < argc; curarg++)
{
const char *fn, *p;
char buf[256];
char *buf_p = buf;
INT32 i;
size_t ii;
int musiconly; // W_VerifyNMUSlumps isn't boolean
boolean fileadded = false;
fn = COM_Argv(curarg);
// For the amount of filenames previously processed...
for (ii = 0; ii < numfilesadded; ii++)
{
// If this is one of them, don't try to add it.
if (!strcmp(fn, addedfiles[ii]))
{
fileadded = true;
break;
}
}
// If we've added this one, skip to the next one.
if (fileadded)
{
CONS_Alert(CONS_WARNING, M_GetText("Already processed %s, skipping\n"), fn);
continue;
}
// Disallow non-printing characters and semicolons.
for (i = 0; fn[i] != '\0'; i++)
if (!isprint(fn[i]) || fn[i] == ';')
{
Z_Free(addedfiles);
return;
}
musiconly = W_VerifyNMUSlumps(fn, false);
if (musiconly == -1)
{
addedfiles[numfilesadded++] = fn;
continue;
}
if (!musiconly)
{
// ... But only so long as they contain nothing more then music and sprites.
if (netgame && !(server || IsPlayerAdmin(consoleplayer)))
{
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
continue;
}
G_SetGameModified(multiplayer, false);
}
// Add file on your client directly if it is trivial, or you aren't in a netgame.
if (!(netgame || multiplayer) || musiconly)
{
P_AddWadFile(fn);
addedfiles[numfilesadded++] = fn;
continue;
}
p = fn+strlen(fn);
while(--p >= fn)
if (*p == '\\' || *p == '/' || *p == ':')
break;
++p;
// check total packet size and no of files currently loaded
// See W_LoadWadFile in w_wad.c
if (numwadfiles >= MAX_WADFILES)
{
CONS_Alert(CONS_ERROR, M_GetText("Too many files loaded to add %s\n"), fn);
Z_Free(addedfiles);
return;
}
WRITESTRINGN(buf_p,p,240);
// calculate and check md5
{
UINT8 md5sum[16];
#ifdef NOMD5
memset(md5sum,0,16);
#else
FILE *fhandle;
boolean valid = true;
if ((fhandle = W_OpenWadFile(&fn, true)) != NULL)
{
tic_t t = I_GetTime();
CONS_Debug(DBG_SETUP, "Making MD5 for %s\n",fn);
md5_stream(fhandle, md5sum);
CONS_Debug(DBG_SETUP, "MD5 calc for %s took %f second\n", fn, (float)(I_GetTime() - t)/TICRATE);
fclose(fhandle);
}
else // file not found
continue;
for (i = 0; i < numwadfiles; i++)
{
if (!memcmp(wadfiles[i]->md5sum, md5sum, 16))
{
CONS_Alert(CONS_ERROR, M_GetText("%s is already loaded\n"), fn);
valid = false;
break;
}
}
if (valid == false)
{
continue;
}
#endif
WRITEMEM(buf_p, md5sum, 16);
}
addedfiles[numfilesadded++] = fn;
if (IsPlayerAdmin(consoleplayer) && (!server)) // Request to add file
SendNetXCmd(XD_REQADDFILE, buf, buf_p - buf);
else
SendNetXCmd(XD_ADDFILE, buf, buf_p - buf);
}
Z_Free(addedfiles);
#endif/*TESTERS*/
}
static void Got_RequestAddfilecmd(const UINT8 **cp, INT32 playernum)
{
char filename[241];
filestatus_t ncs = FS_NOTCHECKED;
UINT8 md5sum[16];
boolean kick = false;
boolean toomany = false;
INT32 i,j;
READSTRINGN(*cp, filename, 240);
READMEM(*cp, md5sum, 16);
// Only the server processes this message.
if (client)
return;
// Disallow non-printing characters and semicolons.
for (i = 0; filename[i] != '\0'; i++)
if (!isprint(filename[i]) || filename[i] == ';')
kick = true;
if ((playernum != serverplayer && !IsPlayerAdmin(playernum)) || kick)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal addfile command received from %s\n"), player_names[playernum]);
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
// See W_LoadWadFile in w_wad.c
if (numwadfiles >= MAX_WADFILES)
toomany = true;
else
ncs = findfile(filename,md5sum,true);
if (ncs != FS_FOUND || toomany)
{
char message[275];
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(const UINT8 **cp, INT32 playernum)
{
char filename[241];
filestatus_t ncs = FS_NOTCHECKED;
UINT8 md5sum[16];
READSTRINGN(*cp, filename, 240);
READMEM(*cp, md5sum, 16);
if (playernum != serverplayer)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal addfile command received from %s\n"), player_names[playernum]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
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("Server Connection Failure", va("The server added a file \n(%s)\nbut you have too many files added.\nRestart the game to clear loaded files.\n",filename), NULL, MM_NOTHING, NULL, "Return to Menu");
}
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("Server Connection Failure", va("The server added a file \n(%s)\nthat you do not have.\n",filename), NULL, MM_NOTHING, NULL, "Return to Menu");
}
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("Server Connection Failure", va("Checksum mismatch while loading \n%s.\nThe server seems to have a\ndifferent version of this file.\n",filename), NULL, MM_NOTHING, NULL, "Return to Menu");
}
else
{
CONS_Printf(M_GetText("Unknown error finding wad file (%s) the server added.\n"), filename);
M_StartMessage("Server Connection Failure", va("Unknown error trying to load a file\nthat the server added \n(%s).\n",filename), NULL, MM_NOTHING, NULL, "Return to Menu");
}
return;
}
G_SetGameModified(true, false);
}
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 %c %.2d: %s\n", ((i <= mainwads + musicwads) ? '*' : ' '), i, tempname);
else
CONS_Printf(" %.2d: %s\n", i, tempname);
}
}
#define MAXDOOMEDNUM 4095
static void Command_ListDoomednums_f(void)
{
INT16 i, j, focusstart = 0, focusend = 0;
INT32 argc = COM_Argc(), argstart = 0;
INT16 table[MAXDOOMEDNUM];
boolean nodoubles = false;
UINT8 doubles[(MAXDOOMEDNUM+8/8)];
if (argc > 1)
{
nodoubles = (strcmp(COM_Argv(1), "-nodoubles") == 0);
if (nodoubles)
{
argc--;
argstart++;
}
}
switch (argc)
{
case 1:
focusend = MAXDOOMEDNUM;
break;
case 3:
focusend = atoi(COM_Argv(argstart+2));
if (focusend < 1 || focusend > MAXDOOMEDNUM)
{
CONS_Printf("arg 2: doomednum \x82""%d \x85out of range (1-4095)\n", focusend);
return;
}
//FALLTHRU
case 2:
focusstart = atoi(COM_Argv(argstart+1));
if (focusstart < 1 || focusstart > MAXDOOMEDNUM)
{
CONS_Printf("arg 1: doomednum \x82""%d \x85out of range (1-4095)\n", focusstart);
return;
}
if (!focusend)
focusend = focusstart;
else if (focusend < focusstart) // silently and helpfully swap.
{
j = focusstart;
focusstart = focusend;
focusend = j;
}
break;
default:
CONS_Printf("listmapthings: \x86too many arguments!\n");
return;
}
// see P_SpawnNonMobjMapThing
memset(table, 0, sizeof(table));
memset(doubles, 0, sizeof(doubles));
for (i = 1; i <= MAXPLAYERS; i++)
table[i-1] = MT_PLAYER; // playerstarts
table[33-1] = table[34-1] = table[35-1] = MT_PLAYER; // battle/team starts
table[750-1] = table[777-1] = table[778-1] = MT_UNKNOWN; // slopes
for (i = 600; i <= 609; i++)
table[i-1] = MT_RING; // placement patterns
table[1705-1] = table[1713-1] = MT_HOOP; // types of hoop
CONS_Printf("\x82""Checking for double defines...\n");
for (i = 1; i < MT_FIRSTFREESLOT+NUMMOBJFREESLOTS; i++)
{
j = mobjinfo[i].doomednum;
if (j < (focusstart ? focusstart : 1) || j > focusend)
continue;
if (table[--j])
{
doubles[j/8] |= 1<<(j&7);
CONS_Printf(" doomednum \x82""%d""\x80 is \x85""double-defined\x80 by ", j+1);
if (i < MT_FIRSTFREESLOT)
{
CONS_Printf("\x87""hardcode %s <-- MAJOR ERROR\n", MOBJTYPE_LIST[i]);
continue;
}
CONS_Printf("\x81""freeslot MT_""%s\n", FREE_MOBJS[i-MT_FIRSTFREESLOT]);
continue;
}
table[j] = i;
}
CONS_Printf("\x82Printing doomednum usage...\n");
if (!focusstart)
{
i = 35; // skip MT_PLAYER spam
if (!nodoubles)
CONS_Printf(" doomednums \x82""1-35""\x80 are used by ""\x87""hardcode MT_PLAYER\n");
}
else
i = focusstart-1;
for (; i < focusend; i++)
{
if (nodoubles && !(doubles[i/8] & 1<<(i&7)))
continue;
if (!table[i])
{
if (focusstart)
{
CONS_Printf(" doomednum \x82""%d""\x80 is \x83""free!", i+1);
if (i < 99) // above the humble crawla? how dare you
CONS_Printf(" (Don't freeslot this low...)");
CONS_Printf("\n");
}
continue;
}
CONS_Printf(" doomednum \x82""%d""\x80 is used by ", i+1);
if (table[i] < MT_FIRSTFREESLOT)
{
CONS_Printf("\x87""hardcode %s\n", MOBJTYPE_LIST[table[i]]);
continue;
}
CONS_Printf("\x81""freeslot MT_""%s\n", FREE_MOBJS[table[i]-MT_FIRSTFREESLOT]);
}
}
#undef MAXDOOMEDNUM
static void Command_cxdiag_f(void)
{
UINT16 i, j, errors = 0;
CONS_Printf("\x82""Welcome to the Challenge eXception Diagnostic.\n");
{
conditionset_t *c;
condition_t *cn;
CONS_Printf("\x82""Evaluating ConditionSets...\n");
for (i = 0; i < MAXCONDITIONSETS; i++)
{
c = &conditionSets[i];
if (!c->numconditions)
continue;
UINT32 lastID = 0;
boolean validSoFar = true;
boolean requiresPlaying = false;
boolean lastRequiresPlaying = false;
boolean lastrequiredplayingvalid = false;
boolean immediatelyprefix = false;
INT32 relevantlevelgt = -1;
UINT8 lastj = j = 0;
while (true) //for (j = 0; j < c->numconditions; ++j)
{
if (j >= c->numconditions)
{
if (j == lastj)
break;
UINT8 swap = j;
j = lastj;
lastj = swap;
lastrequiredplayingvalid = false;
validSoFar = true;
}
cn = &c->condition[j];
if (lastID)
{
//if (lastID != cn->id && validSoFar)
//CONS_Printf("\x87""Condition%d good\n", lastID);
if (lastID != cn->id)
{
lastrequiredplayingvalid = false;
validSoFar = true;
if (j != lastj)
{
UINT8 swap = j;
j = lastj;
lastj = swap;
continue;
}
relevantlevelgt = -1;
}
else if (!validSoFar)
{
j++;
continue;
}
}
const boolean firstpass = (lastj <= j);
if (cn->type == UC_DESCRIPTIONOVERRIDE)
{
if (firstpass)
;
else if (!cn->stringvar)
{
CONS_Printf("\x87"" ConditionSet %u entry %u (Condition%u) - Description override has no description!?\n", i+1, j+1, cn->id);
errors++;
}
else if (cn->stringvar[0] != tolower(cn->stringvar[0]))
{
CONS_Printf("\x87"" ConditionSet %u entry %u (Condition%u) - Description override begins with capital letter, which isn't necessary and can sometimes look weird in generated descriptions\n", i+1, j+1, cn->id);
errors++;
}
lastID = cn->id;
j++;
continue;
}
if (cn->type == UC_AND || cn->type == UC_THEN || cn->type == UC_COMMA)
{
if (firstpass)
;
else if (immediatelyprefix || lastID != cn->id)
{
CONS_Printf("\x87"" ConditionSet %u entry %u (Condition%u) - Conjunction immediately follows %s - this just looks plain weird!\n", i+1, j+1, cn->id, immediatelyprefix ? "Prefix type" : "start");
errors++;
}
lastID = cn->id;
j++;
continue;
}
lastID = cn->id;
lastRequiresPlaying = requiresPlaying;
requiresPlaying = (cn->type >= UCRP_REQUIRESPLAYING);
if (!firstpass && lastrequiredplayingvalid)
{
if (lastRequiresPlaying != requiresPlaying)
{
CONS_Printf("\x87"" ConditionSet %u entry %u (Condition%u) combines Playing condition and Statistics condition - will never be achieved\n", i+1, j+1, lastID);
validSoFar = false;
errors++;
}
}
lastrequiredplayingvalid = true;
immediatelyprefix = (cn->type >= UCRP_PREFIX_GRANDPRIX && cn->type <= UCRP_PREFIX_ISMAP);
if (cn->type == UCRP_PREFIX_ISMAP || cn->type == UCRP_ISMAP)
{
if (firstpass && relevantlevelgt != -1)
{
CONS_Printf("\x87"" ConditionSet %u entry %u (Condition%u) has multiple courses specified\n", i+1, j+1, lastID);
validSoFar = false;
errors++;
}
if (cn->requirement == 0)
relevantlevelgt = 0;
else if (cn->requirement > 0 && cn->requirement < basenummapheaders)
relevantlevelgt = G_GuessGametypeByTOL(mapheaderinfo[cn->requirement]->typeoflevel);
else
relevantlevelgt = -1;
}
else if (firstpass || relevantlevelgt == -1)
;
else if (cn->type >= UCRP_PODIUMCUP && cn->type <= UCRP_PODIUMNOCONTINUES)
{
CONS_Printf("\x87"" ConditionSet %u entry %u (Condition%u) is Podium state when specific course in Cup already requested\n", i+1, j+1, lastID);
validSoFar = false;
errors++;
}
else if (cn->type == UCRP_FINISHALLPRISONS || cn->type == UCRP_PREFIX_PRISONBREAK)
{
if (!(gametypes[relevantlevelgt]->rules & GTR_PRISONS))
{
CONS_Printf("\x87"" ConditionSet %u entry %u (Condition%u) is Prison Break-based, but with %s course\n", i+1, j+1, lastID, gametypes[relevantlevelgt]->name);
validSoFar = false;
errors++;
}
}
else if (cn->type == UCRP_SMASHUFO || cn->type == UCRP_PREFIX_SEALEDSTAR)
{
if (!(gametypes[relevantlevelgt]->rules & GTR_CATCHER))
{
CONS_Printf("\x87"" ConditionSet %u entry %u (Condition%u) is Sealed Star-based, but with %s course\n", i+1, j+1, lastID, gametypes[relevantlevelgt]->name);
validSoFar = false;
errors++;
}
}
else if (cn->type == UCRP_RINGS || cn->type == UCRP_RINGSEXACT || cn->type == UCRP_RINGDEBT)
{
if ((gametypes[relevantlevelgt]->rules & GTR_SPHERES))
{
CONS_Printf("\x87"" ConditionSet %u entry %u (Condition%u) is Rings-based, but with %s course\n", i+1, j+1, lastID, gametypes[relevantlevelgt]->name);
validSoFar = false;
errors++;
}
}
else if (cn->type == UCRP_GROWCONSECUTIVEBEAMS || cn->type == UCRP_FAULTED || cn->type == UCRP_FINISHPERFECT)
{
if (!(gametypes[relevantlevelgt]->rules & GTR_CIRCUIT))
{
CONS_Printf("\x87"" ConditionSet %u entry %u (Condition%u) is circuit-based, but with %s course\n", i+1, j+1, lastID, gametypes[relevantlevelgt]->name);
validSoFar = false;
errors++;
}
}
else if (cn->type == UCRP_FINISHTIMELEFT)
{
if (!(gametypes[relevantlevelgt]->rules & GTR_TIMELIMIT))
{
CONS_Printf("\x87"" ConditionSet %u entry %u (Condition%u) is timelimit-based, but with %s course\n", i+1, j+1, lastID, gametypes[relevantlevelgt]->name);
validSoFar = false;
errors++;
}
}
j++;
}
}
}
{
unlockable_t *un;
CONS_Printf("\x82""Evaluating Challenges...\n");
for (i = 0; i < MAXUNLOCKABLES; i++)
{
un = &unlockables[i];
j = un->conditionset;
if (!j)
continue;
if (!conditionSets[j-1].numconditions)
{
CONS_Printf("\x87"" Unlockable %u has ConditionSet %u, which has no Conditions successfully set - will never be unlocked?\n", i+1, j);
errors++;
}
}
}
{
CONS_Printf("\x82""Evaluating Time Medals...\n");
for (i = 0; i < numemblems; i++)
{
if (emblemlocations[i].type != ET_TIME)
continue;
INT32 checkLevel = M_EmblemMapNum(&emblemlocations[i]);
if (checkLevel >= nummapheaders || !mapheaderinfo[checkLevel])
continue;
if (emblemlocations[i].tag > 0)
{
if (emblemlocations[i].tag > mapheaderinfo[checkLevel]->ghostCount)
{
CONS_Printf("\x87"" Time Medal %u (level %s) has tag %d, which is greater than the number of associated Staff Ghosts (%u)\n", i+1, mapheaderinfo[checkLevel]->lumpname, emblemlocations[i].tag, mapheaderinfo[checkLevel]->ghostCount);
errors++;
}
}
else switch (emblemlocations[i].tag)
{
case 0:
{
if (emblemlocations[i].var < TICRATE)
{
CONS_Printf("\x87"" Time Medal %u (level %s) is set to %d (less than a second??)\n", i+1, mapheaderinfo[checkLevel]->lumpname, emblemlocations[i].var);
errors++;
}
break;
}
case AUTOMEDAL_PLATINUM:
{
if (mapheaderinfo[checkLevel]->ghostCount == 0)
{
CONS_Printf("\x87"" Time Medal %u (level %s) is AUTOMEDAL_PLATINUM, but there are no associated Staff Ghosts\n", i+1, mapheaderinfo[checkLevel]->lumpname);
errors++;
}
break;
}
case AUTOMEDAL_GOLD:
case AUTOMEDAL_SILVER:
case AUTOMEDAL_BRONZE:
{
if (mapheaderinfo[checkLevel]->ghostCount < 2)
{
CONS_Printf("\x87"" Time Medal %u (level %s) is an Auto Medal, but there are %u associated Staff Ghosts, which is less than the 2 recommended minimum\n", i+1, mapheaderinfo[checkLevel]->lumpname, mapheaderinfo[checkLevel]->ghostCount);
errors++;
}
break;
}
default:
{
CONS_Printf("\x87"" Time Medal %u (level %s) has invalid tag (%d)\n", i+1, mapheaderinfo[checkLevel]->lumpname, emblemlocations[i].tag);
errors++;
break;
}
}
}
}
if (errors)
CONS_Printf("\x85""%u errors detected.\n", errors);
else
CONS_Printf("\x83""No errors detected! Good job\n");
}
void Command_ListUnusedSprites_f(void)
{
size_t i, j;
CONS_Printf("\x82Printing sprite non-usage...\n");
for (i = 0; i < NUMSPRITES; i++)
{
if (sprites[i].numframes)
{
// We're only showing unused sprites...
continue;
}
if (i < SPR_FIRSTFREESLOT)
{
CONS_Printf(" \x87""hardcode SPR_""%.4s\n", sprnames[i]);
continue;
}
if (used_spr[(i-SPR_FIRSTFREESLOT)/8] == 0xFF)
{
for (j = 0; j < 8; j++)
{
CONS_Printf(" \x81""freeslot SPR_""%.4s\n", sprnames[i+j]);
}
i += j;
}
if (used_spr[(i-SPR_FIRSTFREESLOT)/8] & (1<<(i%8)))
{
CONS_Printf(" \x81""freeslot SPR_""%.4s\n", sprnames[i]);
continue;
}
break;
}
}
// =========================================================================
// MISC. COMMANDS
// =========================================================================
/** Prints program version.
*/
static void Command_Version_f(void)
{
#ifdef DEVELOP
CONS_Printf("Ring Racers %s %s %s (%s %s)\n", D_GetFancyBranchName(), comprevision, compnote, compdate, comptime);
#else
CONS_Printf("Ring Racers %s (%s %s %s %s) ", VERSIONSTRING, compdate, comptime, comprevision, D_GetFancyBranchName());
#endif
// Base library
#if defined( HAVE_SDL)
CONS_Printf("SDL ");
#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 ");
CONS_Printf("%s ", comptype);
// No ASM?
#ifdef NOASM
CONS_Printf("\x85" "NOASM " "\x80");
#endif
// DEVELOP build
#if defined(TESTERS)
CONS_Printf("\x88" "TESTERS " "\x80");
#elif defined(DEVELOP)
CONS_Printf("\x87" "DEVELOP " "\x80");
#endif
if (compuncommitted)
CONS_Printf("\x85" "! UNCOMMITTED CHANGES ! " "\x80");
CONS_Printf("\n");
}
#ifdef UPDATE_ALERT
static void Command_ModDetails_f(void)
{
CONS_Printf(M_GetText("Mod App Name: %s\nMod Version: %d\nCode Base:%d\n"), SRB2APPLICATION, MODVERSION, CODEBASE);
}
#endif
// Returns current gametype being used.
//
static void Command_ShowGametype_f(void)
{
const char *gametypestr = NULL;
// get name string for current gametype
if (gametype >= 0 && gametype < numgametypes)
gametypestr = gametypes[gametype]->name;
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;
F_StartIntro();
}
/** Quits the game immediately.
*/
FUNCNORETURN static ATTRNORETURN void Command_Quit_f(void)
{
LUA_HookBool(true, HOOK(GameQuit));
I_Quit();
}
void ItemFinder_OnChange(void)
{
if (!cv_itemfinder.value)
return; // it's fine.
if (!M_SecretUnlocked(SECRET_ITEMFINDER, true))
{
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>
*/
void PointLimit_OnChange(void);
void PointLimit_OnChange(void)
{
if (K_CanChangeRules(false) == false)
{
return;
}
if (cv_pointlimit.value == -1)
{
CONS_Printf(M_GetText("Point limit will be left up to the gametype.\n"));
}
if (gamestate == GS_LEVEL && leveltime < starttime)
{
switch (cv_pointlimit.value)
{
case -1:
break;
case 0:
CONS_Printf(M_GetText("Point limit has been disabled.\n"));
break;
default:
CONS_Printf(M_GetText("Point limit has been set to %d.\n"), cv_pointlimit.value);
}
g_pointlimit = K_PointLimitForGametype();
}
else
{
switch (cv_pointlimit.value)
{
case -1:
break;
case 0:
CONS_Printf(M_GetText("Point limit will be disabled next round.\n"));
break;
default:
CONS_Printf(M_GetText("Point limit will be %d next round.\n"), cv_pointlimit.value);
}
}
}
void NetTimeout_OnChange(void);
void NetTimeout_OnChange(void)
{
connectiontimeout = (tic_t)cv_nettimeout.value;
}
void JoinTimeout_OnChange(void);
void JoinTimeout_OnChange(void)
{
jointimeout = (tic_t)cv_jointimeout.value;
}
void Lagless_OnChange (void);
void Lagless_OnChange (void)
{
/* don't back out of dishonesty, or go lagless after playing honestly */
if (cv_lagless.value && gamestate == GS_LEVEL)
server_lagless = true;
}
UINT32 timelimitintics = 0;
UINT32 extratimeintics = 0;
UINT32 secretextratime = 0;
UINT32 g_pointlimit = 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
*/
void TimeLimit_OnChange(void);
void TimeLimit_OnChange(void)
{
if (K_CanChangeRules(false) == false)
{
return;
}
if (cv_timelimit.value == -1)
{
CONS_Printf(M_GetText("Time limit will be left up to the gametype.\n"));
}
if (gamestate == GS_LEVEL && leveltime < starttime)
{
switch (cv_timelimit.value)
{
case -1:
break;
case 0:
CONS_Printf(M_GetText("Time limit has been disabled.\n"));
break;
default:
CONS_Printf(M_GetText("Time limit has been set to %d second%s.\n"), cv_timelimit.value,cv_timelimit.value == 1 ? "" : "s");
}
timelimitintics = K_TimeLimitForGametype();
extratimeintics = secretextratime = 0;
#ifdef HAVE_DISCORDRPC
DRPC_UpdatePresence();
#endif
}
else
{
switch (cv_timelimit.value)
{
case -1:
break;
case 0:
CONS_Printf(M_GetText("Time limit will be disabled next round.\n"));
break;
default:
CONS_Printf(M_GetText("Time limit will be %d second%s next round.\n"), cv_timelimit.value,cv_timelimit.value == 1 ? "" : "s");
}
}
}
/** 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 = gametypes[lastgametype]->name;
if (gametype >= 0 && gametype < numgametypes)
newgt = gametypes[gametype]->name;
if (oldgt && newgt && (lastgametype != gametype))
CONS_Printf(M_GetText("Gametype was changed from %s to %s\n"), oldgt, newgt);
}
// 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;
}
}
}
void Gravity_OnChange(void);
void Gravity_OnChange(void)
{
if (netgame)
{
// TODO: multiplayer support
return;
}
gravity = cv_gravity.value;
}
void SoundTest_OnChange(void);
void SoundTest_OnChange(void)
{
INT32 sfxfreeint = (INT32)sfxfree;
if (cv_soundtest.value < 0)
{
CV_SetValue(&cv_soundtest, sfxfreeint-1);
return;
}
if (cv_soundtest.value >= sfxfreeint)
{
CV_SetValue(&cv_soundtest, 0);
return;
}
S_StopSounds();
S_StartSound(NULL, cv_soundtest.value);
}
void AutoBalance_OnChange(void);
void AutoBalance_OnChange(void)
{
autobalance = (INT16)cv_autobalance.value;
}
void TeamScramble_OnChange(void);
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 || gamestate == GS_VOTING))
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;
}
// (i != 2) means it does ABBABABA, instead of ABABABAB.
// Team A gets 1st, 4th, 6th, 8th.
// Team B gets 2nd, 3rd, 5th, 7th.
// So 1st on one team, 2nd/3rd on the other, then alternates afterwards.
// Sounds strange on paper, but works really well in practice!
else if (i != 2)
{
// 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 Command_Showmap_f(void)
{
if (gamestate == GS_LEVEL)
{
if (mapheaderinfo[gamemap-1]->zonttl[0] && !(mapheaderinfo[gamemap-1]->levelflags & LF_NOZONE))
{
if (mapheaderinfo[gamemap-1]->actnum > 0)
CONS_Printf("%s (%d): %s %s %d\n", G_BuildMapName(gamemap), gamemap, mapheaderinfo[gamemap-1]->lvlttl, mapheaderinfo[gamemap-1]->zonttl, mapheaderinfo[gamemap-1]->actnum);
else
CONS_Printf("%s (%d): %s %s\n", G_BuildMapName(gamemap), gamemap, mapheaderinfo[gamemap-1]->lvlttl, mapheaderinfo[gamemap-1]->zonttl);
}
else
{
if (mapheaderinfo[gamemap-1]->actnum > 0)
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"));
}
boolean G_GamestateUsesExitLevel(void)
{
if (demo.playback)
return false;
switch (gamestate)
{
case GS_LEVEL:
case GS_CREDITS:
return true;
default:
return false;
}
}
static void Command_ExitLevel_f(void)
{
if (!(server || (IsPlayerAdmin(consoleplayer))))
{
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
}
else if (K_CanChangeRules(false) == false && CV_CheatsEnabled() == false)
{
CONS_Printf(M_GetText("This cannot be used without cheats enabled.\n"));
}
else if (G_GamestateUsesExitLevel() == false)
{
CONS_Printf(M_GetText("You must be in a level to use this.\n"));
}
else
{
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
}
}
static void Got_ExitLevelcmd(const UINT8 **cp, INT32 playernum)
{
(void)cp;
// Ignore duplicate XD_EXITLEVEL commands.
if (gameaction == ga_completed)
return;
if (playernum != serverplayer && !IsPlayerAdmin(playernum))
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal exitlevel command received from %s\n"), player_names[playernum]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
if (G_GamestateUsesExitLevel() == false)
return;
G_FinishExitLevel();
}
static void Got_SetupVotecmd(const UINT8 **cp, INT32 playernum)
{
INT16 newGametype = 0;
boolean baseEncore = false;
boolean optionalEncore = false;
INT16 tempVoteLevels[VOTE_NUM_LEVELS][2];
INT32 i;
if (playernum != serverplayer && !IsPlayerAdmin(playernum)) // admin shouldn't be able to set up vote...
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal vote setup received from %s\n"), player_names[playernum]);
if (server)
{
SendKick(playernum, KICK_MSG_CON_FAIL);
}
return;
}
newGametype = READINT16(*cp);
baseEncore = (boolean)READUINT8(*cp);
optionalEncore = (boolean)READUINT8(*cp);
if (!(gametyperules & GTR_ENCORE))
{
// Strip illegal Encore flags.
baseEncore = optionalEncore = false;
}
if (newGametype < 0 || newGametype >= numgametypes)
{
if (server)
{
I_Error("Got_SetupVotecmd: Gametype %d out of range (numgametypes = %d)", newGametype, numgametypes);
}
CONS_Alert(CONS_WARNING, M_GetText("Vote setup with bad gametype %d received from %s\n"), newGametype, player_names[playernum]);
return;
}
for (i = 0; i < VOTE_NUM_LEVELS; i++)
{
tempVoteLevels[i][0] = (UINT16)READUINT16(*cp);
tempVoteLevels[i][1] = (baseEncore == true) ? VOTE_MOD_ENCORE : 0;
if (tempVoteLevels[i][0] < nummapheaders && mapheaderinfo[tempVoteLevels[i][0]])
{
continue;
}
if (server)
{
I_Error("Got_SetupVotecmd: Internal map ID %d not found (nummapheaders = %d)", tempVoteLevels[i][0], nummapheaders);
}
CONS_Alert(CONS_WARNING, M_GetText("Vote setup with bad map ID %d received from %s\n"), tempVoteLevels[i][0], player_names[playernum]);
return;
}
{
INT16 oldGametype = gametype;
G_SetGametype(newGametype);
D_GameTypeChanged(oldGametype);
}
if (optionalEncore == true)
{
tempVoteLevels[VOTE_NUM_LEVELS - 1][1] ^= VOTE_MOD_ENCORE;
}
memcpy(g_voteLevels, tempVoteLevels, sizeof(g_voteLevels));
G_SetGamestate(GS_VOTING);
Y_StartVote();
}
static void Got_ModifyVotecmd(const UINT8 **cp, INT32 playernum)
{
UINT8 targetID = READUINT8(*cp);
SINT8 vote = READSINT8(*cp);
if (targetID == UINT8_MAX)
{
if (playernum != serverplayer) // server-only special vote
{
goto fail;
}
targetID = VOTE_SPECIAL;
}
else if (playeringame[targetID] == true && players[targetID].bot == true)
{
if (targetID >= MAXPLAYERS
|| playernum != serverplayer)
{
goto fail;
}
}
else
{
if (targetID >= MAXPLAYERS
|| playernode[targetID] != playernode[playernum])
{
goto fail;
}
}
Y_SetPlayersVote(targetID, vote);
return;
fail:
CONS_Alert(CONS_WARNING,
M_GetText ("Illegal modify vote command received from %s\n"),
player_names[playernum]
);
if (server)
{
SendKick(playernum, KICK_MSG_CON_FAIL);
}
}
static void Got_PickVotecmd(const UINT8 **cp, INT32 playernum)
{
SINT8 pick = READSINT8(*cp);
SINT8 level = READSINT8(*cp);
if (playernum != serverplayer && !IsPlayerAdmin(playernum))
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal vote setup received from %s\n"), player_names[playernum]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
Y_SetupVoteFinish(pick, level);
}
static void Got_ScheduleTaskcmd(const UINT8 **cp, INT32 playernum)
{
char command[MAXTEXTCMD];
INT16 seconds;
seconds = READINT16(*cp);
READSTRING(*cp, command);
if (playernum != serverplayer && !IsPlayerAdmin(playernum))
{
CONS_Alert(CONS_WARNING,
M_GetText ("Illegal schedule task received from %s\n"),
player_names[playernum]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
Schedule_Add(seconds, seconds, (const char *)command);
if (server || consoleplayer == playernum)
{
CONS_Printf(
"OK! Running \"" "\x82" "%s" "\x80" "\" every " "\x82" "%d" "\x80" " seconds.\n",
command,
seconds
);
}
}
static void Got_ScheduleClearcmd(const UINT8 **cp, INT32 playernum)
{
(void)cp;
if (playernum != serverplayer && !IsPlayerAdmin(playernum))
{
CONS_Alert(CONS_WARNING,
M_GetText ("Illegal schedule clear received from %s\n"),
player_names[playernum]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
Schedule_Clear();
if (server || consoleplayer == playernum)
{
CONS_Printf("All scheduled tasks have been cleared.\n");
}
}
static void Got_Automatecmd(const UINT8 **cp, INT32 playernum)
{
UINT8 eventID;
char command[MAXTEXTCMD];
eventID = READUINT8(*cp);
READSTRING(*cp, command);
if (
(playernum != serverplayer && !IsPlayerAdmin(playernum))
|| (eventID >= AEV__MAX)
)
{
CONS_Alert(CONS_WARNING,
M_GetText ("Illegal automate received from %s\n"),
player_names[playernum]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
Automate_Set(eventID, command);
if (server || consoleplayer == playernum)
{
if (command[0] == '\0')
{
CONS_Printf(
"Removed the %s automate command.\n",
automate_names[eventID]
);
}
else
{
CONS_Printf(
"Set the %s automate command to \"" "\x82" "%s" "\x80" "\".\n",
automate_names[eventID],
command
);
}
}
}
static void Got_Cheat(const UINT8 **cp, INT32 playernum)
{
UINT8 targetPlayer = READUINT8(*cp);
cheat_t cheat = READUINT8(*cp);
player_t *player;
if (cheat >= NUMBER_OF_CHEATS || !CV_CheatsEnabled() || targetPlayer >= MAXPLAYERS ||
playernode[targetPlayer] != playernode[playernum])
{
CONS_Alert(CONS_WARNING,
M_GetText ("Illegal cheat command received from %s\n"),
player_names[playernum]);
return;
}
player = &players[targetPlayer];
switch (cheat)
{
case CHEAT_NOCLIP: {
const char *status = "on";
if (!P_MobjWasRemoved(player->mo))
{
UINT32 noclipFlags = MF_NOCLIP;
if (player->spectator)
{
noclipFlags |= MF_NOCLIPHEIGHT;
}
if (player->mo->flags & MF_NOCLIP)
{
player->mo->flags &= ~(noclipFlags);
status = "off";
}
else
{
player->mo->flags |= noclipFlags;
}
}
CV_CheaterWarning(targetPlayer, va("noclip %s", status));
break;
}
case CHEAT_GOD: {
const char *status = (player->pflags & PF_GODMODE) ? "off" : "on";
player->pflags ^= PF_GODMODE;
CV_CheaterWarning(targetPlayer, va("GOD MODE %s", status));
break;
}
case CHEAT_SAVECHECKPOINT: {
fixed_t x = READFIXED(*cp);
fixed_t y = READFIXED(*cp);
fixed_t z = READFIXED(*cp);
player->respawn.pointx = x;
player->respawn.pointy = y;
player->respawn.pointz = z;
player->respawn.manual = true;
CV_CheaterWarning(targetPlayer, va("temporary checkpoint created at %d, %d, %d",
x / FRACUNIT, y / FRACUNIT, z / FRACUNIT));
break;
}
case CHEAT_RINGS: {
SINT8 rings = READSINT8(*cp);
// P_GivePlayerRings does value clamping
player->rings = 0;
P_GivePlayerRings(player, rings);
CV_CheaterWarning(targetPlayer, va("rings = %d", rings));
break;
}
case CHEAT_LIVES: {
SINT8 lives = READSINT8(*cp);
// P_GivePlayerLives does value clamping
player->lives = 0;
P_GivePlayerLives(player, lives);
CV_CheaterWarning(targetPlayer, va("lives = %d", lives));
break;
}
case CHEAT_SCALE: {
const fixed_t smin = FRACUNIT/100;
const fixed_t smax = 100*FRACUNIT;
fixed_t s = READFIXED(*cp);
float f;
s = min(max(smin, s), smax);
f = FIXED_TO_FLOAT(s);
if (!P_MobjWasRemoved(player->mo))
{
player->mo->destscale = s;
}
CV_CheaterWarning(targetPlayer, va("scale = %d%s", (int)f, M_Ftrim(FIXED_TO_FLOAT(s))));
break;
}
case CHEAT_FLIP: {
if (!P_MobjWasRemoved(player->mo))
{
player->mo->flags2 ^= MF2_OBJECTFLIP;
}
CV_CheaterWarning(targetPlayer, "invert gravity");
break;
}
case CHEAT_HURT: {
INT32 damage = READINT32(*cp);
if (!P_MobjWasRemoved(player->mo))
{
P_DamageMobj(player->mo, NULL, NULL, damage, DMG_NORMAL);
}
CV_CheaterWarning(targetPlayer, va("%d damage to me", damage));
break;
}
case CHEAT_RELATIVE_TELEPORT:
case CHEAT_TELEPORT: {
fixed_t x = READFIXED(*cp);
fixed_t y = READFIXED(*cp);
fixed_t z = READFIXED(*cp);
float f[3] = {
FIXED_TO_FLOAT(x),
FIXED_TO_FLOAT(y),
FIXED_TO_FLOAT(z),
};
char t[3][9];
if (!P_MobjWasRemoved(player->mo))
{
P_MapStart();
if (cheat == CHEAT_RELATIVE_TELEPORT)
{
P_SetOrigin(player->mo,
player->mo->x + x,
player->mo->y + y,
player->mo->z + z);
}
else
{
P_SetOrigin(player->mo, x, y, z);
}
P_MapEnd();
player->pflags |= PF_TRUSTWAYPOINTS;
player->bigwaypointgap = 0;
S_StartSound(player->mo, sfx_mixup);
}
strlcpy(t[0], M_Ftrim(f[0]), sizeof t[0]);
strlcpy(t[1], M_Ftrim(f[1]), sizeof t[1]);
strlcpy(t[2], M_Ftrim(f[2]), sizeof t[2]);
CV_CheaterWarning(targetPlayer, va("%s %d%s, %d%s, %d%s",
cheat == CHEAT_RELATIVE_TELEPORT
? "relative teleport by"
: "teleport to",
(int)f[0], t[0], (int)f[1], t[1], (int)f[2], t[2]));
break;
}
case CHEAT_DEVMODE: {
UINT32 flags = READUINT32(*cp);
cht_debug = flags;
CV_CheaterWarning(targetPlayer, va("devmode %x", flags));
break;
}
case CHEAT_GIVEITEM: {
SINT8 item = READSINT8(*cp);
UINT8 amt = READUINT8(*cp);
item = max(item, KITEM_SAD);
item = min(item, NUMKARTITEMS - 1);
K_StripItems(player);
// Cancel roulette if rolling
K_StopRoulette(&player->itemRoulette);
player->itemtype = item;
player->itemamount = amt;
if (amt == 0)
{
CV_CheaterWarning(playernum, "delete my items");
}
else
{
// FIXME: we should have actual KITEM_ name array
const char *itemname = cv_kartdebugitem.PossibleValue[1 + item].strvalue;
CV_CheaterWarning(playernum, va("give item %s x%d", itemname, amt));
}
break;
}
case CHEAT_GIVEPOWERUP: {
UINT8 powerup = READUINT8(*cp);
UINT16 time = READUINT16(*cp);
powerup = min(powerup, LASTPOWERUP);
// FIXME: we should have actual KITEM_ name array
const char *powerupname = cv_kartdebugitem.PossibleValue[
1 + NUMKARTITEMS + (powerup - FIRSTPOWERUP)].strvalue;
K_GivePowerUp(player, powerup, time);
CV_CheaterWarning(playernum, va("give powerup %s %d tics", powerupname, time));
break;
}
case CHEAT_SCORE: {
UINT32 score = READUINT32(*cp);
player->roundscore = score;
CV_CheaterWarning(targetPlayer, va("score = %u", score));
break;
}
case CHEAT_ANGLE: {
angle_t angle = READANGLE(*cp);
float anglef = FIXED_TO_FLOAT(AngleFixed(angle));
P_SetPlayerAngle(player, angle);
CV_CheaterWarning(targetPlayer, va("angle = %d%s", (int)anglef, M_Ftrim(anglef)));
break;
}
case CHEAT_RESPAWNAT: {
INT32 id = READINT32(*cp);
waypoint_t *finish = K_GetFinishLineWaypoint();
waypoint_t *waypoint = K_GetWaypointFromID(id);
path_t path = {0};
boolean retryBackwards = false;
const UINT32 baseDist = FixedMul(RESPAWN_DIST, mapobjectscale);
CV_CheaterWarning(targetPlayer, va("respawnat %d", id));
if (waypoint == NULL)
{
CONS_Alert(CONS_WARNING, "respawnat: no waypoint with that ID\n");
break;
}
// First, just try to go forward normally
if (K_PathfindToWaypoint(player->respawn.wp, waypoint, &path, false, false))
{
// If the path forward is too short, extend it by moving the origin behind
if (path.totaldist < baseDist)
{
retryBackwards = true;
}
else
{
size_t i;
for (i = 0; i < path.numnodes; ++i)
{
// If we had to cross the finish line, this waypoint is behind us
if (path.array[i].nodedata == finish)
{
retryBackwards = true;
break;
}
}
}
Z_Free(path.array);
}
else
{
retryBackwards = true;
}
if (retryBackwards)
{
memset(&path, 0, sizeof path);
if (!K_PathfindThruCircuit(waypoint, baseDist, &path, false, true))
{
CONS_Alert(CONS_WARNING, "respawnat: no path to waypoint\n");
break;
}
// Update origin since lightsnake must go forwards
player->respawn.wp = path.array[path.numnodes - 1].nodedata;
Z_Free(path.array);
}
player->respawn.state = RESPAWNST_NONE;
K_DoIngameRespawn(player);
player->respawn.distanceleft = retryBackwards ? baseDist : path.totaldist;
break;
}
case CHEAT_SPHERES: {
INT16 spheres = READINT16(*cp);
// P_GivePlayerSpheres does value clamping
player->spheres = 0;
P_GivePlayerSpheres(player, spheres);
CV_CheaterWarning(targetPlayer, va("spheres = %d", spheres));
break;
}
case CHEAT_FREEZE: {
const char *status = P_FreezeCheat() ? "off" : "on";
P_SetFreezeCheat( !P_FreezeCheat() );
CV_CheaterWarning(targetPlayer, va("freeze %s", status));
break;
}
case NUMBER_OF_CHEATS:
break;
}
}
static const char *displayplayer_compose_col(int playernum)
{
return va("\x84(%d) \x83%s\x80", playernum, player_names[playernum]);
}
static int displayplayer_col_len(const char *text)
{
int n = strlen(text);
int k = n;
int i;
for (i = 0; i < n; ++i)
{
if (!isprint(text[i]))
k--;
}
return k;
}
static void displayplayer_calc_col(int *col, const char *text)
{
if (text && text[0] != ' ')
{
int n = displayplayer_col_len(text);
if (*col < n)
*col = n;
}
}
static void displayplayer_print_col(int *col, const char *text)
{
if (text)
{
if (*col)
{
int n = *col - displayplayer_col_len(text);
CONS_Printf("%s%*s ", text, n, "");
}
}
else
CONS_Printf("\n");
}
static void displayplayer_iter_table(int table[5], void(*col_cb)(int*,const char*))
{
int i;
col_cb(&table[0], "");
for (i = 0; i < 4; ++i)
col_cb(&table[1 + i], va(" %d", i));
col_cb(NULL, NULL);
col_cb(&table[0], "g_local");
for (i = 0; i <= splitscreen; ++i)
col_cb(&table[1 + i], displayplayer_compose_col(g_localplayers[i]));
col_cb(NULL, NULL);
col_cb(&table[0], "display");
for (i = 0; i <= r_splitscreen; ++i)
col_cb(&table[1 + i], displayplayer_compose_col(displayplayers[i]));
col_cb(NULL, NULL);
col_cb(&table[0], "local party");
for (i = 0; i < G_LocalSplitscreenPartySize(consoleplayer); ++i)
col_cb(&table[1 + i], displayplayer_compose_col(G_LocalSplitscreenPartyMember(consoleplayer, i)));
col_cb(NULL, NULL);
col_cb(&table[0], "final party");
for (i = 0; i < G_PartySize(consoleplayer); ++i)
col_cb(&table[1 + i], displayplayer_compose_col(G_PartyMember(consoleplayer, i)));
col_cb(NULL, NULL);
}
/** Prints the number of displayplayers[0].
*/
static void Command_Displayplayer_f(void)
{
int table[5] = {0};
displayplayer_iter_table(table, displayplayer_calc_col);
displayplayer_iter_table(table, displayplayer_print_col);
}
/** Quits a game and returns to the title screen.
*
*/
void Command_ExitGame_f(void)
{
INT32 i;
LUA_HookBool(false, HOOK(GameQuit));
D_QuitNetGame();
CL_Reset();
CV_ClearChangedFlags();
for (i = 0; i < MAXPLAYERS; i++)
CL_ClearPlayer(i);
splitscreen = 0;
SplitScreen_OnChange();
cht_debug = 0;
memset(&luabanks, 0, sizeof(luabanks));
if (dirmenu)
closefilemenu(true);
if (!modeattacking)
{
// YES, this is where demo.attract gets cleared!
if (demo.attract == DEMO_ATTRACT_CREDITS)
{
F_DeferContinueCredits(); // <-- clears demo.attract
}
else if (restoreMenu == NULL) // this is true for attract demos too!
{
D_StartTitle(); // <-- clears demo.attract
}
else
{
D_ClearState();
M_StartControlPanel();
demo.attract = DEMO_ATTRACT_OFF; // shouldn't ever happen, but let's keep the code symmetrical
}
}
}
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 (grandprixinfo.gp == false)
{
CONS_Printf(M_GetText("This only works in singleplayer games.\n"));
}
else if (grandprixinfo.eventmode == GPEVENT_BONUS)
{
CONS_Printf(M_GetText("You can't retry right now!\n"));
}
else
{
M_ClearMenus(true);
G_SetRetryFlag();
}
}
/** 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 (majormods)
CONS_Printf("The game has been modified with major addons, so you cannot play Record Attack.\n");
else if (savemoddata)
CONS_Printf("The game has been modified with an addon with its own save data, so you can play Record Attack and earn medals.\n");
else if (modifiedgame)
CONS_Printf("The game has been modified with only minor addons. You can play Record Attack, earn medals and unlock extras.\n");
else
CONS_Printf("The game has not been modified. You can play Record Attack, earn medals and unlock extras.\n");
}
#ifdef _DEBUG
static void Command_Togglemodified_f(void)
{
modifiedgame = !modifiedgame;
}
static void Command_Archivetest_f(void)
{
savebuffer_t save = {0};
UINT32 i, wrote;
thinker_t *th;
if (gamestate != GS_LEVEL)
{
CONS_Printf("This command only works in-game, you dummy.\n");
return;
}
// assign mobjnum
i = 1;
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
if (th->function.acp1 != (actionf_p1)P_RemoveThinkerDelayed)
((mobj_t *)th)->mobjnum = i++;
// allocate buffer
if (P_SaveBufferAlloc(&save, 1024) == false)
{
CONS_Printf("Unable to allocate buffer.\n");
return;
}
// test archive
CONS_Printf("LUA_Archive...\n");
LUA_Archive(&save, true);
WRITEUINT8(save.p, 0x7F);
wrote = (UINT32)(save.p - save.buffer);
// clear Lua state, so we can really see what happens!
CONS_Printf("Clearing state!\n");
LUA_ClearExtVars();
// test unarchive
save.p = save.buffer;
CONS_Printf("LUA_UnArchive...\n");
LUA_UnArchive(&save, true);
i = READUINT8(save.p);
if (i != 0x7F || wrote != (UINT32)(save.p - save.buffer))
{
CONS_Printf("Savegame corrupted. (write %u, read %u)\n", wrote, (UINT32)(save.p - save.buffer));
}
// free buffer
P_SaveBufferFree(&save);
CONS_Printf("Done. No crash.\n");
}
#endif
/** Give yourself an, optional quantity or one of, an item.
*/
static void Command_KartGiveItem_f(void)
{
UINT8 localplayer = g_localplayers[GetCommandViewNumber()];
int ac;
const char *name;
INT32 item;
const char * str;
int i;
if (CV_CheatsEnabled())
{
ac = COM_Argc();
if (ac < 2)
{
CONS_Printf(
"give <item> [amount]: Give yourself an item\n"
);
}
else
{
item = NUMKARTITEMS;
name = COM_Argv(1);
if (isdigit(*name) || *name == '-')
{
item = atoi(name);
}
else
{
/* first check exact match */
if (!CV_CompleteValue(&cv_kartdebugitem, &name, &item))
{
CONS_Printf("\x83" "Autocomplete:\n");
/* then do very loose partial matching */
for (i = 0; ( str = kartdebugitem_cons_t[i].strvalue ); ++i)
{
if (strcasestr(str, name) != NULL)
{
CONS_Printf("\x83\t%s\n", str);
item = kartdebugitem_cons_t[i].value;
}
}
}
}
if (item >= FIRSTPOWERUP)
{
INT32 amt;
if (ac > 2)
amt = atoi(COM_Argv(2));
else
amt = BATTLE_POWERUP_TIME;
D_Cheat(localplayer, CHEAT_GIVEPOWERUP, item, amt);
}
else if (item < NUMKARTITEMS)
{
INT32 amt;
if (ac > 2)
amt = atoi(COM_Argv(2));
else
amt = (item != KITEM_NONE);/* default to one quantity, or zero, if KITEM_NONE */
D_Cheat(localplayer, CHEAT_GIVEITEM, item, amt);
}
else
{
CONS_Alert(CONS_WARNING,
"No item matches '%s'\n",
name);
}
}
}
else
{
CONS_Printf("This cannot be used without cheats enabled.\n");
}
}
static void Command_Schedule_Add(void)
{
UINT8 buf[MAXTEXTCMD];
UINT8 *buf_p = buf;
size_t ac;
INT16 seconds;
const char *command;
if (!(server || IsPlayerAdmin(consoleplayer)))
{
CONS_Printf("Only the server or a remote admin can use this.\n");
return;
}
ac = COM_Argc();
if (ac < 3)
{
CONS_Printf("schedule <seconds> <...>: runs the specified commands on a recurring timer\n");
return;
}
seconds = atoi(COM_Argv(1));
if (seconds <= 0)
{
CONS_Printf("Timer must be at least 1 second.\n");
return;
}
command = COM_Argv(2);
WRITEINT16(buf_p, seconds);
WRITESTRING(buf_p, command);
SendNetXCmd(XD_SCHEDULETASK, buf, buf_p - buf);
}
static void Command_Schedule_Clear(void)
{
if (!(server || IsPlayerAdmin(consoleplayer)))
{
CONS_Printf("Only the server or a remote admin can use this.\n");
return;
}
SendNetXCmd(XD_SCHEDULECLEAR, NULL, 0);
}
static void Command_Schedule_List(void)
{
size_t i;
if (!(server || IsPlayerAdmin(consoleplayer)))
{
// I set it up in a way that this information could be available
// to everyone, but HOSTMOD has it server/admin-only too, so eh?
CONS_Printf("Only the server or a remote admin can use this.\n");
return;
}
if (schedule_len == 0)
{
CONS_Printf("No tasks are scheduled.\n");
return;
}
for (i = 0; i < schedule_len; i++)
{
scheduleTask_t *task = schedule[i];
CONS_Printf(
"In " "\x82" "%d" "\x80" " second%s: " "\x82" "%s" "\x80" "\n",
task->timer,
(task->timer > 1) ? "s" : "",
task->command
);
}
}
static void Command_Automate_Set(void)
{
UINT8 buf[MAXTEXTCMD];
UINT8 *buf_p = buf;
size_t ac;
const char *event;
size_t eventID;
const char *command;
if (!(server || IsPlayerAdmin(consoleplayer)))
{
CONS_Printf("Only the server or a remote admin can use this.\n");
return;
}
ac = COM_Argc();
if (ac < 3)
{
CONS_Printf("automate_set <event> <command>: sets the command to run each time a event triggers\n");
return;
}
event = COM_Argv(1);
for (eventID = 0; eventID < AEV__MAX; eventID++)
{
if (strcasecmp(event, automate_names[eventID]) == 0)
{
break;
}
}
if (eventID == AEV__MAX)
{
CONS_Printf("Unknown event type \"%s\".\n", event);
return;
}
command = COM_Argv(2);
WRITEUINT8(buf_p, eventID);
WRITESTRING(buf_p, command);
SendNetXCmd(XD_AUTOMATE, buf, buf_p - buf);
}
static void Command_Eval(void)
{
const char *args = COM_Args();
if (args)
{
const fixed_t n = LUA_EvalMath(args);
CONS_Printf("%f (%d)\n", FixedToFloat(n), n);
}
}
static void Command_WriteTextmap(void)
{
if (COM_Argc() < 2)
{
CONS_Printf(
"writetextmap <map> [map2...]: Update a map to the latest UDMF version.\n"
"- Use the full map name, e.g. RR_TestRun.\n"
"- You can give this command UP TO %d map names and it will convert all of them.\n"
"- This command generates TEXTMAP files.\n"
"- The location of the generated TEXTMAPs will appear in the console.\n",
ROUNDQUEUE_MAX
);
return;
}
if (Playing())
{
CONS_Alert(CONS_ERROR, "This command cannot be used in-game. Return to the titlescreen first!\n");
return;
}
if (COM_Argc() - 1 > ROUNDQUEUE_MAX)
{
CONS_Alert(CONS_ERROR, "Cannot convert more than %d maps. Try again.\n", ROUNDQUEUE_MAX);
return;
}
// Start up a "minor" grand prix session
memset(&grandprixinfo, 0, sizeof(struct grandprixinfo));
memset(&roundqueue, 0, sizeof(struct roundqueue));
grandprixinfo.gamespeed = KARTSPEED_NORMAL;
grandprixinfo.masterbots = false;
grandprixinfo.gp = true;
grandprixinfo.cup = NULL;
grandprixinfo.wonround = false;
grandprixinfo.initalize = true;
roundqueue.position = 1;
roundqueue.roundnum = 1;
roundqueue.writetextmap = true;
size_t i;
for (i = 1; i < COM_Argc(); ++i)
{
INT32 map = G_MapNumber(COM_Argv(i));
if (map < 0 || map >= nummapheaders)
{
CONS_Alert(CONS_WARNING, "%s: Map doesn't exist. Not doing anything.\n", COM_Argv(i));
// clear round queue (to be safe)
memset(&roundqueue, 0, sizeof(struct roundqueue));
return;
}
INT32 gt = G_GuessGametypeByTOL(mapheaderinfo[map]->typeoflevel);
G_MapIntoRoundQueue(map, gt != -1 ? gt : GT_RACE, false, false);
}
D_MapChange(1 + roundqueue.entries[0].mapnum, roundqueue.entries[0].gametype, false, true, 1, false, false);
CON_ToggleOff();
}
#ifdef DEVELOP
static void Command_FastForward(void)
{
boolean r_flag = false;
boolean t_flag = false;
size_t num_time_args = 0;
const char *time_arg = NULL;
for (size_t i = 1; i < COM_Argc(); ++i)
{
const char *arg = COM_Argv(i);
if (arg[0] == '-')
{
while (*++arg)
{
switch (*arg)
{
case 'r':
r_flag = true;
break;
case 't':
t_flag = true;
break;
}
}
}
else
{
time_arg = arg;
num_time_args++;
}
}
if (num_time_args != 1)
{
CONS_Printf(
"fastforward [-r] <[mm:]ss>: fast-forward the map time in seconds\n"
"fastforward -t [-r] <tics>: fast-forward the map time in tics\n"
"* If the map time has already passed, do nothing.\n"
"* With -r, fast-forward relative to the current time instead of to an exact map time.\n"
);
return;
}
char *p;
tic_t t = strtol(time_arg, &p, 10);
if (!t_flag)
{
t *= TICRATE;
if (*p == ':')
{
t *= 60;
t += strtol(&p[1], &p, 10) * TICRATE;
}
}
if (*p)
{
CONS_Printf("fastforward: time value is malformed '%s'\n", time_arg);
return;
}
if (!r_flag)
{
if (leveltime > t)
{
CONS_Printf("fastforward: leveltime has already passed\n");
return;
}
t -= leveltime;
}
g_fast_forward = t;
}
#endif
/** Makes a change to ::cv_forceskin take effect immediately.
*
* \sa Command_SetForcedSkin_f, cv_forceskin, forcedskin
* \author Graue <graue@oceanbase.org>
*/
void ForceSkin_OnChange(void);
void ForceSkin_OnChange(void)
{
// NOT in SP, silly!
if (!Playing() || !K_CanChangeRules(true))
return;
if (cv_forceskin.value < 0)
CONS_Printf("The server has lifted the forced character restrictions.\n");
else
{
CONS_Printf("The server is restricting all players to \"%s\".\n",cv_forceskin.string);
ForceAllSkins(cv_forceskin.value);
}
}
//Allows the player's name to be changed if cv_mute is off.
static void Name_OnChange(const UINT8 p)
{
if (cv_mute.value && !(server || IsPlayerAdmin(g_localplayers[p])))
{
CONS_Alert(CONS_NOTICE, M_GetText("You may not change your name when chat is muted.\n"));
CV_StealthSet(&cv_playername[p], player_names[g_localplayers[p]]);
return;
}
SendNameAndColor(p);
}
void Name1_OnChange(void);
void Name1_OnChange(void)
{
Name_OnChange(0);
}
void Name2_OnChange(void);
void Name2_OnChange(void)
{
Name_OnChange(1);
}
void Name3_OnChange(void);
void Name3_OnChange(void)
{
Name_OnChange(2);
}
void Name4_OnChange(void);
void Name4_OnChange(void)
{
Name_OnChange(3);
}
// sends the follower change for players
static void FollowerAny_OnChange(UINT8 pnum)
{
if (!Playing())
return; // don't send anything there.
SendNameAndColor(pnum);
G_SetPlayerGamepadIndicatorToPlayerColor(pnum);
}
// sends the follower change for players
void Follower_OnChange(void);
void Follower_OnChange(void)
{
FollowerAny_OnChange(0);
}
// About the same as Color_OnChange but for followers.
void Followercolor_OnChange(void);
void Followercolor_OnChange(void)
{
FollowerAny_OnChange(0);
}
// repeat for the 3 other players
void Follower2_OnChange(void);
void Follower2_OnChange(void)
{
FollowerAny_OnChange(1);
}
void Followercolor2_OnChange(void);
void Followercolor2_OnChange(void)
{
FollowerAny_OnChange(1);
}
void Follower3_OnChange(void);
void Follower3_OnChange(void)
{
FollowerAny_OnChange(2);
}
void Followercolor3_OnChange(void);
void Followercolor3_OnChange(void)
{
FollowerAny_OnChange(2);
}
void Follower4_OnChange(void);
void Follower4_OnChange(void)
{
FollowerAny_OnChange(3);
}
void Followercolor4_OnChange(void);
void Followercolor4_OnChange(void)
{
FollowerAny_OnChange(3);
}
/** Sends a skin change for the console player, unless that player is moving. Also forces them to spectate if the change is done during gameplay
* \sa cv_skin, Skin2_OnChange, Color_OnChange
* \author Graue <graue@oceanbase.org>
*/
static void Skin_OnChange(const UINT8 p)
{
if (!Playing() || splitscreen < p)
{
// do whatever you want
return;
}
if (!CV_CheatsEnabled() && !(netgame || K_CanChangeRules(false))
&& (gamestate != GS_WAITINGPLAYERS)) // allows command line -warp x +skin y
{
CV_StealthSet(&cv_skin[p], skins[players[g_localplayers[p]].skin].name);
return;
}
if (CanChangeSkin(g_localplayers[p]))
{
SendNameAndColor(p);
}
else
{
CONS_Alert(CONS_NOTICE, M_GetText("You can't change your skin at the moment.\n"));
CV_StealthSet(&cv_skin[p], skins[players[g_localplayers[p]].skin].name);
}
}
void Skin1_OnChange(void);
void Skin1_OnChange(void)
{
Skin_OnChange(0);
}
/** Sends a skin change for the secondary splitscreen player, unless that
* player is moving. Forces spectate the player if the change is done during gameplay.
* \sa cv_skin2, Skin_OnChange, Color2_OnChange
* \author Graue <graue@oceanbase.org>
*/
void Skin2_OnChange(void);
void Skin2_OnChange(void)
{
Skin_OnChange(1);
}
void Skin3_OnChange(void);
void Skin3_OnChange(void)
{
Skin_OnChange(2);
}
void Skin4_OnChange(void);
void Skin4_OnChange(void)
{
Skin_OnChange(3);
}
/** 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(const UINT8 p)
{
I_Assert(p < MAXSPLITSCREENPLAYERS);
UINT16 color = cv_playercolor[p].value;
boolean colorisgood = (color == SKINCOLOR_NONE || K_ColorUsable(color, false, true) == true);
if (Playing() && p <= splitscreen)
{
if (P_PlayerMoving(g_localplayers[p]) == true)
{
colorisgood = false;
}
else if (colorisgood == true)
{
// Color change menu scrolling fix is no longer necessary
SendNameAndColor(p);
}
}
if (colorisgood == false)
{
CV_StealthSetValue(&cv_playercolor[p], lastgoodcolor[p]);
return;
}
lastgoodcolor[p] = color;
G_SetPlayerGamepadIndicatorToPlayerColor(p);
}
void Color1_OnChange(void);
void Color1_OnChange(void)
{
Color_OnChange(0);
}
/** 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>
*/
void Color2_OnChange(void);
void Color2_OnChange(void)
{
Color_OnChange(1);
}
void Color3_OnChange(void);
void Color3_OnChange(void)
{
Color_OnChange(2);
}
void Color4_OnChange(void);
void Color4_OnChange(void)
{
Color_OnChange(3);
}
/** 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>
*/
void Mute_OnChange(void);
void Mute_OnChange(void)
{
/*if (server || (IsPlayerAdmin(consoleplayer)))
return;*/
// Kinda dumb IMO, you should be able to see confirmation for having muted the chat as the host or admin.
if (leveltime <= 1)
return; // avoid having this notification put in our console / log when we boot the server.
if (cv_mute.value)
HU_AddChatText(M_GetText("\x82*Chat has been muted."), false);
else
HU_AddChatText(M_GetText("\x82*Chat is no longer muted."), false);
}
/** 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>
*/
void DummyConsvar_OnChange(void);
void DummyConsvar_OnChange(void)
{
extern consvar_t cv_dummyconsvar;
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"), g_pointlimit);
}
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);
}
// SRB2Kart: On change messages
void NumLaps_OnChange(void);
void NumLaps_OnChange(void)
{
if (gamestate == GS_LEVEL)
{
numlaps = K_RaceLapCount(gamemap - 1);
if (cv_numlaps.value == -1)
{
CONS_Printf(M_GetText("Number of laps have been set to %d (map default).\n"), numlaps);
}
else
{
CONS_Printf(M_GetText("Number of laps have been set to %d.\n"), numlaps);
}
}
else if (Playing())
{
if (cv_numlaps.value == -1)
{
CONS_Printf(M_GetText("Number of laps will be the map default next round.\n"));
}
else
{
CONS_Printf(M_GetText("Number of laps will be set to %d next round.\n"), cv_numlaps.value);
}
}
}
void KartFrantic_OnChange(void);
void KartFrantic_OnChange(void)
{
if (K_CanChangeRules(false) == false)
{
return;
}
if (gamestate == GS_LEVEL && leveltime < starttime)
{
CONS_Printf(M_GetText("Frantic items has been set to %s.\n"), cv_kartfrantic.value ? M_GetText("on") : M_GetText("off"));
franticitems = (boolean)cv_kartfrantic.value;
}
else
{
CONS_Printf(M_GetText("Frantic items will be turned %s next round.\n"), cv_kartfrantic.value ? M_GetText("on") : M_GetText("off"));
}
}
void KartSpeed_OnChange(void);
void KartSpeed_OnChange(void)
{
if (K_CanChangeRules(false) == false)
{
return;
}
if (gamestate == GS_LEVEL && leveltime < starttime && cv_kartspeed.value != KARTSPEED_AUTO)
{
CONS_Printf(M_GetText("Game speed has been changed to \"%s\".\n"), cv_kartspeed.string);
gamespeed = (UINT8)cv_kartspeed.value;
}
else
{
CONS_Printf(M_GetText("Game speed will be changed to \"%s\" next round.\n"), cv_kartspeed.string);
}
}
void KartEncore_OnChange(void);
void KartEncore_OnChange(void)
{
if (K_CanChangeRules(false) == false)
{
return;
}
CONS_Printf(M_GetText("Encore Mode will be set to %s next round.\n"), cv_kartencore.string);
}
void KartEliminateLast_OnChange(void);
void KartEliminateLast_OnChange(void)
{
P_CheckRacers();
}
void Schedule_OnChange(void);
void Schedule_OnChange(void)
{
size_t i;
if (cv_schedule.value)
{
return;
}
if (schedule_len == 0)
{
return;
}
// Reset timers when turning off.
for (i = 0; i < schedule_len; i++)
{
scheduleTask_t *task = schedule[i];
task->timer = task->basetime;
}
}
void LiveStudioAudience_OnChange(void);
void LiveStudioAudience_OnChange(void)
{
livestudioaudience_timer = 90;
}
void Got_DiscordInfo(const UINT8 **p, INT32 playernum)
{
if (playernum != serverplayer /*&& !IsPlayerAdmin(playernum)*/)
{
// protect against hacked/buggy client
CONS_Alert(CONS_WARNING, M_GetText("Illegal Discord info command received from %s\n"), player_names[playernum]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
// Don't do anything with the information if we don't have Discord RP support
#ifdef HAVE_DISCORDRPC
discordInfo.maxPlayers = READUINT8(*p);
discordInfo.joinsAllowed = (boolean)READUINT8(*p);
discordInfo.everyoneCanInvite = (boolean)READUINT8(*p);
DRPC_UpdatePresence();
#else
(*p) += 3;
#endif
}