RingRacers/src/d_netcmd.c
2024-01-26 14:30:56 -08:00

7109 lines
170 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2020 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file d_netcmd.c
/// \brief host/client network commands
/// commands are executed through the command buffer
/// like console commands, other miscellaneous commands (at the end)
#include "doomdef.h"
#include "console.h"
#include "command.h"
#include "i_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"
#ifdef SRB2_CONFIG_ENABLE_WEBM_MOVIES
#include "m_avrecorder.h"
#endif
#ifdef HAVE_DISCORDRPC
#include "discord.h"
#endif
// ------
// protos
// ------
static void Got_NameAndColor(UINT8 **cp, INT32 playernum);
static void Got_WeaponPref(UINT8 **cp, INT32 playernum);
static void Got_PartyInvite(UINT8 **cp, INT32 playernum);
static void Got_AcceptPartyInvite(UINT8 **cp, INT32 playernum);
static void Got_CancelPartyInvite(UINT8 **cp, INT32 playernum);
static void Got_LeaveParty(UINT8 **cp, INT32 playernum);
static void Got_Mapcmd(UINT8 **cp, INT32 playernum);
static void Got_ExitLevelcmd(UINT8 **cp, INT32 playernum);
static void Got_SetupVotecmd(UINT8 **cp, INT32 playernum);
static void Got_ModifyVotecmd(UINT8 **cp, INT32 playernum);
static void Got_PickVotecmd(UINT8 **cp, INT32 playernum);
static void Got_RequestAddfilecmd(UINT8 **cp, INT32 playernum);
static void Got_Addfilecmd(UINT8 **cp, INT32 playernum);
static void Got_Pause(UINT8 **cp, INT32 playernum);
static void Got_RandomSeed(UINT8 **cp, INT32 playernum);
static void Got_RunSOCcmd(UINT8 **cp, INT32 playernum);
static void Got_Teamchange(UINT8 **cp, INT32 playernum);
static void Got_Clearscores(UINT8 **cp, INT32 playernum);
static void Got_DiscordInfo(UINT8 **cp, INT32 playernum);
static void Got_ScheduleTaskcmd(UINT8 **cp, INT32 playernum);
static void Got_ScheduleClearcmd(UINT8 **cp, INT32 playernum);
static void Got_Automatecmd(UINT8 **cp, INT32 playernum);
static void Got_RequestMapQueuecmd(UINT8 **cp, INT32 playernum);
static void Got_MapQueuecmd(UINT8 **cp, INT32 playernum);
static void Got_Cheat(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_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(UINT8 **cp, INT32 playernum);
static void Got_Removal(UINT8 **cp, INT32 playernum);
static void Command_Verify_f(void);
static void Command_RemoveAdmin_f(void);
static void Command_MotD_f(void);
static void Got_MotD_f(UINT8 **cp, INT32 playernum);
static void Command_ShowScores_f(void);
static void Command_ShowTime_f(void);
static void Command_Isgamemodified_f(void);
#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);
// =========================================================================
// 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 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("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
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)
{
INT32 ix;
if (strlen(name) == 0 || strlen(name) > MAXPLAYERNAME)
return false; // Empty or too long.
if (name[0] == ' ' || name[strlen(name)-1] == ' ')
return false; // Starts or ends with a space.
if (isdigit(name[0]))
return false; // Starts with a digit.
if (name[0] == '@' || name[0] == '~')
return false; // Starts with an admin symbol.
// Check if it contains a non-printing character.
// Note: ANSI C isprint() considers space a printing character.
// Also don't allow semicolons, since they are used as
// console command separators.
// Also, anything over 0x80 is disallowed too, since compilers love to
// differ on whether they're printable characters or not.
for (ix = 0; name[ix] != '\0'; ix++)
if (!AllowedPlayerNameChar(name[ix]))
return false;
// Check if a player is currently using the name, case-insensitively.
for (ix = 0; ix < MAXPLAYERS; ix++)
{
if (ix != playernum && playeringame[ix]
&& strcasecmp(name, player_names[ix]) == 0)
{
// We shouldn't kick people out just because
// they joined the game with the same name
// as someone else -- modify the name instead.
size_t len = strlen(name);
// Recursion!
// Slowly strip characters off the end of the
// name until we no longer have a duplicate.
if (len > 1)
{
name[len-1] = '\0';
if (!EnsurePlayerNameIsGood (name, playernum))
return false;
}
else if (len == 1) // Agh!
{
// Last ditch effort...
sprintf(name, "%d", M_RandomKey(10));
if (!EnsurePlayerNameIsGood (name, playernum))
return false;
}
else
return false;
}
}
return true;
}
/** Cleans up a local player's name before sending a name change.
* Spaces at the beginning or end of the name are removed. Then if the new
* name is identical to another player's name, ignoring case, the name change
* is canceled, and the name in cv_playername[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_SkinAvailable(cv_skin[n].string);
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(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?
&& (cv_restrictskinchange.value) // Skin changes are restricted?
&& (G_GametypeHasSpectators() && players[playernum].spectator == false) // not a spectator but could be?
&& (players[playernum].jointime > 1) // permit on join
&& (leveltime > introtime) // permit during intro turnaround
&& (players[playernum].skin != oldskin)) // a skin change actually happened?
{
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);
#ifdef HAVE_DISCORDRPC
if (playernum == consoleplayer)
DRPC_UpdatePresence();
#endif
}
enum {
WP_KICKSTARTACCEL = 1<<0,
WP_SHRINKME = 1<<1,
WP_AUTOROULETTE = 1<<2,
WP_LITESTEER = 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_litesteer[ssplayer].value)
prefs |= WP_LITESTEER;
if (cv_shrinkme[ssplayer].value)
prefs |= WP_SHRINKME;
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_LITESTEER)
prefs |= WP_LITESTEER;
if (player->pflags & PF_SHRINKME)
prefs |= WP_SHRINKME;
WRITEUINT8(*cp, prefs);
}
void WeaponPref_Parse(UINT8 **cp, INT32 playernum)
{
player_t *player = &players[playernum];
UINT8 prefs = READUINT8(*cp);
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 (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);
}
}
static void Got_WeaponPref(UINT8 **cp,INT32 playernum)
{
WeaponPref_Parse(cp, playernum);
// SEE ALSO g_demo.c
demo_extradata[playernum] |= DXD_WEAPONPREF;
}
static void Got_PartyInvite(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(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(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(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).
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 (r_splitscreen >= 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 (r_splitscreen > splitscreen)
{
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)
{
char name[256];
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;
}
// disconnect from server here?
if (demo.playback)
G_StopDemo();
if (metalplayback)
G_StopMetalDemo();
// open the demo file
strcpy(name, COM_Argv(1));
// dont add .lmp so internal game demos can be played
CONS_Printf(M_GetText("Playing back demo '%s'.\n"), name);
demo.loadfiles = strcmp(COM_Argv(2), "-addfiles") == 0;
demo.ignorefiles = strcmp(COM_Argv(2), "-force") == 0;
// Internal if no extension, external if one exists
// If external, convert the file name to a path in SRB2's home directory
if (FIL_CheckExtension(name))
G_DoPlayDemo(va("%s"PATHSEP"%s", srb2home, name));
else
G_DoPlayDemo(name);
}
static void Command_Timedemo_f(void)
{
size_t i = 0;
if (COM_Argc() < 2)
{
CONS_Printf(M_GetText("timedemo <demoname> [-csv [<trialid>]] [-quit]: time a demo\n"));
return;
}
if (netgame)
{
CONS_Printf(M_GetText("You can't play a demo while in a netgame.\n"));
return;
}
// disconnect from server here?
if (demo.playback)
G_StopDemo();
if (metalplayback)
G_StopMetalDemo();
// open the demo file
strcpy (timedemo_name, COM_Argv(1));
// dont add .lmp so internal game demos can be played
// print timedemo results as CSV?
i = COM_CheckParm("-csv");
timedemo_csv = (i > 0);
if (COM_CheckParm("-quit") != i + 1)
strcpy(timedemo_csv_id, COM_Argv(i + 1)); // user-defined string to identify row
else
timedemo_csv_id[0] = 0;
// exit after the timedemo?
timedemo_quit = (COM_CheckParm("-quit") > 0);
CONS_Printf(M_GetText("Timing demo '%s'.\n"), timedemo_name);
G_TimeDemo(timedemo_name);
}
// stop current demo
static void Command_Stopdemo_f(void)
{
G_CheckDemoStatus();
CONS_Printf(M_GetText("Stopped demo.\n"));
}
static void Command_StartMovie_f(void)
{
M_StartMovie(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(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.
|| (gametyperules & (GTR_BOSS|GTR_CATCHER))) // Conventional rules.
{
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.savemode = (cv_recordmultiplayerdemos.value == 2) ? DSM_WILLAUTOSAVE : DSM_NOTSAVING;
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, gametype, 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(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(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(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(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(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(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.
if (NetPacket.packet.newteam != 0)
{
// This serves us in both teamchange contexts.
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)
{
char buf[8]; // Should be plenty
char *temp;
INT32 playernum;
if (client)
{
CONS_Printf(M_GetText("Only the server can use this.\n"));
return;
}
if (!netgame)
{
CONS_Printf(M_GetText("This only works in a netgame.\n"));
return;
}
if (COM_Argc() != 2)
{
CONS_Printf(M_GetText("promote <playernum>: give admin privileges to a player\n"));
return;
}
strlcpy(buf, COM_Argv(1), sizeof (buf));
playernum = atoi(buf);
temp = buf;
WRITEUINT8(temp, playernum);
if (playeringame[playernum])
SendNetXCmd(XD_VERIFIED, buf, 1);
}
static void Got_Verification(UINT8 **cp, INT32 playernum)
{
INT16 num = READUINT8(*cp);
if (playernum != serverplayer) // it's not from the server (hacker or bug)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal verification received from %s (serverplayer is %s)\n"), player_names[playernum], player_names[serverplayer]);
if (server)
SendKick(playernum, KICK_MSG_CON_FAIL);
return;
}
SetAdminPlayer(num);
if (num != consoleplayer)
return;
CONS_Printf(M_GetText("You are now a server administrator.\n"));
}
static void Command_RemoveAdmin_f(void)
{
char buf[8]; // Should be plenty
char *temp;
INT32 playernum;
if (client)
{
CONS_Printf(M_GetText("Only the server can use this.\n"));
return;
}
if (COM_Argc() != 2)
{
CONS_Printf(M_GetText("demote <playernum>: remove admin privileges from a player\n"));
return;
}
strlcpy(buf, COM_Argv(1), sizeof(buf));
playernum = atoi(buf);
temp = buf;
WRITEUINT8(temp, playernum);
if (playeringame[playernum])
SendNetXCmd(XD_DEMOTED, buf, 1);
}
static void Got_Removal(UINT8 **cp, INT32 playernum)
{
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(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(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(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(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_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");
}
// =========================================================================
// 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 ID: %d\nMod Version: %d\nCode Base:%d\n"), MODID, MODVERSION, CODEBASE);
}
#endif
// Returns current gametype being used.
//
static void Command_ShowGametype_f(void)
{
const char *gametypestr = NULL;
// 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 AltTitle_OnChange(void)
{
if (!cv_alttitle.value)
return; // it's fine.
if (!M_SecretUnlocked(SECRET_ALTTITLE, true))
{
CONS_Printf(M_GetText("You haven't earned this yet.\n"));
CV_StealthSetValue(&cv_alttitle, 0);
return;
}
}
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(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(UINT8 **cp, INT32 playernum)
{
INT16 newGametype = 0;
boolean baseEncore = false;
boolean optionalEncore = false;
INT16 tempVoteLevels[VOTE_NUM_LEVELS][2];
INT32 i;
if (playernum != serverplayer) // 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(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(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(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(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(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(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();
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);
// 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;
}
}
/** Prints the number of displayplayers[0].
*
* \todo Possibly remove this; it was useful for debugging at one point.
*/
static void Command_Displayplayer_f(void)
{
int playernum;
int i;
for (i = 0; i <= splitscreen; ++i)
{
playernum = g_localplayers[i];
CONS_Printf(
"local player %d: \x84(%d) \x83%s\x80\n",
i,
playernum,
player_names[playernum]
);
}
CONS_Printf("\x83----------------------------------------\x80\n");
for (i = 0; i <= r_splitscreen; ++i)
{
playernum = displayplayers[i];
CONS_Printf(
"display player %d: \x84(%d) \x83%s\x80\n",
i,
playernum,
player_names[playernum]
);
}
}
/** 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)
{
if (restoreMenu == NULL)
{
D_StartTitle();
}
else
{
D_ClearState();
M_StartControlPanel();
}
}
}
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();
}
/** 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
{
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)
{
if (K_CanChangeRules(false) == false)
{
CV_StealthSet(&cv_karteliminatelast, cv_karteliminatelast.defaultvalue);
}
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(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
}