#include "g_local.h" void Svcmd_Test_f (void) { gi.cprintf (NULL, PRINT_HIGH, "Svcmd_Test_f()\n"); } /* ============================================================================== PACKET FILTERING You can add or remove addresses from the filter list with: addip removeip The ip address is specified in dot format, and any unspecified digits will match any value, so you can specify an entire class C network with "addip 192.246.40". Removeip will only remove an address specified exactly the same way. You cannot addip a subnet, then removeip a single host. listip Prints the current list of filters. writeip Dumps "addip " commands to listip.cfg so it can be execed at a later date. The filter lists are not saved and restored by default, because I beleive it would cause too much confusion. filterban <0 or 1> If 1 (the default), then ip addresses matching the current list will be prohibited from entering the game. This is the default setting. If 0, then only addresses matching the list will be allowed. This lets you easily set up a private game, or a game that only allows players from your local network. ============================================================================== */ typedef struct { unsigned mask; unsigned compare; } ipfilter_t; #define MAX_IPFILTERS 1024 ipfilter_t ipfilters[MAX_IPFILTERS]; int numipfilters; /* ================= StringToFilter ================= */ static qboolean StringToFilter (char *s, ipfilter_t *f) { char num[128]; int i, j; byte b[4]; byte m[4]; for (i=0 ; i<4 ; i++) { b[i] = 0; m[i] = 0; } for (i=0 ; i<4 ; i++) { if (*s < '0' || *s > '9') { gi.cprintf(NULL, PRINT_HIGH, "Bad filter address: %s\n", s); return false; } j = 0; while (*s >= '0' && *s <= '9') { num[j++] = *s++; } num[j] = 0; b[i] = atoi(num); if (b[i] != 0) m[i] = 255; if (!*s) break; s++; } f->mask = *(unsigned *)m; f->compare = *(unsigned *)b; return true; } /* ================= SV_FilterPacket ================= */ qboolean SV_FilterPacket (char *from) { int i; unsigned in; byte m[4]; char *p; i = 0; p = from; while (*p && i < 4) { m[i] = 0; while (*p >= '0' && *p <= '9') { m[i] = m[i]*10 + (*p - '0'); p++; } if (!*p || *p == ':') break; i++, p++; } in = *(unsigned *)m; for (i=0 ; ivalue; return (int)!filterban->value; } /* ================= SV_Cheats_f ================= */ void SVCmd_Cheats_f (void) { char *msg; msg = "sv cheats -- Bad Arguments\n"; if ((!sv_cheats->value) || (Q_strcasecmp(gi.argv(2), "on")==0)|| (Q_strcasecmp(gi.argv(2), "1")==0) ) { msg = "Cheats on server are now ON\n"; sv_cheats->value = 1; } else if ((sv_cheats->value)||(Q_strcasecmp(gi.argv(2), "off")==0)|| (Q_strcasecmp(gi.argv(2), "0")==0) ) { msg = "Cheats on server are now OFF\n"; sv_cheats->value = 0; } gi.cprintf (NULL, PRINT_HIGH, msg); } /* ================= SV_Teams_f ================= */ void SVCmd_Teams_f (void) { char *msg; msg = "sv cheats -- Bad Arguments\n"; if (coop->value) { if (sv_teams->value) { sv_teams->value = 0; msg = "Friendly Fire ON\n"; } else { sv_teams->value = 1; msg = "Friendly Fire OFF\n"; } } else if (!deathmatch->value) return; else { if (!Q_strcasecmp(gi.argv(2), "lock")) { sv_teams->value = 1; sv_teams_locked->value=1; msg = "Color Teams are now LOCKED\n"; } else if (!Q_strcasecmp(gi.argv(2), "unlock")) { sv_teams->value = 1; sv_teams_locked->value=0; msg = "Color Teams are now UNLOCKED\n"; } else if ((!sv_teams->value) || !(Q_strcasecmp(gi.argv(2), "on"))|| !(Q_strcasecmp(gi.argv(2), "1")) ) { msg = "Color Teams now ON\n"; sv_teams->value = 1; } else if ((sv_teams->value)|| !(Q_strcasecmp(gi.argv(2), "off"))|| !(Q_strcasecmp(gi.argv(2), "0")) ) { msg = "Color Teams now OFF\n"; sv_teams->value = 0; } } gi.cprintf (NULL, PRINT_HIGH, msg); } /* ================= SV_AddIP_f ================= */ void SVCmd_AddIP_f (void) { int i; if (gi.argc() < 3) { gi.cprintf(NULL, PRINT_HIGH, "Usage: addip \n"); return; } for (i=0 ; i\n"); return; } if (!StringToFilter (gi.argv(2), &f)) return; for (i=0 ; itargetname) break; if (!game.spawnpoint[0] || !spot->targetname) continue; if (Q_stricmp(game.spawnpoint, spot->targetname) == 0) break; } if (!spot) { if (!game.spawnpoint[0]) { // there wasn't a spawnpoint without a target, so use any spot = G_Find (spot, FOFS(classname), "info_player_start"); } if (!spot) gi.error ("Couldn't find spawn point %s\n", game.spawnpoint); } } VectorCopy (spot->s.origin, origin); origin[2] += 9; VectorCopy (spot->s.angles, angles); //add standard spawn shizt KillBox(ent); gi.WriteByte (svc_muzzleflash); gi.WriteShort (spot-g_edicts); gi.WriteByte (MZ_LOGIN); gi.multicast (spot->s.origin, MULTICAST_PVS); } void SVCmd_Monster_f (void) { edict_t *ent; char *monster; int j; monster = gi.argv(2); if (!(deathmatch->value)) { gi.cprintf (NULL, PRINT_HIGH, "Cannot spawn monsters in Coop or SP\n"); return; } deathmatch->value=0; // gi.cprintf (NULL, PRINT_HIGH, "\"%s\"\n", monster); //START MONSTER SPAWN CODE... if (Q_strcasecmp(monster, "berserk")==0) { ent = G_Spawn(); ent->classname="monster_berserk"; MonsterSpawn (ent, ent->s.origin, ent->s.angles); VectorCopy(ent->s.origin,ent->s.old_origin); SP_monster_berserk(ent); monster="Berserk"; gi.cprintf (NULL, PRINT_HIGH, "Spawning %s\n", monster); } else if (Q_strcasecmp(monster, "gunner")==0) { ent = G_Spawn(); ent->classname="monster_gunner"; MonsterSpawn (ent, ent->s.origin, ent->s.angles); VectorCopy(ent->s.origin,ent->s.old_origin); SP_monster_gunner(ent); monster="Gunner"; gi.cprintf (NULL, PRINT_HIGH, "Spawning %s\n", monster); } else if (Q_strcasecmp(monster, "infantry")==0) { ent = G_Spawn(); ent->classname="monster_infantry"; MonsterSpawn (ent, ent->s.origin, ent->s.angles); VectorCopy(ent->s.origin,ent->s.old_origin); SP_monster_infantry(ent); monster="Infantry"; gi.cprintf (NULL, PRINT_HIGH, "Spawning %s\n", monster); } else if (Q_strcasecmp(monster, "soldier1")==0) { ent = G_Spawn(); ent->classname="monster_soldier_light"; MonsterSpawn (ent, ent->s.origin, ent->s.angles); VectorCopy(ent->s.origin,ent->s.old_origin); SP_monster_soldier_light(ent); monster="Blaster Soldier"; gi.cprintf (NULL, PRINT_HIGH, "Spawning %s\n", monster); } else if (Q_strcasecmp(monster, "soldier2")==0) { ent = G_Spawn(); ent->classname="monster_soldier"; MonsterSpawn (ent, ent->s.origin, ent->s.angles); VectorCopy(ent->s.origin,ent->s.old_origin); SP_monster_soldier(ent); monster="Shotgun Soldier"; gi.cprintf (NULL, PRINT_HIGH, "Spawning %s\n", monster); } else if (Q_strcasecmp(monster, "soldier3")==0) { ent = G_Spawn(); ent->classname="monster_soldier_ss"; MonsterSpawn (ent, ent->s.origin, ent->s.angles); VectorCopy(ent->s.origin,ent->s.old_origin); SP_monster_soldier_ss(ent); monster="SMG Soldier"; gi.cprintf (NULL, PRINT_HIGH, "Spawning %s\n", monster); } else if (Q_strcasecmp(monster, "chick")==0) { ent = G_Spawn(); ent->classname="monster_chick"; MonsterSpawn (ent, ent->s.origin, ent->s.angles); VectorCopy(ent->s.origin,ent->s.old_origin); SP_monster_chick(ent); monster="Chick"; gi.cprintf (NULL, PRINT_HIGH, "Spawning %s\n", monster); } else if (Q_strcasecmp(monster, "mutant")==0) { ent = G_Spawn(); ent->classname="monster_mutant"; MonsterSpawn (ent, ent->s.origin, ent->s.angles); VectorCopy(ent->s.origin,ent->s.old_origin); SP_monster_mutant(ent); monster="Mutant"; gi.cprintf (NULL, PRINT_HIGH, "Spawning %s\n", monster); } else if (Q_strcasecmp(monster, "floater")==0) { ent = G_Spawn(); ent->classname="monster_floater"; MonsterSpawn (ent, ent->s.origin, ent->s.angles); VectorCopy(ent->s.origin,ent->s.old_origin); SP_monster_floater(ent); monster="Floater"; gi.cprintf (NULL, PRINT_HIGH, "Spawning %s\n", monster); } else if (Q_strcasecmp(monster, "hover")==0) { ent = G_Spawn(); ent->classname="monster_hover"; MonsterSpawn (ent, ent->s.origin, ent->s.angles); VectorCopy(ent->s.origin,ent->s.old_origin); SP_monster_hover(ent); monster="Hover"; gi.cprintf (NULL, PRINT_HIGH, "Spawning %s\n", monster); } else if ((Q_strcasecmp(monster, "rand")==0)|| (Q_strcasecmp(monster, "random")==0)|| (Q_strcasecmp(monster, "")==0)) { ent = G_Spawn(); MonsterSpawn (ent, ent->s.origin, ent->s.angles); VectorCopy(ent->s.origin,ent->s.old_origin); if (random()>.8) { ent->classname="monster_hover"; monster="Hover"; SP_monster_hover(ent); } else if (random()>.85) { ent->classname="monster_floater"; monster="Floater"; SP_monster_floater(ent); } else if (random()>.80) { ent->classname="monster_mutant"; monster="Mutant"; SP_monster_mutant(ent); } else if (random()>.75) { ent->classname="monster_chick"; monster="Chick"; SP_monster_chick(ent); } else if (random()>.70) { ent->classname="monster_soldier_ss"; monster="SMG Soldier"; SP_monster_soldier_ss(ent); } else if (random()>.65) { ent->classname="monster_soldier"; monster="Shotgun Soldier"; SP_monster_soldier(ent); } else if (random()>.60) { ent->classname="monster_soldier_light"; monster="Blaster Soldier"; SP_monster_soldier_light(ent); } else if (random()>.55) { ent->classname="monster_infantry"; monster="Infantry"; SP_monster_infantry(ent); } else if (random()>.50) { ent->classname="monster_gunner"; monster="Gunner"; SP_monster_gunner(ent); } else { ent->classname="monster_berserk"; monster="Berserk"; SP_monster_berserk(ent); } gi.cprintf (NULL, PRINT_HIGH, "Spawning %s\n", monster); } else { gi.cprintf (NULL, PRINT_HIGH, "Invalid Monster\n"); deathmatch->value=1; return; } //END MONSTER SPAWN CODE //clear spawn point ent->target_ent = ent; ent->MonsterFind = ent; ent->enemy = ent; ent->goalentity = ent; ent->movetarget = ent; deathmatch->value=1; } /* ================= SV_ListIP_f ================= */ void SVCmd_ListIP_f (void) { int i; byte b[4]; gi.cprintf (NULL, PRINT_HIGH, "Filter list:\n"); for (i=0 ; istring) sprintf (name, "%s/listip.cfg", GAMEVERSION); else sprintf (name, "%s/listip.cfg", game->string); gi.cprintf (NULL, PRINT_HIGH, "Writing %s.\n", name); f = fopen (name, "wb"); if (!f) { gi.cprintf (NULL, PRINT_HIGH, "Couldn't open %s\n", name); return; } fprintf(f, "set filterban %d\n", (int)filterban->value); for (i=0 ; i