#include "quakedef.h" #include #ifdef _WIN32 #include "winquake.h" #endif qboolean care_f_modified; qboolean f_modified_particles; static void QDECL rulesetcallback(cvar_t *var, char *oldval) { Validation_Apply_Ruleset(); } cvar_t allow_f_version = CVAR("allow_f_version", "1"); cvar_t allow_f_server = CVAR("allow_f_server", "1"); cvar_t allow_f_skins = CVAR("allow_f_skins", "1"); cvar_t allow_f_ruleset = CVAR("allow_f_ruleset", "1"); cvar_t allow_f_scripts = CVAR("allow_f_scripts", "1"); #ifdef HAVE_LEGACY cvar_t allow_f_modified = CVAR("allow_f_modified", "1"); cvar_t allow_f_fakeshaft = CVAR("allow_f_fakeshaft", "1"); cvar_t auth_validateclients = CVAR("auth_validateclients", "1"); #endif cvar_t allow_f_system = CVAR("allow_f_system", "0"); cvar_t allow_f_cmdline = CVAR("allow_f_cmdline", "0"); cvar_t ruleset = CVARCD("ruleset", "none", rulesetcallback, "Known rulesets are:\nnone: no explicit rules, all 'minor cheats' are allowed.\nstrict: equivelent to the smackdown ruleset. Note that this will block certain graphical enhancements too."); #ifdef HAVE_LEGACY #define SECURITY_INIT_BAD_CHECKSUM 1 #define SECURITY_INIT_BAD_VERSION 2 #define SECURITY_INIT_ERROR 3 #define SECURITY_INIT_NOPROC 4 typedef struct signed_buffer_s { qbyte *buf; unsigned long size; } signed_buffer_t; typedef signed_buffer_t *(*Security_Verify_Response_t) (int playernum, unsigned char *, char *userinfo, char *serverinfo); typedef int (*Security_Init_t) (char *); typedef signed_buffer_t *(*Security_Generate_Crc_t) (int playernum, char *userinfo, char *serverinfo); typedef signed_buffer_t *(*Security_IsModelModified_t) (char *, int, qbyte *, int); typedef void (*Security_Supported_Binaries_t) (void *); typedef void (*Security_Shutdown_t) (void); static Security_Verify_Response_t Security_Verify_Response; static Security_Init_t Security_Init; static Security_Generate_Crc_t Security_Generate_Crc; static Security_IsModelModified_t Security_IsModelModified; static Security_Supported_Binaries_t Security_Supported_Binaries; static Security_Shutdown_t Security_Shutdown; #if 0//def _WIN32 static void *secmodule; #endif #endif static void Validation_Version(void) { char sr[256]; char *s = sr; char authbuf[256]; char *auth = authbuf; extern cvar_t r_drawflat; //print certain allowed 'cheat' options. //realtime lighting (shadows can show around corners) //drawflat is just lame //24bits can be considered eeeevil, by some. #ifdef RTLIGHTS if (r_shadow_realtime_world.ival) *s++ = 'W'; else if (r_shadow_realtime_dlight.ival) *s++ = 'S'; #endif if (r_drawflat.ival || r_lightmap.ival) *s++ = 'F'; if (gl_load24bit.ival) *s++ = 'H'; *s = '\0'; if (!allow_f_version.ival) return; //suppress it #ifdef HAVE_LEGACY if (Security_Generate_Crc) { signed_buffer_t *resp; resp = NULL;//Security_Generate_Crc(cl.playerview[0].playernum, cl.players[cl.playerview[0].playernum].userinfo, cl.serverinfo); if (!resp || !resp->buf) auth = ""; else Q_snprintfz(auth, sizeof(authbuf), " crc: %s", resp->buf); } else #endif auth = ""; if (*sr) Cbuf_AddText (va("say %s "PLATFORM"/%s/%s%s\n", version_string(), q_renderername, sr, auth), RESTRICT_RCON); else Cbuf_AddText (va("say %s "PLATFORM"/%s%s\n", version_string(), q_renderername, auth), RESTRICT_RCON); } void Validation_CheckIfResponse(char *text) { #ifdef HAVE_LEGACY //client name, version type(os-renderer where it matters, os/renderer where renderer doesn't), 12 char hex crc int f_query_client; int i; char *crc; char *versionstring; if (!Security_Verify_Response) return; //valid or not, we can't check it. if (!auth_validateclients.ival) return; //do the parsing. { char *comp; int namelen; for (crc = text + strlen(text) - 1; crc > text; crc--) if ((unsigned)*crc > ' ') break; //find the crc. for (i = 0; i < 29; i++) { if (crc <= text) return; //not enough chars. if ((unsigned)crc[-1] <= ' ') break; crc--; } //we now want 3 string seperated tokens, so the first starts at the fourth found ' ' + 1 i = 7; for (comp = crc-1; ; comp--) { if (comp < text) return; if (*comp == ' ') { i--; if (!i) break; } } versionstring = comp+1; if (comp <= text) return; //not enough space for the 'name:' if (*(comp-1) != ':') return; //whoops. not a say. namelen = comp - text-1; for (f_query_client = 0; f_query_client < cl.allocated_client_slots; f_query_client++) { if (strlen(cl.players[f_query_client].name) == namelen) if (!strncmp(cl.players[f_query_client].name, text, namelen)) break; } if (f_query_client == cl.allocated_client_slots) return; //looks like a validation, but it's not from a known client. } { char *match = DISTRIBUTION" v"; if (strncmp(versionstring, match, strlen(match))) return; //this is not us } //now do the validation { signed_buffer_t *resp; resp = NULL;//Security_Verify_Response(f_query_client, crc, cl.players[f_query_client].userinfo, cl.serverinfo); if (resp && resp->size && *resp->buf) Con_Printf(CON_NOTICE "Authentication Successful.\n"); else// if (!resp) Con_Printf(CON_ERROR "AUTHENTICATION FAILED.\n"); } #endif } void InitValidation(void) { Cvar_Register(&allow_f_version, "Authentication"); Cvar_Register(&allow_f_server, "Authentication"); #ifdef HAVE_LEGACY Cvar_Register(&allow_f_modified, "Authentication"); Cvar_Register(&allow_f_fakeshaft, "Authentication"); #endif Cvar_Register(&allow_f_skins, "Authentication"); Cvar_Register(&allow_f_ruleset, "Authentication"); Cvar_Register(&allow_f_scripts, "Authentication"); Cvar_Register(&allow_f_system, "Authentication"); Cvar_Register(&allow_f_cmdline, "Authentication"); Cvar_Register(&ruleset, "Authentication"); #ifdef HAVE_LEGACY #if 0//def _WIN32 secmodule = LoadLibrary("fteqw-security.dll"); if (secmodule) { Security_Verify_Response = (void*)GetProcAddress(secmodule, "Security_Verify_Response"); Security_Init = (void*)GetProcAddress(secmodule, "Security_Init"); Security_Generate_Crc = (void*)GetProcAddress(secmodule, "Security_Generate_Crc"); Security_IsModelModified = (void*)GetProcAddress(secmodule, "Security_IsModelModified"); Security_Supported_Binaries = (void*)GetProcAddress(secmodule, "Security_Supported_Binaries"); Security_Shutdown = (void*)GetProcAddress(secmodule, "Security_Shutdown"); } #endif if (Security_Init) { switch(Security_Init(va("%s %.2f %i", DISTRIBUTION, 2.57, version_number()))) { case SECURITY_INIT_BAD_CHECKSUM: Con_Printf("Checksum failed. Security module does not support this build. Go upgrade it.\n"); break; case SECURITY_INIT_BAD_VERSION: Con_Printf("Version failed. Security module does not support this version. Go upgrade.\n"); break; case SECURITY_INIT_ERROR: Con_Printf("'Generic' security error. Stop hacking.\n"); break; case SECURITY_INIT_NOPROC: Con_Printf("/proc/* does not exist. You will need to upgrade/reconfigure your kernel.\n"); break; case 0: Cvar_Register(&auth_validateclients, "Authentication"); return; } #if 0//def _WIN32 FreeLibrary(secmodule); #endif } Security_Verify_Response = NULL; Security_Init = NULL; Security_Generate_Crc = NULL; Security_IsModelModified = NULL; Security_Supported_Binaries = NULL; Security_Shutdown = NULL; #endif } ////////////////////// //f_modified #ifdef HAVE_LEGACY #define FMOD_DM 1 #define FMOD_TF 2 static const struct { const char *name; unsigned int flags; unsigned int hashes; const char *hash; } modifiles[] = /*Note: I don't know what that 'debug' package refers to, these are just the hashes from ezquake.*/ { {"progs/armor.mdl", FMOD_DM | FMOD_TF, 4, "\xef\xb8\xd1\x18\x73\xd9\x43\xfe\x13\x43\x10\xbb\x90\x90\x6a\xef\x96\x86\x04\x2b" //quake "\xfc\x4f\x26\x8d\x7c\x1e\xbb\xfa\xbc\x28\x11\xc8\x32\x3d\x63\x21\x4f\x59\x0b\xfa" //debug "\x2a\xc5\x72\x77\x13\x7c\xe3\xde\x23\x85\xbc\xbb\xba\x25\x85\x34\x49\xd6\x1b\x6e" //ruohis "\xb2\xe7\x47\x56\x46\x57\x46\x52\xfa\x20\x03\xc1\x0c\xc9\x92\x1e\x72\x7c\x57\x27"},//plaguespack {"progs/backpack.mdl", FMOD_DM | FMOD_TF, 2, "\xeb\xda\xce\x80\x82\xd2\xf7\x18\xc2\xe7\x11\xa9\xaa\x09\xe6\xff\x05\x60\x0a\x05" //quake "\x82\xf3\xc1\xe7\x2e\xc2\x3d\x0c\xc0\x04\x1a\xd3\x52\xed\x51\x72\x23\xf2\xba\x45"},//debug {"progs/bolt2.mdl", FMOD_DM | FMOD_TF, 1, "\xde\xa8\xfb\x14\xe4\x7a\x23\x99\x43\x60\x80\xc8\x54\xa4\xee\xeb\xa9\x99\x4a\x02"},//quake {"progs/end1.mdl", FMOD_DM | FMOD_TF, 2, "\x9f\xd1\xfe\xd1\x32\xc6\x67\x5d\xe6\xa0\x72\x1d\xd7\x39\xab\x14\xc4\x35\xf4\x4b" //quake "\x22\x93\xff\x51\x3d\xb8\x31\x8b\xbf\xbe\x88\x89\xe7\xdc\x17\x09\x04\x8e\x57\xd9"},//ruohis {"progs/end2.mdl", FMOD_DM | FMOD_TF, 3, "\x20\xe6\xee\x98\x79\xcd\x7a\x10\x0d\x62\x31\x83\x48\x18\x9a\x2a\x1a\x9e\xd2\x64" //quake "\x10\xb9\xa1\xe3\x6a\xe3\xc4\x28\x21\x93\xf6\x1a\x99\xdf\x19\x9d\xcb\xbf\xce\x5b" //unknown "\x4b\x1e\xa7\x2e\x22\xcf\xf6\x0e\xa5\x3b\xd5\x86\x3d\x43\x45\x11\x54\x20\x71\xe6"},//ruohis {"progs/end3.mdl", FMOD_DM | FMOD_TF, 3, "\x6d\x33\x1e\x7f\xb0\x4b\x4f\xe0\x1a\x5a\xc2\x4a\xe7\xdd\xae\x2c\x19\x33\x97\x09" //quake "\x10\xb9\xa1\xe3\x6a\xe3\xc4\x28\x21\x93\xf6\x1a\x99\xdf\x19\x9d\xcb\xbf\xce\x5b" //unknown "\xa0\xed\xc3\x04\x34\x25\x4f\x2b\xca\xbb\x7a\x12\xcf\x97\x5c\x75\x97\x65\x5b\x13"},//ruohis {"progs/end4.mdl", FMOD_DM | FMOD_TF, 3, "\xaa\x72\xb5\xa4\x8d\xc3\x00\xdd\xa2\x8d\x0f\x13\x55\x0e\x7f\x79\x76\x2b\xa5\xcc" //quake "\x10\xb9\xa1\xe3\x6a\xe3\xc4\x28\x21\x93\xf6\x1a\x99\xdf\x19\x9d\xcb\xbf\xce\x5b" //unkown "\xc1\x54\x5a\x4d\xba\xaa\xa8\x1f\x2b\x5b\x0a\x60\x3f\xff\x08\x75\xde\x03\xaf\xc7"},//ruohis {"progs/eyes.mdl", FMOD_DM | FMOD_TF, 1, "\xa8\x25\x6f\x27\x82\xf7\xb8\xc6\x52\x5d\xf7\x3e\x3e\x16\x1d\x91\x57\xe5\x79\x5d"},//quake {"progs/g_light.mdl", FMOD_DM | FMOD_TF, 4, "\x66\x93\x9b\xcb\x91\x4d\xd7\x1f\xf6\x82\x6a\x9a\x3e\x2e\x6b\x5d\xac\xf5\x58\xc4" //quake "\x78\xb4\x78\x9d\x49\xc8\x44\xfb\x9d\x6d\x6b\xc5\x39\x78\x73\xab\x48\xd8\xcf\x1f" //debug "\x92\xb8\x31\x62\x16\xd6\x39\x1f\x5d\x71\x42\x14\x26\x28\xfc\xfb\xd6\xd8\x66\xc8" //plague "\xb8\x50\x2d\xfe\xb4\x6e\xd5\x6a\xeb\xfc\x79\xe5\x6d\x6f\xe4\x43\xda\x16\xf6\x82"},//ruohis {"progs/g_nail.mdl", FMOD_DM | FMOD_TF, 5, "\x71\x9f\x20\x7b\x0f\xd0\x7c\xa7\x53\x49\xf2\x91\x4b\x26\x2f\x93\x40\x74\x0e\x35" //quake "\x5d\x9f\x61\xc6\x85\x1a\x51\x55\x63\xcc\xe0\x6d\x1a\x17\x61\xef\x73\xb1\xb1\x36" //debug "\xc6\x31\x2e\xcb\xab\x64\x10\x1f\x81\xe6\x0b\x5e\x42\x86\x65\x5e\xf4\x1e\x41\xd9" //plague "\x7e\xa3\x7d\xbe\x2b\x27\x31\xb5\x9a\xe8\x7d\x0c\xbd\x87\xf3\x26\xee\x31\xdc\x20" //ruohis "\x64\x19\xdd\x86\x85\x6f\xe6\xeb\x4c\x5b\x7e\xf2\xda\xae\x30\x32\x60\x38\xc1\x10"},//pdp {"progs/g_nail2.mdl", FMOD_DM | FMOD_TF, 4, "\x99\x44\xcb\x97\x1a\xe1\xe3\x88\xca\x6e\xec\xec\x8f\x6c\x3f\x88\x0c\xcf\x7e\xac" //quake "\x69\x83\xd5\x9c\x27\x85\x4c\xe5\xb4\x34\xa2\xce\x3e\xd9\x2b\x47\x55\x86\xfa\x7d" //debug "\x01\xe4\x3f\x7d\x44\x43\x8a\x73\x39\x24\xb6\x4a\xeb\x13\x73\xba\x36\x85\x6f\x6a" //plague "\xca\x15\xdf\x38\x50\x43\xdb\xe2\x41\x58\x06\x5c\x8c\x54\xec\x67\xb2\xf0\xb3\x3d"},//ruohis {"progs/g_rock.mdl", FMOD_DM | FMOD_TF, 5, "\x83\xdd\x17\x90\x4c\x95\x0d\x15\x44\x45\x5f\x9b\x72\x3b\x84\x10\x8e\x06\x97\x46" //quake "\x53\x92\x4e\x33\x52\xa2\xa5\xa5\x56\xa8\xb9\x68\x47\x66\x22\x5e\xc7\xee\xba\xe4" //debug "\xb0\xc7\x1f\xe3\x18\x06\x20\x35\x3c\x97\xa6\x8b\x55\xc5\x96\x12\xde\x1b\x54\xb2" //plague "\x9a\xe2\xe3\xd2\xcf\x2a\x3a\x1e\x53\x1d\xf2\xa2\xdd\x2a\x45\x60\xfa\x2a\x73\xd8" //ruohis "\xfe\x90\xe9\x10\xd2\x1e\x40\x3b\xad\x71\x9d\x9a\x59\xf0\x85\x90\x8f\x08\x10\x77"},//pdp {"progs/g_rock2.mdl", FMOD_DM | FMOD_TF, 5, "\x20\xec\x47\x5a\xdc\x1c\x21\xd0\x60\xaf\xb8\xd6\xab\x3e\x81\xaf\x5b\x0b\x33\xba" //quake "\xf9\x10\x4e\xe2\x41\xbc\x53\x0f\x2b\xee\x43\x60\xec\x7e\x57\x3d\x4c\x12\x75\xbc" //debug "\xe9\xb3\x4e\x67\x27\x59\x32\xde\x37\x43\xbd\xda\x5c\x75\x7a\xc9\xf9\xf1\xf4\x97" //plagur "\x58\x0c\x35\x54\x88\xfd\x09\x6a\x80\x4b\x21\xae\xde\x71\x1d\xc7\xe6\x0f\x9d\x10" //ruohis "\xd9\x80\x42\x3c\x56\x3a\xa4\xd8\xeb\x31\xf9\xef\xaf\x10\x63\xb7\xad\x39\x8c\xb2"},//pdp {"progs/g_shot.mdl", FMOD_DM | FMOD_TF, 5, "\xe1\x35\xa7\x35\x90\x60\xee\xc1\xb5\x40\x89\x9f\x1c\xfd\xde\x6c\x67\x1d\xec\x7e" //quake "\x28\xa8\xbb\x7b\x98\x8f\x43\x99\x47\x37\x5e\x97\x2b\x8a\xbc\x6c\xb7\x4d\xa6\xd3" //debug "\x58\x63\x48\xd3\x37\x3d\x3a\x4a\xe4\x43\xfc\x0e\x89\x2f\xa4\x55\x19\x85\x07\xf8" //plague "\xd8\xaf\x4c\xc7\x02\xf9\x3a\xbc\x88\xb5\x52\xbb\x30\xca\x6f\x6f\x54\xb5\x2a\x5b" //ruohis "\x5f\x01\x9f\x3a\x9e\xa2\x17\xd8\xfa\x87\x7a\xdc\x28\x16\xe3\xc6\x19\x11\x99\xaa"},//pdp {"progs/gib1.mdl", FMOD_DM | FMOD_TF, 3, "\xa4\x9e\xdc\x99\x4a\xf7\x9b\x6e\x1e\x0a\x71\x25\x7b\xc7\x1f\x70\x92\x70\x77\x09" //quake "\xfd\x06\xee\x69\x83\x84\xac\x8b\x3e\xa4\xc5\xf9\x22\x37\x51\xd7\xff\xa4\xd5\x55" //debug "\xf8\x57\xff\x05\x96\xa0\x73\x10\x55\xd0\xe5\xc7\x0b\x04\x6c\x9c\x8a\xeb\xd2\x96"},//ruohis {"progs/gib2.mdl", FMOD_DM | FMOD_TF, 3, "\x9b\xe2\xc3\x5a\xd9\x58\x63\xd6\x7a\xd2\x44\x10\xad\x48\xda\xb3\xbb\x9f\x1e\x5f" //quake "\xdf\xa1\x51\x32\x08\x82\xe6\x50\x97\xf7\xf0\xef\x71\x4e\x89\x89\xe3\x5b\x50\x65" //debug "\x87\xd6\x23\xdf\x47\x90\xea\x51\x97\x34\xdb\xbf\xdb\x63\x7b\xed\xfb\x1b\x1a\x13"},//ruohis {"progs/gib3.mdl", FMOD_DM | FMOD_TF, 3, "\x61\x8e\x55\xc6\x63\x4f\xea\x13\x45\xda\xc9\x20\x2e\x21\x40\x06\x50\xf3\x98\x7b" //quake "\x46\x0b\x8f\x79\x50\x72\x5c\xe5\xf5\xf3\x2f\x88\x80\x5a\x49\x75\x99\xed\xa3\x19" //debug "\x1e\xf0\x5d\xff\x2f\x95\x06\x76\x84\xc7\x36\xdd\x33\x2d\xd7\xa0\x33\xfa\x6a\x06"},//ruohis {"progs/grenade.mdl", FMOD_DM | FMOD_TF, 4, "\xb8\xff\xdf\x60\x0c\x1f\x87\xfc\x25\xc3\xf3\xd9\xaf\xdc\xaa\x61\xbf\x7c\xc3\x0e" //quake "\x12\xdb\xf5\xda\x02\xfc\xd4\x41\x5a\xd3\x4d\x76\x88\x08\x49\xa4\xea\x6c\xd2\xd5" //debug "\x10\xb9\xa1\xe3\x6a\xe3\xc4\x28\x21\x93\xf6\x1a\x99\xdf\x19\x9d\xcb\xbf\xce\x5b" //plague "\x1e\x57\xe5\xec\xe8\x61\x5d\xa3\x49\xdf\xb6\xe2\xd9\x72\x53\xf3\x10\x89\xc7\x7a"},//ruohis {"progs/invisibl.mdl", FMOD_DM | FMOD_TF, 3, "\x89\xf3\xe2\x23\x7f\x65\x79\x84\x25\x0d\x7e\x43\xae\x0b\x10\xee\x75\xa7\xd6\xba" //quake "\x60\xae\xac\xe5\xfd\xe8\x2f\x8b\x78\x8e\xef\xb8\xe4\x6a\x23\x8d\xe3\x0b\xdb\xc3" //debug "\x7e\x7e\x50\xb7\x19\x70\xdc\x84\x39\x1c\x5f\x8f\x79\x29\xdf\xc0\xdd\x93\x6b\xe8"},//ruohis {"progs/invulner.mdl", FMOD_DM | FMOD_TF, 3, "\x75\xe1\x7e\x98\x35\x4f\x0d\xfd\x1c\x64\xd2\x06\xc8\x0d\x5c\x72\x7a\x53\x1f\x87" //quake "\x3e\x0a\xb0\x57\x6d\xfa\x9a\x00\xcb\xc8\xc2\xa4\xcc\xec\xb0\xa7\x49\x70\xe5\xa9" //debug "\x18\xa1\xcc\xdd\x41\x3d\x14\x9e\x57\xdc\xa8\xa2\xb7\x4e\x74\x82\x1b\x30\xaf\x09"},//ruohis {"progs/missile.mdl", FMOD_DM | FMOD_TF, 4, "\xe8\xee\xdf\x9a\xc1\x72\x58\x18\xf8\x36\xbb\xb3\xab\x29\x6e\x99\xa9\xb2\x6a\xd4" //quake "\x78\xa0\xe7\x2a\xd4\x93\x93\xc3\x88\x67\x57\x73\xd2\x99\x26\x24\xfd\x0b\x19\x8f" //debug "\xec\xb3\x47\xe0\xe2\xd2\x03\xad\x07\x62\x14\x2a\xdf\xf2\xe1\x99\x42\x9f\x22\xfb" //plague "\xca\x4a\x84\x7e\xf9\x7e\xb0\xb1\xd8\x94\x89\x3d\x4e\xd1\xb4\xe6\x58\x98\xc4\x56"},//ruohis {"progs/quaddama.mdl", FMOD_DM | FMOD_TF, 3, "\x63\xf6\x60\x27\x05\x84\xdc\x32\xdf\x63\x75\x05\xa7\xc3\x14\x96\x9b\x94\x25\x01" //quake "\x56\xa1\x10\x90\xdb\xad\x63\x1b\xe3\xd9\x9b\xbc\x4e\x6e\x8d\xff\x60\x12\xcd\xce" //debug "\x6c\xcf\x93\xdb\xb8\xa0\x06\x70\x56\x8c\xb2\x90\xa7\xfb\x7a\xf9\xcb\x99\x36\x42"},//ruohis {"progs/s_spike.mdl", FMOD_DM | FMOD_TF, 4, "\xe5\xf8\x08\xf3\xe2\x42\xc2\xcd\x1f\xb0\x71\x4f\x0a\x88\xb9\xaf\x9f\x8e\x19\x52" //quake "\xcc\xe4\x59\xb1\xf0\xcc\x5d\xbc\xab\x93\x6e\x65\x24\xdd\x72\x3e\xc6\x6f\x44\x10" //debug "\x11\x1b\xc6\xe7\x30\x7f\x3a\x70\xda\xa5\x51\x00\xd1\x5b\x4a\xb8\xac\x45\x36\xe2" //plague "\xc5\x84\xbf\x40\x9c\x5a\xb8\xca\x24\xaa\x8b\x49\xc6\xd9\x07\xbe\x56\x67\x66\x6b"},//ruohis {"progs/spike.mdl", FMOD_DM | FMOD_TF, 4, "\xaf\xad\xd9\xeb\x28\x2f\x3b\xfb\x34\x2c\xcc\x67\x1a\xc2\x6e\x92\x33\xa2\xe1\x09" //quake "\x44\xb9\x8b\xe7\xe4\x53\xa7\x92\x6b\x22\x5c\x43\x5e\xa6\x21\x40\x6b\x8c\x38\xef" //debug "\x95\xcb\xf1\x28\x91\xed\xb8\xaf\xff\x00\x83\x6a\x3f\xc0\x29\xeb\xcb\xbb\xa2\x28" //plague "\x80\x59\x22\xd8\xf7\xe9\x99\x02\x66\xfd\x32\x67\x64\x52\x55\x54\x03\xa4\xbd\x67"},//ruohis {"progs/suit.mdl", FMOD_DM | FMOD_TF, 2, "\xdd\xb9\xdc\xb7\x3b\xa0\x8d\xed\x5e\xfc\x6e\x41\x5a\x8d\xe3\x8e\x25\xbf\x63\x40" //quake "\xf3\xe4\x4d\xbf\xc1\x27\x09\xe6\x00\x4f\x82\xf4\x56\xef\xfe\x21\x97\xa8\x00\xac"},//ruohis {"progs/player.mdl", FMOD_DM, 2, "\xb4\x0a\xca\x95\x2e\xe6\x1b\x02\xa5\xe9\x55\x66\x1c\xef\xa7\xd4\x2f\x58\x84\xb4" //quake "\x59\x34\x22\xc0\x8d\x7d\xb9\x42\x72\xf4\x2f\xc5\x10\x07\xee\xf3\x32\x11\xe2\x41"},//capnbubs {"progs/player.mdl", FMOD_TF, 1, "\x58\xb6\xca\x8f\xef\x97\x7a\x02\x3d\xee\x6e\xa9\x46\x4f\xe4\xc1\xc9\x33\xa5\x18"},//tf {"progs/tf_flag.mdl", FMOD_TF, 1, "\xf0\x9d\x96\x6e\xef\x9e\x1b\xc9\x40\x1a\xcb\x84\x2e\x12\xee\xca\x28\x3d\x1d\x1b"},//tf {"progs/turrbase.mdl", FMOD_TF, 1, "\xd5\x73\xda\x0c\xcb\x03\x27\x82\x6b\xbe\x6c\x9e\xf7\x95\xfb\x94\xed\x4b\xc0\xc7"},//tf {"progs/turrgun.mdl", FMOD_TF, 1, "\x6f\x12\x4b\x31\xb5\x7c\x8d\x7d\xc8\x85\xf1\x8d\xf7\x62\x36\x1f\x7b\x95\x72\xa2"},//tf {"progs/disp.mdl", FMOD_TF, 1, "\x4a\xfa\x96\x55\x57\x24\x4e\xd9\xdf\x84\x0f\x14\xa8\xdd\x59\x58\xfc\x52\x67\xe9"},//tf {"progs/tf_stan.mdl", FMOD_TF, 1, "\x1b\x2a\x73\x1b\xc2\x69\x30\x76\x70\xe2\x79\xe7\xaa\x9d\x2b\x25\x2a\xdb\xf7\xdd"},//tf {"progs/hgren2.mdl", FMOD_TF, 1, "\x5f\x71\xc3\x1d\x0f\x3c\xc5\x58\xfc\x04\x15\xdb\xdf\x4b\x35\xab\x97\xee\xac\x6a"},//tf {"progs/grenade2.mdl", FMOD_TF, 1, "\xef\x6c\x11\x4b\x74\xf0\xc6\xeb\x73\xea\xcd\x2a\x16\x87\x6a\x87\x9d\x40\xe7\xe5"},//tf {"progs/detpack.mdl", FMOD_TF, 1, "\xe1\xd4\x73\xaf\x38\xdc\x98\x0c\xc0\x83\x39\x6d\x33\x00\xa7\xd7\x5e\x67\x6a\x61"},//tf {"progs/s_bubble.spr", FMOD_DM | FMOD_TF, 1, "\xf2\xfa\xbe\x3d\x54\x86\xb3\x73\x74\x07\x91\x70\xf3\x85\xe2\xdf\x0e\xd9\xb5\x4d"},//quake {"progs/s_explod.spr", FMOD_DM | FMOD_TF, 1, "\x06\x7b\x5a\x29\x88\x1f\xdf\xac\x94\x08\xa2\x50\x5f\x90\x75\x5c\x0b\x5d\xd9\xb9"},//quake {"maps/b_bh100.bsp", FMOD_DM | FMOD_TF, 4, "\x02\xe3\xe7\x65\x4d\x5b\xa8\x94\x74\xe6\x92\x80\xf0\xe5\x00\xf7\xcc\x7f\x66\xde" //quake "\xb6\xd5\x7f\x52\x7f\x70\x90\xd4\x22\x96\xd6\xab\x69\x8a\xd1\xf3\xb9\x0e\xbc\xe9" //ruohis1 "\xc1\x35\x21\xb4\x9c\x42\x16\x68\x3e\xce\xe3\x21\xfc\xf8\xb9\xfa\xe1\x7a\x38\x09" //ruohis2 "\xff\x55\xb4\xc6\x45\xb8\x7c\xad\x29\x67\x35\xa7\xcf\x5f\x37\x35\x79\xb4\xad\x10"},//generations {"sound/buttons/airbut1.wav", FMOD_DM | FMOD_TF, 2, "\x1e\x14\xd5\x47\xeb\xe8\x25\xc9\x3c\x58\xe5\x26\x21\xd0\xdf\xc8\xef\x92\x67\x22" //quake "\xe0\xbc\xfb\xd5\x31\xe4\x83\x20\x4d\xc5\x11\xaa\x53\xe0\x9c\x08\x11\xce\x03\xdf"},//mindgrind {"sound/items/armor1.wav", FMOD_DM | FMOD_TF, 2, "\xb0\x8d\x48\x44\x1d\x0a\x0b\xef\xb4\xa8\xcd\x3a\x67\xb4\x87\x3d\xcc\x4f\xdd\xe4" //quake "\xed\xda\x47\x1b\x6a\xcd\x60\x5a\x99\x04\x94\x83\x1b\x65\xeb\x65\xcf\xf6\x41\x44"},//mindgrind {"sound/items/damage.wav", FMOD_DM | FMOD_TF, 2, "\xac\x78\x77\x19\xc5\x52\xa2\x92\x56\x02\xc3\x90\x64\xf2\xa6\x7b\x4f\x65\xab\x56" //quake "\xa3\x87\xa0\x3d\xc7\xd4\x99\x17\x31\xbf\xda\x8d\x6f\xde\xe2\x42\xec\xab\xfd\x5b"},//mindgrind {"sound/items/damage2.wav", FMOD_DM | FMOD_TF, 2, "\x4d\x9b\x9a\x71\x18\xb2\x76\x1c\x9f\x97\xbf\xfc\xfa\xe6\xa5\x5e\x0e\xda\xaf\x68" //quake "\x9c\x77\xeb\xd0\x3c\xd8\xf1\x0b\x7e\x1c\x0e\x12\x9b\x44\xfa\x50\x5b\x65\xd4\x2c"},//mindgrind {"sound/items/damage3.wav", FMOD_DM | FMOD_TF, 2, "\x6c\xde\x07\xfa\x39\x6d\x30\x6e\xed\xf3\x18\x7d\x58\x25\x27\x90\x7a\x1e\xd0\x63" //quake "\x71\x3b\x0c\x2e\xc9\xcf\x52\xdd\xe5\xe1\x5f\x8e\xd9\x8f\xc4\x0a\x70\xb9\xd8\xa2"},//mindgrind {"sound/items/health1.wav", FMOD_DM | FMOD_TF, 1, "\xb2\x17\xdd\xeb\x80\x9b\x28\xa1\xf2\xe3\x10\x78\xbf\x01\x8d\xdb\x96\x5a\x49\x0b"},//quake {"sound/items/inv1.wav", FMOD_DM | FMOD_TF, 2, "\xb8\x40\x12\xa0\x30\xd4\x88\xb5\xe0\x06\x24\xc6\xfd\x9d\xe5\x39\x98\x4b\x5a\xad" //quake "\xba\x08\x77\x78\x51\x2c\xf5\x63\x32\x59\x83\x55\x86\x6d\xb4\x7d\xcc\x30\xc8\xcc"},//mindgrind {"sound/items/inv2.wav", FMOD_DM | FMOD_TF, 2, "\x5d\x02\xb6\x9a\xa2\x24\x9d\x2d\x7c\xb1\x27\xc1\x8a\x90\x9e\x01\xd3\xf7\x21\xa5" //quake "\x8c\xbc\xa3\xb2\x5f\x6b\xb5\x7e\x67\x4d\x5e\x67\x40\x40\x05\x24\x0b\xcd\x2e\x3b"},//mindgrind {"sound/items/inv3.wav", FMOD_DM | FMOD_TF, 2, "\x77\x57\x78\xfb\x26\x28\x62\x9c\x5c\xd0\x21\x61\x61\x56\x2d\xf4\x29\x54\x4a\xa3" //quake "\x33\x54\x94\xa1\x52\x2c\x3e\x7f\x8a\x52\x44\x91\xf0\x1c\x89\x02\x55\xb2\x5e\xd9"},//mindgrind {"sound/items/itembk2.wav", FMOD_DM | FMOD_TF, 2, "\x9b\x51\x8c\x17\x27\x05\x03\x3b\xd2\xae\x9a\x75\xd7\xa7\xdc\xf7\x36\x1e\x1a\xf0" //quake "\xad\x6d\xdd\x41\x4b\xc2\xa8\x45\x5e\xb7\x56\xef\x5a\x91\xb3\x5a\x0f\xa7\x01\x29"},//mindgrind {"sound/player/land.wav", FMOD_DM | FMOD_TF, 1, "\x41\x5e\xbb\xb8\x8e\xad\x87\xf0\xd5\x3c\x32\x13\x52\x20\x2d\x2e\x38\x9e\x8e\x33"},//quake {"sound/player/land2.wav", FMOD_DM | FMOD_TF, 1, "\x5c\xb5\x13\x6c\x89\x15\x6c\xc4\x42\xac\xab\xee\x4e\xd2\x7c\x08\x86\x23\x55\xd9"},//quake {"sound/misc/outwater.wav", FMOD_DM | FMOD_TF, 2, "\x36\xfc\xb6\x9c\xba\xe9\x20\x9c\x18\x84\x5f\x59\x9f\x6d\xe7\x50\xfd\x3d\x50\xa7" //quake "\x15\x85\xe9\x6b\x26\x01\xab\xfe\x11\xc8\xed\x80\x12\x70\xcf\xe7\x80\x49\xef\x1d"},//mindgrind {"sound/weapons/pkup.wav", FMOD_DM | FMOD_TF, 2, "\x23\x35\xa4\x05\x60\xab\xbb\x09\xa0\x67\xce\x77\x3d\xe2\x2f\xb5\x01\x57\x71\xf2" //quake "\xbc\x1f\x26\xda\x68\x7c\xf4\x12\x94\xe7\x91\x9e\x4d\x43\x0a\xce\x77\x5e\xe3\xc4"},//mindgrind {"sound/player/plyrjmp8.wav", FMOD_DM | FMOD_TF, 2, "\x46\xe9\xe2\x75\xf2\x54\xad\xc9\x03\x7b\xd4\x6c\xd4\xc9\xf0\xee\xda\x86\x33\x5d" //quake "\x63\x82\x9e\x5a\x6e\xf0\xb3\xb9\xe1\x7d\x04\x8a\xec\x8b\xc1\x72\x77\xf9\x7d\x54"},//mindgrind {"sound/items/protect.wav", FMOD_DM | FMOD_TF, 2, "\x51\x13\xff\x38\xc7\x99\x67\x7d\x6d\x25\x77\x75\x92\x31\x23\xbf\xaa\x3b\x22\xb6" //quake "\x3f\x33\x48\x59\x2a\x88\x8e\xa2\x64\x29\xb8\xb4\xc5\x79\x06\xe1\xb1\x8c\x1f\x19"},//mindgrind {"sound/items/protect2.wav", FMOD_DM | FMOD_TF, 2, "\x59\xd1\x8d\x58\x2c\x9f\x48\xae\x8e\x11\xf7\x22\x4c\xeb\x7e\x48\x97\xc9\x54\x3c" //quake "\xb0\x77\xe9\x29\xfe\x78\x93\x0d\x37\x90\x48\xb4\x62\x3d\xd8\x02\x8d\x71\x0b\xce"},//mindgrind {"sound/items/protect3.wav", FMOD_DM | FMOD_TF, 2, "\x43\x11\x9a\x86\x04\xa4\xe6\xc9\x0e\xd9\xd5\xcb\x4c\x7e\xb5\xa1\x20\xdd\x77\xae" //quake "\x4c\x31\x19\x76\x1c\x90\xb6\x07\xe2\x01\x06\x00\x7e\x36\x58\xc3\xb1\x90\x9f\x99"},//mindgrind {"sound/items/r_item1.wav", FMOD_DM | FMOD_TF, 2, "\x41\x29\xe1\xdd\x04\xb8\xb3\xfb\xfa\xf5\x6c\x77\xea\xf8\x1d\xe8\x63\x9f\x42\xa1" //quake "\xd4\x54\x57\x0f\x5f\x4c\xb8\xa8\x3a\x90\x01\x00\x9c\x28\xab\xd3\x48\xc8\x3b\xa9"},//mindgrind {"sound/items/r_item2.wav", FMOD_DM | FMOD_TF, 4, "\x47\x40\xda\xd9\x1a\x19\x7b\x5a\x0d\x86\x2d\xc0\xde\x79\xf6\x18\x3a\xd9\x7b\xc4" //quake "\xd2\x00\x2a\xf6\xca\xaa\xce\x5f\x92\x16\xf9\x25\xb7\x2c\x60\xf7\x25\xa5\x0d\x23" //us "\x46\xe6\xa8\x83\x13\xc3\x4c\xbc\x6e\xa9\x7a\xa0\xda\xea\x81\x9d\x10\xbd\x19\xf6" //ru "\x39\xde\xd0\xd2\x33\x8d\xb7\x2b\x81\x30\xef\x09\xcf\xba\x90\xbe\xce\xec\x71\xbf"},//mindgrind {"sound/misc/water1.wav", FMOD_DM | FMOD_TF, 2, "\xc7\xdb\x25\x86\xe6\x0a\xf3\xba\x65\x39\xb5\xfd\xd6\xb9\x7e\x2d\x04\x93\xfd\xf9" //quake "\x18\x03\x8a\x83\x3e\xe5\x05\x08\x65\x40\xbf\x6e\xa0\xb9\x5f\xaa\x07\xd8\xca\xe1"},//mindgrind {"sound/misc/water2.wav", FMOD_DM | FMOD_TF, 2, "\xec\x75\xda\xcc\x80\xd7\x5c\xfb\x5b\x3b\xd7\xe2\xad\x60\x35\x9f\x85\x6b\x11\x4e" //quake "\x17\x6b\x0a\xfb\x33\xbc\x5f\x06\xc5\x7c\xab\x5f\xaa\x01\x0c\x11\x2e\x61\x8b\x27"},//mindgrind {"sound/misc/menu1.wav", FMOD_DM | FMOD_TF, 2, "\x17\xb8\x19\x2e\x5f\x1c\x0e\x0c\xf8\xec\xa0\xd7\x7e\xc2\x78\xb2\x3c\x92\xe1\xb0" //quake "\x73\x63\x3f\xf5\x3c\x61\x35\xd6\xd4\x41\x67\x9f\x05\xc2\x5c\x9d\x25\xc4\x15\x96"},//sean {"sound/misc/menu2.wav", FMOD_DM | FMOD_TF, 2, "\xb1\x9a\x71\xd6\x2b\x7e\x40\x0a\x3b\x05\x3a\xb0\xcb\xc2\x4b\x2a\xf3\x7f\xcd\x61" //quake "\xeb\x31\x56\xca\x89\x71\x57\x7b\x4e\xb1\xfd\x58\x90\x51\x56\xc4\xc4\x36\xc9\x6f"},//sean {"sound/misc/menu3.wav", FMOD_DM | FMOD_TF, 2, "\x9a\x0b\x12\xae\x2e\x7d\x21\x3a\x90\x09\x4f\xc3\xed\x32\x43\x2d\x76\x8f\xc1\x97" //quake "\xfe\xa5\x0c\xe6\x49\xf9\x0c\x30\x09\x5c\x2f\xb7\x70\x1c\x6d\x2b\x1f\xff\x2f\xd9"},//sean {"sound/misc/talk.wav", FMOD_DM | FMOD_TF, 2, "\x1c\x32\x15\x5b\x26\xd8\xf2\x1a\x9f\x8e\x22\xb0\x56\x6f\xc0\x49\x8b\x5e\x35\xa8" //quake "\x66\x60\x59\xab\x9d\xd4\xe1\xc7\xab\x9a\xdf\x00\x07\xfc\x14\xbd\xee\xae\xb2\x4a"},//sean {"sound/misc/basekey.wav", FMOD_DM | FMOD_TF, 2, "\xce\x34\x61\x92\xd3\x6d\x80\x22\x4a\x62\x52\x19\xe9\xf7\x43\x8f\x64\xfe\xfd\xa6" //quake "\xd4\x71\x98\xc9\xef\x0f\x0e\xc6\xf9\x4b\xe6\x14\x34\x39\xf4\xba\x18\xdf\x76\x53"},//gpl {"sound/doors/runeuse.wav", FMOD_DM | FMOD_TF, 2, "\x59\x6d\x1d\xf4\xe8\x93\x9b\xe9\x25\xfd\xed\x15\x9c\x49\x8a\x66\x72\x25\xc6\x1a" //quake "\x00\xb9\x76\xc5\xb3\x88\x89\x8f\x72\x0d\xa1\x85\xec\x42\x31\x4f\xba\xe3\x91\xac"},//sean {"gfx/colormap.lmp", FMOD_DM | FMOD_TF, 1, "\x95\x37\x3b\xa9\x97\x63\x01\x17\x38\x1d\x76\x0a\x7d\xe6\x66\x48\x75\x2a\x2a\x3c"},//quake {"gfx/palette.lmp", FMOD_DM | FMOD_TF, 1, "\x42\xe2\xa2\xa6\xda\xf7\xd0\xba\x1f\x35\x63\xe2\xad\xf8\x51\x6d\x4a\x5d\xa4\x49"},//quake }; static enum { FMOD_UNCHECKED, FMOD_MODIFIED, FMOD_UNMODIFIED, } modifiles_status[countof(modifiles)]; static qboolean modified_neednotify; static double modified_timestamp; //so we don't spam reanouncements static void Validation_FilesModified (void) { size_t i; unsigned int flagmatch = cl.teamfortress?FMOD_TF:FMOD_DM; char buf[512]; qboolean evilhaxxor = false; modified_timestamp = 0; modified_neednotify = true; Q_strncpyz(buf, "modified:", sizeof(buf)); for (i = 0; i < countof(modifiles); i++) { if ((modifiles[i].flags & flagmatch) && modifiles_status[i] == FMOD_MODIFIED) { evilhaxxor = true; if (strlen(buf)>240) { modified_neednotify = false;//just spam at this point Q_strncatz(buf, " & more...", sizeof(buf)); break; } else { Q_strncatz(buf, " ", sizeof(buf)); Q_strncatz(buf, COM_SkipPath(modifiles[i].name), sizeof(buf)); } } } if (!evilhaxxor) Q_strncpyz(buf, "all models okay", sizeof(buf)); CL_SendClientCommand(true, "say %s", buf); } static qboolean Validation_IsModified(void) { unsigned int flagmatch = cl.teamfortress?FMOD_TF:FMOD_DM; size_t i; for (i = 0; i < countof(modifiles); i++) { if ((modifiles[i].flags & flagmatch) && modifiles_status[i] == FMOD_MODIFIED) return true; } modified_timestamp = 0; modified_neednotify = true; return false; } void Validation_WarnModified(void *ctx, void *data, size_t a, size_t b) { if (modified_neednotify) { if (modified_timestamp && modified_timestamp > realtime) return; CL_SendClientCommand(true, "say warning: stuff changed! Previous f_modified response is no longer valid."); modified_timestamp = realtime+3.0; //mute further anouncements for a while. } } #endif void Validation_FileLoaded(const char *filename, const qbyte *filedata, size_t filesize) { //usually called on worker threads #ifdef HAVE_LEGACY qbyte digest[20]; size_t i, j; unsigned int status; for (i = 0; i < countof(modifiles); i++) { if (!strcmp(filename, modifiles[i].name) && (modifiles[i].flags & (cl.teamfortress?FMOD_TF:FMOD_DM))) { SHA1(digest, sizeof(digest), filedata, filesize); for (j = 0; j < modifiles[i].hashes; j++) { if (!memcmp(digest, modifiles[i].hash+j*20, 20)) break; } status = (j==modifiles[i].hashes)?FMOD_MODIFIED:FMOD_UNMODIFIED; if (status == FMOD_MODIFIED && modifiles_status[i] == FMOD_UNMODIFIED) COM_AddWork(WG_MAIN, Validation_WarnModified, NULL, NULL, 0, 0); //make sure its the main thread that does the anouncing. modifiles_status[i] = status; return; } } #endif } void Validation_FlushFileList(void) { #ifdef HAVE_LEGACY //just wipe the lot, resetting it back to 'unchecked' memset(modifiles_status, 0, sizeof(modifiles_status)); modified_neednotify = false; modified_timestamp = 0; #endif } ///////////////////////// //minor (codewise) responses static void Validation_Server(void) { char adr[MAX_ADR_SIZE]; #ifdef warningmsg #pragma warningmsg("is allowing the user to turn this off practical?..") #endif if (!allow_f_server.ival) return; Cbuf_AddText(va("say server is %s\n", NET_AdrToString(adr, sizeof(adr), &cls.netchan.remote_address)), RESTRICT_LOCAL); } static void Validation_Skins(void) { extern cvar_t r_fullbrightSkins, r_fb_models, ruleset_allow_fbmodels; int percent = r_fullbrightSkins.value*100; if (!allow_f_skins.ival) return; RulesetLatch(&r_fb_models); RulesetLatch(&r_fullbrightSkins); if (percent < 0) percent = 0; if (percent > cls.allow_fbskins*100) percent = cls.allow_fbskins*100; if (percent) Cbuf_AddText(va("say all player skins %i%% fullbright%s\n", percent, (r_fb_models.ival == 1 && ruleset_allow_fbmodels.ival)?" (non-player 100%%)":(r_fb_models.value?" (plus luma)":"")), RESTRICT_LOCAL); else if (r_fb_models.ival == 1 && ruleset_allow_fbmodels.ival) Cbuf_AddText("say non-player entities glow in the dark like a bright big cheat\n", RESTRICT_LOCAL); else if (r_fb_models.ival) Cbuf_AddText("say luma textures only\n", RESTRICT_LOCAL); else Cbuf_AddText("say Only cheaters use full bright skins\n", RESTRICT_LOCAL); } static void Validation_Scripts(void) { //subset of ruleset if (!allow_f_scripts.ival) return; if (ruleset_allow_frj.ival) Cbuf_AddText("say scripts are allowed\n", RESTRICT_LOCAL); else Cbuf_AddText("say scripts are capped\n", RESTRICT_LOCAL); } #ifdef HAVE_LEGACY static void Validation_FakeShaft(void) { extern cvar_t cl_truelightning; if (!allow_f_fakeshaft.ival) return; if (cl_truelightning.value > 0.999) Cbuf_AddText("say fakeshaft on\n", RESTRICT_LOCAL); else if (cl_truelightning.value > 0) Cbuf_AddText(va("say fakeshaft %.1f%%\n", cl_truelightning.value), RESTRICT_LOCAL); else Cbuf_AddText("say fakeshaft off\n", RESTRICT_LOCAL); } #endif static void Validation_System(void) { //subset of ruleset if (!allow_f_system.ival) return; Cbuf_AddText("say f_system not supported\n", RESTRICT_LOCAL); } static void Validation_CmdLine(void) { if (!allow_f_cmdline.ival) return; Cbuf_AddText("say f_cmdline not supported\n", RESTRICT_LOCAL); } ////////////////////// //rulesets typedef struct { char *rulename; char *rulevalue; } rulesetrule_t; typedef struct { char *rulesetname; rulesetrule_t *rule; qboolean flagged; } ruleset_t; static rulesetrule_t rulesetrules_strict[] = { {"ruleset_allow_shaders", "0"}, /*users can potentially create all sorts of wallhacks or spiked models with this*/ {"ruleset_allow_watervis", "0"}, /*oh noes! users might be able to see underwater if they're already in said water. oh wait. what? why do we care, dude*/ {"r_vertexlight", "0"}, {"ruleset_allow_playercount", "0"}, {"ruleset_allow_frj", "0"}, {"ruleset_allow_packet", "0"}, {"ruleset_allow_particle_lightning", "0"}, {"ruleset_allow_overlong_sounds", "0"}, {"ruleset_allow_larger_models", "0"}, {"ruleset_allow_modified_eyes", "0"}, {"ruleset_allow_sensitive_texture_replacements", "0"}, {"ruleset_allow_localvolume", "0"}, {"ruleset_allow_fbmodels", "0"}, {"scr_autoid_team", "0"}, /*sort of a wallhack*/ {"tp_disputablemacros", "0"}, {"cl_instantrotate", "0"}, {"v_projectionmode", "0"}, /*no extended fovs*/ {"r_shadow_realtime_world", "0"}, /*static lighting can be used to cast shadows around corners*/ {"ruleset_allow_in", "0"}, {"r_projection", "0"}, {"gl_shadeq1_name", "*"}, {"cl_iDrive", "0"}, {NULL} }; static rulesetrule_t rulesetrules_nqr[] = { {"ruleset_allow_larger_models", "0"}, {"ruleset_allow_watervis", "0"}, /*block seeing through turbs, as well as all our cool graphics stuff. apparently we're not allowed.*/ {"ruleset_allow_overlong_sounds", "0"}, {"ruleset_allow_particle_lightning", "0"}, {"ruleset_allow_packet", "0"}, {"ruleset_allow_frj", "0"}, {"ruleset_allow_modified_eyes", "0"}, {"ruleset_allow_sensitive_texture_replacements", "0"}, {"ruleset_allow_localvolume", "0"}, {"ruleset_allow_shaders", "0"}, {"ruleset_allow_fbmodels", "0"}, {"r_vertexlight", "0"}, {"v_projectionmode", "0"}, {"sbar_teamstatus", "0"}, {"ruleset_allow_in", "0"}, {"r_projection", "0"}, {"gl_shadeq1_name", "*"}, {"cl_iDrive", "0"}, {NULL} }; static ruleset_t rulesets[] = { {"strict", rulesetrules_strict}, {"nqr", rulesetrules_nqr}, //{"eql", rulesetrules_nqr}, {NULL} }; static qboolean ruleset_locked; void RulesetLatch(cvar_t *cvar) { cvar->flags |= CVAR_RULESETLATCH; } void Validation_DelatchRulesets(void) { //game has come to an end, allow the ruleset to be changed ruleset_locked = false; if (Cvar_ApplyLatches(CVAR_RULESETLATCH)) Con_DPrintf("Ruleset deactivated\n"); } static qboolean Validation_GetCurrentRulesetName(char *rsnames, int resultbuflen, qboolean enforcechosenrulesets) { //this code is more complex than it needs to be //this allows for the ruleset code to print a ruleset name that is applied via the cvars, but not directly named by the user cvar_t *var; ruleset_t *rs; int i; if (enforcechosenrulesets) ruleset_locked = true; rs = rulesets; *rsnames = '\0'; for (rs = rulesets; rs->rulesetname; rs++) { rs->flagged = false; for (i = 0; rs->rule[i].rulename; i++) { var = Cvar_FindVar(rs->rule[i].rulename); if (!var) //sw rendering? continue; if (strcmp(var->string, rs->rule[i].rulevalue)) { Con_DPrintf("ruleset \"%s\" requires \"%s\" to be \"%s\"\n", rs->rulesetname, rs->rule[i].rulename, rs->rule[i].rulevalue); break; //current settings don't match } } if (!rs->rule[i].rulename) { if (*rsnames) { Q_strncatz(rsnames, ", ", resultbuflen); } Q_strncatz(rsnames, rs->rulesetname, resultbuflen); rs->flagged = true; } } if (*rsnames) { //as we'll be telling the other players what rules we're playing by, we'd best stick to them if (enforcechosenrulesets) { for (rs = rulesets; rs->rulesetname; rs++) { if (!rs->flagged) continue; for (i = 0; rs->rule[i].rulename; i++) { var = Cvar_FindVar(rs->rule[i].rulename); if (!var) continue; RulesetLatch(var); //set the latched flag } } } return true; } else return false; } static void Validation_OldRuleset(void) { char rsnames[1024]; if (Validation_GetCurrentRulesetName(rsnames, sizeof(rsnames), true)) Cbuf_AddText(va("say Ruleset: %s\n", rsnames), RESTRICT_LOCAL); else Cbuf_AddText("say No specific ruleset\n", RESTRICT_LOCAL); } static void Validation_AllChecks(void) { extern cvar_t cl_iDrive; char servername[22]; char playername[16]; char *rawenginebuild = version_string(); char enginebuild[64]; char localpnamelen = strlen(cl.players[cl.playerview[0].playernum].name); char ruleset[1024]; char extras[2][8]; size_t i, j; qboolean hadspace; //figure out the padding for the player's name. if (localpnamelen >= 15) playername[0] = 0; else { //pad the left side to compensate for the player name prefix the server will add in the final svc_print memset(playername, ' ', 15-localpnamelen); playername[15-localpnamelen] = 0; } for (i = 0, j = 0, hadspace=false; rawenginebuild[i]&& j+1rulesetname; rs++) { if (!stricmp(rs->rulesetname, rulesetname)) break; } if (!rs->rulesetname) { Con_Printf("Cannot apply ruleset %s - not recognised\n", rulesetname); if (Cvar_ApplyLatches(CVAR_RULESETLATCH)) Con_DPrintf("Ruleset deactivated\n"); return; } for (rule = rs->rule; rule->rulename; rule++) { for (i = 0; rs->rule[i].rulename; i++) { var = Cvar_FindVar(rs->rule[i].rulename); if (!var) continue; if (!Cvar_ApplyLatchFlag(var, rs->rule[i].rulevalue, CVAR_RULESETLATCH)) { Con_Printf("Failed to apply ruleset %s due to cvar %s\n", rs->rulesetname, var->name); break; } } } Con_DPrintf("Ruleset set to %s\n", rs->rulesetname); } ////////////////////// void Validation_Auto_Response(int playernum, char *s) { static float versionresponsetime; #ifdef HAVE_LEGACY static float modifiedresponsetime; static float fakeshaftresponsetime; #endif static float skinsresponsetime; static float serverresponsetime; static float rulesetresponsetime; static float systemresponsetime; static float cmdlineresponsetime; static float scriptsresponsetime; //quakeworld tends to use f_* //netquake uses the slightly more guessable q_* form if (!strncmp(s, "f_", 2)) s+=2; else if (!strncmp(s, "q_", 2)) s+=2; else return; if (!strncmp(s, "version", 7) && versionresponsetime < Sys_DoubleTime()) //respond to it. { Validation_Version(); versionresponsetime = Sys_DoubleTime() + 5; } else if (cl.playerview[0].spectator) return; else if (!strncmp(s, "server", 6) && serverresponsetime < Sys_DoubleTime()) //respond to it. { Validation_Server(); serverresponsetime = Sys_DoubleTime() + 5; } else if (!strncmp(s, "system", 6) && systemresponsetime < Sys_DoubleTime()) { Validation_System(); systemresponsetime = Sys_DoubleTime() + 5; } else if (!strncmp(s, "cmdline", 7) && cmdlineresponsetime < Sys_DoubleTime()) { Validation_CmdLine(); cmdlineresponsetime = Sys_DoubleTime() + 5; } #ifdef HAVE_LEGACY else if (!strncmp(s, "fakeshaft", 9) && fakeshaftresponsetime < Sys_DoubleTime()) { Validation_FakeShaft(); fakeshaftresponsetime = Sys_DoubleTime() + 5; } else if (!strncmp(s, "modified", 8) && modifiedresponsetime < Sys_DoubleTime()) //respond to it. { Validation_FilesModified(); modifiedresponsetime = Sys_DoubleTime() + 5; } #endif else if (!strncmp(s, "scripts", 7) && scriptsresponsetime < Sys_DoubleTime()) { Validation_Scripts(); scriptsresponsetime = Sys_DoubleTime() + 5; } else if (!strncmp(s, "skins", 5) && skinsresponsetime < Sys_DoubleTime()) //respond to it. { Validation_Skins(); skinsresponsetime = Sys_DoubleTime() + 5; } else if (!strncmp(s, "ruleset", 7) && rulesetresponsetime < Sys_DoubleTime()) { if (1) Validation_AllChecks(); else Validation_OldRuleset(); rulesetresponsetime = Sys_DoubleTime() + 5; } }