2 void(entity e) DropFlag;
3 string MapVote_Suggest(string m);
5 .float floodcontrol_chat;
6 .float floodcontrol_team;
7 void Say(entity source, float teamsay, string msgin)
9 string msgstr, colorstr, cmsgstr, namestr;
14 if(substring(msgin, 0, 1) == " ")
15 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
17 msgin = formatmessage(msgin);
22 if(source.classname != "player")
23 colorstr = "^0"; // black for spectators
25 colorstr = Team_ColorCode(source.team);
29 if(intermission_running)
33 * using bprint solves this... me stupid
34 // how can we prevent the message from appearing in a listen server?
35 // for now, just give "say" back and only handle say_team
38 clientcommand(self, strcat("say ", msgin));
43 if(cvar("g_chat_teamcolors"))
44 namestr = playername(source);
46 namestr = source.netname;
49 msgstr = strzone(strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin, "\n"));
50 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", wordwrap(msgin, 50));
53 msgstr = strzone(strcat("\{1}", namestr, "^7: ", msgin, "\n"));
61 var .float flood_field;
65 flood_spl = cvar("g_chat_flood_spl_team");
66 flood_burst = cvar("g_chat_flood_burst_team");
67 flood_lmax = cvar("g_chat_flood_lmax_team");
68 flood_field = floodcontrol_team;
72 flood_spl = cvar("g_chat_flood_spl");
73 flood_burst = cvar("g_chat_flood_burst");
74 flood_lmax = cvar("g_chat_flood_lmax");
75 flood_field = floodcontrol_chat;
77 flood_burst = max(0, flood_burst - 1);
78 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
79 lines = ceil(strlennocol(msgstr) / 75);
80 if(flood_lmax && lines > flood_lmax)
82 else if(time >= self.flood_field)
83 self.flood_field = max(time - flood_burst * flood_spl, self.flood_field) + lines * flood_spl;
90 if(cvar("g_chat_flood_notify_flooder"))
93 sprint(self, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(self.flood_field - time), "^3 seconds\n"));
95 sprint(self, "^3FLOOD CONTROL: ^7message too long\n");
99 ServerConsoleEcho(strcat("NOTE: ", playername(self), "^7 is flooding."), TRUE);
103 if(source.classname == "player")
105 FOR_EACH_REALPLAYER(head)
107 if(head.team == source.team)
109 sprint(head, msgstr);
110 centerprint(head, cmsgstr);
116 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
118 sprint(head, msgstr);
119 centerprint(head, cmsgstr);
125 //when g_tourney is active and g_tourney_disable_spec_chat is set and game is in matchstage
126 //don't print the text from specs/observers to the players but only the other spectators
127 if(g_tourney && cvar("g_tourney_disable_spec_chat") && tourneyInMatchStage && source.classname != "player") {
128 FOR_EACH_REALCLIENT(head) if(head.classname != "player") {
129 sprint(head, msgstr);
134 //ServerConsoleEcho(substring(msgstr, 1, strlen(msgstr) - 2), TRUE);
140 void SV_ParseClientCommand(string s) {
146 if(GameCommand_Vote(s, self)) {
148 } else if(argv(0) == "autoswitch") {
149 // be backwards compatible with older clients (enabled)
150 self.autoswitch = ("0" != argv(1));
151 local string autoswitchmsg;
152 if (self.autoswitch) {
153 autoswitchmsg = "on";
155 autoswitchmsg = "off";
157 sprint(self, strcat("^1autoswitch turned ", autoswitchmsg, "\n"));
158 } else if(argv(0) == "clientversion") {
159 if (argv(1) == "$gameversion") {
160 //versionmsg = "^1client is too old to get versioninfo.\nUPDATE!!! (http://www.nexuiz.com)^8";
161 // either that or someone wants to be funny
164 self.version = stof(argv(1));
166 if(self.version != cvar("gameversion"))
168 self.classname = "observer";
171 } else if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force")) {
172 //JoinBestTeam(self, FALSE, TRUE);
173 } else if(cvar("teamplay") && !cvar("sv_spectate")) {
174 self.classname = "observer";
175 stuffcmd(self,"menu_showteamselect\n");
177 } else if(argv(0) == "reportcvar") { // old system
179 } else if(argv(0) == "sentcvar") { // new system
181 } else if(argv(0) == "spectate") {
183 return; // don't allow spectating in lms, unless player runs out of lives
184 if(self.classname == "player" && cvar("sv_spectate") == 1) {
186 DropFlag(self.flagcarried);
187 kh_Key_DropAll(self, TRUE);
188 WaypointSprite_PlayerDead();
189 DistributeFragsAmongTeam(self, self.team, 1.0);
190 self.classname = "observer";
192 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
195 } else if(argv(0) == "join") {
197 if (self.classname != "player" && !lockteams)
199 if(isJoinAllowed()) {
200 self.classname = "player";
202 bprint ("^4", self.netname, "^4 is playing now\n");
206 //player may not join because of g_maxplayers is set
207 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
210 } else if( argv(0) == "selectteam" ) {
211 if( !cvar("teamplay") ) {
212 sprint( self, "selecteam can only be used in teamgames\n");
213 } else if(cvar("g_campaign")) {
214 //JoinBestTeam(self, 0);
215 } else if(lockteams) {
216 sprint( self, "^7The game has already begun, you must wait until the next map to be able to join a team.\n");
217 } else if( argv(1) == "red" ) {
218 DoTeamChange(COLOR_TEAM1);
219 } else if( argv(1) == "blue" ) {
220 DoTeamChange(COLOR_TEAM2);
221 } else if( argv(1) == "yellow" ) {
222 DoTeamChange(COLOR_TEAM3);
223 } else if( argv(1) == "pink" ) {
224 DoTeamChange(COLOR_TEAM4);
225 } else if( argv(1) == "auto" ) {
228 sprint( self, strcat( "selectteam none/red/blue/yellow/pink/auto - \"", argv(1), "\" not recognised\n" ) );
230 } else if(argv(0) == "ready") {
231 if(cvar("sv_ready_restart"))
234 return sprint(self, "^1You cannot reset the game while a timeout is active!\n");
237 if(!restart_countdown || cvar("sv_ready_restart_repeatable"))
240 bprint(self.netname, "^2 is ready\n");
243 sprint(self, "^1game has already been restarted\n");
246 } else if(argv(0) == "maplist") {
249 n = tokenize(cvar_string("g_maplist"));
250 sprint(self, "^7Maps in list: ");
251 for(i = 0; i < n; ++i)
257 sprint(self, strcat(col, argv(i), " "));
261 } else if(argv(0) == "lsmaps") {
262 sprint(self, "^7Maps available: ");
263 for(i = 0; i < MapInfo_count; ++i)
269 sprint(self, strcat(col, MapInfo_BSPName_ByID(i), " "));
273 } else if(argv(0) == "teamstatus") {
274 PrintScoreboard(self);
275 } else if(argv(0) == "voice") {
276 VoiceMessage(argv(1));
277 } else if(argv(0) == "say") {
278 Say(self, FALSE, substring(s, 4, strlen(s) - 4));
279 //clientcommand(self, formatmessage(s));
280 } else if(argv(0) == "say_team") {
281 Say(self, TRUE, substring(s, 9, strlen(s) - 9));
282 //clientcommand(self, formatmessage(s));
283 } else if(argv(0) == "info") {
284 cmd = cvar_string(strcat("sv_info_", argv(1)));
286 sprint(self, "ERROR: unsupported info command\n");
288 wordwrap_sprint(cmd, 1111);
289 } else if(argv(0) == "suggestmap") {
290 sprint(self, strcat(MapVote_Suggest(argv(1)), "\n"));
291 } else if(argv(0) == "calltimeout") {
292 if(cvar("sv_timeout")) {
293 if(self.classname == "player") {
295 sprint(self, "^7Error: you can not call a timeout while a vote is active!\n");
297 evaluateTimeoutCall();
300 sprint(self, "^7Error: only players can call a timeout!\n");
302 } else if(argv(0) == "resumegame") {
303 if(cvar("sv_timeout")) {
304 evaluateResumeGame();
308 /* checks not needed any more since DP has separated clientcommands and regular commands
311 //if(cmd != "say") // handled above
312 //if(cmd != "say_team") // handled above
323 if(cmd != "playermodel")
324 if(cmd != "playerskin")
325 if(cmd != "god") if(cmd != "notarget") if(cmd != "fly") if(cmd != "give") if(cmd != "noclip")
327 ServerConsoleEcho(strcat("WARNING: Invalid clientcommand by ", self.netname, ": ", s), TRUE);
331 clientcommand(self,s);
336 * Counts how many players are ready. If not enough players are ready, the function
337 * does nothing. If all players are ready, the timelimit will be extended and the
338 * restart_countdown variable is set to allow other functions like PlayerPostThink
339 * to detect that the countdown is now active. If the cvar sv_ready_restart_after_countdown
340 * is not set the map will be resetted.
342 * Function is called after the server receives a 'ready' sign from a player.
349 FOR_EACH_REALPLAYER(e)
356 if(cvar("sv_ready_restart_nag")) {
357 if(!readyNagActive) {
358 readyNagger = spawn();
359 readyNagger.think = readyNagger_Think;
360 readyNagger.cnt = cvar("sv_ready_restart_nag_duration");
361 readyNagger.nextthink = time;
369 bprint("^1Server is restarting...\n");
371 // no arena, assault support yet...
372 if(g_arena | g_assault | gameover | intermission_running)
373 localcmd("restart\n");
375 if(readyNagActive) { //if every player is ready, remove the ready-nagger again
381 tourneyInMatchStage = 1; //once the game is restarted the game is in match stage
382 //reset weapons and ammo, health and armor to default:
383 start_items = IT_LASER | IT_SHOTGUN;
384 start_switchweapon = WEP_SHOTGUN;
385 start_ammo_shells = cvar("g_start_ammo_shells");
386 start_ammo_nails = cvar("g_start_ammo_nails");
387 start_ammo_rockets = cvar("g_start_ammo_rockets");
388 start_ammo_cells = cvar("g_start_ammo_cells");
389 start_health = cvar("g_balance_health_start");
390 start_armorvalue = cvar("g_balance_armor_start");
393 restart_countdown = time + RESTART_COUNTDOWN;
394 restart_mapalreadyrestarted = 0; //reset this var, needed when cvar sv_ready_restart_repeatable is in use
395 //reset the .ready status of all players (also spectators)
400 if(0<cvar("timelimit") || (g_tourney && cvar("g_tourney_warmup_unlimited_time")) )
402 // remember original timelimit on first restart
404 timelimit_orig = cvar("timelimit");
405 //only set the new timelimit if, when loading the map, a timelimit was really set
407 cvar_set("timelimit", ftos(timelimit_orig + ceil(restart_countdown)/60));
409 if(cvar("teamplay_lockonrestart") && teams_matter) {
411 bprint("^1The teams are now locked.\n");
414 //initiate the restart-countdown-announcer entity
415 restartAnnouncer = spawn();
416 restartAnnouncer.think = restartAnnouncer_Think;
417 restartAnnouncer.nextthink = time;
418 restartAnnouncer.cnt = RESTART_COUNTDOWN;
420 //after a restart every players number of allowed timeouts gets reset, too
421 if(cvar("sv_timeout"))
423 FOR_EACH_REALPLAYER(e)
425 e.allowedTimeouts = cvar("sv_timeout_number");
429 //play the prepareforbattle sound to everyone
430 sound(world, CHAN_AUTO, "announcer/robotic/prepareforbattle.wav", 1, ATTN_NONE);
432 //reset map immediately if this cvar is not set
433 if (!cvar("sv_ready_restart_after_countdown"))
436 if(cvar("sv_eventlog"))
437 GameLogEcho(":restart", FALSE);
441 * Centerprints the information to all players who didn't ready up yet to do so.
443 void readyNagger_Think() {
445 if(self.cnt <= 0) { //have a break showing the ready nag
446 //make sure that the old ready-nag-centerprint isn't shown too long:
447 FOR_EACH_REALCLIENT(plr) {
448 if(plr.classname == "player") {
450 centerprint_atprio(plr, CENTERPRIO_SPAM, "");
453 self.cnt = cvar("sv_ready_restart_nag_duration");
454 self.nextthink = time + cvar("sv_ready_restart_nag_interval");
457 //show the ready nagging to all players who aren't ready yet
458 FOR_EACH_REALCLIENT(plr) {
459 if(plr.classname == "player") {
461 centerprint_atprio(plr, CENTERPRIO_SPAM, "^2Please ready up (F4 by default)!");
462 //play reminder sound once the centerprint appears for the first time after the pause:
463 if (self.cnt == cvar("sv_ready_restart_nag_duration"))
464 play2(plr, "misc/talk2.wav");
469 self.nextthink = time + 1;
475 * Shows the restart countdown for all players.
476 * Plays the countdown sounds for the seconds 3, 2 1, begin for everyone.
477 * Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown
480 void restartAnnouncer_Think() {
483 if(self.cnt <= 0) { //show the "Begin" message and
484 if (cvar("sv_ready_restart_after_countdown")) {
485 restart_mapalreadyrestarted = 1;
489 FOR_EACH_REALCLIENT(plr) {
490 if(plr.classname == "player") {
491 s = strcat(NEWLINES, "^1Begin!");
495 sound(world, CHAN_AUTO, "announcer/robotic/begin.wav", 1, ATTN_NONE);
501 FOR_EACH_REALCLIENT(plr) {
502 if(plr.classname == "player") {
503 s = strcat(NEWLINES, "^1Game starts in ", ftos(self.cnt), " seconds");
509 sound(world, CHAN_AUTO, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"), 1, ATTN_NONE);
511 self.nextthink = time + 1;
517 * Checks whether the player who calls the timeout is allowed to do so.
518 * If so, it initializes the timeout countdown. It also checks whether another
519 * timeout was already running at this time and reacts correspondingly.
521 * affected globals/fields: .allowedTimeouts, remainingTimeoutTime, remainingLeadTime,
522 * timeoutInitiator, timeoutStatus, timeoutHandler
524 * This function is called when a player issues the calltimeout command.
526 void evaluateTimeoutCall() {
527 if (g_tourney && !tourneyInMatchStage && !cvar("g_tourney_warmup_allow_timeout"))
528 return sprint(self, "^7Error: You can not call a timeout in warmup-stage!\n");
529 if (time < restart_countdown )
530 return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n");
531 if (timeoutStatus != 2) {
532 //if the map uses a timelimit make sure that timeout cannot be called right before the map ends
533 if (cvar("timelimit")) {
534 //a timelimit was used
536 if (cvar("timelimit"))
537 myTl = cvar("timelimit");
539 myTl = timelimit_orig;
541 local float lastPossibleTimeout;
542 lastPossibleTimeout = (myTl*60) - cvar("sv_timeout_leadtime") - 1;
544 if (lastPossibleTimeout < time)
545 return sprint(self, "^7Error: It is too late to call a timeout now!\n");
548 //player may not call a timeout if he has no calls left
549 if (self.allowedTimeouts < 1)
550 return sprint(self, "^7Error: You already used all your timeout calls for this map!\n");
551 //now all required checks are passed
552 self.allowedTimeouts -= 1;
553 bprint(self.netname, " ^7called a timeout (", ftos(self.allowedTimeouts), " timeouts left)!\n"); //write a bprint who started the timeout (and how many he has left)
554 remainingTimeoutTime = cvar("sv_timeout_length");
555 remainingLeadTime = cvar("sv_timeout_leadtime");
556 timeoutInitiator = self;
557 if (timeoutStatus == 0) { //if another timeout was already active, don't change its status (which was 1 or 2) to 1, only change it to 1 if no timeout was active yet
559 //create the timeout indicator which centerprints the information to all players and takes care of pausing/unpausing
560 timeoutHandler = spawn();
561 timeoutHandler.think = timeoutHandler_Think;
563 timeoutHandler.nextthink = time; //always let the entity think asap
565 //inform all connected clients about the timeout call
566 sound(world, CHAN_AUTO, "announcer/robotic/timeoutcalled.wav", 1, ATTN_NONE);
570 * Checks whether a player is allowed to resume the game. If he is allowed to do it,
571 * and the lead time for the timeout is still active, this countdown just will be aborted (the
572 * game will never be paused). Otherwise the remainingTimeoutTime will be set to the corresponding
573 * value of the cvar sv_timeout_resumetime.
575 * This function is called when a player issues the resumegame command.
577 void evaluateResumeGame() {
579 return sprint(self, "^7Error: There is no active timeout which could be aborted!\n");
580 if (self != timeoutInitiator)
581 return sprint(self, "^7Error: You may not abort the active timeout. Only the player who called it can do that!\n");
582 if (timeoutStatus == 1) {
583 remainingTimeoutTime = timeoutStatus = 0;
584 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
585 bprint(strcat("^7The timeout was aborted by ", self.netname, " !\n"));
587 else if (timeoutStatus == 2) {
588 //only shorten the remainingTimeoutTime if it makes sense
589 if( remainingTimeoutTime > (cvar("sv_timeout_resumetime") + 1) ) {
590 bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n"));
591 remainingTimeoutTime = cvar("sv_timeout_resumetime");
592 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
595 sprint(self, "^7Error: Your resumegame call was discarded!\n");