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 print("NOTE: ", playername(self), "^7 is flooding.\n");
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 if(cvar("g_chat_nospectators") && source.classname != "player") {
126 FOR_EACH_REALCLIENT(head) if(head.classname != "player") {
127 sprint(head, msgstr);
137 entity GetPlayer(string name)
143 if(substring(name, 0, 1) == "#") {
144 num = stof(substring(name, 1, 999));
145 if(num >= 1 && num <= maxclients) {
146 for((e = world); num > 0; --num, (e = nextent(e)))
148 //if(clienttype(e) == CLIENTTYPE_REAL)
149 if(e.classname == "player")
153 ns = strdecolorize(name);
154 FOR_EACH_REALPLAYER(e) {
155 if(!strcasecmp(strdecolorize(e.netname), ns)) {
163 //float ctf_clientcommand();
164 void SV_ParseClientCommand(string s) {
170 if(GameCommand_Vote(s, self)) {
172 } else if(GameCommand_MapVote(argv(0))) {
174 } else if(argv(0) == "autoswitch") {
175 // be backwards compatible with older clients (enabled)
176 self.autoswitch = ("0" != argv(1));
177 local string autoswitchmsg;
178 if (self.autoswitch) {
179 autoswitchmsg = "on";
181 autoswitchmsg = "off";
183 sprint(self, strcat("^1autoswitch turned ", autoswitchmsg, "\n"));
184 } else if(argv(0) == "clientversion") {
185 if not(self.flags & FL_CLIENT)
187 if (argv(1) == "$gameversion") {
188 //versionmsg = "^1client is too old to get versioninfo.\nUPDATE!!! (http://www.nexuiz.com)^8";
189 // either that or someone wants to be funny
192 self.version = stof(argv(1));
194 if(self.version != cvar("gameversion"))
196 self.classname = "observer";
197 self.version_mismatch = 1;
199 } else if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force")) {
200 //JoinBestTeam(self, FALSE, TRUE);
201 } else if(cvar("teamplay") && !cvar("sv_spectate")) {
202 self.classname = "observer";
203 stuffcmd(self,"menu_showteamselect\n");
205 } else if(argv(0) == "reportcvar") { // old system
207 } else if(argv(0) == "sentcvar") { // new system
209 } else if(argv(0) == "spectate") {
210 if not(self.flags & FL_CLIENT)
213 return; // don't allow spectating in lms, unless player runs out of lives
214 if(self.classname == "player" && cvar("sv_spectate") == 1) {
216 DropFlag(self.flagcarried);
217 kh_Key_DropAll(self, TRUE);
218 WaypointSprite_PlayerDead();
219 self.classname = "observer";
221 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"));
224 } else if(argv(0) == "join") {
225 if not(self.flags & FL_CLIENT)
228 if (self.classname != "player" && !lockteams)
230 if(isJoinAllowed()) {
231 self.classname = "player";
232 PlayerScore_Clear(self);
233 bprint ("^4", self.netname, "^4 is playing now\n");
237 //player may not join because of g_maxplayers is set
238 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
241 } else if( argv(0) == "selectteam" ) {
242 if not(self.flags & FL_CLIENT)
244 if( !cvar("teamplay") ) {
245 sprint( self, "selecteam can only be used in teamgames\n");
246 } else if(cvar("g_campaign")) {
247 //JoinBestTeam(self, 0);
248 } else if(lockteams) {
249 sprint( self, "^7The game has already begun, you must wait until the next map to be able to join a team.\n");
250 } else if( argv(1) == "red" ) {
251 DoTeamChange(COLOR_TEAM1);
252 } else if( argv(1) == "blue" ) {
253 DoTeamChange(COLOR_TEAM2);
254 } else if( argv(1) == "yellow" ) {
255 DoTeamChange(COLOR_TEAM3);
256 } else if( argv(1) == "pink" ) {
257 DoTeamChange(COLOR_TEAM4);
258 } else if( argv(1) == "auto" ) {
261 sprint( self, strcat( "selectteam none/red/blue/yellow/pink/auto - \"", argv(1), "\" not recognised\n" ) );
263 } else if(argv(0) == "ready") {
264 if not(self.flags & FL_CLIENT)
266 if((inWarmupStage && 0 < g_warmup_limit) // with unlimited warmup players have to be able to restart
267 || cvar("sv_ready_restart"))
270 return sprint(self, "^1You cannot reset the game while a timeout is active!\n");
273 if(!restart_countdown || cvar("sv_ready_restart_repeatable"))
276 bprint(self.netname, "^2 is ready\n");
279 sprint(self, "^1game has already been restarted\n");
282 } else if(argv(0) == "maplist") {
285 n = tokenize(cvar_string("g_maplist"));
286 sprint(self, "^7Maps in list: ");
287 for(i = 0, j = 0; i < n; ++i)
289 if(MapInfo_CheckMap(argv(i)))
295 sprint(self, strcat(col, argv(i), " "));
300 } else if(argv(0) == "lsmaps") {
301 sprint(self, "^7Maps available: ");
302 for(i = 0; i < MapInfo_count; ++i)
308 sprint(self, strcat(col, MapInfo_BSPName_ByID(i), " "));
311 } else if(argv(0) == "voice") {
312 VoiceMessage(argv(1));
313 } else if(argv(0) == "say") {
314 Say(self, FALSE, substring(s, 4, strlen(s) - 4));
315 //clientcommand(self, formatmessage(s));
316 } else if(argv(0) == "say_team") {
317 Say(self, TRUE, substring(s, 9, strlen(s) - 9));
318 //clientcommand(self, formatmessage(s));
319 } else if(argv(0) == "info") {
320 cmd = cvar_string(strcat("sv_info_", argv(1)));
322 sprint(self, "ERROR: unsupported info command\n");
324 wordwrap_sprint(cmd, 1111);
325 } else if(argv(0) == "suggestmap") {
326 sprint(self, strcat(MapVote_Suggest(argv(1)), "\n"));
327 } else if(argv(0) == "calltimeout") {
328 if not(self.flags & FL_CLIENT)
330 if(cvar("sv_timeout")) {
331 if(self.classname == "player") {
333 sprint(self, "^7Error: you can not call a timeout while a vote is active!\n");
335 evaluateTimeoutCall();
338 sprint(self, "^7Error: only players can call a timeout!\n");
340 } else if(argv(0) == "resumegame") {
341 if not(self.flags & FL_CLIENT)
343 if(cvar("sv_timeout")) {
344 evaluateResumeGame();
346 } else if(argv(0) == "teamstatus") {
347 Score_NicePrint(self);
349 //if(ctf_clientcommand())
352 /* checks not needed any more since DP has separated clientcommands and regular commands
355 //if(cmd != "say") // handled above
356 //if(cmd != "say_team") // handled above
367 if(cmd != "playermodel")
368 if(cmd != "playerskin")
369 if(cmd != "god") if(cmd != "notarget") if(cmd != "fly") if(cmd != "give") if(cmd != "noclip")
371 print("WARNING: Invalid clientcommand by ", self.netname, ": ", s, "\n");
375 clientcommand(self,s);
383 bprint("^1Server is restarting...\n");
387 // no arena, assault support yet...
388 if(g_arena | g_assault | gameover | intermission_running | race_completing)
389 localcmd("restart\n");
392 if(checkrules_overtimeend)
393 checkrules_overtimeend = 0;
395 if(readyNagActive) { //if every player is ready, remove the ready-nagger again
400 restart_countdown = time + RESTART_COUNTDOWN;
401 restart_mapalreadyrestarted = 0; //reset this var, needed when cvar sv_ready_restart_repeatable is in use
402 if(0 < cvar("timelimit") || inWarmupStage)
404 // remember original timelimit on first restart
406 timelimit_orig = cvar("timelimit");
407 //only set the new timelimit if, when loading the map, a timelimit was really set
409 cvar_set("timelimit", ftos(timelimit_orig + ceil(restart_countdown)/60));
412 inWarmupStage = 0; //once the game is restarted the game is in match stage
414 //reset the .ready status of all players (also spectators)
415 FOR_EACH_CLIENTSLOT(e)
417 FOR_EACH_REALCLIENT(e)
420 WriteByte(MSG_ONE, SVC_TEMPENTITY);
421 WriteByte(MSG_ONE, TE_CSQC_WARMUP);
422 WriteByte(MSG_ONE, 0);
425 if(cvar("teamplay_lockonrestart") && teams_matter) {
427 bprint("^1The teams are now locked.\n");
430 //initiate the restart-countdown-announcer entity
431 restartAnnouncer = spawn();
432 restartAnnouncer.think = restartAnnouncer_Think;
433 restartAnnouncer.nextthink = time;
434 restartAnnouncer.cnt = RESTART_COUNTDOWN;
436 //after a restart every players number of allowed timeouts gets reset, too
437 if(cvar("sv_timeout"))
439 FOR_EACH_REALPLAYER(e)
440 e.allowedTimeouts = cvar("sv_timeout_number");
443 //play the prepareforbattle sound to everyone
444 play2all("announcer/robotic/prepareforbattle.wav");
446 //reset map immediately if this cvar is not set
447 if (!cvar("sv_ready_restart_after_countdown"))
453 if(cvar("sv_eventlog"))
454 GameLogEcho(":restart");
458 * Counts how many players are ready. If not enough players are ready, the function
459 * does nothing. If all players are ready, the timelimit will be extended and the
460 * restart_countdown variable is set to allow other functions like PlayerPostThink
461 * to detect that the countdown is now active. If the cvar sv_ready_restart_after_countdown
462 * is not set the map will be resetted.
464 * Function is called after the server receives a 'ready' sign from a player.
473 FOR_EACH_REALPLAYER(e)
481 return; // NOTE: this also excludes !p, as r <= p
483 if(cvar("sv_ready_restart_nag")) {
484 if(!readyNagActive) {
485 readyNagger = spawn();
486 readyNagger.think = readyNagger_Think;
487 readyNagger.cnt = cvar("sv_ready_restart_nag_duration");
488 readyNagger.nextthink = time;
500 * Centerprints the information to all players who didn't ready up yet to do so.
502 void readyNagger_Think() {
504 if(self.cnt <= 0) { //have a break showing the ready nag
505 //make sure that the old ready-nag-centerprint isn't shown too long:
506 FOR_EACH_REALCLIENT(plr) {
507 if(plr.classname == "player") {
509 centerprint_atprio(plr, CENTERPRIO_SPAM, "");
512 self.cnt = cvar("sv_ready_restart_nag_duration");
513 self.nextthink = time + cvar("sv_ready_restart_nag_interval");
516 //show the ready nagging to all players who aren't ready yet
517 FOR_EACH_REALCLIENT(plr) {
518 if(plr.classname == "player") {
520 centerprint_atprio(plr, CENTERPRIO_SPAM, "^2Please ready up (F4 by default)!");
521 //play reminder sound once the centerprint appears for the first time after the pause:
522 if (self.cnt == cvar("sv_ready_restart_nag_duration"))
523 play2(plr, "misc/talk2.wav");
528 self.nextthink = time + 1;
534 * Shows the restart countdown for all players.
535 * Plays the countdown sounds for the seconds 3, 2 1, begin for everyone.
536 * Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown
539 void restartAnnouncer_Think() {
542 if(self.cnt <= 0) { //show the "Begin" message and
543 if (cvar("sv_ready_restart_after_countdown")) {
544 restart_mapalreadyrestarted = 1;
548 FOR_EACH_REALCLIENT(plr) {
549 if(plr.classname == "player") {
550 s = strcat(NEWLINES, "^1Begin!");
554 play2all("announcer/robotic/begin.wav");
560 FOR_EACH_REALCLIENT(plr) {
561 if(plr.classname == "player") {
562 s = strcat(NEWLINES, "^1Game starts in ", ftos(self.cnt), " seconds");
568 play2all(strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
570 self.nextthink = time + 1;
576 * Checks whether the player who calls the timeout is allowed to do so.
577 * If so, it initializes the timeout countdown. It also checks whether another
578 * timeout was already running at this time and reacts correspondingly.
580 * affected globals/fields: .allowedTimeouts, remainingTimeoutTime, remainingLeadTime,
581 * timeoutInitiator, timeoutStatus, timeoutHandler
583 * This function is called when a player issues the calltimeout command.
585 void evaluateTimeoutCall() {
586 if (inWarmupStage && !g_warmup_allow_timeout)
587 return sprint(self, "^7Error: You can not call a timeout in warmup-stage!\n");
588 if (time < restart_countdown )
589 return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n");
590 if (timeoutStatus != 2) {
591 //if the map uses a timelimit make sure that timeout cannot be called right before the map ends
592 if (cvar("timelimit")) {
593 //a timelimit was used
595 if (cvar("timelimit"))
596 myTl = cvar("timelimit");
598 myTl = timelimit_orig;
600 local float lastPossibleTimeout;
601 lastPossibleTimeout = (myTl*60) - cvar("sv_timeout_leadtime") - 1;
603 if (lastPossibleTimeout < time)
604 return sprint(self, "^7Error: It is too late to call a timeout now!\n");
607 //player may not call a timeout if he has no calls left
608 if (self.allowedTimeouts < 1)
609 return sprint(self, "^7Error: You already used all your timeout calls for this map!\n");
610 //now all required checks are passed
611 self.allowedTimeouts -= 1;
612 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)
613 remainingTimeoutTime = cvar("sv_timeout_length");
614 remainingLeadTime = cvar("sv_timeout_leadtime");
615 timeoutInitiator = self;
616 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
618 //create the timeout indicator which centerprints the information to all players and takes care of pausing/unpausing
619 timeoutHandler = spawn();
620 timeoutHandler.think = timeoutHandler_Think;
622 timeoutHandler.nextthink = time; //always let the entity think asap
624 //inform all connected clients about the timeout call
625 play2all("announcer/robotic/timeoutcalled.wav");
629 * Checks whether a player is allowed to resume the game. If he is allowed to do it,
630 * and the lead time for the timeout is still active, this countdown just will be aborted (the
631 * game will never be paused). Otherwise the remainingTimeoutTime will be set to the corresponding
632 * value of the cvar sv_timeout_resumetime.
634 * This function is called when a player issues the resumegame command.
636 void evaluateResumeGame() {
638 return sprint(self, "^7Error: There is no active timeout which could be aborted!\n");
639 if (self != timeoutInitiator)
640 return sprint(self, "^7Error: You may not abort the active timeout. Only the player who called it can do that!\n");
641 if (timeoutStatus == 1) {
642 remainingTimeoutTime = timeoutStatus = 0;
643 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
644 bprint(strcat("^7The timeout was aborted by ", self.netname, " !\n"));
646 else if (timeoutStatus == 2) {
647 //only shorten the remainingTimeoutTime if it makes sense
648 if( remainingTimeoutTime > (cvar("sv_timeout_resumetime") + 1) ) {
649 bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n"));
650 remainingTimeoutTime = cvar("sv_timeout_resumetime");
651 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
654 sprint(self, "^7Error: Your resumegame call was discarded!\n");