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 //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);
139 entity GetPlayer(string name)
145 if(substring(name, 0, 1) == "#") {
146 num = stof(substring(name, 1, 999));
147 if(num >= 1 && num <= maxclients) {
148 for((e = world); num > 0; --num, (e = nextent(e)))
150 //if(clienttype(e) == CLIENTTYPE_REAL)
151 if(e.classname == "player")
155 ns = strdecolorize(name);
156 FOR_EACH_REALPLAYER(e) {
157 if(!strcasecmp(strdecolorize(e.netname), ns)) {
165 //float ctf_clientcommand();
166 void SV_ParseClientCommand(string s) {
172 if(GameCommand_Vote(s, self)) {
174 } else if(GameCommand_MapVote(argv(0))) {
176 } else if(argv(0) == "autoswitch") {
177 // be backwards compatible with older clients (enabled)
178 self.autoswitch = ("0" != argv(1));
179 local string autoswitchmsg;
180 if (self.autoswitch) {
181 autoswitchmsg = "on";
183 autoswitchmsg = "off";
185 sprint(self, strcat("^1autoswitch turned ", autoswitchmsg, "\n"));
186 } else if(argv(0) == "clientversion") {
187 if not(self.flags & FL_CLIENT)
189 if (argv(1) == "$gameversion") {
190 //versionmsg = "^1client is too old to get versioninfo.\nUPDATE!!! (http://www.nexuiz.com)^8";
191 // either that or someone wants to be funny
194 self.version = stof(argv(1));
196 if(self.version != cvar("gameversion"))
198 self.classname = "observer";
199 self.version_mismatch = 1;
201 } else if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force")) {
202 //JoinBestTeam(self, FALSE, TRUE);
203 } else if(cvar("teamplay") && !cvar("sv_spectate")) {
204 self.classname = "observer";
205 stuffcmd(self,"menu_showteamselect\n");
207 } else if(argv(0) == "reportcvar") { // old system
209 } else if(argv(0) == "sentcvar") { // new system
211 } else if(argv(0) == "spectate") {
212 if not(self.flags & FL_CLIENT)
215 return; // don't allow spectating in lms, unless player runs out of lives
216 if(self.classname == "player" && cvar("sv_spectate") == 1) {
218 DropFlag(self.flagcarried);
219 kh_Key_DropAll(self, TRUE);
220 WaypointSprite_PlayerDead();
221 self.classname = "observer";
223 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"));
226 } else if(argv(0) == "join") {
227 if not(self.flags & FL_CLIENT)
230 if (self.classname != "player" && !lockteams)
232 if(isJoinAllowed()) {
233 self.classname = "player";
234 PlayerScore_Clear(self);
235 bprint ("^4", self.netname, "^4 is playing now\n");
239 //player may not join because of g_maxplayers is set
240 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
243 } else if( argv(0) == "selectteam" ) {
244 if not(self.flags & FL_CLIENT)
246 if( !cvar("teamplay") ) {
247 sprint( self, "selecteam can only be used in teamgames\n");
248 } else if(cvar("g_campaign")) {
249 //JoinBestTeam(self, 0);
250 } else if(lockteams) {
251 sprint( self, "^7The game has already begun, you must wait until the next map to be able to join a team.\n");
252 } else if( argv(1) == "red" ) {
253 DoTeamChange(COLOR_TEAM1);
254 } else if( argv(1) == "blue" ) {
255 DoTeamChange(COLOR_TEAM2);
256 } else if( argv(1) == "yellow" ) {
257 DoTeamChange(COLOR_TEAM3);
258 } else if( argv(1) == "pink" ) {
259 DoTeamChange(COLOR_TEAM4);
260 } else if( argv(1) == "auto" ) {
263 sprint( self, strcat( "selectteam none/red/blue/yellow/pink/auto - \"", argv(1), "\" not recognised\n" ) );
265 } else if(argv(0) == "ready") {
266 if not(self.flags & FL_CLIENT)
268 if((g_tourney && 0 < g_tourney_warmup_limit) // with unlimited warmup players have to be able to restart
269 || cvar("sv_ready_restart"))
272 return sprint(self, "^1You cannot reset the game while a timeout is active!\n");
275 if(!restart_countdown || cvar("sv_ready_restart_repeatable"))
278 bprint(self.netname, "^2 is ready\n");
281 sprint(self, "^1game has already been restarted\n");
284 } else if(argv(0) == "maplist") {
287 n = tokenize(cvar_string("g_maplist"));
288 sprint(self, "^7Maps in list: ");
289 for(i = 0, j = 0; i < n; ++i)
291 if(MapInfo_CheckMap(argv(i)))
297 sprint(self, strcat(col, argv(i), " "));
302 } else if(argv(0) == "lsmaps") {
303 sprint(self, "^7Maps available: ");
304 for(i = 0; i < MapInfo_count; ++i)
310 sprint(self, strcat(col, MapInfo_BSPName_ByID(i), " "));
313 } else if(argv(0) == "voice") {
314 VoiceMessage(argv(1));
315 } else if(argv(0) == "say") {
316 Say(self, FALSE, substring(s, 4, strlen(s) - 4));
317 //clientcommand(self, formatmessage(s));
318 } else if(argv(0) == "say_team") {
319 Say(self, TRUE, substring(s, 9, strlen(s) - 9));
320 //clientcommand(self, formatmessage(s));
321 } else if(argv(0) == "info") {
322 cmd = cvar_string(strcat("sv_info_", argv(1)));
324 sprint(self, "ERROR: unsupported info command\n");
326 wordwrap_sprint(cmd, 1111);
327 } else if(argv(0) == "suggestmap") {
328 sprint(self, strcat(MapVote_Suggest(argv(1)), "\n"));
329 } else if(argv(0) == "calltimeout") {
330 if not(self.flags & FL_CLIENT)
332 if(cvar("sv_timeout")) {
333 if(self.classname == "player") {
335 sprint(self, "^7Error: you can not call a timeout while a vote is active!\n");
337 evaluateTimeoutCall();
340 sprint(self, "^7Error: only players can call a timeout!\n");
342 } else if(argv(0) == "resumegame") {
343 if not(self.flags & FL_CLIENT)
345 if(cvar("sv_timeout")) {
346 evaluateResumeGame();
348 } else if(argv(0) == "teamstatus") {
349 Score_NicePrint(self);
351 //if(ctf_clientcommand())
354 /* checks not needed any more since DP has separated clientcommands and regular commands
357 //if(cmd != "say") // handled above
358 //if(cmd != "say_team") // handled above
369 if(cmd != "playermodel")
370 if(cmd != "playerskin")
371 if(cmd != "god") if(cmd != "notarget") if(cmd != "fly") if(cmd != "give") if(cmd != "noclip")
373 print("WARNING: Invalid clientcommand by ", self.netname, ": ", s, "\n");
377 clientcommand(self,s);
385 bprint("^1Server is restarting...\n");
389 // no arena, assault support yet...
390 if(g_arena | g_assault | gameover | intermission_running | race_completing)
391 localcmd("restart\n");
394 if(checkrules_overtimeend)
395 checkrules_overtimeend = 0;
397 if(readyNagActive) { //if every player is ready, remove the ready-nagger again
403 tourneyInMatchStage = 1; //once the game is restarted the game is in match stage
404 //reset weapons and ammo, health and armor to default:
405 // TODO is this really the right way?!? see miscfunction.qc readlevelcvars()
406 start_weapons = WEPBIT_LASER | WEPBIT_SHOTGUN;
407 start_switchweapon = WEP_SHOTGUN;
408 start_ammo_shells = cvar("g_start_ammo_shells");
409 start_ammo_nails = cvar("g_start_ammo_nails");
410 start_ammo_rockets = cvar("g_start_ammo_rockets");
411 start_ammo_cells = cvar("g_start_ammo_cells");
412 start_health = cvar("g_balance_health_start");
413 start_armorvalue = cvar("g_balance_armor_start");
415 restart_countdown = time + RESTART_COUNTDOWN;
416 restart_mapalreadyrestarted = 0; //reset this var, needed when cvar sv_ready_restart_repeatable is in use
417 //reset the .ready status of all players (also spectators)
418 FOR_EACH_CLIENTSLOT(e)
421 WriteByte(MSG_ONE, SVC_TEMPENTITY);
422 WriteByte(MSG_ONE, TE_CSQC_WARMUP);
423 WriteByte(MSG_ONE, !tourneyInMatchStage);
427 if(0<cvar("timelimit") || (g_tourney && (-1 == g_tourney_warmup_limit)) )
429 // remember original timelimit on first restart
431 timelimit_orig = cvar("timelimit");
432 //only set the new timelimit if, when loading the map, a timelimit was really set
434 cvar_set("timelimit", ftos(timelimit_orig + ceil(restart_countdown)/60));
437 if(cvar("teamplay_lockonrestart") && teams_matter) {
439 bprint("^1The teams are now locked.\n");
442 //initiate the restart-countdown-announcer entity
443 restartAnnouncer = spawn();
444 restartAnnouncer.think = restartAnnouncer_Think;
445 restartAnnouncer.nextthink = time;
446 restartAnnouncer.cnt = RESTART_COUNTDOWN;
448 //after a restart every players number of allowed timeouts gets reset, too
449 if(cvar("sv_timeout"))
451 FOR_EACH_REALPLAYER(e)
453 e.allowedTimeouts = cvar("sv_timeout_number");
457 //play the prepareforbattle sound to everyone
458 play2all("announcer/robotic/prepareforbattle.wav");
460 //reset map immediately if this cvar is not set
461 if (!cvar("sv_ready_restart_after_countdown"))
464 if(cvar("sv_eventlog"))
465 GameLogEcho(":restart");
469 * Counts how many players are ready. If not enough players are ready, the function
470 * does nothing. If all players are ready, the timelimit will be extended and the
471 * restart_countdown variable is set to allow other functions like PlayerPostThink
472 * to detect that the countdown is now active. If the cvar sv_ready_restart_after_countdown
473 * is not set the map will be resetted.
475 * Function is called after the server receives a 'ready' sign from a player.
484 FOR_EACH_REALPLAYER(e)
492 return; // NOTE: this also excludes !p, as r <= p
494 if(cvar("sv_ready_restart_nag")) {
495 if(!readyNagActive) {
496 readyNagger = spawn();
497 readyNagger.think = readyNagger_Think;
498 readyNagger.cnt = cvar("sv_ready_restart_nag_duration");
499 readyNagger.nextthink = time;
511 * Centerprints the information to all players who didn't ready up yet to do so.
513 void readyNagger_Think() {
515 if(self.cnt <= 0) { //have a break showing the ready nag
516 //make sure that the old ready-nag-centerprint isn't shown too long:
517 FOR_EACH_REALCLIENT(plr) {
518 if(plr.classname == "player") {
520 centerprint_atprio(plr, CENTERPRIO_SPAM, "");
523 self.cnt = cvar("sv_ready_restart_nag_duration");
524 self.nextthink = time + cvar("sv_ready_restart_nag_interval");
527 //show the ready nagging to all players who aren't ready yet
528 FOR_EACH_REALCLIENT(plr) {
529 if(plr.classname == "player") {
531 centerprint_atprio(plr, CENTERPRIO_SPAM, "^2Please ready up (F4 by default)!");
532 //play reminder sound once the centerprint appears for the first time after the pause:
533 if (self.cnt == cvar("sv_ready_restart_nag_duration"))
534 play2(plr, "misc/talk2.wav");
539 self.nextthink = time + 1;
545 * Shows the restart countdown for all players.
546 * Plays the countdown sounds for the seconds 3, 2 1, begin for everyone.
547 * Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown
550 void restartAnnouncer_Think() {
553 if(self.cnt <= 0) { //show the "Begin" message and
554 if (cvar("sv_ready_restart_after_countdown")) {
555 restart_mapalreadyrestarted = 1;
559 FOR_EACH_REALCLIENT(plr) {
560 if(plr.classname == "player") {
561 s = strcat(NEWLINES, "^1Begin!");
565 play2all("announcer/robotic/begin.wav");
571 FOR_EACH_REALCLIENT(plr) {
572 if(plr.classname == "player") {
573 s = strcat(NEWLINES, "^1Game starts in ", ftos(self.cnt), " seconds");
579 play2all(strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
581 self.nextthink = time + 1;
587 * Checks whether the player who calls the timeout is allowed to do so.
588 * If so, it initializes the timeout countdown. It also checks whether another
589 * timeout was already running at this time and reacts correspondingly.
591 * affected globals/fields: .allowedTimeouts, remainingTimeoutTime, remainingLeadTime,
592 * timeoutInitiator, timeoutStatus, timeoutHandler
594 * This function is called when a player issues the calltimeout command.
596 void evaluateTimeoutCall() {
597 if (g_tourney && !tourneyInMatchStage && !cvar("g_tourney_warmup_allow_timeout"))
598 return sprint(self, "^7Error: You can not call a timeout in warmup-stage!\n");
599 if (time < restart_countdown )
600 return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n");
601 if (timeoutStatus != 2) {
602 //if the map uses a timelimit make sure that timeout cannot be called right before the map ends
603 if (cvar("timelimit")) {
604 //a timelimit was used
606 if (cvar("timelimit"))
607 myTl = cvar("timelimit");
609 myTl = timelimit_orig;
611 local float lastPossibleTimeout;
612 lastPossibleTimeout = (myTl*60) - cvar("sv_timeout_leadtime") - 1;
614 if (lastPossibleTimeout < time)
615 return sprint(self, "^7Error: It is too late to call a timeout now!\n");
618 //player may not call a timeout if he has no calls left
619 if (self.allowedTimeouts < 1)
620 return sprint(self, "^7Error: You already used all your timeout calls for this map!\n");
621 //now all required checks are passed
622 self.allowedTimeouts -= 1;
623 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)
624 remainingTimeoutTime = cvar("sv_timeout_length");
625 remainingLeadTime = cvar("sv_timeout_leadtime");
626 timeoutInitiator = self;
627 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
629 //create the timeout indicator which centerprints the information to all players and takes care of pausing/unpausing
630 timeoutHandler = spawn();
631 timeoutHandler.think = timeoutHandler_Think;
633 timeoutHandler.nextthink = time; //always let the entity think asap
635 //inform all connected clients about the timeout call
636 play2all("announcer/robotic/timeoutcalled.wav");
640 * Checks whether a player is allowed to resume the game. If he is allowed to do it,
641 * and the lead time for the timeout is still active, this countdown just will be aborted (the
642 * game will never be paused). Otherwise the remainingTimeoutTime will be set to the corresponding
643 * value of the cvar sv_timeout_resumetime.
645 * This function is called when a player issues the resumegame command.
647 void evaluateResumeGame() {
649 return sprint(self, "^7Error: There is no active timeout which could be aborted!\n");
650 if (self != timeoutInitiator)
651 return sprint(self, "^7Error: You may not abort the active timeout. Only the player who called it can do that!\n");
652 if (timeoutStatus == 1) {
653 remainingTimeoutTime = timeoutStatus = 0;
654 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
655 bprint(strcat("^7The timeout was aborted by ", self.netname, " !\n"));
657 else if (timeoutStatus == 2) {
658 //only shorten the remainingTimeoutTime if it makes sense
659 if( remainingTimeoutTime > (cvar("sv_timeout_resumetime") + 1) ) {
660 bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n"));
661 remainingTimeoutTime = cvar("sv_timeout_resumetime");
662 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
665 sprint(self, "^7Error: Your resumegame call was discarded!\n");