3 float Nagger_SendEntity(entity to, float sendflags)
6 WriteByte(MSG_ENTITY, ENT_CLIENT_NAGGER);
24 WriteByte(MSG_ENTITY, nags | 128);
26 WriteString(MSG_ENTITY, votecalledvote_display);
28 WriteString(MSG_ENTITY, "");
31 WriteByte(MSG_ENTITY, nags);
38 Net_LinkEntity(nagger);
39 nagger.SendFlags = 128;
40 nagger.SendEntity = Nagger_SendEntity;
42 void Nagger_VoteChanged()
44 print("VoteChanged\n");
46 nagger.SendFlags = 128;
48 void Nagger_ReadyCounted()
50 print("ReadyCounted\n");
56 string MapVote_Suggest(string m);
58 .float floodcontrol_chat;
59 .float floodcontrol_team;
60 void Say(entity source, float teamsay, string msgin)
62 string msgstr, colorstr, cmsgstr, namestr;
66 if(Ban_MaybeEnforceBan(source))
70 if(substring(msgin, 0, 1) == " ")
71 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
73 msgin = formatmessage(msgin);
78 if(source.classname != "player")
79 colorstr = "^0"; // black for spectators
81 colorstr = Team_ColorCode(source.team);
85 if(intermission_running)
89 * using bprint solves this... me stupid
90 // how can we prevent the message from appearing in a listen server?
91 // for now, just give "say" back and only handle say_team
94 clientcommand(self, strcat("say ", msgin));
99 if(cvar("g_chat_teamcolors"))
100 namestr = playername(source);
102 namestr = source.netname;
105 msgstr = strzone(strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin, "\n"));
106 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", wordwrap(msgin, 50));
109 msgstr = strzone(strcat("\{1}", namestr, "^7: ", msgin, "\n"));
117 var .float flood_field;
121 flood_spl = cvar("g_chat_flood_spl_team");
122 flood_burst = cvar("g_chat_flood_burst_team");
123 flood_lmax = cvar("g_chat_flood_lmax_team");
124 flood_field = floodcontrol_team;
128 flood_spl = cvar("g_chat_flood_spl");
129 flood_burst = cvar("g_chat_flood_burst");
130 flood_lmax = cvar("g_chat_flood_lmax");
131 flood_field = floodcontrol_chat;
133 flood_burst = max(0, flood_burst - 1);
134 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
135 lines = ceil(strlennocol(msgstr) / 75);
136 if(flood_lmax && lines > flood_lmax)
138 else if(time >= self.flood_field)
139 self.flood_field = max(time - flood_burst * flood_spl, self.flood_field) + lines * flood_spl;
146 if(cvar("g_chat_flood_notify_flooder"))
149 sprint(self, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(self.flood_field - time), "^3 seconds\n"));
151 sprint(self, "^3FLOOD CONTROL: ^7message too long\n");
154 sprint(self, msgstr);
155 print("NOTE: ", playername(self), "^7 is flooding.\n");
159 if(source.classname == "player")
161 FOR_EACH_REALPLAYER(head)
163 if(head.team == source.team)
165 sprint(head, msgstr);
166 centerprint(head, cmsgstr);
172 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
174 sprint(head, msgstr);
175 centerprint(head, cmsgstr);
181 // TODO invent a cvar name for allowing global chat by spectators during warmup anyway
182 if(cvar("g_chat_nospectators") && source.classname != "player") {
183 FOR_EACH_REALCLIENT(head) if(head.classname != "player") {
184 sprint(head, msgstr);
194 entity GetPlayer(string name)
200 if(substring(name, 0, 1) == "#") {
201 num = stof(substring(name, 1, 999));
202 if(num >= 1 && num <= maxclients) {
203 for((e = world); num > 0; --num, (e = nextent(e)))
205 //if(clienttype(e) == CLIENTTYPE_REAL)
206 if(e.classname == "player")
210 ns = strdecolorize(name);
211 FOR_EACH_REALPLAYER(e) {
212 if(!strcasecmp(strdecolorize(e.netname), ns)) {
220 //float ctf_clientcommand();
221 void SV_ParseClientCommand(string s) {
227 if(GameCommand_Vote(s, self)) {
229 } else if(GameCommand_MapVote(argv(0))) {
231 } else if(argv(0) == "autoswitch") {
232 // be backwards compatible with older clients (enabled)
233 self.autoswitch = ("0" != argv(1));
234 local string autoswitchmsg;
235 if (self.autoswitch) {
236 autoswitchmsg = "on";
238 autoswitchmsg = "off";
240 sprint(self, strcat("^1autoswitch turned ", autoswitchmsg, "\n"));
241 } else if(argv(0) == "clientversion") {
242 if not(self.flags & FL_CLIENT)
244 if (argv(1) == "$gameversion") {
245 //versionmsg = "^1client is too old to get versioninfo.\nUPDATE!!! (http://www.nexuiz.com)^8";
246 // either that or someone wants to be funny
249 self.version = stof(argv(1));
251 if(self.version != cvar("gameversion"))
253 self.classname = "observer";
254 self.version_mismatch = 1;
256 } else if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force")) {
257 //JoinBestTeam(self, FALSE, TRUE);
258 } else if(cvar("teamplay") && !cvar("sv_spectate")) {
259 self.classname = "observer";
260 stuffcmd(self,"menu_showteamselect\n");
262 } else if(argv(0) == "reportcvar") { // old system
264 } else if(argv(0) == "sentcvar") { // new system
266 } else if(argv(0) == "spectate") {
267 if not(self.flags & FL_CLIENT)
270 return; // don't allow spectating in lms, unless player runs out of lives
271 if(self.classname == "player" && cvar("sv_spectate") == 1) {
273 DropFlag(self.flagcarried, world, world);
274 kh_Key_DropAll(self, TRUE);
275 WaypointSprite_PlayerDead();
276 self.classname = "observer";
278 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"));
281 } else if(argv(0) == "join") {
282 if not(self.flags & FL_CLIENT)
285 if (self.classname != "player" && !lockteams)
287 if(isJoinAllowed()) {
288 self.classname = "player";
289 PlayerScore_Clear(self);
290 bprint ("^4", self.netname, "^4 is playing now\n");
294 //player may not join because of g_maxplayers is set
295 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
298 } else if( argv(0) == "selectteam" ) {
299 if not(self.flags & FL_CLIENT)
301 if( !cvar("teamplay") ) {
302 sprint( self, "selecteam can only be used in teamgames\n");
303 } else if(cvar("g_campaign")) {
304 //JoinBestTeam(self, 0);
305 } else if(lockteams) {
306 sprint( self, "^7The game has already begun, you must wait until the next map to be able to join a team.\n");
307 } else if( argv(1) == "red" ) {
308 DoTeamChange(COLOR_TEAM1);
309 } else if( argv(1) == "blue" ) {
310 DoTeamChange(COLOR_TEAM2);
311 } else if( argv(1) == "yellow" ) {
312 DoTeamChange(COLOR_TEAM3);
313 } else if( argv(1) == "pink" ) {
314 DoTeamChange(COLOR_TEAM4);
315 } else if( argv(1) == "auto" ) {
318 sprint( self, strcat( "selectteam none/red/blue/yellow/pink/auto - \"", argv(1), "\" not recognised\n" ) );
320 } else if(argv(0) == "ready") {
321 if not(self.flags & FL_CLIENT)
323 if((inWarmupStage && 0 < g_warmup_limit) // with unlimited warmup players have to be able to restart
324 || cvar("sv_ready_restart"))
327 return sprint(self, "^1You cannot reset the game while a timeout is active!\n");
330 if(!restart_countdown || cvar("sv_ready_restart_repeatable"))
333 bprint(self.netname, "^2 is ready\n");
336 sprint(self, "^1game has already been restarted\n");
339 } else if(argv(0) == "maplist") {
342 n = tokenize(cvar_string("g_maplist"));
343 sprint(self, "^7Maps in list: ");
344 for(i = 0, j = 0; i < n; ++i)
346 if(MapInfo_CheckMap(argv(i)))
352 sprint(self, strcat(col, argv(i), " "));
357 } else if(argv(0) == "lsmaps") {
358 sprint(self, "^7Maps available: ");
359 for(i = 0; i < MapInfo_count; ++i)
365 sprint(self, strcat(col, MapInfo_BSPName_ByID(i), " "));
368 } else if(argv(0) == "voice") {
369 VoiceMessage(argv(1));
370 } else if(argv(0) == "say") {
371 Say(self, FALSE, substring(s, 4, strlen(s) - 4));
372 //clientcommand(self, formatmessage(s));
373 } else if(argv(0) == "say_team") {
374 Say(self, TRUE, substring(s, 9, strlen(s) - 9));
375 //clientcommand(self, formatmessage(s));
376 } else if(argv(0) == "info") {
377 cmd = cvar_string(strcat("sv_info_", argv(1)));
379 sprint(self, "ERROR: unsupported info command\n");
381 wordwrap_sprint(cmd, 1111);
382 } else if(argv(0) == "suggestmap") {
383 sprint(self, strcat(MapVote_Suggest(argv(1)), "\n"));
384 } else if(argv(0) == "calltimeout") {
385 if not(self.flags & FL_CLIENT)
387 if(cvar("sv_timeout")) {
388 if(self.classname == "player") {
390 sprint(self, "^7Error: you can not call a timeout while a vote is active!\n");
392 evaluateTimeoutCall();
395 sprint(self, "^7Error: only players can call a timeout!\n");
397 } else if(argv(0) == "resumegame") {
398 if not(self.flags & FL_CLIENT)
400 if(cvar("sv_timeout")) {
401 evaluateResumeGame();
403 } else if(argv(0) == "teamstatus") {
404 Score_NicePrint(self);
405 } else if(argv(0) == "cvar_changes") {
406 sprint(self, cvar_changes);
408 //if(ctf_clientcommand())
411 /* checks not needed any more since DP has separated clientcommands and regular commands
414 //if(cmd != "say") // handled above
415 //if(cmd != "say_team") // handled above
426 if(cmd != "playermodel")
427 if(cmd != "playerskin")
428 if(cmd != "god") if(cmd != "notarget") if(cmd != "fly") if(cmd != "give") if(cmd != "noclip")
430 print("WARNING: Invalid clientcommand by ", self.netname, ": ", s, "\n");
434 clientcommand(self,s);
442 bprint("^1Server is restarting...\n");
446 // no arena, assault support yet...
447 if(g_arena | g_assault | gameover | intermission_running | race_completing)
448 localcmd("restart\n");
451 if(checkrules_overtimeend)
452 checkrules_overtimeend = 0;
454 restart_countdown = time + RESTART_COUNTDOWN;
455 restart_mapalreadyrestarted = 0; //reset this var, needed when cvar sv_ready_restart_repeatable is in use
456 if(0 < cvar("timelimit") || inWarmupStage)
458 // remember original timelimit on first restart
460 timelimit_orig = cvar("timelimit");
461 //only set the new timelimit if, when loading the map, a timelimit was really set
463 cvar_set("timelimit", ftos(timelimit_orig + ceil(restart_countdown)/60));
466 inWarmupStage = 0; //once the game is restarted the game is in match stage
468 //reset the .ready status of all players (also spectators)
469 FOR_EACH_CLIENTSLOT(e)
471 FOR_EACH_REALCLIENT(e)
474 WriteByte(MSG_ONE, SVC_TEMPENTITY);
475 WriteByte(MSG_ONE, TE_CSQC_WARMUP);
476 WriteByte(MSG_ONE, 0);
479 if(cvar("teamplay_lockonrestart") && teams_matter) {
481 bprint("^1The teams are now locked.\n");
484 //initiate the restart-countdown-announcer entity
485 restartAnnouncer = spawn();
486 restartAnnouncer.think = restartAnnouncer_Think;
487 restartAnnouncer.nextthink = time;
488 restartAnnouncer.cnt = RESTART_COUNTDOWN;
490 //after a restart every players number of allowed timeouts gets reset, too
491 if(cvar("sv_timeout"))
493 FOR_EACH_REALPLAYER(e)
494 e.allowedTimeouts = cvar("sv_timeout_number");
497 //play the prepareforbattle sound to everyone
498 play2all("announcer/robotic/prepareforbattle.wav");
500 //reset map immediately if this cvar is not set
501 if (!cvar("sv_ready_restart_after_countdown"))
507 if(cvar("sv_eventlog"))
508 GameLogEcho(":restart");
512 * Counts how many players are ready. If not enough players are ready, the function
513 * does nothing. If all players are ready, the timelimit will be extended and the
514 * restart_countdown variable is set to allow other functions like PlayerPostThink
515 * to detect that the countdown is now active. If the cvar sv_ready_restart_after_countdown
516 * is not set the map will be resetted.
518 * Function is called after the server receives a 'ready' sign from a player.
527 FOR_EACH_REALPLAYER(e)
536 if(r) // at least one is ready
537 if(r == p) // and, everyone is ready
540 Nagger_ReadyCounted();
544 * Shows the restart countdown for all players.
545 * Plays the countdown sounds for the seconds 3, 2 1, begin for everyone.
546 * Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown
549 void restartAnnouncer_Think() {
552 if(self.cnt <= 0) { //show the "Begin" message and
553 if (cvar("sv_ready_restart_after_countdown")) {
554 restart_mapalreadyrestarted = 1;
558 FOR_EACH_REALCLIENT(plr) {
559 if(plr.classname == "player") {
560 s = strcat(NEWLINES, "^1Begin!");
564 play2all("announcer/robotic/begin.wav");
570 FOR_EACH_REALCLIENT(plr) {
571 if(plr.classname == "player") {
572 s = strcat(NEWLINES, "^1Game starts in ", ftos(self.cnt), " seconds");
578 play2all(strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
580 self.nextthink = time + 1;
586 * Checks whether the player who calls the timeout is allowed to do so.
587 * If so, it initializes the timeout countdown. It also checks whether another
588 * timeout was already running at this time and reacts correspondingly.
590 * affected globals/fields: .allowedTimeouts, remainingTimeoutTime, remainingLeadTime,
591 * timeoutInitiator, timeoutStatus, timeoutHandler
593 * This function is called when a player issues the calltimeout command.
595 void evaluateTimeoutCall() {
596 if (inWarmupStage && !g_warmup_allow_timeout)
597 return sprint(self, "^7Error: You can not call a timeout in warmup-stage!\n");
598 if (time < restart_countdown )
599 return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n");
600 if (timeoutStatus != 2) {
601 //if the map uses a timelimit make sure that timeout cannot be called right before the map ends
602 if (cvar("timelimit")) {
603 //a timelimit was used
605 if (cvar("timelimit"))
606 myTl = cvar("timelimit");
608 myTl = timelimit_orig;
610 local float lastPossibleTimeout;
611 lastPossibleTimeout = (myTl*60) - cvar("sv_timeout_leadtime") - 1;
613 if (lastPossibleTimeout < time)
614 return sprint(self, "^7Error: It is too late to call a timeout now!\n");
617 //player may not call a timeout if he has no calls left
618 if (self.allowedTimeouts < 1)
619 return sprint(self, "^7Error: You already used all your timeout calls for this map!\n");
620 //now all required checks are passed
621 self.allowedTimeouts -= 1;
622 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)
623 remainingTimeoutTime = cvar("sv_timeout_length");
624 remainingLeadTime = cvar("sv_timeout_leadtime");
625 timeoutInitiator = self;
626 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
628 //create the timeout indicator which centerprints the information to all players and takes care of pausing/unpausing
629 timeoutHandler = spawn();
630 timeoutHandler.think = timeoutHandler_Think;
632 timeoutHandler.nextthink = time; //always let the entity think asap
634 //inform all connected clients about the timeout call
635 play2all("announcer/robotic/timeoutcalled.wav");
639 * Checks whether a player is allowed to resume the game. If he is allowed to do it,
640 * and the lead time for the timeout is still active, this countdown just will be aborted (the
641 * game will never be paused). Otherwise the remainingTimeoutTime will be set to the corresponding
642 * value of the cvar sv_timeout_resumetime.
644 * This function is called when a player issues the resumegame command.
646 void evaluateResumeGame() {
648 return sprint(self, "^7Error: There is no active timeout which could be aborted!\n");
649 if (self != timeoutInitiator)
650 return sprint(self, "^7Error: You may not abort the active timeout. Only the player who called it can do that!\n");
651 if (timeoutStatus == 1) {
652 remainingTimeoutTime = timeoutStatus = 0;
653 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
654 bprint(strcat("^7The timeout was aborted by ", self.netname, " !\n"));
656 else if (timeoutStatus == 2) {
657 //only shorten the remainingTimeoutTime if it makes sense
658 if( remainingTimeoutTime > (cvar("sv_timeout_resumetime") + 1) ) {
659 bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n"));
660 remainingTimeoutTime = cvar("sv_timeout_resumetime");
661 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
664 sprint(self, "^7Error: Your resumegame call was discarded!\n");