3 void Nagger_SendEntity(entity to, float sendflags)
6 WriteByte(MSG_ENTITY, ENT_CLIENT_NAGGER);
24 WriteByte(MSG_ENTITY, nags | 128);
25 WriteString(MSG_ENTITY, votecalledvote);
28 WriteByte(MSG_ENTITY, nags);
33 Net_LinkEntity(nagger);
34 nagger.SendFlags = 128;
35 nagger.SendEntity = Nagger_SendEntity;
37 void Nagger_VoteChanged()
39 nagger.SendFlags = 128;
41 void Nagger_ReadyCounted()
47 string MapVote_Suggest(string m);
49 .float floodcontrol_chat;
50 .float floodcontrol_team;
51 void Say(entity source, float teamsay, string msgin)
53 string msgstr, colorstr, cmsgstr, namestr;
57 if(Ban_MaybeEnforceBan(source))
61 if(substring(msgin, 0, 1) == " ")
62 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
64 msgin = formatmessage(msgin);
69 if(source.classname != "player")
70 colorstr = "^0"; // black for spectators
72 colorstr = Team_ColorCode(source.team);
76 if(intermission_running)
80 * using bprint solves this... me stupid
81 // how can we prevent the message from appearing in a listen server?
82 // for now, just give "say" back and only handle say_team
85 clientcommand(self, strcat("say ", msgin));
90 if(cvar("g_chat_teamcolors"))
91 namestr = playername(source);
93 namestr = source.netname;
96 msgstr = strzone(strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin, "\n"));
97 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", wordwrap(msgin, 50));
100 msgstr = strzone(strcat("\{1}", namestr, "^7: ", msgin, "\n"));
108 var .float flood_field;
112 flood_spl = cvar("g_chat_flood_spl_team");
113 flood_burst = cvar("g_chat_flood_burst_team");
114 flood_lmax = cvar("g_chat_flood_lmax_team");
115 flood_field = floodcontrol_team;
119 flood_spl = cvar("g_chat_flood_spl");
120 flood_burst = cvar("g_chat_flood_burst");
121 flood_lmax = cvar("g_chat_flood_lmax");
122 flood_field = floodcontrol_chat;
124 flood_burst = max(0, flood_burst - 1);
125 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
126 lines = ceil(strlennocol(msgstr) / 75);
127 if(flood_lmax && lines > flood_lmax)
129 else if(time >= self.flood_field)
130 self.flood_field = max(time - flood_burst * flood_spl, self.flood_field) + lines * flood_spl;
137 if(cvar("g_chat_flood_notify_flooder"))
140 sprint(self, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(self.flood_field - time), "^3 seconds\n"));
142 sprint(self, "^3FLOOD CONTROL: ^7message too long\n");
145 sprint(self, msgstr);
146 print("NOTE: ", playername(self), "^7 is flooding.\n");
150 if(source.classname == "player")
152 FOR_EACH_REALPLAYER(head)
154 if(head.team == source.team)
156 sprint(head, msgstr);
157 centerprint(head, cmsgstr);
163 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
165 sprint(head, msgstr);
166 centerprint(head, cmsgstr);
172 // TODO invent a cvar name for allowing global chat by spectators during warmup anyway
173 if(cvar("g_chat_nospectators") && source.classname != "player") {
174 FOR_EACH_REALCLIENT(head) if(head.classname != "player") {
175 sprint(head, msgstr);
185 entity GetPlayer(string name)
191 if(substring(name, 0, 1) == "#") {
192 num = stof(substring(name, 1, 999));
193 if(num >= 1 && num <= maxclients) {
194 for((e = world); num > 0; --num, (e = nextent(e)))
196 //if(clienttype(e) == CLIENTTYPE_REAL)
197 if(e.classname == "player")
201 ns = strdecolorize(name);
202 FOR_EACH_REALPLAYER(e) {
203 if(!strcasecmp(strdecolorize(e.netname), ns)) {
211 //float ctf_clientcommand();
212 void SV_ParseClientCommand(string s) {
218 if(GameCommand_Vote(s, self)) {
220 } else if(GameCommand_MapVote(argv(0))) {
222 } else if(argv(0) == "autoswitch") {
223 // be backwards compatible with older clients (enabled)
224 self.autoswitch = ("0" != argv(1));
225 local string autoswitchmsg;
226 if (self.autoswitch) {
227 autoswitchmsg = "on";
229 autoswitchmsg = "off";
231 sprint(self, strcat("^1autoswitch turned ", autoswitchmsg, "\n"));
232 } else if(argv(0) == "clientversion") {
233 if not(self.flags & FL_CLIENT)
235 if (argv(1) == "$gameversion") {
236 //versionmsg = "^1client is too old to get versioninfo.\nUPDATE!!! (http://www.nexuiz.com)^8";
237 // either that or someone wants to be funny
240 self.version = stof(argv(1));
242 if(self.version != cvar("gameversion"))
244 self.classname = "observer";
245 self.version_mismatch = 1;
247 } else if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force")) {
248 //JoinBestTeam(self, FALSE, TRUE);
249 } else if(cvar("teamplay") && !cvar("sv_spectate")) {
250 self.classname = "observer";
251 stuffcmd(self,"menu_showteamselect\n");
253 } else if(argv(0) == "reportcvar") { // old system
255 } else if(argv(0) == "sentcvar") { // new system
257 } else if(argv(0) == "spectate") {
258 if not(self.flags & FL_CLIENT)
261 return; // don't allow spectating in lms, unless player runs out of lives
262 if(self.classname == "player" && cvar("sv_spectate") == 1) {
264 DropFlag(self.flagcarried, 0);
265 kh_Key_DropAll(self, TRUE);
266 WaypointSprite_PlayerDead();
267 self.classname = "observer";
269 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"));
272 } else if(argv(0) == "join") {
273 if not(self.flags & FL_CLIENT)
276 if (self.classname != "player" && !lockteams)
278 if(isJoinAllowed()) {
279 self.classname = "player";
280 PlayerScore_Clear(self);
281 bprint ("^4", self.netname, "^4 is playing now\n");
285 //player may not join because of g_maxplayers is set
286 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
289 } else if( argv(0) == "selectteam" ) {
290 if not(self.flags & FL_CLIENT)
292 if( !cvar("teamplay") ) {
293 sprint( self, "selecteam can only be used in teamgames\n");
294 } else if(cvar("g_campaign")) {
295 //JoinBestTeam(self, 0);
296 } else if(lockteams) {
297 sprint( self, "^7The game has already begun, you must wait until the next map to be able to join a team.\n");
298 } else if( argv(1) == "red" ) {
299 DoTeamChange(COLOR_TEAM1);
300 } else if( argv(1) == "blue" ) {
301 DoTeamChange(COLOR_TEAM2);
302 } else if( argv(1) == "yellow" ) {
303 DoTeamChange(COLOR_TEAM3);
304 } else if( argv(1) == "pink" ) {
305 DoTeamChange(COLOR_TEAM4);
306 } else if( argv(1) == "auto" ) {
309 sprint( self, strcat( "selectteam none/red/blue/yellow/pink/auto - \"", argv(1), "\" not recognised\n" ) );
311 } else if(argv(0) == "ready") {
312 if not(self.flags & FL_CLIENT)
314 if((inWarmupStage && 0 < g_warmup_limit) // with unlimited warmup players have to be able to restart
315 || cvar("sv_ready_restart"))
318 return sprint(self, "^1You cannot reset the game while a timeout is active!\n");
321 if(!restart_countdown || cvar("sv_ready_restart_repeatable"))
324 bprint(self.netname, "^2 is ready\n");
327 sprint(self, "^1game has already been restarted\n");
330 } else if(argv(0) == "maplist") {
333 n = tokenize(cvar_string("g_maplist"));
334 sprint(self, "^7Maps in list: ");
335 for(i = 0, j = 0; i < n; ++i)
337 if(MapInfo_CheckMap(argv(i)))
343 sprint(self, strcat(col, argv(i), " "));
348 } else if(argv(0) == "lsmaps") {
349 sprint(self, "^7Maps available: ");
350 for(i = 0; i < MapInfo_count; ++i)
356 sprint(self, strcat(col, MapInfo_BSPName_ByID(i), " "));
359 } else if(argv(0) == "voice") {
360 VoiceMessage(argv(1));
361 } else if(argv(0) == "say") {
362 Say(self, FALSE, substring(s, 4, strlen(s) - 4));
363 //clientcommand(self, formatmessage(s));
364 } else if(argv(0) == "say_team") {
365 Say(self, TRUE, substring(s, 9, strlen(s) - 9));
366 //clientcommand(self, formatmessage(s));
367 } else if(argv(0) == "info") {
368 cmd = cvar_string(strcat("sv_info_", argv(1)));
370 sprint(self, "ERROR: unsupported info command\n");
372 wordwrap_sprint(cmd, 1111);
373 } else if(argv(0) == "suggestmap") {
374 sprint(self, strcat(MapVote_Suggest(argv(1)), "\n"));
375 } else if(argv(0) == "calltimeout") {
376 if not(self.flags & FL_CLIENT)
378 if(cvar("sv_timeout")) {
379 if(self.classname == "player") {
381 sprint(self, "^7Error: you can not call a timeout while a vote is active!\n");
383 evaluateTimeoutCall();
386 sprint(self, "^7Error: only players can call a timeout!\n");
388 } else if(argv(0) == "resumegame") {
389 if not(self.flags & FL_CLIENT)
391 if(cvar("sv_timeout")) {
392 evaluateResumeGame();
394 } else if(argv(0) == "teamstatus") {
395 Score_NicePrint(self);
397 //if(ctf_clientcommand())
400 /* checks not needed any more since DP has separated clientcommands and regular commands
403 //if(cmd != "say") // handled above
404 //if(cmd != "say_team") // handled above
415 if(cmd != "playermodel")
416 if(cmd != "playerskin")
417 if(cmd != "god") if(cmd != "notarget") if(cmd != "fly") if(cmd != "give") if(cmd != "noclip")
419 print("WARNING: Invalid clientcommand by ", self.netname, ": ", s, "\n");
423 clientcommand(self,s);
431 bprint("^1Server is restarting...\n");
435 // no arena, assault support yet...
436 if(g_arena | g_assault | gameover | intermission_running | race_completing)
437 localcmd("restart\n");
440 if(checkrules_overtimeend)
441 checkrules_overtimeend = 0;
443 restart_countdown = time + RESTART_COUNTDOWN;
444 restart_mapalreadyrestarted = 0; //reset this var, needed when cvar sv_ready_restart_repeatable is in use
445 if(0 < cvar("timelimit") || inWarmupStage)
447 // remember original timelimit on first restart
449 timelimit_orig = cvar("timelimit");
450 //only set the new timelimit if, when loading the map, a timelimit was really set
452 cvar_set("timelimit", ftos(timelimit_orig + ceil(restart_countdown)/60));
455 inWarmupStage = 0; //once the game is restarted the game is in match stage
457 //reset the .ready status of all players (also spectators)
458 FOR_EACH_CLIENTSLOT(e)
460 FOR_EACH_REALCLIENT(e)
463 WriteByte(MSG_ONE, SVC_TEMPENTITY);
464 WriteByte(MSG_ONE, TE_CSQC_WARMUP);
465 WriteByte(MSG_ONE, 0);
468 if(cvar("teamplay_lockonrestart") && teams_matter) {
470 bprint("^1The teams are now locked.\n");
473 //initiate the restart-countdown-announcer entity
474 restartAnnouncer = spawn();
475 restartAnnouncer.think = restartAnnouncer_Think;
476 restartAnnouncer.nextthink = time;
477 restartAnnouncer.cnt = RESTART_COUNTDOWN;
479 //after a restart every players number of allowed timeouts gets reset, too
480 if(cvar("sv_timeout"))
482 FOR_EACH_REALPLAYER(e)
483 e.allowedTimeouts = cvar("sv_timeout_number");
486 //play the prepareforbattle sound to everyone
487 play2all("announcer/robotic/prepareforbattle.wav");
489 //reset map immediately if this cvar is not set
490 if (!cvar("sv_ready_restart_after_countdown"))
496 if(cvar("sv_eventlog"))
497 GameLogEcho(":restart");
501 * Counts how many players are ready. If not enough players are ready, the function
502 * does nothing. If all players are ready, the timelimit will be extended and the
503 * restart_countdown variable is set to allow other functions like PlayerPostThink
504 * to detect that the countdown is now active. If the cvar sv_ready_restart_after_countdown
505 * is not set the map will be resetted.
507 * Function is called after the server receives a 'ready' sign from a player.
516 FOR_EACH_REALPLAYER(e)
525 if(r) // at least one is ready
526 if(r == p) // and, everyone is ready
529 Nagger_ReadyCounted();
533 * Shows the restart countdown for all players.
534 * Plays the countdown sounds for the seconds 3, 2 1, begin for everyone.
535 * Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown
538 void restartAnnouncer_Think() {
541 if(self.cnt <= 0) { //show the "Begin" message and
542 if (cvar("sv_ready_restart_after_countdown")) {
543 restart_mapalreadyrestarted = 1;
547 FOR_EACH_REALCLIENT(plr) {
548 if(plr.classname == "player") {
549 s = strcat(NEWLINES, "^1Begin!");
553 play2all("announcer/robotic/begin.wav");
559 FOR_EACH_REALCLIENT(plr) {
560 if(plr.classname == "player") {
561 s = strcat(NEWLINES, "^1Game starts in ", ftos(self.cnt), " seconds");
567 play2all(strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
569 self.nextthink = time + 1;
575 * Checks whether the player who calls the timeout is allowed to do so.
576 * If so, it initializes the timeout countdown. It also checks whether another
577 * timeout was already running at this time and reacts correspondingly.
579 * affected globals/fields: .allowedTimeouts, remainingTimeoutTime, remainingLeadTime,
580 * timeoutInitiator, timeoutStatus, timeoutHandler
582 * This function is called when a player issues the calltimeout command.
584 void evaluateTimeoutCall() {
585 if (inWarmupStage && !g_warmup_allow_timeout)
586 return sprint(self, "^7Error: You can not call a timeout in warmup-stage!\n");
587 if (time < restart_countdown )
588 return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n");
589 if (timeoutStatus != 2) {
590 //if the map uses a timelimit make sure that timeout cannot be called right before the map ends
591 if (cvar("timelimit")) {
592 //a timelimit was used
594 if (cvar("timelimit"))
595 myTl = cvar("timelimit");
597 myTl = timelimit_orig;
599 local float lastPossibleTimeout;
600 lastPossibleTimeout = (myTl*60) - cvar("sv_timeout_leadtime") - 1;
602 if (lastPossibleTimeout < time)
603 return sprint(self, "^7Error: It is too late to call a timeout now!\n");
606 //player may not call a timeout if he has no calls left
607 if (self.allowedTimeouts < 1)
608 return sprint(self, "^7Error: You already used all your timeout calls for this map!\n");
609 //now all required checks are passed
610 self.allowedTimeouts -= 1;
611 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)
612 remainingTimeoutTime = cvar("sv_timeout_length");
613 remainingLeadTime = cvar("sv_timeout_leadtime");
614 timeoutInitiator = self;
615 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
617 //create the timeout indicator which centerprints the information to all players and takes care of pausing/unpausing
618 timeoutHandler = spawn();
619 timeoutHandler.think = timeoutHandler_Think;
621 timeoutHandler.nextthink = time; //always let the entity think asap
623 //inform all connected clients about the timeout call
624 play2all("announcer/robotic/timeoutcalled.wav");
628 * Checks whether a player is allowed to resume the game. If he is allowed to do it,
629 * and the lead time for the timeout is still active, this countdown just will be aborted (the
630 * game will never be paused). Otherwise the remainingTimeoutTime will be set to the corresponding
631 * value of the cvar sv_timeout_resumetime.
633 * This function is called when a player issues the resumegame command.
635 void evaluateResumeGame() {
637 return sprint(self, "^7Error: There is no active timeout which could be aborted!\n");
638 if (self != timeoutInitiator)
639 return sprint(self, "^7Error: You may not abort the active timeout. Only the player who called it can do that!\n");
640 if (timeoutStatus == 1) {
641 remainingTimeoutTime = timeoutStatus = 0;
642 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
643 bprint(strcat("^7The timeout was aborted by ", self.netname, " !\n"));
645 else if (timeoutStatus == 2) {
646 //only shorten the remainingTimeoutTime if it makes sense
647 if( remainingTimeoutTime > (cvar("sv_timeout_resumetime") + 1) ) {
648 bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n"));
649 remainingTimeoutTime = cvar("sv_timeout_resumetime");
650 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
653 sprint(self, "^7Error: Your resumegame call was discarded!\n");