]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/clientcommands.qc
bugfix target_spawn, and change docs to match it
[divverent/nexuiz.git] / data / qcsrc / server / clientcommands.qc
1 entity nagger;
2 float readycount;
3 float Nagger_SendEntity(entity to, float sendflags)
4 {
5         float nags;
6         WriteByte(MSG_ENTITY, ENT_CLIENT_NAGGER);
7
8         nags = 0;
9         if(readycount)
10         {
11                 nags |= 1;
12                 if(to.ready == 0)
13                         nags |= 2;
14         }
15         if(votecalled)
16         {
17                 nags |= 4;
18                 if(to.vote_vote == 0)
19                         nags |= 8;
20         }
21
22         if(sendflags & 128)
23         {
24                 WriteByte(MSG_ENTITY, nags | 128);
25                 if(votecalled)
26                         WriteString(MSG_ENTITY, votecalledvote_display);
27                 else
28                         WriteString(MSG_ENTITY, "");
29         }
30         else
31                 WriteByte(MSG_ENTITY, nags);
32
33         return TRUE;
34 }
35 void Nagger_Init()
36 {
37         nagger = spawn();
38         Net_LinkEntity(nagger);
39         nagger.SendFlags = 128;
40         nagger.SendEntity = Nagger_SendEntity;
41 }
42 void Nagger_VoteChanged()
43 {
44         if(nagger)
45                 nagger.SendFlags = 128;
46 }
47 void Nagger_VoteCountChanged()
48 {
49         if(nagger)
50                 nagger.SendFlags = 1;
51 }
52 void Nagger_ReadyCounted()
53 {
54         if(nagger)
55                 nagger.SendFlags = 1;
56 }
57
58 void ReadyCount();
59 string MapVote_Suggest(string m);
60
61 .float floodcontrol_chat;
62 .float floodcontrol_team;
63 void Say(entity source, float teamsay, string msgin)
64 {
65         string msgstr, colorstr, cmsgstr, namestr;
66         float flood;
67         entity head;
68
69         if(Ban_MaybeEnforceBan(source))
70                 return;
71
72         if(!teamsay)
73                 if(substring(msgin, 0, 1) == " ")
74                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
75
76         msgin = formatmessage(msgin);
77
78         if(msgin == "")
79                 return;
80
81         if(source.classname != "player")
82                 colorstr = "^0"; // black for spectators
83         else if(teams_matter)
84                 colorstr = Team_ColorCode(source.team);
85         else
86                 teamsay = FALSE;
87
88         if(intermission_running)
89                 teamsay = FALSE;
90
91         /*
92          * using bprint solves this... me stupid
93         // how can we prevent the message from appearing in a listen server?
94         // for now, just give "say" back and only handle say_team
95         if(!teamsay)
96         {
97                 clientcommand(self, strcat("say ", msgin));
98                 return;
99         }
100         */
101
102         if(cvar("g_chat_teamcolors"))
103                 namestr = playername(source);
104         else
105                 namestr = source.netname;
106         if(teamsay)
107         {
108                 msgstr = strzone(strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin, "\n"));
109                 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", wordwrap(msgin, 50));
110         }
111         else
112                 msgstr = strzone(strcat("\{1}", namestr, "^7: ", msgin, "\n"));
113
114         // FLOOD CONTROL
115         flood = 0;
116         {
117                 float flood_spl;
118                 float flood_burst;
119                 float flood_lmax;
120                 var .float flood_field;
121                 float lines;
122                 if(teamsay)
123                 {
124                         flood_spl = cvar("g_chat_flood_spl_team");
125                         flood_burst = cvar("g_chat_flood_burst_team");
126                         flood_lmax = cvar("g_chat_flood_lmax_team");
127                         flood_field = floodcontrol_team;
128                 }
129                 else
130                 {
131                         flood_spl = cvar("g_chat_flood_spl");
132                         flood_burst = cvar("g_chat_flood_burst");
133                         flood_lmax = cvar("g_chat_flood_lmax");
134                         flood_field = floodcontrol_chat;
135                 }
136                 flood_burst = max(0, flood_burst - 1);
137                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
138                 lines = ceil(strlennocol(msgstr) / 75);
139                 if(flood_lmax && lines > flood_lmax)
140                         flood = 2;
141                 else if(time >= self.flood_field)
142                         self.flood_field = max(time - flood_burst * flood_spl, self.flood_field) + lines * flood_spl;
143                 else
144                         flood = 1;
145         }
146
147         if(flood)
148         {
149                 if(cvar("g_chat_flood_notify_flooder"))
150                 {
151                         if(flood == 1)
152                                 sprint(self, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(self.flood_field - time), "^3 seconds\n"));
153                         else if(flood == 2)
154                                 sprint(self, "^3FLOOD CONTROL: ^7message too long\n");
155                 }
156                 else
157                         sprint(self, msgstr);
158                 print("NOTE: ", playername(self), "^7 is flooding.\n");
159         }
160         else if(teamsay)
161         {
162                 if(source.classname == "player")
163                 {
164                         FOR_EACH_REALPLAYER(head)
165                         {
166                                 if(head.team == source.team)
167                                 {
168                                         sprint(head, msgstr);
169                                         centerprint(head, cmsgstr);
170                                 }
171                         }
172                 }
173                 else
174                 {
175                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
176                         {
177                                 sprint(head, msgstr);
178                                 centerprint(head, cmsgstr);
179                         }
180                 }
181         }
182         else
183         {
184                 // TODO invent a cvar name for allowing global chat by spectators during warmup anyway
185                 if(cvar("g_chat_nospectators") && source.classname != "player") {
186                         FOR_EACH_REALCLIENT(head) if(head.classname != "player") {
187                                 sprint(head, msgstr);
188                         }
189                 }
190                 else
191                         bprint(msgstr);
192         }
193
194         strunzone(msgstr);
195 }
196
197 entity GetPlayer(string name)
198 {
199         float num;
200         entity e;
201         string ns;
202
203         if(substring(name, 0, 1) == "#") {
204                 num = stof(substring(name, 1, 999));
205                 if(num >= 1 && num <= maxclients) {
206                         for((e = world); num > 0; --num, (e = nextent(e)))
207                                 ;
208                         //if(clienttype(e) == CLIENTTYPE_REAL)
209                         if(e.classname == "player")
210                                 return e;
211                 }
212         } else {
213                 ns = strdecolorize(name);
214                 FOR_EACH_REALPLAYER(e) {
215                         if(!strcasecmp(strdecolorize(e.netname), ns)) {
216                                 return e;
217                         }
218                 }
219         }
220         return world;
221 }
222
223 //float ctf_clientcommand();
224 void SV_ParseClientCommand(string s) {
225         local string cmd;
226         local float i, tokens;
227
228         tokens = tokenize_sane(s);
229
230         if(GameCommand_Vote(s, self)) {
231                 return;
232         } else if(GameCommand_MapVote(argv(0))) {
233                 return;
234         } else if(argv(0) == "autoswitch") {
235                 // be backwards compatible with older clients (enabled)
236                 self.autoswitch = ("0" != argv(1));
237                 local string autoswitchmsg;
238                 if (self.autoswitch) {
239                         autoswitchmsg = "on";
240                 } else {
241                         autoswitchmsg = "off";
242                 }
243                 sprint(self, strcat("^1autoswitch turned ", autoswitchmsg, "\n"));
244         } else if(argv(0) == "clientversion") {
245                 if not(self.flags & FL_CLIENT)
246                         return;
247                 if (argv(1) == "$gameversion") {
248                         //versionmsg = "^1client is too old to get versioninfo.\nUPDATE!!! (http://www.nexuiz.com)^8";
249                         // either that or someone wants to be funny
250                         self.version = 1;
251                 } else {
252                         self.version = stof(argv(1));
253                 }
254                 if(self.version != cvar("gameversion"))
255                 {
256                         self.classname = "observer";
257                         self.version_mismatch = 1;
258                         PutClientInServer();
259                 } else if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force")) {
260                         //JoinBestTeam(self, FALSE, TRUE);
261                 } else if(cvar("teamplay") && !cvar("sv_spectate")) {
262                         self.classname = "observer";
263                         stuffcmd(self,"menu_showteamselect\n");
264                 }
265         } else if(argv(0) == "reportcvar") { // old system
266                 GetCvars(1);
267         } else if(argv(0) == "sentcvar") { // new system
268                 GetCvars(1);
269         } else if(argv(0) == "spectate") {
270                 if not(self.flags & FL_CLIENT)
271                         return;
272                 if(g_lms || g_arena)
273                         return; // don't allow spectating in lms, unless player runs out of lives
274                 if(self.classname == "player" && cvar("sv_spectate") == 1) {
275                         if(self.flagcarried)
276                                 DropFlag(self.flagcarried, world, world);
277                         kh_Key_DropAll(self, TRUE);
278                         WaypointSprite_PlayerDead();
279                         self.classname = "observer";
280                         if(blockSpectators)
281                                 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"));
282                         PutClientInServer();
283                 }
284         } else if(argv(0) == "join") {
285                 if not(self.flags & FL_CLIENT)
286                         return;
287                 if(!g_arena)
288                 if (self.classname != "player" && !lockteams)
289                 {
290                         if(isJoinAllowed()) {
291                                 self.classname = "player";
292                                 PlayerScore_Clear(self);
293                                 bprint ("^4", self.netname, "^4 is playing now\n");
294                                 PutClientInServer();
295                         }
296                         else {
297                                 //player may not join because of g_maxplayers is set
298                                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
299                         }
300                 }
301         } else if( argv(0) == "selectteam" ) {
302                 if not(self.flags & FL_CLIENT)
303                         return;
304                 if( !cvar("teamplay") ) {
305                         sprint( self, "selecteam can only be used in teamgames\n");
306                 } else if(cvar("g_campaign")) {
307                         //JoinBestTeam(self, 0);
308                 } else if(lockteams) {
309                         sprint( self, "^7The game has already begun, you must wait until the next map to be able to join a team.\n");
310                 } else if( argv(1) == "red" ) {
311                         DoTeamChange(COLOR_TEAM1);
312                 } else if( argv(1) == "blue" ) {
313                         DoTeamChange(COLOR_TEAM2);
314                 } else if( argv(1) == "yellow" ) {
315                         DoTeamChange(COLOR_TEAM3);
316                 } else if( argv(1) == "pink" ) {
317                         DoTeamChange(COLOR_TEAM4);
318                 } else if( argv(1) == "auto" ) {
319                         DoTeamChange(-1);
320                 } else {
321                         sprint( self, strcat( "selectteam none/red/blue/yellow/pink/auto - \"", argv(1), "\" not recognised\n" ) );
322                 }
323         } else if(argv(0) == "ready") {
324                 if not(self.flags & FL_CLIENT)
325                         return;
326                 if((inWarmupStage && 0 < g_warmup_limit) // with unlimited warmup players have to be able to restart
327                    || cvar("sv_ready_restart"))
328                 {
329                         if(timeoutStatus) {
330                                 return sprint(self, "^1You cannot reset the game while a timeout is active!\n");
331                         }
332                         
333                         if(game_starttime == 0 || cvar("sv_ready_restart_repeatable"))
334                         {
335                                 self.ready = TRUE;
336                                 bprint(self.netname, "^2 is ready\n");
337                                 ReadyCount();
338                         } else {
339                                 sprint(self, "^1game has already been restarted\n");
340                         }
341                 }
342         } else if(argv(0) == "maplist") {
343                 local float n, j;
344                 local string col;
345                 n = tokenize_sane(cvar_string("g_maplist"));
346                 sprint(self, "^7Maps in list: ");
347                 for(i = 0, j = 0; i < n; ++i)
348                 {
349                         if(MapInfo_CheckMap(argv(i)))
350                         {
351                                 if(mod(j, 2))
352                                         col = "^2";
353                                 else
354                                         col = "^3";
355                                 sprint(self, strcat(col, argv(i), " "));
356                                 ++j;
357                         }
358                 }
359                 sprint(self, "\n");
360         } else if(argv(0) == "lsmaps") {
361                 sprint(self, "^7Maps available: ");
362                 for(i = 0; i < MapInfo_count; ++i)
363                 {
364                         if(mod(i, 2))
365                                 col = "^2";
366                         else
367                                 col = "^3";
368                         sprint(self, strcat(col, MapInfo_BSPName_ByID(i), " "));
369                 }
370                 sprint(self, "\n");
371         } else if(argv(0) == "voice") {
372                 VoiceMessage(argv(1));
373         } else if(argv(0) == "say") {
374                 if(tokens >= 2)
375                         Say(self, FALSE, substring(s, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)));
376                 //clientcommand(self, formatmessage(s));
377         } else if(argv(0) == "say_team") {
378                 if(tokens >= 2)
379                         Say(self, TRUE, substring(s, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)));
380                 //clientcommand(self, formatmessage(s));
381         } else if(argv(0) == "info") {
382                 cmd = cvar_string(strcat("sv_info_", argv(1)));
383                 if(cmd == "")
384                         sprint(self, "ERROR: unsupported info command\n");
385                 else
386                         wordwrap_sprint(cmd, 1111);
387         } else if(argv(0) == "suggestmap") {
388                 sprint(self, strcat(MapVote_Suggest(argv(1)), "\n"));
389         } else if(argv(0) == "calltimeout") {
390                 if not(self.flags & FL_CLIENT)
391                         return;
392                 if(cvar("sv_timeout")) {
393                         if(self.classname == "player") {
394                                 if(votecalled)
395                                         sprint(self, "^7Error: you can not call a timeout while a vote is active!\n");
396                                 else
397                                         evaluateTimeoutCall();
398                         }
399                         else
400                                 sprint(self, "^7Error: only players can call a timeout!\n");
401                 }
402         } else if(argv(0) == "resumegame") {
403                 if not(self.flags & FL_CLIENT)
404                         return;
405                 if(cvar("sv_timeout")) {
406                         evaluateResumeGame();
407                 }
408         } else if(argv(0) == "teamstatus") {
409                 Score_NicePrint(self);
410         } else if(argv(0) == "cvar_changes") {
411                 sprint(self, cvar_changes);
412         } else {
413                 //if(ctf_clientcommand())
414                 //      return;
415                 cmd = argv(0);
416                 /* checks not needed any more since DP has separated clientcommands and regular commands
417                 if(cmd != "status")
418                 if(cmd != "name")
419                 //if(cmd != "say") // handled above
420                 //if(cmd != "say_team") // handled above
421                 if(cmd != "tell")
422                 if(cmd != "color")
423                 if(cmd != "kill")
424                 if(cmd != "pause")
425                 if(cmd != "kick")
426                 if(cmd != "ping")
427                 if(cmd != "pings")
428                 if(cmd != "ban")
429                 if(cmd != "pmodel")
430                 if(cmd != "rate")
431                 if(cmd != "playermodel")
432                 if(cmd != "playerskin")
433                 if(cmd != "god") if(cmd != "notarget") if(cmd != "fly") if(cmd != "give") if(cmd != "noclip")
434                 {
435                         print("WARNING: Invalid clientcommand by ", self.netname, ": ", s, "\n");
436                         return;
437                 }
438                 */
439                 clientcommand(self,s);
440         }
441 }
442
443 void ReadyRestart()
444 {
445         local entity e;
446
447         bprint("^1Server is restarting...\n");
448
449         VoteReset();
450
451         // no arena, assault support yet...
452         if(g_arena | g_assault | gameover | intermission_running | race_completing)
453                 localcmd("restart\n");
454
455         // clear overtime
456         if(checkrules_overtimeend)
457                 checkrules_overtimeend = 0;
458
459         game_starttime = time + RESTART_COUNTDOWN;
460         restart_mapalreadyrestarted = 0; //reset this var, needed when cvar sv_ready_restart_repeatable is in use
461
462         inWarmupStage = 0; //once the game is restarted the game is in match stage
463
464         //reset the .ready status of all players (also spectators)
465         FOR_EACH_CLIENTSLOT(e)
466                 e.ready = 0;
467         readycount = 0;
468         Nagger_ReadyCounted();
469         FOR_EACH_REALCLIENT(e)
470         {
471                 msg_entity = e;
472                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
473                 WriteByte(MSG_ONE, TE_CSQC_WARMUP);
474                 WriteByte(MSG_ONE, 0);
475         }
476
477         if(cvar("teamplay_lockonrestart") && teams_matter) {
478                 lockteams = 1;
479                 bprint("^1The teams are now locked.\n");
480         }
481         
482         //initiate the restart-countdown-announcer entity
483         restartAnnouncer = spawn();
484         restartAnnouncer.think = restartAnnouncer_Think;
485         restartAnnouncer.nextthink = time;
486         restartAnnouncer.cnt = RESTART_COUNTDOWN;
487         
488         //after a restart every players number of allowed timeouts gets reset, too
489         if(cvar("sv_timeout"))
490         {
491                 FOR_EACH_REALPLAYER(e)
492                         e.allowedTimeouts = cvar("sv_timeout_number");
493         }
494
495         //play the prepareforbattle sound to everyone
496         play2all("announcer/robotic/prepareforbattle.wav");
497
498         //reset map immediately if this cvar is not set
499         if (!cvar("sv_ready_restart_after_countdown"))
500                 reset_map();
501
502         // reset ALL scores
503         Score_ClearAll();
504         
505         if(cvar("sv_eventlog"))
506                 GameLogEcho(":restart");
507 }
508
509 /**
510  * Counts how many players are ready. If not enough players are ready, the function
511  * does nothing. If all players are ready, the timelimit will be extended and the
512  * restart_countdown variable is set to allow other functions like PlayerPostThink
513  * to detect that the countdown is now active. If the cvar sv_ready_restart_after_countdown
514  * is not set the map will be resetted.
515  * 
516  * Function is called after the server receives a 'ready' sign from a player.
517  */
518 void ReadyCount()
519 {
520         local entity e;
521         local float r, p;
522
523         r = p = 0;
524
525         FOR_EACH_REALPLAYER(e)
526         {
527                 p += 1;
528                 if(e.ready)
529                         r += 1;
530         }
531
532         readycount = r;
533
534         if(r) // at least one is ready
535         if(r == p) // and, everyone is ready
536                 ReadyRestart();
537
538         Nagger_ReadyCounted();
539 }
540
541 /**
542  * Shows the restart countdown for all players.
543  * Plays the countdown sounds for the seconds 3, 2 1, begin for everyone.
544  * Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown
545  * is set to 1).
546  */
547 void restartAnnouncer_Think() {
548         local entity plr;
549         local string s;
550         if(self.cnt <= 0) { //show the "Begin" message and
551                 if (cvar("sv_ready_restart_after_countdown")) {
552                         restart_mapalreadyrestarted = 1;
553                         reset_map();
554                 }
555
556                 FOR_EACH_REALCLIENT(plr) {
557                         if(plr.classname == "player") {
558                                 s = strcat(NEWLINES, "^1Begin!");
559                                 centerprint(plr, s);
560                         }
561                 }
562                 play2all("announcer/robotic/begin.wav");
563
564                 remove(self);
565                 return;
566         }
567         else {
568                 FOR_EACH_REALCLIENT(plr) {
569                         if(plr.classname == "player") {
570                                 s = strcat(NEWLINES, "^1Game starts in ", ftos(self.cnt), " seconds");
571                                 centerprint(plr, s);
572                         }
573                 }
574
575                 if(self.cnt <= 3) {
576                         play2all(strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
577                 }
578                 self.nextthink = time + 1;
579                 self.cnt -= 1;
580         }
581 }
582
583 /**
584  * Checks whether the player who calls the timeout is allowed to do so.
585  * If so, it initializes the timeout countdown. It also checks whether another
586  * timeout was already running at this time and reacts correspondingly.
587  *
588  * affected globals/fields: .allowedTimeouts, remainingTimeoutTime, remainingLeadTime,
589  *                          timeoutInitiator, timeoutStatus, timeoutHandler
590  *
591  * This function is called when a player issues the calltimeout command.
592  */
593 void evaluateTimeoutCall() {
594         if (inWarmupStage && !g_warmup_allow_timeout)
595                 return sprint(self, "^7Error: You can not call a timeout in warmup-stage!\n");
596         if (time < game_starttime )
597                 return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n");
598         if (timeoutStatus != 2) {
599                 //if the map uses a timelimit make sure that timeout cannot be called right before the map ends
600                 if (cvar("timelimit")) {
601                         //a timelimit was used
602                         local float myTl;
603                         myTl = cvar("timelimit");
604
605                         local float lastPossibleTimeout;
606                         lastPossibleTimeout = (myTl*60) - cvar("sv_timeout_leadtime") - 1;
607
608                         if (lastPossibleTimeout < time - game_starttime)
609                                 return sprint(self, "^7Error: It is too late to call a timeout now!\n");
610                 }
611         }
612         //player may not call a timeout if he has no calls left
613         if (self.allowedTimeouts < 1)
614                 return sprint(self, "^7Error: You already used all your timeout calls for this map!\n");
615         //now all required checks are passed
616         self.allowedTimeouts -= 1;
617         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)
618         remainingTimeoutTime = cvar("sv_timeout_length");
619         remainingLeadTime = cvar("sv_timeout_leadtime");
620         timeoutInitiator = self;
621         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
622                 timeoutStatus = 1;
623                 //create the timeout indicator which centerprints the information to all players and takes care of pausing/unpausing
624                 timeoutHandler = spawn();
625                 timeoutHandler.think = timeoutHandler_Think;
626         }
627         timeoutHandler.nextthink = time; //always let the entity think asap
628
629         //inform all connected clients about the timeout call
630         play2all("announcer/robotic/timeoutcalled.wav");
631 }
632
633 /**
634  * Checks whether a player is allowed to resume the game. If he is allowed to do it,
635  * and the lead time for the timeout is still active, this countdown just will be aborted (the
636  * game will never be paused). Otherwise the remainingTimeoutTime will be set to the corresponding
637  * value of the cvar sv_timeout_resumetime.
638  *
639  * This function is called when a player issues the resumegame command.
640  */
641 void evaluateResumeGame() {
642         if (!timeoutStatus)
643                 return sprint(self, "^7Error: There is no active timeout which could be aborted!\n");
644         if (self != timeoutInitiator)
645                 return sprint(self, "^7Error: You may not abort the active timeout. Only the player who called it can do that!\n");
646         if (timeoutStatus == 1) {
647                 remainingTimeoutTime = timeoutStatus = 0;
648                 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
649                 bprint(strcat("^7The timeout was aborted by ", self.netname, " !\n"));
650         }
651         else if (timeoutStatus == 2) {
652                 //only shorten the remainingTimeoutTime if it makes sense
653                 if( remainingTimeoutTime > (cvar("sv_timeout_resumetime") + 1) ) {
654                         bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n"));
655                         remainingTimeoutTime = cvar("sv_timeout_resumetime");
656                         timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
657                 }
658                 else
659                         sprint(self, "^7Error: Your resumegame call was discarded!\n");
660
661         }
662 }