]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/clientcommands.qc
lots of teamplay cleanups, should fix "color 3 3; cmd join" server crash exploit
[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, i, f, b;
6         entity e;
7         WriteByte(MSG_ENTITY, ENT_CLIENT_NAGGER);
8
9         nags = 0;
10         if(readycount)
11         {
12                 nags |= 1;
13                 if(to.ready == 0)
14                         nags |= 2;
15         }
16         if(votecalled)
17         {
18                 nags |= 4;
19                 if(to.vote_vote == 0)
20                         nags |= 8;
21         }
22         if(inWarmupStage)
23                 nags |= 16;
24
25         if(sendflags & 128)
26                 nags |= 128;
27
28         WriteByte(MSG_ENTITY, nags);
29
30         if(nags & 128)
31         {
32                 if(votecalled)
33                         WriteString(MSG_ENTITY, votecalledvote_display);
34                 else
35                         WriteString(MSG_ENTITY, "");
36         }
37         
38         if(nags & 1)
39         {
40                 for(i = 1; i <= maxclients; i += 8)
41                 {
42                         for(f = 0, e = edict_num(i), b = 1; b < 256; b *= 2, e = nextent(e))
43                                 if(clienttype(e) != CLIENTTYPE_REAL || e.ready)
44                                         f |= b;
45                         WriteByte(MSG_ENTITY, f);
46                 }
47         }
48
49         return TRUE;
50 }
51 void Nagger_Init()
52 {
53         Net_LinkEntity(nagger = spawn(), FALSE, 0, Nagger_SendEntity);
54 }
55 void Nagger_VoteChanged()
56 {
57         if(nagger)
58                 nagger.SendFlags |= 128;
59 }
60 void Nagger_VoteCountChanged()
61 {
62         if(nagger)
63                 nagger.SendFlags |= 1;
64 }
65 void Nagger_ReadyCounted()
66 {
67         if(nagger)
68                 nagger.SendFlags |= 1;
69 }
70
71 void ReadyCount();
72 string MapVote_Suggest(string m);
73
74 entity GetPlayer(string name)
75 {
76         float num;
77         entity e;
78         string ns;
79
80         if(substring(name, 0, 1) == "#") {
81                 num = stof(substring(name, 1, 999));
82                 if(num >= 1 && num <= maxclients) {
83                         for((e = world); num > 0; --num, (e = nextent(e)))
84                                 ;
85                         //if(clienttype(e) == CLIENTTYPE_REAL)
86                         if(e.classname == "player")
87                                 return e;
88                 }
89         } else {
90                 ns = strdecolorize(name);
91                 FOR_EACH_REALPLAYER(e) {
92                         if(!strcasecmp(strdecolorize(e.netname), ns)) {
93                                 return e;
94                         }
95                 }
96         }
97         return world;
98 }
99
100 //float ctf_clientcommand();
101 float readyrestart_happened;
102 .float lms_spectate_warning;
103 void SV_ParseClientCommand(string s) {
104         local string cmd;
105         local float tokens, f, effectnum;
106         local vector start, end;
107
108         tokens = tokenize_sane(s);
109
110         if(GameCommand_Vote(s, self)) {
111                 return;
112         } else if(GameCommand_MapVote(argv(0))) {
113                 return;
114         } else if(argv(0) == "autoswitch") {
115                 // be backwards compatible with older clients (enabled)
116                 self.autoswitch = ("0" != argv(1));
117                 local string autoswitchmsg;
118                 if (self.autoswitch) {
119                         autoswitchmsg = "on";
120                 } else {
121                         autoswitchmsg = "off";
122                 }
123                 sprint(self, strcat("^1autoswitch turned ", autoswitchmsg, "\n"));
124         } else if(argv(0) == "clientversion") {
125                 if not(self.flags & FL_CLIENT)
126                         return;
127                 if (argv(1) == "$gameversion") {
128                         //versionmsg = "^1client is too old to get versioninfo.\nUPDATE!!! (http://www.nexuiz.com)^8";
129                         // either that or someone wants to be funny
130                         self.version = 1;
131                 } else {
132                         self.version = stof(argv(1));
133                 }
134                 if(self.version != cvar("gameversion"))
135                 {
136                         self.classname = "observer";
137                         self.version_mismatch = 1;
138                         PutClientInServer();
139                 } else if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force")) {
140                         //JoinBestTeam(self, FALSE, TRUE);
141                 } else if(teams_matter && !cvar("sv_spectate")) {
142                         self.classname = "observer";
143                         stuffcmd(self,"menu_showteamselect\n");
144                 }
145         } else if(argv(0) == "reportcvar") { // old system
146                 if(substring(argv(2), 0, 1) == "$") // undefined cvar: use the default value on the server then
147                 {
148                         s = strcat(substring(s, argv_start_index(0), argv_end_index(1)), " \"", cvar_defstring(argv(1)), "\"");
149                         tokens = tokenize_sane(s);
150                 }
151                 GetCvars(1);
152         } else if(argv(0) == "sentcvar") { // new system
153                 if(tokens == 2) // undefined cvar: use the default value on the server then
154                 {
155                         s = strcat(substring(s, argv_start_index(0), argv_end_index(1)), " \"", cvar_defstring(argv(1)), "\"");
156                         tokens = tokenize_sane(s);
157                 }
158                 GetCvars(1);
159         } else if(argv(0) == "spectate") {
160                 if not(self.flags & FL_CLIENT)
161                         return;
162                 if(g_arena)
163                         return;
164                 if(g_lms)
165                 {
166                         if(self.lms_spectate_warning)
167                         {
168                                 // mark player as spectator
169                                 PlayerScore_Add(self, SP_LMS_RANK, 666 - PlayerScore_Add(self, SP_LMS_RANK, 0));
170                         }
171                         else
172                         {
173                                 self.lms_spectate_warning = 1;
174                                 sprint(self, "WARNING: you won't be able to enter the game again after spectating in LMS. Use the same command again to spectate anyway.\n");
175                                 return;
176                         }
177                 }
178                 if(self.classname == "player" && cvar("sv_spectate") == 1) {
179                         if(self.flagcarried)
180                                 DropFlag(self.flagcarried, world, world);
181                         kh_Key_DropAll(self, TRUE);
182                         WaypointSprite_PlayerDead();
183                         self.classname = "observer";
184                         if(blockSpectators)
185                                 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"));
186                         PutClientInServer();
187                 }
188         } else if(argv(0) == "join") {
189                 if not(self.flags & FL_CLIENT)
190                         return;
191                 if(!g_arena)
192                 if (self.classname != "player" && !lockteams)
193                 {
194                         if(isJoinAllowed()) {
195                                 self.classname = "player";
196                                 PlayerScore_Clear(self);
197                                 bprint ("^4", self.netname, "^4 is playing now\n");
198                                 PutClientInServer();
199                         }
200                         else {
201                                 //player may not join because of g_maxplayers is set
202                                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
203                         }
204                 }
205         } else if( argv(0) == "selectteam" ) {
206                 if not(self.flags & FL_CLIENT)
207                         return;
208                 if( !teams_matter ) {
209                         sprint( self, "selecteam can only be used in teamgames\n");
210                 } else if(cvar("g_campaign")) {
211                         //JoinBestTeam(self, 0);
212                 } else if(lockteams) {
213                         sprint( self, "^7The game has already begun, you must wait until the next map to be able to join a team.\n");
214                 } else if( argv(1) == "red" ) {
215                         DoTeamChange(COLOR_TEAM1);
216                 } else if( argv(1) == "blue" ) {
217                         DoTeamChange(COLOR_TEAM2);
218                 } else if( argv(1) == "yellow" ) {
219                         DoTeamChange(COLOR_TEAM3);
220                 } else if( argv(1) == "pink" ) {
221                         DoTeamChange(COLOR_TEAM4);
222                 } else if( argv(1) == "auto" ) {
223                         DoTeamChange(-1);
224                 } else {
225                         sprint( self, strcat( "selectteam none/red/blue/yellow/pink/auto - \"", argv(1), "\" not recognised\n" ) );
226                 }
227         } else if(argv(0) == "ready") {
228                 if not(self.flags & FL_CLIENT)
229                         return;
230
231                 if((inWarmupStage && 0 >= g_warmup_limit) // with unlimited warmup players have to be able to restart
232                    || cvar("sv_ready_restart"))
233                 {
234                         if(!readyrestart_happened || cvar("sv_ready_restart_repeatable"))
235                         {
236                                 if (self.ready) // toggle
237                                 {
238                                         self.ready = FALSE;
239                                         bprint(self.netname, "^2 is ^1NOT^2 ready\n");
240                                 }
241                                 else
242                                 {
243                                         self.ready = TRUE;
244                                         bprint(self.netname, "^2 is ready\n");
245                                 }
246
247                                 // cannot reset the game while a timeout is active!
248                                 if(!timeoutStatus)
249                                         ReadyCount();
250                         } else {
251                                 sprint(self, "^1Game has already been restarted\n");
252                         }
253                 }
254         } else if(argv(0) == "maplist") {
255                 sprint(self, maplist_reply);
256         } else if(argv(0) == "lsmaps") {
257                 sprint(self, lsmaps_reply);
258         } else if(argv(0) == "records") {
259                 sprint(self, records_reply);
260         } else if(argv(0) == "voice") {
261                 if(tokens >= 3)
262                         VoiceMessage(argv(1), substring(s, argv_start_index(2), argv_end_index(-1) - argv_start_index(2)));
263                 else
264                         VoiceMessage(argv(1), "");
265         } else if(argv(0) == "say") {
266                 if(tokens >= 2)
267                         Say(self, FALSE, substring(s, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), 1);
268                 //clientcommand(self, formatmessage(s));
269         } else if(argv(0) == "say_team") {
270                 if(tokens >= 2)
271                         Say(self, TRUE, substring(s, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), 1);
272                 //clientcommand(self, formatmessage(s));
273         } else if(argv(0) == "info") {
274                 cmd = cvar_string(strcat("sv_info_", argv(1)));
275                 if(cmd == "")
276                         sprint(self, "ERROR: unsupported info command\n");
277                 else
278                         wordwrap_sprint(cmd, 1111);
279         } else if(argv(0) == "suggestmap") {
280                 sprint(self, strcat(MapVote_Suggest(argv(1)), "\n"));
281         } else if(argv(0) == "timeout") {
282                 if not(self.flags & FL_CLIENT)
283                         return;
284                 if(cvar("sv_timeout")) {
285                         if(self.classname == "player") {
286                                 if(votecalled)
287                                         sprint(self, "^7Error: you can not call a timeout while a vote is active!\n");
288                                 else
289                                         evaluateTimeout();
290                         }
291                         else
292                                 sprint(self, "^7Error: only players can call a timeout!\n");
293                 }
294         } else if(argv(0) == "timein") {
295                 if not(self.flags & FL_CLIENT)
296                         return;
297                 if(cvar("sv_timeout")) {
298                         evaluateTimein();
299                 }
300         } else if(argv(0) == "teamstatus") {
301                 Score_NicePrint(self);
302         } else if(argv(0) == "cvar_changes") {
303                 sprint(self, cvar_changes);
304         } else if(argv(0) == "pointparticles") {
305                 if(sv_cheats && tokens == 5)
306                 {
307                         // arguments:
308                         //   effectname
309                         //   origin (0..1, on crosshair line)
310                         //   velocity
311                         //   howmany
312                         effectnum = particleeffectnum(argv(1));
313                         f = stof(argv(2));
314                         start = (1-f) * self.origin + f * self.cursor_trace_endpos;
315                         end = stov(argv(3));
316                         f = stof(argv(4));
317                         pointparticles(effectnum, start, end, f);
318                 }
319                 else
320                         sprint(self, "Usage: sv_cheats 1; restart; cmd pointparticles effectname position(0..1) velocityvector multiplier\n");
321         } else if(argv(0) == "trailparticles") {
322                 if(sv_cheats && tokens == 3)
323                 {
324                         // arguments:
325                         //   effectname
326                         //   shot origin vector
327                         effectnum = particleeffectnum(argv(1));
328                         W_SetupShot(self, stov(argv(2)), FALSE, FALSE, "");
329                         traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
330                         trailparticles(self, effectnum, w_shotorg, trace_endpos);
331                 }
332                 else
333                         sprint(self, "Usage: sv_cheats 1; restart; cmd trailparticles effectname shotorigin\n");
334         } else {
335                 //if(ctf_clientcommand())
336                 //      return;
337                 cmd = argv(0);
338                 // grep for Cmd_AddCommand_WithClientCommand to find them all
339                 if(cmd != "status")
340                 if(cmd != "max")
341                 if(cmd != "monster")
342                 if(cmd != "scrag")
343                 if(cmd != "wraith")
344                 if(cmd != "gimme")
345                 if(cmd != "god")
346                 if(cmd != "notarget")
347                 if(cmd != "fly")
348                 if(cmd != "noclip")
349                 if(cmd != "give")
350                 //if(cmd != "say") // handled above
351                 //if(cmd != "say_team") // handled above
352                 if(cmd != "tell")
353                 if(cmd != "kill")
354                 if(cmd != "pause")
355                 if(cmd != "ping")
356                 if(cmd != "name")
357                 if(cmd != "color")
358                 if(cmd != "rate")
359                 if(cmd != "pmodel")
360                 if(cmd != "playermodel")
361                 if(cmd != "playerskin")
362                 if(cmd != "prespawn")
363                 if(cmd != "spawn")
364                 if(cmd != "begin")
365                 if(cmd != "pings")
366                 if(cmd != "sv_startdownload")
367                 if(cmd != "download")
368                 {
369                         print("WARNING: Invalid clientcommand by ", self.netname, ": ", s, "\n");
370                         return;
371                 }
372                 clientcommand(self,s);
373         }
374 }
375
376 void ReadyRestartForce()
377 {
378         local entity e;
379
380         bprint("^1Server is restarting...\n");
381
382         VoteReset();
383
384         // clear overtime
385         if (checkrules_overtimesadded > 0) {
386                 //we have to decrease timelimit to its original value again!!
387                 float newTL;
388                 newTL = cvar("timelimit");
389                 newTL -= checkrules_overtimesadded * cvar("timelimit_overtime");
390                 cvar_set("timelimit", ftos(newTL));
391         }
392         
393         checkrules_suddendeathend = checkrules_overtimesadded = checkrules_suddendeathwarning = 0;
394         
395
396         readyrestart_happened = 1;
397         game_starttime = time + RESTART_COUNTDOWN;
398         restart_mapalreadyrestarted = 0; //reset this var, needed when cvar sv_ready_restart_repeatable is in use
399
400         inWarmupStage = 0; //once the game is restarted the game is in match stage
401
402         //reset the .ready status of all players (also spectators)
403         FOR_EACH_CLIENTSLOT(e)
404                 e.ready = 0;
405         readycount = 0;
406         Nagger_ReadyCounted(); // NOTE: this causes a resend of that entity, and will also turn off warmup state on the client
407
408         if(cvar("teamplay_lockonrestart") && teams_matter) {
409                 lockteams = 1;
410                 bprint("^1The teams are now locked.\n");
411         }
412
413         //initiate the restart-countdown-announcer entity
414         if(cvar("sv_ready_restart_after_countdown"))
415         {
416                 restartTimer = spawn();
417                 restartTimer.think = restartTimer_Think;
418                 restartTimer.nextthink = game_starttime;
419         }
420
421         //after a restart every players number of allowed timeouts gets reset, too
422         if(cvar("sv_timeout"))
423         {
424                 FOR_EACH_REALPLAYER(e)
425                         e.allowedTimeouts = cvar("sv_timeout_number");
426         }
427
428         //reset map immediately if this cvar is not set
429         if (!cvar("sv_ready_restart_after_countdown"))
430                 reset_map(TRUE);
431
432         if(cvar("sv_eventlog"))
433                 GameLogEcho(":restart");
434 }
435
436 void ReadyRestart()
437 {
438         // no arena, assault support yet...
439         if(g_arena | g_assault | gameover | intermission_running | race_completing)
440                 localcmd("restart\n");
441
442         // reset ALL scores, but only do that at the beginning 
443         //of the countdown if sv_ready_restart_after_countdown is off!
444         //Otherwise scores could be manipulated during the countdown!
445         if (!cvar("sv_ready_restart_after_countdown"))
446                 Score_ClearAll();
447
448         ReadyRestartForce();
449 }
450
451 /**
452  * Counts how many players are ready. If not enough players are ready, the function
453  * does nothing. If all players are ready, the timelimit will be extended and the
454  * restart_countdown variable is set to allow other functions like PlayerPostThink
455  * to detect that the countdown is now active. If the cvar sv_ready_restart_after_countdown
456  * is not set the map will be resetted.
457  *
458  * Function is called after the server receives a 'ready' sign from a player.
459  */
460 void ReadyCount()
461 {
462         local entity e;
463         local float r, p;
464
465         r = p = 0;
466
467         FOR_EACH_REALPLAYER(e)
468         {
469                 p += 1;
470                 if(e.ready)
471                         r += 1;
472         }
473
474         readycount = r;
475
476         Nagger_ReadyCounted();
477
478         if(r) // at least one is ready
479         if(r == p) // and, everyone is ready
480                 ReadyRestart();
481 }
482
483 /**
484  * Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown
485  * is set)
486  */
487 void restartTimer_Think() {
488         restart_mapalreadyrestarted = 1;
489         Score_ClearAll();
490         reset_map(TRUE);
491         remove(self);
492         return;
493 }
494
495 /**
496  * Checks whether the player who calls the timeout is allowed to do so.
497  * If so, it initializes the timeout countdown. It also checks whether another
498  * timeout was already running at this time and reacts correspondingly.
499  *
500  * affected globals/fields: .allowedTimeouts, remainingTimeoutTime, remainingLeadTime,
501  *                          timeoutInitiator, timeoutStatus, timeoutHandler
502  *
503  * This function is called when a player issues the calltimeout command.
504  */
505 void evaluateTimeout() {
506         if (inWarmupStage && !g_warmup_allow_timeout)
507                 return sprint(self, "^7Error: You can not call a timeout in warmup-stage!\n");
508         if (time < game_starttime )
509                 return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n");
510         if (timeoutStatus != 2) {
511                 //if the map uses a timelimit make sure that timeout cannot be called right before the map ends
512                 if (cvar("timelimit")) {
513                         //a timelimit was used
514                         local float myTl;
515                         myTl = cvar("timelimit");
516
517                         local float lastPossibleTimeout;
518                         lastPossibleTimeout = (myTl*60) - cvar("sv_timeout_leadtime") - 1;
519
520                         if (lastPossibleTimeout < time - game_starttime)
521                                 return sprint(self, "^7Error: It is too late to call a timeout now!\n");
522                 }
523         }
524         //player may not call a timeout if he has no calls left
525         if (self.allowedTimeouts < 1)
526                 return sprint(self, "^7Error: You already used all your timeout calls for this map!\n");
527         //now all required checks are passed
528         self.allowedTimeouts -= 1;
529         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)
530         remainingTimeoutTime = cvar("sv_timeout_length");
531         remainingLeadTime = cvar("sv_timeout_leadtime");
532         timeoutInitiator = self;
533         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
534                 timeoutStatus = 1;
535                 //create the timeout indicator which centerprints the information to all players and takes care of pausing/unpausing
536                 timeoutHandler = spawn();
537                 timeoutHandler.think = timeoutHandler_Think;
538         }
539         timeoutHandler.nextthink = time; //always let the entity think asap
540
541         //inform all connected clients about the timeout call
542         play2all("announcer/robotic/timeoutcalled.wav");
543 }
544
545 /**
546  * Checks whether a player is allowed to resume the game. If he is allowed to do it,
547  * and the lead time for the timeout is still active, this countdown just will be aborted (the
548  * game will never be paused). Otherwise the remainingTimeoutTime will be set to the corresponding
549  * value of the cvar sv_timeout_resumetime.
550  *
551  * This function is called when a player issues the resumegame command.
552  */
553 void evaluateTimein() {
554         if (!timeoutStatus)
555                 return sprint(self, "^7Error: There is no active timeout which could be aborted!\n");
556         if (self != timeoutInitiator)
557                 return sprint(self, "^7Error: You may not abort the active timeout. Only the player who called it can do that!\n");
558         if (timeoutStatus == 1) {
559                 remainingTimeoutTime = timeoutStatus = 0;
560                 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
561                 bprint(strcat("^7The timeout was aborted by ", self.netname, " !\n"));
562         }
563         else if (timeoutStatus == 2) {
564                 //only shorten the remainingTimeoutTime if it makes sense
565                 if( remainingTimeoutTime > (cvar("sv_timeout_resumetime") + 1) ) {
566                         bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n"));
567                         remainingTimeoutTime = cvar("sv_timeout_resumetime");
568                         timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
569                 }
570                 else
571                         sprint(self, "^7Error: Your resumegame call was discarded!\n");
572
573         }
574 }