2 string MapVote_Suggest(string m);
4 .float floodcontrol_chat;
5 .float floodcontrol_team;
6 void Say(entity source, float teamsay, string msgin)
8 string msgstr, colorstr, cmsgstr, namestr;
13 if(substring(msgin, 0, 1) == " ")
14 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
16 msgin = formatmessage(msgin);
21 if(source.classname != "player")
22 colorstr = "^0"; // black for spectators
24 colorstr = Team_ColorCode(source.team);
28 if(intermission_running)
32 * using bprint solves this... me stupid
33 // how can we prevent the message from appearing in a listen server?
34 // for now, just give "say" back and only handle say_team
37 clientcommand(self, strcat("say ", msgin));
42 if(cvar("g_chat_teamcolors"))
43 namestr = playername(source);
45 namestr = source.netname;
48 msgstr = strzone(strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin, "\n"));
49 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", wordwrap(msgin, 50));
52 msgstr = strzone(strcat("\{1}", namestr, "^7: ", msgin, "\n"));
60 var .float flood_field;
64 flood_spl = cvar("g_chat_flood_spl_team");
65 flood_burst = cvar("g_chat_flood_burst_team");
66 flood_lmax = cvar("g_chat_flood_lmax_team");
67 flood_field = floodcontrol_team;
71 flood_spl = cvar("g_chat_flood_spl");
72 flood_burst = cvar("g_chat_flood_burst");
73 flood_lmax = cvar("g_chat_flood_lmax");
74 flood_field = floodcontrol_chat;
76 flood_burst = max(0, flood_burst - 1);
77 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
78 lines = ceil(strlennocol(msgstr) / 75);
79 if(flood_lmax && lines > flood_lmax)
81 else if(time >= self.flood_field)
82 self.flood_field = max(time - flood_burst * flood_spl, self.flood_field) + lines * flood_spl;
89 if(cvar("g_chat_flood_notify_flooder"))
92 sprint(self, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(self.flood_field - time), "^3 seconds\n"));
94 sprint(self, "^3FLOOD CONTROL: ^7message too long\n");
98 print("NOTE: ", playername(self), "^7 is flooding.\n");
102 if(source.classname == "player")
104 FOR_EACH_REALPLAYER(head)
106 if(head.team == source.team)
108 sprint(head, msgstr);
109 centerprint(head, cmsgstr);
115 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
117 sprint(head, msgstr);
118 centerprint(head, cmsgstr);
124 if(cvar("g_chat_nospectators") && source.classname != "player") {
125 FOR_EACH_REALCLIENT(head) if(head.classname != "player") {
126 sprint(head, msgstr);
136 entity GetPlayer(string name)
142 if(substring(name, 0, 1) == "#") {
143 num = stof(substring(name, 1, 999));
144 if(num >= 1 && num <= maxclients) {
145 for((e = world); num > 0; --num, (e = nextent(e)))
147 //if(clienttype(e) == CLIENTTYPE_REAL)
148 if(e.classname == "player")
152 ns = strdecolorize(name);
153 FOR_EACH_REALPLAYER(e) {
154 if(!strcasecmp(strdecolorize(e.netname), ns)) {
162 //float ctf_clientcommand();
163 void SV_ParseClientCommand(string s) {
169 if(GameCommand_Vote(s, self)) {
171 } else if(GameCommand_MapVote(argv(0))) {
173 } else if(argv(0) == "autoswitch") {
174 // be backwards compatible with older clients (enabled)
175 self.autoswitch = ("0" != argv(1));
176 local string autoswitchmsg;
177 if (self.autoswitch) {
178 autoswitchmsg = "on";
180 autoswitchmsg = "off";
182 sprint(self, strcat("^1autoswitch turned ", autoswitchmsg, "\n"));
183 } else if(argv(0) == "clientversion") {
184 if not(self.flags & FL_CLIENT)
186 if (argv(1) == "$gameversion") {
187 //versionmsg = "^1client is too old to get versioninfo.\nUPDATE!!! (http://www.nexuiz.com)^8";
188 // either that or someone wants to be funny
191 self.version = stof(argv(1));
193 if(self.version != cvar("gameversion"))
195 self.classname = "observer";
196 self.version_mismatch = 1;
198 } else if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force")) {
199 //JoinBestTeam(self, FALSE, TRUE);
200 } else if(cvar("teamplay") && !cvar("sv_spectate")) {
201 self.classname = "observer";
202 stuffcmd(self,"menu_showteamselect\n");
204 } else if(argv(0) == "reportcvar") { // old system
206 } else if(argv(0) == "sentcvar") { // new system
208 } else if(argv(0) == "spectate") {
209 if not(self.flags & FL_CLIENT)
212 return; // don't allow spectating in lms, unless player runs out of lives
213 if(self.classname == "player" && cvar("sv_spectate") == 1) {
215 DropFlag(self.flagcarried, 0);
216 kh_Key_DropAll(self, TRUE);
217 WaypointSprite_PlayerDead();
218 self.classname = "observer";
220 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"));
223 } else if(argv(0) == "join") {
224 if not(self.flags & FL_CLIENT)
227 if (self.classname != "player" && !lockteams)
229 if(isJoinAllowed()) {
230 self.classname = "player";
231 PlayerScore_Clear(self);
232 bprint ("^4", self.netname, "^4 is playing now\n");
236 //player may not join because of g_maxplayers is set
237 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
240 } else if( argv(0) == "selectteam" ) {
241 if not(self.flags & FL_CLIENT)
243 if( !cvar("teamplay") ) {
244 sprint( self, "selecteam can only be used in teamgames\n");
245 } else if(cvar("g_campaign")) {
246 //JoinBestTeam(self, 0);
247 } else if(lockteams) {
248 sprint( self, "^7The game has already begun, you must wait until the next map to be able to join a team.\n");
249 } else if( argv(1) == "red" ) {
250 DoTeamChange(COLOR_TEAM1);
251 } else if( argv(1) == "blue" ) {
252 DoTeamChange(COLOR_TEAM2);
253 } else if( argv(1) == "yellow" ) {
254 DoTeamChange(COLOR_TEAM3);
255 } else if( argv(1) == "pink" ) {
256 DoTeamChange(COLOR_TEAM4);
257 } else if( argv(1) == "auto" ) {
260 sprint( self, strcat( "selectteam none/red/blue/yellow/pink/auto - \"", argv(1), "\" not recognised\n" ) );
262 } else if(argv(0) == "ready") {
263 if not(self.flags & FL_CLIENT)
265 if((inWarmupStage && 0 < g_warmup_limit) // with unlimited warmup players have to be able to restart
266 || cvar("sv_ready_restart"))
269 return sprint(self, "^1You cannot reset the game while a timeout is active!\n");
272 if(!restart_countdown || cvar("sv_ready_restart_repeatable"))
275 bprint(self.netname, "^2 is ready\n");
278 sprint(self, "^1game has already been restarted\n");
281 } else if(argv(0) == "maplist") {
284 n = tokenize(cvar_string("g_maplist"));
285 sprint(self, "^7Maps in list: ");
286 for(i = 0, j = 0; i < n; ++i)
288 if(MapInfo_CheckMap(argv(i)))
294 sprint(self, strcat(col, argv(i), " "));
299 } else if(argv(0) == "lsmaps") {
300 sprint(self, "^7Maps available: ");
301 for(i = 0; i < MapInfo_count; ++i)
307 sprint(self, strcat(col, MapInfo_BSPName_ByID(i), " "));
310 } else if(argv(0) == "voice") {
311 VoiceMessage(argv(1));
312 } else if(argv(0) == "say") {
313 Say(self, FALSE, substring(s, 4, strlen(s) - 4));
314 //clientcommand(self, formatmessage(s));
315 } else if(argv(0) == "say_team") {
316 Say(self, TRUE, substring(s, 9, strlen(s) - 9));
317 //clientcommand(self, formatmessage(s));
318 } else if(argv(0) == "info") {
319 cmd = cvar_string(strcat("sv_info_", argv(1)));
321 sprint(self, "ERROR: unsupported info command\n");
323 wordwrap_sprint(cmd, 1111);
324 } else if(argv(0) == "suggestmap") {
325 sprint(self, strcat(MapVote_Suggest(argv(1)), "\n"));
326 } else if(argv(0) == "calltimeout") {
327 if not(self.flags & FL_CLIENT)
329 if(cvar("sv_timeout")) {
330 if(self.classname == "player") {
332 sprint(self, "^7Error: you can not call a timeout while a vote is active!\n");
334 evaluateTimeoutCall();
337 sprint(self, "^7Error: only players can call a timeout!\n");
339 } else if(argv(0) == "resumegame") {
340 if not(self.flags & FL_CLIENT)
342 if(cvar("sv_timeout")) {
343 evaluateResumeGame();
345 } else if(argv(0) == "teamstatus") {
346 Score_NicePrint(self);
348 //if(ctf_clientcommand())
351 /* checks not needed any more since DP has separated clientcommands and regular commands
354 //if(cmd != "say") // handled above
355 //if(cmd != "say_team") // handled above
366 if(cmd != "playermodel")
367 if(cmd != "playerskin")
368 if(cmd != "god") if(cmd != "notarget") if(cmd != "fly") if(cmd != "give") if(cmd != "noclip")
370 print("WARNING: Invalid clientcommand by ", self.netname, ": ", s, "\n");
374 clientcommand(self,s);
382 bprint("^1Server is restarting...\n");
386 // no arena, assault support yet...
387 if(g_arena | g_assault | gameover | intermission_running | race_completing)
388 localcmd("restart\n");
391 if(checkrules_overtimeend)
392 checkrules_overtimeend = 0;
394 if(readyNagActive) { //if every player is ready, remove the ready-nagger again
399 restart_countdown = time + RESTART_COUNTDOWN;
400 restart_mapalreadyrestarted = 0; //reset this var, needed when cvar sv_ready_restart_repeatable is in use
401 if(0 < cvar("timelimit") || inWarmupStage)
403 // remember original timelimit on first restart
405 timelimit_orig = cvar("timelimit");
406 //only set the new timelimit if, when loading the map, a timelimit was really set
408 cvar_set("timelimit", ftos(timelimit_orig + ceil(restart_countdown)/60));
411 inWarmupStage = 0; //once the game is restarted the game is in match stage
413 //reset the .ready status of all players (also spectators)
414 FOR_EACH_CLIENTSLOT(e)
416 FOR_EACH_REALCLIENT(e)
419 WriteByte(MSG_ONE, SVC_TEMPENTITY);
420 WriteByte(MSG_ONE, TE_CSQC_WARMUP);
421 WriteByte(MSG_ONE, 0);
424 if(cvar("teamplay_lockonrestart") && teams_matter) {
426 bprint("^1The teams are now locked.\n");
429 //initiate the restart-countdown-announcer entity
430 restartAnnouncer = spawn();
431 restartAnnouncer.think = restartAnnouncer_Think;
432 restartAnnouncer.nextthink = time;
433 restartAnnouncer.cnt = RESTART_COUNTDOWN;
435 //after a restart every players number of allowed timeouts gets reset, too
436 if(cvar("sv_timeout"))
438 FOR_EACH_REALPLAYER(e)
439 e.allowedTimeouts = cvar("sv_timeout_number");
442 //play the prepareforbattle sound to everyone
443 play2all("announcer/robotic/prepareforbattle.wav");
445 //reset map immediately if this cvar is not set
446 if (!cvar("sv_ready_restart_after_countdown"))
452 if(cvar("sv_eventlog"))
453 GameLogEcho(":restart");
457 * Counts how many players are ready. If not enough players are ready, the function
458 * does nothing. If all players are ready, the timelimit will be extended and the
459 * restart_countdown variable is set to allow other functions like PlayerPostThink
460 * to detect that the countdown is now active. If the cvar sv_ready_restart_after_countdown
461 * is not set the map will be resetted.
463 * Function is called after the server receives a 'ready' sign from a player.
472 FOR_EACH_REALPLAYER(e)
480 return; // NOTE: this also excludes !p, as r <= p
482 if(cvar("sv_ready_restart_nag")) {
483 if(!readyNagActive) {
484 readyNagger = spawn();
485 readyNagger.think = readyNagger_Think;
486 readyNagger.cnt = cvar("sv_ready_restart_nag_duration");
487 readyNagger.nextthink = time;
499 * Centerprints the information to all players who didn't ready up yet to do so.
501 void readyNagger_Think() {
503 if(self.cnt <= 0) { //have a break showing the ready nag
504 //make sure that the old ready-nag-centerprint isn't shown too long:
505 FOR_EACH_REALCLIENT(plr) {
506 if(plr.classname == "player") {
508 centerprint_atprio(plr, CENTERPRIO_SPAM, "");
511 self.cnt = cvar("sv_ready_restart_nag_duration");
512 self.nextthink = time + cvar("sv_ready_restart_nag_interval");
515 //show the ready nagging to all players who aren't ready yet
516 FOR_EACH_REALCLIENT(plr) {
517 if(plr.classname == "player") {
519 centerprint_atprio(plr, CENTERPRIO_SPAM, "^2Please ready up (F4 by default)!");
520 //play reminder sound once the centerprint appears for the first time after the pause:
521 if (self.cnt == cvar("sv_ready_restart_nag_duration"))
522 play2(plr, "misc/talk2.wav");
527 self.nextthink = time + 1;
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");