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()
40 nagger.SendFlags = 128;
42 void Nagger_ReadyCounted()
49 string MapVote_Suggest(string m);
51 .float floodcontrol_chat;
52 .float floodcontrol_team;
53 void Say(entity source, float teamsay, string msgin)
55 string msgstr, colorstr, cmsgstr, namestr;
59 if(Ban_MaybeEnforceBan(source))
63 if(substring(msgin, 0, 1) == " ")
64 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
66 msgin = formatmessage(msgin);
71 if(source.classname != "player")
72 colorstr = "^0"; // black for spectators
74 colorstr = Team_ColorCode(source.team);
78 if(intermission_running)
82 * using bprint solves this... me stupid
83 // how can we prevent the message from appearing in a listen server?
84 // for now, just give "say" back and only handle say_team
87 clientcommand(self, strcat("say ", msgin));
92 if(cvar("g_chat_teamcolors"))
93 namestr = playername(source);
95 namestr = source.netname;
98 msgstr = strzone(strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin, "\n"));
99 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", wordwrap(msgin, 50));
102 msgstr = strzone(strcat("\{1}", namestr, "^7: ", msgin, "\n"));
110 var .float flood_field;
114 flood_spl = cvar("g_chat_flood_spl_team");
115 flood_burst = cvar("g_chat_flood_burst_team");
116 flood_lmax = cvar("g_chat_flood_lmax_team");
117 flood_field = floodcontrol_team;
121 flood_spl = cvar("g_chat_flood_spl");
122 flood_burst = cvar("g_chat_flood_burst");
123 flood_lmax = cvar("g_chat_flood_lmax");
124 flood_field = floodcontrol_chat;
126 flood_burst = max(0, flood_burst - 1);
127 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
128 lines = ceil(strlennocol(msgstr) / 75);
129 if(flood_lmax && lines > flood_lmax)
131 else if(time >= self.flood_field)
132 self.flood_field = max(time - flood_burst * flood_spl, self.flood_field) + lines * flood_spl;
139 if(cvar("g_chat_flood_notify_flooder"))
142 sprint(self, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(self.flood_field - time), "^3 seconds\n"));
144 sprint(self, "^3FLOOD CONTROL: ^7message too long\n");
147 sprint(self, msgstr);
148 print("NOTE: ", playername(self), "^7 is flooding.\n");
152 if(source.classname == "player")
154 FOR_EACH_REALPLAYER(head)
156 if(head.team == source.team)
158 sprint(head, msgstr);
159 centerprint(head, cmsgstr);
165 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
167 sprint(head, msgstr);
168 centerprint(head, cmsgstr);
174 // TODO invent a cvar name for allowing global chat by spectators during warmup anyway
175 if(cvar("g_chat_nospectators") && source.classname != "player") {
176 FOR_EACH_REALCLIENT(head) if(head.classname != "player") {
177 sprint(head, msgstr);
187 entity GetPlayer(string name)
193 if(substring(name, 0, 1) == "#") {
194 num = stof(substring(name, 1, 999));
195 if(num >= 1 && num <= maxclients) {
196 for((e = world); num > 0; --num, (e = nextent(e)))
198 //if(clienttype(e) == CLIENTTYPE_REAL)
199 if(e.classname == "player")
203 ns = strdecolorize(name);
204 FOR_EACH_REALPLAYER(e) {
205 if(!strcasecmp(strdecolorize(e.netname), ns)) {
213 //float ctf_clientcommand();
214 void SV_ParseClientCommand(string s) {
220 if(GameCommand_Vote(s, self)) {
222 } else if(GameCommand_MapVote(argv(0))) {
224 } else if(argv(0) == "autoswitch") {
225 // be backwards compatible with older clients (enabled)
226 self.autoswitch = ("0" != argv(1));
227 local string autoswitchmsg;
228 if (self.autoswitch) {
229 autoswitchmsg = "on";
231 autoswitchmsg = "off";
233 sprint(self, strcat("^1autoswitch turned ", autoswitchmsg, "\n"));
234 } else if(argv(0) == "clientversion") {
235 if not(self.flags & FL_CLIENT)
237 if (argv(1) == "$gameversion") {
238 //versionmsg = "^1client is too old to get versioninfo.\nUPDATE!!! (http://www.nexuiz.com)^8";
239 // either that or someone wants to be funny
242 self.version = stof(argv(1));
244 if(self.version != cvar("gameversion"))
246 self.classname = "observer";
247 self.version_mismatch = 1;
249 } else if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force")) {
250 //JoinBestTeam(self, FALSE, TRUE);
251 } else if(cvar("teamplay") && !cvar("sv_spectate")) {
252 self.classname = "observer";
253 stuffcmd(self,"menu_showteamselect\n");
255 } else if(argv(0) == "reportcvar") { // old system
257 } else if(argv(0) == "sentcvar") { // new system
259 } else if(argv(0) == "spectate") {
260 if not(self.flags & FL_CLIENT)
263 return; // don't allow spectating in lms, unless player runs out of lives
264 if(self.classname == "player" && cvar("sv_spectate") == 1) {
266 DropFlag(self.flagcarried, 0);
267 kh_Key_DropAll(self, TRUE);
268 WaypointSprite_PlayerDead();
269 self.classname = "observer";
271 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"));
274 } else if(argv(0) == "join") {
275 if not(self.flags & FL_CLIENT)
278 if (self.classname != "player" && !lockteams)
280 if(isJoinAllowed()) {
281 self.classname = "player";
282 PlayerScore_Clear(self);
283 bprint ("^4", self.netname, "^4 is playing now\n");
287 //player may not join because of g_maxplayers is set
288 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
291 } else if( argv(0) == "selectteam" ) {
292 if not(self.flags & FL_CLIENT)
294 if( !cvar("teamplay") ) {
295 sprint( self, "selecteam can only be used in teamgames\n");
296 } else if(cvar("g_campaign")) {
297 //JoinBestTeam(self, 0);
298 } else if(lockteams) {
299 sprint( self, "^7The game has already begun, you must wait until the next map to be able to join a team.\n");
300 } else if( argv(1) == "red" ) {
301 DoTeamChange(COLOR_TEAM1);
302 } else if( argv(1) == "blue" ) {
303 DoTeamChange(COLOR_TEAM2);
304 } else if( argv(1) == "yellow" ) {
305 DoTeamChange(COLOR_TEAM3);
306 } else if( argv(1) == "pink" ) {
307 DoTeamChange(COLOR_TEAM4);
308 } else if( argv(1) == "auto" ) {
311 sprint( self, strcat( "selectteam none/red/blue/yellow/pink/auto - \"", argv(1), "\" not recognised\n" ) );
313 } else if(argv(0) == "ready") {
314 if not(self.flags & FL_CLIENT)
316 if((inWarmupStage && 0 < g_warmup_limit) // with unlimited warmup players have to be able to restart
317 || cvar("sv_ready_restart"))
320 return sprint(self, "^1You cannot reset the game while a timeout is active!\n");
323 if(!restart_countdown || cvar("sv_ready_restart_repeatable"))
326 bprint(self.netname, "^2 is ready\n");
329 sprint(self, "^1game has already been restarted\n");
332 } else if(argv(0) == "maplist") {
335 n = tokenize(cvar_string("g_maplist"));
336 sprint(self, "^7Maps in list: ");
337 for(i = 0, j = 0; i < n; ++i)
339 if(MapInfo_CheckMap(argv(i)))
345 sprint(self, strcat(col, argv(i), " "));
350 } else if(argv(0) == "lsmaps") {
351 sprint(self, "^7Maps available: ");
352 for(i = 0; i < MapInfo_count; ++i)
358 sprint(self, strcat(col, MapInfo_BSPName_ByID(i), " "));
361 } else if(argv(0) == "voice") {
362 VoiceMessage(argv(1));
363 } else if(argv(0) == "say") {
364 Say(self, FALSE, substring(s, 4, strlen(s) - 4));
365 //clientcommand(self, formatmessage(s));
366 } else if(argv(0) == "say_team") {
367 Say(self, TRUE, substring(s, 9, strlen(s) - 9));
368 //clientcommand(self, formatmessage(s));
369 } else if(argv(0) == "info") {
370 cmd = cvar_string(strcat("sv_info_", argv(1)));
372 sprint(self, "ERROR: unsupported info command\n");
374 wordwrap_sprint(cmd, 1111);
375 } else if(argv(0) == "suggestmap") {
376 sprint(self, strcat(MapVote_Suggest(argv(1)), "\n"));
377 } else if(argv(0) == "calltimeout") {
378 if not(self.flags & FL_CLIENT)
380 if(cvar("sv_timeout")) {
381 if(self.classname == "player") {
383 sprint(self, "^7Error: you can not call a timeout while a vote is active!\n");
385 evaluateTimeoutCall();
388 sprint(self, "^7Error: only players can call a timeout!\n");
390 } else if(argv(0) == "resumegame") {
391 if not(self.flags & FL_CLIENT)
393 if(cvar("sv_timeout")) {
394 evaluateResumeGame();
396 } else if(argv(0) == "teamstatus") {
397 Score_NicePrint(self);
399 //if(ctf_clientcommand())
402 /* checks not needed any more since DP has separated clientcommands and regular commands
405 //if(cmd != "say") // handled above
406 //if(cmd != "say_team") // handled above
417 if(cmd != "playermodel")
418 if(cmd != "playerskin")
419 if(cmd != "god") if(cmd != "notarget") if(cmd != "fly") if(cmd != "give") if(cmd != "noclip")
421 print("WARNING: Invalid clientcommand by ", self.netname, ": ", s, "\n");
425 clientcommand(self,s);
433 bprint("^1Server is restarting...\n");
437 // no arena, assault support yet...
438 if(g_arena | g_assault | gameover | intermission_running | race_completing)
439 localcmd("restart\n");
442 if(checkrules_overtimeend)
443 checkrules_overtimeend = 0;
445 restart_countdown = time + RESTART_COUNTDOWN;
446 restart_mapalreadyrestarted = 0; //reset this var, needed when cvar sv_ready_restart_repeatable is in use
447 if(0 < cvar("timelimit") || inWarmupStage)
449 // remember original timelimit on first restart
451 timelimit_orig = cvar("timelimit");
452 //only set the new timelimit if, when loading the map, a timelimit was really set
454 cvar_set("timelimit", ftos(timelimit_orig + ceil(restart_countdown)/60));
457 inWarmupStage = 0; //once the game is restarted the game is in match stage
459 //reset the .ready status of all players (also spectators)
460 FOR_EACH_CLIENTSLOT(e)
462 FOR_EACH_REALCLIENT(e)
465 WriteByte(MSG_ONE, SVC_TEMPENTITY);
466 WriteByte(MSG_ONE, TE_CSQC_WARMUP);
467 WriteByte(MSG_ONE, 0);
470 if(cvar("teamplay_lockonrestart") && teams_matter) {
472 bprint("^1The teams are now locked.\n");
475 //initiate the restart-countdown-announcer entity
476 restartAnnouncer = spawn();
477 restartAnnouncer.think = restartAnnouncer_Think;
478 restartAnnouncer.nextthink = time;
479 restartAnnouncer.cnt = RESTART_COUNTDOWN;
481 //after a restart every players number of allowed timeouts gets reset, too
482 if(cvar("sv_timeout"))
484 FOR_EACH_REALPLAYER(e)
485 e.allowedTimeouts = cvar("sv_timeout_number");
488 //play the prepareforbattle sound to everyone
489 play2all("announcer/robotic/prepareforbattle.wav");
491 //reset map immediately if this cvar is not set
492 if (!cvar("sv_ready_restart_after_countdown"))
498 if(cvar("sv_eventlog"))
499 GameLogEcho(":restart");
503 * Counts how many players are ready. If not enough players are ready, the function
504 * does nothing. If all players are ready, the timelimit will be extended and the
505 * restart_countdown variable is set to allow other functions like PlayerPostThink
506 * to detect that the countdown is now active. If the cvar sv_ready_restart_after_countdown
507 * is not set the map will be resetted.
509 * Function is called after the server receives a 'ready' sign from a player.
518 FOR_EACH_REALPLAYER(e)
527 if(r) // at least one is ready
528 if(r == p) // and, everyone is ready
531 Nagger_ReadyCounted();
535 * Shows the restart countdown for all players.
536 * Plays the countdown sounds for the seconds 3, 2 1, begin for everyone.
537 * Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown
540 void restartAnnouncer_Think() {
543 if(self.cnt <= 0) { //show the "Begin" message and
544 if (cvar("sv_ready_restart_after_countdown")) {
545 restart_mapalreadyrestarted = 1;
549 FOR_EACH_REALCLIENT(plr) {
550 if(plr.classname == "player") {
551 s = strcat(NEWLINES, "^1Begin!");
555 play2all("announcer/robotic/begin.wav");
561 FOR_EACH_REALCLIENT(plr) {
562 if(plr.classname == "player") {
563 s = strcat(NEWLINES, "^1Game starts in ", ftos(self.cnt), " seconds");
569 play2all(strcat("announcer/robotic/", ftos(self.cnt), ".ogg"));
571 self.nextthink = time + 1;
577 * Checks whether the player who calls the timeout is allowed to do so.
578 * If so, it initializes the timeout countdown. It also checks whether another
579 * timeout was already running at this time and reacts correspondingly.
581 * affected globals/fields: .allowedTimeouts, remainingTimeoutTime, remainingLeadTime,
582 * timeoutInitiator, timeoutStatus, timeoutHandler
584 * This function is called when a player issues the calltimeout command.
586 void evaluateTimeoutCall() {
587 if (inWarmupStage && !g_warmup_allow_timeout)
588 return sprint(self, "^7Error: You can not call a timeout in warmup-stage!\n");
589 if (time < restart_countdown )
590 return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n");
591 if (timeoutStatus != 2) {
592 //if the map uses a timelimit make sure that timeout cannot be called right before the map ends
593 if (cvar("timelimit")) {
594 //a timelimit was used
596 if (cvar("timelimit"))
597 myTl = cvar("timelimit");
599 myTl = timelimit_orig;
601 local float lastPossibleTimeout;
602 lastPossibleTimeout = (myTl*60) - cvar("sv_timeout_leadtime") - 1;
604 if (lastPossibleTimeout < time)
605 return sprint(self, "^7Error: It is too late to call a timeout now!\n");
608 //player may not call a timeout if he has no calls left
609 if (self.allowedTimeouts < 1)
610 return sprint(self, "^7Error: You already used all your timeout calls for this map!\n");
611 //now all required checks are passed
612 self.allowedTimeouts -= 1;
613 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)
614 remainingTimeoutTime = cvar("sv_timeout_length");
615 remainingLeadTime = cvar("sv_timeout_leadtime");
616 timeoutInitiator = self;
617 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
619 //create the timeout indicator which centerprints the information to all players and takes care of pausing/unpausing
620 timeoutHandler = spawn();
621 timeoutHandler.think = timeoutHandler_Think;
623 timeoutHandler.nextthink = time; //always let the entity think asap
625 //inform all connected clients about the timeout call
626 play2all("announcer/robotic/timeoutcalled.wav");
630 * Checks whether a player is allowed to resume the game. If he is allowed to do it,
631 * and the lead time for the timeout is still active, this countdown just will be aborted (the
632 * game will never be paused). Otherwise the remainingTimeoutTime will be set to the corresponding
633 * value of the cvar sv_timeout_resumetime.
635 * This function is called when a player issues the resumegame command.
637 void evaluateResumeGame() {
639 return sprint(self, "^7Error: There is no active timeout which could be aborted!\n");
640 if (self != timeoutInitiator)
641 return sprint(self, "^7Error: You may not abort the active timeout. Only the player who called it can do that!\n");
642 if (timeoutStatus == 1) {
643 remainingTimeoutTime = timeoutStatus = 0;
644 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
645 bprint(strcat("^7The timeout was aborted by ", self.netname, " !\n"));
647 else if (timeoutStatus == 2) {
648 //only shorten the remainingTimeoutTime if it makes sense
649 if( remainingTimeoutTime > (cvar("sv_timeout_resumetime") + 1) ) {
650 bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n"));
651 remainingTimeoutTime = cvar("sv_timeout_resumetime");
652 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
655 sprint(self, "^7Error: Your resumegame call was discarded!\n");