-#include "../../common/command/command.qh"
+#include "vote.qh"
+#include <common/command/_mod.qh>
#include "vote.qh"
#include "common.qh"
#include "../round_handler.qh"
#include "../scores.qh"
-#include "../mutators/all.qh"
+#include "../mutators/_mod.qh"
-#include "../../common/constants.qh"
-#include "../../common/mapinfo.qh"
-#include "../../common/notifications.qh"
-#include "../../common/playerstats.qh"
-#include "../../common/util.qh"
+#include <common/constants.qh>
+#include <common/net_linked.qh>
+#include <common/mapinfo.qh>
+#include <common/notifications/all.qh>
+#include <common/playerstats.qh>
+#include <common/util.qh>
// =============================================
// Server side voting code, reworked by Samual
void Nagger_Init()
{
- Net_LinkEntity(nagger = new(nagger), false, 0, Nagger_SendEntity);
- make_pure(nagger);
+ Net_LinkEntity(nagger = new_pure(nagger), false, 0, Nagger_SendEntity);
}
void Nagger_VoteChanged()
void VoteReset()
{
- entity tmp_player;
-
- FOR_EACH_CLIENT(tmp_player)
- {
- tmp_player.vote_selection = 0;
- }
+ FOREACH_CLIENT(true, LAMBDA(it.vote_selection = 0));
if (vote_called)
{
}
vote_called = VOTE_NULL;
- vote_caller = world;
+ vote_caller = NULL;
vote_caller_name = string_null;
vote_endtime = 0;
if (vote_caller) vote_caller.vote_waittime = 0; // people like your votes, you don't need to wait to vote again
VoteReset();
- Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_ACCEPT);
+ Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_VOTE_ACCEPT);
}
void VoteReject()
{
bprint("\{1}^2* ^3", OriginalCallerName(), "^2's vote for ", vote_called_display, "^2 was rejected\n");
VoteReset();
- Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_FAIL);
+ Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_VOTE_FAIL);
}
void VoteTimeout()
{
bprint("\{1}^2* ^3", OriginalCallerName(), "^2's vote for ", vote_called_display, "^2 timed out\n");
VoteReset();
- Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_FAIL);
+ Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_VOTE_FAIL);
}
void VoteSpam(float notvoters, float mincount, string result)
// declarations
vote_accept_count = vote_reject_count = vote_abstain_count = 0;
- float spectators_allowed = ((autocvar_sv_vote_nospectators != 2)
- || ((autocvar_sv_vote_nospectators == 1) && (warmup_stage || gameover))
- || (autocvar_sv_vote_nospectators == 0));
+ bool spectators_allowed = (!autocvar_sv_vote_nospectators || (autocvar_sv_vote_nospectators == 1 && (warmup_stage || gameover)));
float vote_player_count = 0, notvoters = 0;
float vote_real_player_count = 0, vote_real_accept_count = 0;
float vote_needed_of_voted, final_needed_votes;
float vote_factor_overall, vote_factor_of_voted;
- entity tmp_player;
-
Nagger_VoteCountChanged();
// add up all the votes from each connected client
- FOR_EACH_REALCLIENT(tmp_player)
- {
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_CLIENT(it), LAMBDA(
++vote_player_count;
- if (IS_PLAYER(tmp_player)) ++vote_real_player_count;
- switch (tmp_player.vote_selection)
+ if (IS_PLAYER(it)) ++vote_real_player_count;
+ switch (it.vote_selection)
{
case VOTE_SELECT_REJECT:
{ ++vote_reject_count;
- { if (IS_PLAYER(tmp_player)) ++vote_real_reject_count; } break;
+ { if (IS_PLAYER(it)) ++vote_real_reject_count; } break;
}
case VOTE_SELECT_ACCEPT:
{ ++vote_accept_count;
- { if (IS_PLAYER(tmp_player)) ++vote_real_accept_count; } break;
+ { if (IS_PLAYER(it)) ++vote_real_accept_count; } break;
}
case VOTE_SELECT_ABSTAIN:
{ ++vote_abstain_count;
- { if (IS_PLAYER(tmp_player)) ++vote_real_abstain_count; } break;
+ { if (IS_PLAYER(it)) ++vote_real_abstain_count; } break;
}
default: break;
}
- }
+ ));
// Check to see if there are enough players on the server to allow master voting... otherwise, vote master could be used for evil.
if ((vote_called == VOTE_MASTER) && autocvar_sv_vote_master_playerlimit > vote_player_count)
// Resets the state of all clients, items, weapons, waypoints, ... of the map.
void reset_map(bool dorespawn)
{
- SELFPARAM();
-
- if (time <= game_starttime && round_handler_IsActive()) round_handler_Reset(game_starttime);
+ if (time <= game_starttime)
+ {
+ if (gameover)
+ return;
+ if (round_handler_IsActive())
+ round_handler_Reset(game_starttime);
+ }
MUTATOR_CALLHOOK(reset_map_global);
- for (entity e = world; (e = nextent(e)); )
- {
- if (IS_NOT_A_CLIENT(e))
+ FOREACH_ENTITY_ORDERED(IS_NOT_A_CLIENT(it), {
+ if (it.reset)
{
- if (e.reset)
- {
- WITH(entity, self, e, e.reset(e));
- continue;
- }
- if (e.team_saved) e.team = e.team_saved;
- if (e.flags & FL_PROJECTILE) remove(e); // remove any projectiles left
+ it.reset(it);
+ continue;
}
- }
+ if (it.team_saved) it.team = it.team_saved;
+ if (it.flags & FL_PROJECTILE) delete(it); // remove any projectiles left
+ });
// Waypoints and assault start come LAST
- for (entity e = world; (e = nextent(e)); )
- {
- setself(e);
- if (IS_NOT_A_CLIENT(self))
- {
- if (self.reset2)
- {
- self.reset2();
- continue;
- }
- }
- }
+ FOREACH_ENTITY_ORDERED(IS_NOT_A_CLIENT(it), {
+ if (it.reset2) it.reset2(it);
+ });
- entity e;
- FOR_EACH_PLAYER(e)
- if (e.frozen) WITH(entity, self, e, Unfreeze(e));
+ FOREACH_CLIENT(IS_PLAYER(it) && STAT(FROZEN, it), LAMBDA(Unfreeze(it)));
// Moving the player reset code here since the player-reset depends
// on spawnpoint entities which have to be reset first --blub
{
if (!MUTATOR_CALLHOOK(reset_map_players))
{
- FOR_EACH_CLIENT(e) // reset all players
- {
- setself(e);
+ FOREACH_CLIENT(true, LAMBDA(
/*
only reset players if a restart countdown is active
this can either be due to cvar sv_ready_restart_after_countdown having set
if (restart_mapalreadyrestarted || (time < game_starttime))
{
// NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
- if (IS_PLAYER(self))
+ if (IS_PLAYER(it))
{
- // PlayerScore_Clear(self);
- self.killcount = 0;
+ // PlayerScore_Clear(it);
+ it.killcount = 0;
// stop the player from moving so that he stands still once he gets respawned
- self.velocity = '0 0 0';
- self.avelocity = '0 0 0';
- self.movement = '0 0 0';
- PutClientInServer();
+ it.velocity = '0 0 0';
+ it.avelocity = '0 0 0';
+ it.movement = '0 0 0';
+ PutClientInServer(it);
}
}
- }
-
- setself(this);
+ ));
}
}
}
// Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown is set)
-void ReadyRestart_think()
+void ReadyRestart_think(entity this)
{
- SELFPARAM();
restart_mapalreadyrestarted = true;
reset_map(true);
Score_ClearAll();
- remove(this);
+ delete(this);
}
// Forces a restart of the game without actually reloading the map // this is a mess...
void ReadyRestart_force()
{
+ if (time <= game_starttime && gameover)
+ return;
+
bprint("^1Server is restarting...\n");
VoteReset();
readyrestart_happened = true;
game_starttime = time + RESTART_COUNTDOWN;
- entity tmp_player;
-
// clear player attributes
- FOR_EACH_CLIENT(tmp_player)
- {
- tmp_player.alivetime = 0;
- tmp_player.killcount = 0;
- PS_GR_P_ADDVAL(tmp_player, PLAYERSTATS_ALIVETIME, -PS_GR_P_ADDVAL(tmp_player, PLAYERSTATS_ALIVETIME, 0));
- }
+ FOREACH_CLIENT(true, LAMBDA(
+ it.alivetime = 0;
+ it.killcount = 0;
+ PS_GR_P_ADDVAL(it, PLAYERSTATS_ALIVETIME, -PS_GR_P_ADDVAL(it, PLAYERSTATS_ALIVETIME, 0));
+ ));
restart_mapalreadyrestarted = false; // reset this var, needed when cvar sv_ready_restart_repeatable is in use
warmup_stage = 0; // once the game is restarted the game is in match stage
// reset the .ready status of all players (also spectators)
- FOR_EACH_REALCLIENT(tmp_player)
- {
- tmp_player.ready = false;
- }
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(it.ready = false));
readycount = 0;
Nagger_ReadyCounted(); // NOTE: this causes a resend of that entity, and will also turn off warmup state on the client
// initiate the restart-countdown-announcer entity
if (autocvar_sv_ready_restart_after_countdown)
{
- entity restart_timer = new(restart_timer);
- make_pure(restart_timer);
- restart_timer.think = ReadyRestart_think;
+ entity restart_timer = new_pure(restart_timer);
+ setthink(restart_timer, ReadyRestart_think);
restart_timer.nextthink = game_starttime;
}
// after a restart every players number of allowed timeouts gets reset, too
if (autocvar_sv_timeout)
{
- FOR_EACH_REALPLAYER(tmp_player)
- {
- tmp_player.allowed_timeouts = autocvar_sv_timeout_number;
- }
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(it.allowed_timeouts = autocvar_sv_timeout_number));
}
// reset map immediately if this cvar is not set
if (!autocvar_sv_ready_restart_after_countdown) reset_map(true);
void ReadyRestart()
{
- // no assault support yet...
- if (g_assault | gameover | intermission_running | race_completing) localcmd("restart\n");
+ if (MUTATOR_CALLHOOK(ReadyRestart_Deny) || gameover || race_completing) localcmd("restart\n");
else localcmd("\nsv_hook_gamerestart\n");
// Reset ALL scores, but only do that at the beginning of the countdown if sv_ready_restart_after_countdown is off!
// Count the players who are ready and determine whether or not to restart the match
void ReadyCount()
{
- entity tmp_player;
float ready_needed_factor, ready_needed_count;
float t_ready = 0, t_players = 0;
- FOR_EACH_REALCLIENT(tmp_player)
- {
- if (IS_PLAYER(tmp_player) || tmp_player.caplayer == 1)
- {
- ++t_players;
- if (tmp_player.ready) ++t_ready; }
- }
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || it.caplayer == 1), LAMBDA(
+ ++t_players;
+ if (it.ready) ++t_ready;
+ ));
readycount = t_ready;
{
float p, q, check, minargs;
string cvarname = strcat("sv_vote_command_restriction_", argv(startpos));
- string cmdrestriction = cvar_string(cvarname); // note: this warns on undefined cvar. We want that.
+ string cmdrestriction = ""; // No we don't.
string charlist, arg;
float checkmate;
+ if(cvar_type(cvarname) & CVAR_TYPEFLAG_EXISTS)
+ cmdrestriction = cvar_string(cvarname);
+ else
+ LOG_INFO("NOTE: ", cvarname, " does not exist, no restrictions will be applied.\n");
+
if (cmdrestriction == "") return true;
++startpos; // skip command name
if (first_command == "kickban") command_arguments = strcat(ftos(autocvar_g_ban_default_bantime), " ", ftos(autocvar_g_ban_default_masksize), " ~");
else command_arguments = reason;
- vote_parsed_command = strcat(first_command, " # ", ftos(num_for_edict(victim)), " ", command_arguments);
+ vote_parsed_command = strcat(first_command, " # ", ftos(etof(victim)), " ", command_arguments);
vote_parsed_display = strcat("^1", vote_command, " (^7", victim.netname, "^1): ", reason);
}
else { print_to(caller, strcat("vcall: ", GetClientErrorString(accepted, argv(startpos + 1)), ".\n")); return false; }
{
case CMD_REQUEST_COMMAND:
{
- float spectators_allowed = ((autocvar_sv_vote_nospectators != 2)
- || ((autocvar_sv_vote_nospectators == 1) && warmup_stage)
- || (autocvar_sv_vote_nospectators == 0));
+ bool spectators_allowed = (!autocvar_sv_vote_nospectators || (autocvar_sv_vote_nospectators == 1 && (warmup_stage || gameover)));
float tmp_playercount = 0;
- entity tmp_player;
vote_command = VoteCommand_extractcommand(vote_command, 2, argc);
msg_entity = caller;
}
- FOR_EACH_REALCLIENT(tmp_player)
- {
- ++tmp_playercount;
- }
- if (tmp_playercount > 1) Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_CALL); // don't announce a "vote now" sound if player is alone
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(++tmp_playercount));
+ if (tmp_playercount > 1) Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_VOTE_CALL); // don't announce a "vote now" sound if player is alone
bprint("\{1}^2* ^3", OriginalCallerName(), "^2 calls a vote for ", vote_called_display, "\n");
if (autocvar_sv_eventlog) GameLogEcho(strcat(":vote:vcall:", ftos(vote_caller.playerid), ":", vote_called_display));
default: // calling a vote for master
{
- float spectators_allowed = ((autocvar_sv_vote_nospectators != 2)
- || ((autocvar_sv_vote_nospectators == 1) && warmup_stage)
- || (autocvar_sv_vote_nospectators == 0));
+ bool spectators_allowed = (!autocvar_sv_vote_nospectators || (autocvar_sv_vote_nospectators == 1 && (warmup_stage || gameover)));
if (!autocvar_sv_vote_master_callable) { print_to(caller, "^1Vote to become vote master is not allowed."); }
else if (vote_called)