#include <server/scores.qh>
#include <server/teamplay.qh>
#include <server/weapons/accuracy.qh>
+#include <server/weapons/selection.qh>
#include <server/world.qh>
// =============================================
// Nagger for players to know status of voting
bool Nagger_SendEntity(entity this, entity to, float sendflags)
{
- int nags, i, f, b;
- entity e;
+ int nags = 0;
WriteHeader(MSG_ENTITY, ENT_CLIENT_NAGGER);
// bits:
// 64 = vote counts
// 128 = vote string
- nags = 0;
- if (readycount)
+ if (warmup_stage)
{
- nags |= BIT(0);
- if (to.ready == 0) nags |= BIT(1);
+ if (readycount)
+ {
+ nags |= BIT(0);
+ if (!to.ready) nags |= BIT(1);
+ }
+ nags |= BIT(4);
}
+
if (vote_called)
{
nags |= BIT(2);
if (to.vote_selection == 0) nags |= BIT(3);
+ nags |= sendflags & BIT(6);
+ nags |= sendflags & BIT(7);
}
- if (warmup_stage) nags |= BIT(4);
-
- if (sendflags & BIT(6)) nags |= BIT(6);
-
- if (sendflags & BIT(7)) nags |= BIT(7);
-
- if (!(nags & 4)) // no vote called? send no string
- nags &= ~(BIT(6) | BIT(7));
WriteByte(MSG_ENTITY, nags);
if (nags & BIT(7)) WriteString(MSG_ENTITY, vote_called_display);
- if (nags & 1)
+ if (nags & BIT(0))
{
- for (i = 1; i <= maxclients; i += 8)
+ for (int i = 1; i <= maxclients;)
{
- for (f = 0, e = edict_num(i), b = BIT(0); b < BIT(8); b <<= 1, e = nextent(e))
- if (!IS_REAL_CLIENT(e) || e.ready)
- f |= b;
+ int f = 0;
+ for (int b = 0; b < 8 && i <= maxclients; ++b, ++i)
+ if (edict_num(i).ready)
+ f |= BIT(b);
WriteByte(MSG_ENTITY, f);
}
}
// Game logic for voting
// =======================
-void VoteReset()
+void VoteStop(entity stopper, bool show_name);
+void VoteReset(bool verbose)
{
+ if (verbose && vote_called)
+ {
+ VoteStop(NULL, true);
+ return;
+ }
+
FOREACH_CLIENT(true, { it.vote_selection = 0; });
if (vote_called)
Nagger_VoteChanged();
}
-void VoteStop(entity stopper)
+void VoteStop(entity stopper, bool canceled)
{
- bprint("\{1}^2* ^3", GetCallerName(stopper), "^2 stopped ^3", OriginalCallerName(), "^2's vote\n");
+ if (canceled)
+ bprint("\{1}^2* ^3", OriginalCallerName(), "^2's vote was canceled\n");
+ else
+ bprint("\{1}^2* ^3", GetCallerName(stopper), "^2 stopped ^3", OriginalCallerName(), "^2's vote\n");
if (autocvar_sv_eventlog) GameLogEcho(strcat(":vote:vstop:", ftos(stopper.playerid)));
// Don't force them to wait for next vote, this way they can e.g. correct their vote.
if ((vote_caller) && (stopper == vote_caller)) vote_caller.vote_waittime = time + autocvar_sv_vote_stop;
- VoteReset();
+ VoteReset(false);
}
void VoteAccept()
{
bprint("\{1}^2* ^3", OriginalCallerName(), "^2's vote for ^1", vote_called_display, "^2 was accepted\n");
- if ((vote_called == VOTE_MASTER) && vote_caller) vote_caller.vote_master = 1;
+ if ((vote_called == VOTE_MASTER) && vote_caller) vote_caller.vote_master = true;
else localcmd(strcat(vote_called_command, "\n"));
if (vote_caller) vote_caller.vote_waittime = 0; // people like your votes, you don't need to wait to vote again
- VoteReset();
+ VoteReset(false);
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();
+ VoteReset(false);
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();
+ VoteReset(false);
Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_VOTE_FAIL);
}
void VoteCount(float first_count)
{
- // declarations
vote_accept_count = vote_reject_count = vote_abstain_count = 0;
float vote_player_count = 0, notvoters = 0;
Nagger_VoteCountChanged();
// add up all the votes from each connected client
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_CLIENT(it), {
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_vote_debug, {
++vote_player_count;
- if (IS_PLAYER(it)) ++vote_real_player_count;
+ if (IS_PLAYER(it) || INGAME(it)) ++vote_real_player_count;
switch (it.vote_selection)
{
case VOTE_SELECT_REJECT:
- { ++vote_reject_count;
- { if (IS_PLAYER(it)) ++vote_real_reject_count; } break;
- }
+ ++vote_reject_count;
+ if (IS_PLAYER(it) || INGAME(it)) ++vote_real_reject_count;
+ break;
case VOTE_SELECT_ACCEPT:
- { ++vote_accept_count;
- { if (IS_PLAYER(it)) ++vote_real_accept_count; } break;
- }
+ ++vote_accept_count;
+ if (IS_PLAYER(it) || INGAME(it)) ++vote_real_accept_count;
+ break;
case VOTE_SELECT_ABSTAIN:
- { ++vote_abstain_count;
- { if (IS_PLAYER(it)) ++vote_real_abstain_count; } break;
- }
+ ++vote_abstain_count;
+ if (IS_PLAYER(it) || INGAME(it)) ++vote_real_abstain_count;
+ break;
default: break;
}
});
{
if (vote_caller) vote_caller.vote_waittime = 0;
print_to(vote_caller, "^1There are not enough players on this server to allow you to become vote master.");
- VoteReset();
+ VoteReset(false);
return;
}
// =======================
// Resets the state of all clients, items, weapons, waypoints, ... of the map.
-void reset_map(bool dorespawn, bool is_fake_round_start)
+void reset_map(bool is_fake_round_start)
{
if (time <= game_starttime)
{
// Moving the player reset code here since the player-reset depends
// on spawnpoint entities which have to be reset first --blub
- if (dorespawn)
+ if (!MUTATOR_CALLHOOK(reset_map_players))
{
- if (!MUTATOR_CALLHOOK(reset_map_players))
+ FOREACH_CLIENT(IS_PLAYER(it),
{
- FOREACH_CLIENT(IS_PLAYER(it),
+ // PlayerScore_Clear(it);
+ CS(it).killcount = 0;
+ // stop the player from moving so that they stand still once they get respawned
+ it.velocity = '0 0 0';
+ it.avelocity = '0 0 0';
+ CS(it).movement = '0 0 0';
+ PutClientInServer(it);
+
+ if(IS_BOT_CLIENT(it))
{
- // PlayerScore_Clear(it);
- CS(it).killcount = 0;
- // stop the player from moving so that he stands still once he gets respawned
- it.velocity = '0 0 0';
- it.avelocity = '0 0 0';
- CS(it).movement = '0 0 0';
- PutClientInServer(it);
- });
- }
+ .entity weaponentity = weaponentities[0];
+ if(it.(weaponentity).m_weapon == WEP_Null)
+ W_NextWeapon(it, 0, weaponentity);
+ }
+ });
}
}
// Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown is set)
void ReadyRestart_think(entity this)
{
- reset_map(true, false);
+ if (!warmup_stage) // if the countdown was not aborted
+ reset_map(false);
delete(this);
}
{
if (time <= game_starttime && game_stopped)
return;
- if (!is_fake_round_start)
+ if (!is_fake_round_start && !autocvar_g_campaign)
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_COUNTDOWN_RESTART);
- VoteReset();
+ VoteReset(true);
// clear overtime, we have to decrease timelimit to its original value again.
if (checkrules_overtimesadded > 0 && g_race_qualifying != 2)
if(!is_fake_round_start && !warmup_stage)
localcmd("\nsv_hook_warmupend\n");
- // reset the .ready status of all players (also spectators)
- FOREACH_CLIENT(IS_REAL_CLIENT(it), { it.ready = false; });
+ // reset the .ready status of all clients (including spectators and bots)
+ FOREACH_CLIENT(true, { 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
}
if (!sv_ready_restart_after_countdown || warmup_stage)
- reset_map(true, is_fake_round_start);
+ reset_map(is_fake_round_start);
if (autocvar_sv_eventlog) GameLogEcho(":restart");
}
void ReadyRestart(bool forceWarmupEnd)
{
- if (MUTATOR_CALLHOOK(ReadyRestart_Deny) || intermission_running || race_completing)
+ if (MUTATOR_CALLHOOK(ReadyRestart_Deny))
{
// NOTE: ReadyRestart support is mandatory in campaign
if (autocvar_g_campaign)
error("ReadyRestart must be supported in campaign mode!");
localcmd("restart\n"); // if ReadyRestart is denied, restart the server
}
- else localcmd("\nsv_hook_readyrestart\n");
+ else if (intermission_running || race_completing) // game is over, ReadyRestart no longer available
+ localcmd("restart\n");
+ else
+ localcmd("\nsv_hook_readyrestart\n");
if(forceWarmupEnd || autocvar_g_campaign)
warmup_stage = 0; // forcefully end warmup and go to match stage
else
- warmup_stage = cvar("g_warmup"); // go into warmup if it's enabled, otherwise restart into match stage
+ warmup_stage = autocvar_g_warmup; // go into warmup if it's enabled, otherwise restart into match stage
ReadyRestart_force(false);
}
// cannot reset the game while a timeout is active or pending
if (timeout_status) return;
- float ready_needed_factor, ready_needed_count;
- float t_players = 0;
+ int total_players = 0, human_players = 0, humans_ready = 0;
readycount = 0;
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME_JOINED(it)), {
- ++t_players;
+ FOREACH_CLIENT(IS_PLAYER(it) || INGAME_JOINED(it), {
+ ++total_players;
if (it.ready) ++readycount;
+ if (IS_REAL_CLIENT(it))
+ {
+ ++human_players;
+ if (it.ready) ++humans_ready;
+ }
});
Nagger_ReadyCounted();
- if (t_players < map_minplayers) // map_minplayers will only be set if g_warmup -1 at worldspawn
+ // can't read warmup_stage here as it could have been set to 0 by ReadyRestart()
+ // and we need to use this when checking if we should abort the countdown
+ // map_minplayers can only be > 0 if g_warmup was -1 at worldspawn
+ int minplayers = autocvar_g_warmup > 1 ? autocvar_g_warmup : map_minplayers;
+
+ if (total_players < minplayers)
{
if (game_starttime > time) // someone bailed during countdown, back to warmup
{
- warmup_stage = -1; // CAN change it AFTER calling Nagger_ReadyCounted() this frame
+ warmup_stage = autocvar_g_warmup; // CAN change it AFTER calling Nagger_ReadyCounted() this frame
game_starttime = time;
- Send_Notification(NOTIF_ALL, NULL, MSG_MULTI, COUNTDOWN_STOP, map_minplayers);
+ Send_Notification(NOTIF_ALL, NULL, MSG_MULTI, COUNTDOWN_STOP, minplayers);
+ if (!sv_ready_restart_after_countdown) // if we ran reset_map() at start of countdown
+ FOREACH_CLIENT(IS_PLAYER(it), { GiveWarmupResources(it); });
}
if (warmup_limit > 0)
warmup_limit = -1;
return; // don't ReadyRestart if players are ready but too few
}
- else if (map_minplayers && warmup_limit <= 0)
+ else if (minplayers && warmup_limit <= 0)
{
// there's enough players now but we're still in infinite warmup
warmup_limit = cvar("g_warmup_limit");
// warmup continues until enough players AND enough RUPs (no time limit)
}
- ready_needed_factor = bound(0.5, cvar("g_warmup_majority_factor"), 1);
- ready_needed_count = ceil(t_players * ready_needed_factor);
-
- if (readycount >= ready_needed_count) ReadyRestart(true);
+ if (humans_ready && humans_ready >= rint(human_players * bound(0.5, cvar("g_warmup_majority_factor"), 1)))
+ ReadyRestart(true);
}
switch (first_command) // now go through and parse the proper commands to adjust as needed.
{
+ case "movetoauto":
+ case "movetored":
+ case "movetoblue":
+ case "movetoyellow":
+ case "movetopink":
+ case "movetospec":
+ {
+ entity victim = GetIndexedEntity(argc, (startpos + 1));
+ float accepted = VerifyClientEntity(victim, true, false);
+ if (accepted > 0)
+ {
+ vote_parsed_command = vote_command;
+ vote_parsed_display = sprintf("^1%s #%d ^7%s", first_command, etof(victim), victim.netname);
+ }
+ else
+ {
+ print_to(caller, strcat("vcall: ", GetClientErrorString(accepted, argv(startpos + 1)), ".\n"));
+ return 0;
+ }
+
+ break;
+ }
+
case "kick":
case "kickban": // catch all kick/kickban commands
{
break;
}
+ case "fraglimit": // include restrictions on the maximum votable frag limit
+ {
+ float fraglimit_vote = stof(argv(startpos + 1));
+ float fraglimit_min = 0;
+ float fraglimit_max = 999999;
+ if(fraglimit_vote > fraglimit_max || fraglimit_vote < fraglimit_min)
+ {
+ print_to(caller, strcat("Invalid fraglimit vote, accepted values are between ", ftos(fraglimit_min), " and ", ftos(fraglimit_max), "."));
+ return -1;
+ }
+ vote_parsed_command = strcat("fraglimit ", ftos(fraglimit_vote));
+ vote_parsed_display = strzone(strcat("^1", vote_parsed_command));
+
+ break;
+ }
+
case "timelimit": // include restrictions on the maximum votable time limit
{
float timelimit_vote = stof(argv(startpos + 1));
print_to(caller, strcat("Invalid timelimit vote, accepted values are between ", ftos(autocvar_timelimit_min), " and ", ftos(autocvar_timelimit_max), "."));
return -1;
}
- timelimit_vote = bound(autocvar_timelimit_min, timelimit_vote, autocvar_timelimit_max);
vote_parsed_command = strcat("timelimit ", ftos(timelimit_vote));
vote_parsed_display = strzone(strcat("^1", vote_parsed_command));
{
case CMD_REQUEST_COMMAND:
{
+ if (PlayerInList(caller, autocvar_g_voteban_list)) // voteban
+ {
+ print_to(caller, "^1You are banned from voting.");
+ Send_Notification(NOTIF_ONE, caller, MSG_CENTER, CENTER_VOTEBANYN);
+ return;
+ }
+
if (!vote_called) { print_to(caller, "^1No vote called."); }
else if (caller.vote_selection != VOTE_SELECT_NULL && !autocvar_sv_vote_change)
{
float tmp_playercount = 0;
int parse_error;
+ if (PlayerInList(caller, autocvar_g_voteban_list)) // voteban
+ {
+ print_to(caller, "^1You are banned from calling a vote.");
+ Send_Notification(NOTIF_ONE, caller, MSG_CENTER, CENTER_VOTEBAN);
+ return;
+ }
+
vote_command = VoteCommand_extractcommand(vote_command, 2, argc);
if (!autocvar_sv_vote_call && caller)
FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++tmp_playercount; });
bprint("\{1}^2* ^3", OriginalCallerName(), "^2 calls a vote for ", vote_called_display, "\n");
+ if (autocvar_sv_vote_debug)
+ bprint("\{1}^2* ^3", "^6DEBUG MODE ACTIVE: bots can vote too\n"); // so servers don't forget it on
if (autocvar_sv_eventlog)
GameLogEcho(strcat(":vote:vcall:", ftos(vote_caller.playerid), ":", vote_called_display));
Nagger_VoteChanged();
{
case CMD_REQUEST_COMMAND:
{
+ if (PlayerInList(caller, autocvar_g_voteban_list)) // voteban
+ {
+ print_to(caller, "^1You are banned from voting.");
+ Send_Notification(NOTIF_ONE, caller, MSG_CENTER, CENTER_VOTEBANYN);
+ return;
+ }
+
if (!vote_called) { print_to(caller, "^1No vote called."); }
else if (caller.vote_selection != VOTE_SELECT_NULL && !autocvar_sv_vote_change)
{
}
else if (((caller == vote_caller) || caller.vote_master) && autocvar_sv_vote_no_stops_vote)
{
- VoteStop(caller);
+ VoteStop(caller, true);
}
else // everything went okay, continue changing vote
case CMD_REQUEST_COMMAND:
{
if (!vote_called) print_to(caller, "^1No vote called.");
- else if ((caller == vote_caller) || !caller || caller.vote_master) VoteStop(caller);
+ else if ((caller == vote_caller) || !caller || caller.vote_master) VoteStop(caller, false);
else print_to(caller, "^1You are not allowed to stop that vote.");
return;
}
{
case CMD_REQUEST_COMMAND:
{
+ if (PlayerInList(caller, autocvar_g_voteban_list)) // voteban
+ {
+ print_to(caller, "^1You are banned from voting.");
+ Send_Notification(NOTIF_ONE, caller, MSG_CENTER, CENTER_VOTEBANYN);
+ return;
+ }
+
if (!vote_called) { print_to(caller, "^1No vote called."); }
else if (caller.vote_selection != VOTE_SELECT_NULL && !autocvar_sv_vote_change)
{