#include "handicap.qh"
#include "g_hook.qh"
#include "command/common.qh"
+#include "command/vote.qh"
#include "cheats.qh"
#include "g_world.qh"
#include "race.qh"
#include "../common/net_linked.qh"
#include "../common/physics/player.qh"
+#include <common/vehicles/sv_vehicles.qh>
+
#include "../common/items/_mod.qh"
#include "../common/mutators/mutator/waypoints/all.qh"
PutClientInServer(this);
}
-void PutObserverInServer(entity this);
-
STATIC_METHOD(Client, Remove, void(Client this))
{
TRANSMUTE(Observer, this);
});
}
-void SetSpectatee(entity this, entity spectatee);
-void SetSpectatee_status(entity this, int spectatee_num);
-
/*
=============
UpdatePlayerSounds(e);
}
-void FixPlayermodel(entity player);
/** putting a client as observer in the server */
void PutObserverInServer(entity this)
{
if (mutator_returnvalue) {
// mutator prevents resetting teams+score
} else {
- int oldteam = this.team;
- this.team = -1; // move this as it is needed to log the player spectating in eventlog
- MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
- this.frags = FRAGS_SPECTATOR;
+ Player_SetTeamIndex(this, -1);
+ this.frags = FRAGS_SPECTATOR;
PlayerScore_Clear(this); // clear scores when needed
}
Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
if(!CS(this).just_joined)
- LogTeamchange(this.playerid, -1, 4);
+ LogTeamchange(this.playerid, -1, TEAM_CHANGE_SPECTATOR);
else
CS(this).just_joined = false;
}
accuracy_resend(this);
if (this.team < 0)
- JoinBestTeam(this, true);
+ TeamBalance_JoinBestTeam(this, true);
entity spot = SelectSpawnPoint(this, false);
if (!spot) {
this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
if (warmup_stage) {
- this.ammo_shells = warmup_start_ammo_shells;
- this.ammo_nails = warmup_start_ammo_nails;
- this.ammo_rockets = warmup_start_ammo_rockets;
- this.ammo_cells = warmup_start_ammo_cells;
- this.ammo_plasma = warmup_start_ammo_plasma;
- this.ammo_fuel = warmup_start_ammo_fuel;
+ SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
+ SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
+ SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
+ SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
+ SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
+ SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
this.health = warmup_start_health;
this.armorvalue = warmup_start_armorvalue;
STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
} else {
- this.ammo_shells = start_ammo_shells;
- this.ammo_nails = start_ammo_nails;
- this.ammo_rockets = start_ammo_rockets;
- this.ammo_cells = start_ammo_cells;
- this.ammo_plasma = start_ammo_plasma;
- this.ammo_fuel = start_ammo_fuel;
+ SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
+ SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
+ SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
+ SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
+ SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
+ SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
this.health = start_health;
this.armorvalue = start_armorvalue;
STAT(WEAPONS, this) = start_weapons;
}
}
-void ClientInit_misc(entity this);
-
// TODO do we need all these fields, or should we stop autodetecting runtime
// changes and just have a console command to update this?
bool ClientInit_SendEntity(entity this, entity to, int sf)
{
if(this.killindicator_teamchange == -1)
{
- JoinBestTeam( this, true );
+ TeamBalance_JoinBestTeam(this, true);
}
else if(this.killindicator_teamchange == -2)
{
}
#endif
+string GetClientVersionMessage(entity this)
+{
+ if (CS(this).version_mismatch) {
+ if(CS(this).version < autocvar_gameversion) {
+ return strcat("This is Xonotic ", autocvar_g_xonoticversion,
+ "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
+ } else {
+ return strcat("This is Xonotic ", autocvar_g_xonoticversion,
+ "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
+ }
+ } else {
+ return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
+ }
+}
+
+string getwelcomemessage(entity this)
+{
+ MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
+ string modifications = M_ARGV(0, string);
+
+ if(g_weaponarena)
+ {
+ if(g_weaponarena_random)
+ modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
+ else
+ modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
+ }
+ else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
+ modifications = strcat(modifications, ", No start weapons");
+ if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
+ modifications = strcat(modifications, ", Low gravity");
+ if(g_weapon_stay && !g_cts)
+ modifications = strcat(modifications, ", Weapons stay");
+ if(g_jetpack)
+ modifications = strcat(modifications, ", Jet pack");
+ if(autocvar_g_powerups == 0)
+ modifications = strcat(modifications, ", No powerups");
+ if(autocvar_g_powerups > 0)
+ modifications = strcat(modifications, ", Powerups");
+ modifications = substring(modifications, 2, strlen(modifications) - 2);
+
+ string versionmessage = GetClientVersionMessage(this);
+ string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
+
+ if(modifications != "")
+ s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
+
+ if(cache_lastmutatormsg != autocvar_g_mutatormsg)
+ {
+ strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
+ strcpy(cache_mutatormsg, cache_lastmutatormsg);
+ }
+
+ if (cache_mutatormsg != "") {
+ s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
+ }
+
+ string mutator_msg = "";
+ MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
+ mutator_msg = M_ARGV(0, string);
+
+ s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
+
+ string motd = autocvar_sv_motd;
+ if (motd != "") {
+ s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
+ }
+ return s;
+}
+
/**
=============
ClientConnect
int playerid_save = this.playerid;
this.playerid = 0; // silent
- JoinBestTeam(this, false); // if the team number is valid, keep it
+ TeamBalance_JoinBestTeam(this, false); // if the team number is valid, keep it
this.playerid = playerid_save;
- if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
- TRANSMUTE(Observer, this);
- } else {
- if (!teamplay || autocvar_g_balance_teams) {
- TRANSMUTE(Player, this);
- campaign_bots_may_start = true;
- } else {
- TRANSMUTE(Observer, this); // do it anyway
- }
- }
+ TRANSMUTE(Observer, this);
PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
if (autocvar_sv_eventlog)
GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
- LogTeamchange(this.playerid, this.team, 1);
+ LogTeamchange(this.playerid, this.team, TEAM_CHANGE_CONNECT);
CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
// notify about available teams
if (teamplay)
{
- CheckAllowedTeams(this);
- int t = 0;
- if (c1 >= 0) t |= BIT(0);
- if (c2 >= 0) t |= BIT(1);
- if (c3 >= 0) t |= BIT(2);
- if (c4 >= 0) t |= BIT(3);
+ entity balance = TeamBalance_CheckAllowedTeams(this);
+ int t = TeamBalance_GetAllowedTeams(balance);
+ TeamBalance_Destroy(balance);
stuffcmd(this, sprintf("set _teams_available %d\n", t));
}
else
=============
*/
.entity chatbubbleentity;
-void ReadyCount();
void ClientDisconnect(entity this)
{
assert(IS_CLIENT(this), return);
PutClientInServer(this);
}
+void PrintToChat(entity client, string text)
+{
+ text = strcat("\{1}^7", text, "\n");
+ sprint(client, text);
+}
+
+void DebugPrintToChat(entity client, string text)
+{
+ if (autocvar_developer)
+ {
+ PrintToChat(client, text);
+ }
+}
+
+void PrintToChatAll(string text)
+{
+ text = strcat("\{1}^7", text, "\n");
+ bprint(text);
+}
+
+void DebugPrintToChatAll(string text)
+{
+ if (autocvar_developer)
+ {
+ PrintToChatAll(text);
+ }
+}
+
+void PrintToChatTeam(int team_num, string text)
+{
+ text = strcat("\{1}^7", text, "\n");
+ FOREACH_CLIENT(IS_REAL_CLIENT(it),
+ {
+ if (it.team == team_num)
+ {
+ sprint(it, text);
+ }
+ });
+}
+
+void DebugPrintToChatTeam(int team_num, string text)
+{
+ if (autocvar_developer)
+ {
+ PrintToChatTeam(team_num, text);
+ }
+}
+
void play_countdown(entity this, float finished, Sound samp)
{
TC(Sound, samp);
PS(this) = PS(spectatee);
this.armortype = spectatee.armortype;
this.armorvalue = spectatee.armorvalue;
- this.ammo_cells = spectatee.ammo_cells;
+ this.ammo_cells = spectatee.ammo_cells; // TODO: these will be a part of inventory, so no need to worry about setting them later!
this.ammo_plasma = spectatee.ammo_plasma;
this.ammo_shells = spectatee.ammo_shells;
this.ammo_nails = spectatee.ammo_nails;
if(!this.team_selected)
if(autocvar_g_campaign || autocvar_g_balance_teams)
- JoinBestTeam(this, true);
+ TeamBalance_JoinBestTeam(this, true);
if(autocvar_g_campaign)
campaign_bots_may_start = true;
if(IS_PLAYER(this))
if(teamplay && this.team != -1)
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
+ {
+ //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
+ }
else
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
this.team_selected = false;
}
}
+const int MIN_SPEC_TIME = 1;
bool joinAllowed(entity this)
{
if (CS(this).version_mismatch) return false;
+ if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
if (!nJoinAllowed(this, this)) return false;
if (teamplay && lockteams) return false;
if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
this.flags |= FL_CLIENT | FL_NOTARGET;
}
-void vehicles_enter (entity pl, entity veh);
void PlayerUseKey(entity this)
{
if (!IS_PLAYER(this))
PrintWelcomeMessage(this);
if (IS_PLAYER(this)) {
+ if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
+ error("Client can't be spawned as player on connection!");
if(!PlayerThink(this))
return;
}
IntermissionThink(this);
return;
}
+ else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
+ {
+ CS(this).autojoin_checked = true;
+ // don't do this in ClientConnect
+ // many things can go wrong if a client is spawned as player on connection
+ if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
+ || (!(autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0)
+ && (!teamplay || autocvar_g_balance_teams)))
+ {
+ campaign_bots_may_start = true;
+ Join(this);
+ return;
+ }
+ }
else if (IS_OBSERVER(this)) {
ObserverThink(this);
}