]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/clientcommands.qc
FINALLY done adding all of the commands to clientcommands.qc!! Now it just needs...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / clientcommands.qc
index b90151f04e6b4ee8c8b87e7bcec18f451d6b41c2..c7d2cefe3de9f13e753c1f877d487f32eae79eee 100644 (file)
@@ -255,87 +255,6 @@ void restartTimer_Think() {
        return;
 }
 
-/**
- * Checks whether the player who calls the timeout is allowed to do so.
- * If so, it initializes the timeout countdown. It also checks whether another
- * timeout was already running at this time and reacts correspondingly.
- *
- * affected globals/fields: .allowedTimeouts, remainingTimeoutTime, remainingLeadTime,
- *                          timeoutInitiator, timeoutStatus, timeoutHandler
- *
- * This function is called when a player issues the calltimeout command.
- */
-void evaluateTimeout() {
-       if (inWarmupStage && !g_warmup_allow_timeout)
-               return sprint(self, "^7Error: You can not call a timeout in warmup-stage!\n");
-       if (time < game_starttime )
-               return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n");
-       if (timeoutStatus != 2) {
-               //if the map uses a timelimit make sure that timeout cannot be called right before the map ends
-               if (autocvar_timelimit) {
-                       //a timelimit was used
-                       local float myTl;
-                       myTl = autocvar_timelimit;
-
-                       local float lastPossibleTimeout;
-                       lastPossibleTimeout = (myTl*60) - autocvar_sv_timeout_leadtime - 1;
-
-                       if (lastPossibleTimeout < time - game_starttime)
-                               return sprint(self, "^7Error: It is too late to call a timeout now!\n");
-               }
-       }
-       //player may not call a timeout if he has no calls left
-       if (self.allowedTimeouts < 1)
-               return sprint(self, "^7Error: You already used all your timeout calls for this map!\n");
-       //now all required checks are passed
-       self.allowedTimeouts -= 1;
-       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)
-       remainingTimeoutTime = autocvar_sv_timeout_length;
-       remainingLeadTime = autocvar_sv_timeout_leadtime;
-       timeoutInitiator = self;
-       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
-               timeoutStatus = 1;
-               //create the timeout indicator which centerprints the information to all players and takes care of pausing/unpausing
-               timeoutHandler = spawn();
-               timeoutHandler.think = timeoutHandler_Think;
-       }
-       timeoutHandler.nextthink = time; //always let the entity think asap
-
-       //inform all connected clients about the timeout call
-       Announce("timeoutcalled");
-}
-
-/**
- * Checks whether a player is allowed to resume the game. If he is allowed to do it,
- * and the lead time for the timeout is still active, this countdown just will be aborted (the
- * game will never be paused). Otherwise the remainingTimeoutTime will be set to the corresponding
- * value of the cvar sv_timeout_resumetime.
- *
- * This function is called when a player issues the resumegame command.
- */
-void evaluateTimein() {
-       if (!timeoutStatus)
-               return sprint(self, "^7Error: There is no active timeout which could be aborted!\n");
-       if (self != timeoutInitiator)
-               return sprint(self, "^7Error: You may not abort the active timeout. Only the player who called it can do that!\n");
-       if (timeoutStatus == 1) {
-               remainingTimeoutTime = timeoutStatus = 0;
-               timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
-               bprint(strcat("^7The timeout was aborted by ", self.netname, " !\n"));
-       }
-       else if (timeoutStatus == 2) {
-               //only shorten the remainingTimeoutTime if it makes sense
-               if( remainingTimeoutTime > (autocvar_sv_timeout_resumetime + 1) ) {
-                       bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n"));
-                       remainingTimeoutTime = autocvar_sv_timeout_resumetime;
-                       timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
-               }
-               else
-                       sprint(self, "^7Error: Your resumegame call was discarded!\n");
-
-       }
-}
-
 
 // =======================
 //  Command Sub-Functions
@@ -905,6 +824,204 @@ void ClientCommand_suggestmap(float request, float argc)
        }
 }
 
+void ClientCommand_teamstatus(float request)
+{
+       switch(request)
+       {
+               case CC_REQUEST_HELP:
+                       sprint(self, "  ^2teamstatus^7: Print detailed score information for all players\n");
+                       return;
+                       
+               case CC_REQUEST_COMMAND:
+                       Score_NicePrint(self);
+                       return; // never fall through to usage
+                       
+               default:
+               case CC_REQUEST_USAGE:
+                       sprint(self, "\nUsage:^3 cmd teamstatus\n");
+                       sprint(self, "  No arguments required.\n");
+                       return;
+       }
+}
+
+void ClientCommand_tell(float request, float argc, string command)
+{
+       entity e;
+       
+       switch(request)
+       {
+               case CC_REQUEST_HELP:
+                       sprint(self, "  ^2tell^7: Send a message directly to a player\n");
+                       return;
+                       
+               case CC_REQUEST_COMMAND:
+                       e = GetCommandPlayerSlotTargetFromTokenizedCommand(argc, 1);
+                       if(e && argc > ParseCommandPlayerSlotTarget_firsttoken)
+                       {
+                               Say(self, FALSE, e, substring(command, argv_start_index(ParseCommandPlayerSlotTarget_firsttoken), argv_end_index(-1) - argv_start_index(ParseCommandPlayerSlotTarget_firsttoken)), TRUE);
+                       }
+                       else
+                       {
+                               if(argc > ParseCommandPlayerSlotTarget_firsttoken)
+                                       trigger_magicear_processmessage_forallears(self, -1, world, substring(command, argv_start_index(ParseCommandPlayerSlotTarget_firsttoken), argv_end_index(-1) - argv_start_index(ParseCommandPlayerSlotTarget_firsttoken)));
+                       }
+                       return; // never fall through to usage
+                       
+               default:
+               case CC_REQUEST_USAGE:
+                       sprint(self, "\nUsage:^3 cmd tell playerid <message>\n");
+                       sprint(self, "  Where 'playerid' is the entity number of the player to send the 'message' to.\n");
+                       return;
+       }
+}
+
+void ClientCommand_timein(float request)
+{
+       switch(request)
+       {
+               case CC_REQUEST_HELP:
+                       sprint(self, "  ^2timein^7: Resume the game from being paused with a timeout\n");
+                       return;
+                       
+               case CC_REQUEST_COMMAND:
+                       if(self.flags & FL_CLIENT)
+                       {
+                               if(autocvar_sv_timeout)
+                               {
+                                       if (!timeoutStatus)
+                                               return sprint(self, "^7Error: There is no active timeout which could be aborted!\n");
+                                       if (self != timeoutInitiator)
+                                               return sprint(self, "^7Error: You may not abort the active timeout. Only the player who called it can do that!\n");
+                                               
+                                       if (timeoutStatus == 1) 
+                                       {
+                                               remainingTimeoutTime = timeoutStatus = 0;
+                                               timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
+                                               bprint(strcat("^7The timeout was aborted by ", self.netname, " !\n"));
+                                       }
+                                       else if (timeoutStatus == 2) 
+                                       {
+                                               //only shorten the remainingTimeoutTime if it makes sense
+                                               if( remainingTimeoutTime > (autocvar_sv_timeout_resumetime + 1) ) 
+                                               {
+                                                       bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n"));
+                                                       remainingTimeoutTime = autocvar_sv_timeout_resumetime;
+                                                       timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
+                                               }
+                                               else
+                                                       sprint(self, "^7Error: Your resumegame call was discarded!\n");
+                                       }
+                               }
+                       }
+                       return; // never fall through to usage
+                       
+               default:
+               case CC_REQUEST_USAGE:
+                       sprint(self, "\nUsage:^3 cmd timein\n");
+                       sprint(self, "  No arguments required.\n");
+                       return;
+       }
+}
+
+void ClientCommand_timeout(float request) // DEAR GOD THIS COMMAND IS TERRIBLE.
+{
+       switch(request)
+       {
+               case CC_REQUEST_HELP:
+                       sprint(self, "  ^2timeout^7: Call a timeout which pauses the game for certain amount of time unless unpaused\n");
+                       return;
+                       
+               case CC_REQUEST_COMMAND:
+                       if(self.flags & FL_CLIENT)
+                       {
+                               if(autocvar_sv_timeout) 
+                               {
+                                       if(self.classname == "player") 
+                                       {
+                                               if(votecalled)
+                                                       sprint(self, "^7Error: you can not call a timeout while a vote is active!\n");
+                                               else
+                                               {
+                                                       if (inWarmupStage && !g_warmup_allow_timeout)
+                                                               return sprint(self, "^7Error: You can not call a timeout in warmup-stage!\n");
+                                                       if (time < game_starttime )
+                                                               return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n");
+                                                               
+                                                       if (timeoutStatus != 2) {
+                                                               //if the map uses a timelimit make sure that timeout cannot be called right before the map ends
+                                                               if (autocvar_timelimit) {
+                                                                       //a timelimit was used
+                                                                       float myTl;
+                                                                       myTl = autocvar_timelimit;
+
+                                                                       float lastPossibleTimeout;
+                                                                       lastPossibleTimeout = (myTl*60) - autocvar_sv_timeout_leadtime - 1;
+
+                                                                       if (lastPossibleTimeout < time - game_starttime)
+                                                                               return sprint(self, "^7Error: It is too late to call a timeout now!\n");
+                                                               }
+                                                       }
+                                                       
+                                                       //player may not call a timeout if he has no calls left
+                                                       if (self.allowedTimeouts < 1)
+                                                               return sprint(self, "^7Error: You already used all your timeout calls for this map!\n");
+                                                               
+                                                               
+                                                       //now all required checks are passed
+                                                       self.allowedTimeouts -= 1;
+                                                       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)
+                                                       remainingTimeoutTime = autocvar_sv_timeout_length;
+                                                       remainingLeadTime = autocvar_sv_timeout_leadtime;
+                                                       timeoutInitiator = self;
+                                                       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
+                                                               timeoutStatus = 1;
+                                                               //create the timeout indicator which centerprints the information to all players and takes care of pausing/unpausing
+                                                               timeoutHandler = spawn();
+                                                               timeoutHandler.think = timeoutHandler_Think;
+                                                       }
+                                                       timeoutHandler.nextthink = time; //always let the entity think asap
+
+                                                       //inform all connected clients about the timeout call
+                                                       Announce("timeoutcalled");
+                                               }
+                                       }
+                                       else
+                                               sprint(self, "^7Error: only players can call a timeout!\n");
+                               }
+                       }
+                       return; // never fall through to usage
+                       
+               default:
+               case CC_REQUEST_USAGE:
+                       sprint(self, "\nUsage:^3 cmd timeout\n");
+                       sprint(self, "  No arguments required.\n");
+                       return;
+       }
+}
+
+void ClientCommand_voice(float request, float argc, string command)
+{
+       switch(request)
+       {
+               case CC_REQUEST_HELP:
+                       sprint(self, "  ^2voice^7: Send voice message via sound\n");
+                       return;
+                       
+               case CC_REQUEST_COMMAND:
+                       if(argc >= 3)
+                               VoiceMessage(argv(1), substring(command, argv_start_index(2), argv_end_index(-1) - argv_start_index(2)));
+                       else
+                               VoiceMessage(argv(1), "");
+                       return; // never fall through to usage
+                       
+               default:
+               case CC_REQUEST_USAGE:
+                       sprint(self, "\nUsage:^3 cmd voice\n");
+                       sprint(self, "  FIXME ARGUMENTS UNKNOWN.\n");
+                       return;
+       }
+}
+
 /*
 void ClientCommand_(float request)
 {
@@ -983,6 +1100,11 @@ void SV_ParseClientCommand(string command)
                        ClientCommand_sentcvar(CC_REQUEST_HELP, 0, "");
                        ClientCommand_spectate(CC_REQUEST_HELP);
                        ClientCommand_suggestmap(CC_REQUEST_HELP, 0);
+                       ClientCommand_teamstatus(CC_REQUEST_HELP);
+                       ClientCommand_tell(CC_REQUEST_HELP, 0, "");
+                       ClientCommand_timein(CC_REQUEST_HELP);
+                       ClientCommand_timeout(CC_REQUEST_HELP);
+                       ClientCommand_voice(CC_REQUEST_HELP, 0, "");
                        sprint(self, "For help about specific commands, type cmd help COMMAND\n");
                        return;
                } 
@@ -1030,6 +1152,11 @@ void SV_ParseClientCommand(string command)
                case "sentcvar": ClientCommand_sentcvar(search_request_type, argc, command); break;
                case "spectate": ClientCommand_spectate(search_request_type); break;
                case "suggestmap": ClientCommand_suggestmap(search_request_type, argc); break;
+               case "teamstatus": ClientCommand_teamstatus(search_request_type); break;
+               case "tell": ClientCommand_tell(search_request_type, argc, command); break;
+               case "timein": ClientCommand_timein(search_request_type); break;
+               case "timeout": ClientCommand_timeout(search_request_type); break;
+               case "voice": ClientCommand_voice(search_request_type, argc, command); break;
                
                default:
                        clientcommand(self, command); //print("Invalid command. For a list of supported commands, try cmd help.\n");