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fixed for forced team
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / clientcommands.qc
1 entity nagger;
2 float readycount;
3 float Nagger_SendEntity(entity to, float sendflags)
4 {
5         float nags, i, f, b;
6         entity e;
7         WriteByte(MSG_ENTITY, ENT_CLIENT_NAGGER);
8
9         nags = 0;
10         if(readycount)
11         {
12                 nags |= 1;
13                 if(to.ready == 0)
14                         nags |= 2;
15         }
16         if(votecalled)
17         {
18                 nags |= 4;
19                 if(to.vote_vote == 0)
20                         nags |= 8;
21         }
22         if(inWarmupStage)
23                 nags |= 16;
24
25         if(sendflags & 128)
26                 nags |= 128;
27
28         WriteByte(MSG_ENTITY, nags);
29
30         if(nags & 128)
31         {
32                 WriteString(MSG_ENTITY, votecalledvote_display);
33         }
34
35         if(nags & 1)
36         {
37                 for(i = 1; i <= maxclients; i += 8)
38                 {
39                         for(f = 0, e = edict_num(i), b = 1; b < 256; b *= 2, e = nextent(e))
40                                 if(clienttype(e) != CLIENTTYPE_REAL || e.ready)
41                                         f |= b;
42                         WriteByte(MSG_ENTITY, f);
43                 }
44         }
45
46         return TRUE;
47 }
48 void Nagger_Init()
49 {
50         Net_LinkEntity(nagger = spawn(), FALSE, 0, Nagger_SendEntity);
51 }
52 void Nagger_VoteChanged()
53 {
54         if(nagger)
55                 nagger.SendFlags |= 128;
56 }
57 void Nagger_VoteCountChanged()
58 {
59         if(nagger)
60                 nagger.SendFlags |= 1;
61 }
62 void Nagger_ReadyCounted()
63 {
64         if(nagger)
65                 nagger.SendFlags |= 1;
66 }
67
68 void ReadyCount();
69 string MapVote_Suggest(string m);
70
71 entity GetPlayer(string name)
72 {
73         float num;
74         entity e;
75         string ns;
76
77         if(substring(name, 0, 1) == "#") {
78                 num = stof(substring(name, 1, 999));
79                 if(num >= 1 && num <= maxclients) {
80                         for((e = world); num > 0; --num, (e = nextent(e)))
81                                 ;
82                         //if(clienttype(e) == CLIENTTYPE_REAL)
83                         if(e.classname == "player")
84                                 return e;
85                 }
86         } else {
87                 ns = strdecolorize(name);
88                 FOR_EACH_REALPLAYER(e) {
89                         if(!strcasecmp(strdecolorize(e.netname), ns)) {
90                                 return e;
91                         }
92                 }
93         }
94         return world;
95 }
96
97 //float ctf_clientcommand();
98 float readyrestart_happened;
99 .float lms_spectate_warning;
100 void spawnfunc_func_breakable();
101
102 .float cmd_floodtime;
103 .float cmd_floodcount;
104 float cmd_floodcheck()
105 {
106         if (timeoutStatus != 2)
107         {
108                 if(time == self.cmd_floodtime)
109                 {
110                         self.cmd_floodcount += 1;
111                         if(self.cmd_floodcount > 8)
112                                 return TRUE;
113                 }
114                 else
115                 {
116                         self.cmd_floodtime = time;
117                         self.cmd_floodcount = 1;
118                 }
119         }
120         return FALSE;
121 }
122
123 void SV_ParseClientCommand(string s) {
124         string cmd;
125         float tokens;
126         float i;
127         entity e;
128
129         tokens = tokenize_console(s);
130
131         cmd = argv(0);
132         if(cmd != "reportcvar")
133         if(cmd != "sentcvar")
134         if(cmd != "pause")
135         if(cmd != "prespawn")
136         if(cmd != "spawn")
137         if(cmd != "begin")
138         {
139                 if(cmd_floodcheck())
140                         return;
141         }
142
143         if(GameCommand_Vote(s, self)) {
144                 return;
145         } else if(GameCommand_MapVote(argv(0))) {
146                 return;
147         } else if(cmd == "autoswitch") {
148                 // be backwards compatible with older clients (enabled)
149                 self.autoswitch = ("0" != argv(1));
150                 local string autoswitchmsg;
151                 if (self.autoswitch) {
152                         autoswitchmsg = "on";
153                 } else {
154                         autoswitchmsg = "off";
155                 }
156                 sprint(self, strcat("^1autoswitch turned ", autoswitchmsg, "\n"));
157         } else if(cmd == "clientversion") {
158                 if not(self.flags & FL_CLIENT)
159                         return;
160                 if (argv(1) == "$gameversion") {
161                         //versionmsg = "^1client is too old to get versioninfo.\nUPDATE!!! (http://www.xonotic.com)^8";
162                         // either that or someone wants to be funny
163                         self.version = 1;
164                 } else {
165                         self.version = stof(argv(1));
166                 }
167                 if(self.version != cvar("gameversion"))
168                 {
169                         self.classname = "observer";
170                         self.version_mismatch = 1;
171                         PutClientInServer();
172                 } else if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force")) {
173                         //JoinBestTeam(self, FALSE, TRUE);
174                 } else if(teams_matter && !cvar("sv_spectate") && !(self.team_forced > 0)) {
175                         self.classname = "observer";
176                         stuffcmd(self,"menu_showteamselect\n");
177                 }
178         } else if(cmd == "reportcvar") { // old system
179                 if(substring(argv(2), 0, 1) == "$") // undefined cvar: use the default value on the server then
180                 {
181                         s = strcat(substring(s, argv_start_index(0), argv_end_index(1) - argv_start_index(0)), " \"", cvar_defstring(argv(1)), "\"");
182                         tokens = tokenize_console(s);
183                 }
184                 GetCvars(1);
185         } else if(cmd == "sentcvar") { // new system
186                 if(tokens == 2) // undefined cvar: use the default value on the server then
187                 {
188                         s = strcat(substring(s, argv_start_index(0), argv_end_index(1) - argv_start_index(0)), " \"", cvar_defstring(argv(1)), "\"");
189                         tokens = tokenize_console(s);
190                 }
191                 GetCvars(1);
192         } else if(cmd == "spectate") {
193                 if(cmd_floodcheck())
194                         return;
195                 if not(self.flags & FL_CLIENT)
196                         return;
197                 if(g_arena)
198                         return;
199                 if(g_lms)
200                 {
201                         if(self.lms_spectate_warning)
202                         {
203                                 // mark player as spectator
204                                 PlayerScore_Add(self, SP_LMS_RANK, 666 - PlayerScore_Add(self, SP_LMS_RANK, 0));
205                         }
206                         else
207                         {
208                                 self.lms_spectate_warning = 1;
209                                 sprint(self, "WARNING: you won't be able to enter the game again after spectating in LMS. Use the same command again to spectate anyway.\n");
210                                 return;
211                         }
212                 }
213                 if(self.classname == "player" && cvar("sv_spectate") == 1) {
214                         if(self.flagcarried)
215                                 DropFlag(self.flagcarried, world, world);
216                         if(self.ballcarried)
217                                 DropBall(self.ballcarried, self.origin, self.velocity);
218                         WaypointSprite_PlayerDead();
219                         self.classname = "observer";
220                         if(g_ca)
221                                 self.caplayer = 0;
222                         if(blockSpectators)
223                                 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"));
224                         PutClientInServer();
225                 }
226         } else if(cmd == "join") {
227                 if not(self.flags & FL_CLIENT)
228                         return;
229                 if(!g_arena)
230                 if (self.classname != "player" && !lockteams)
231                 {
232                         if(isJoinAllowed()) {
233                                 self.classname = "player";
234                                 if(g_ca)
235                                         self.caplayer = 1;
236                                 PlayerScore_Clear(self);
237                                 bprint ("^4", self.netname, "^4 is playing now\n");
238                                 self.stat_count = WEP_LAST;
239                                 PutClientInServer();
240                                 if(cvar("g_campaign"))
241                                         campaign_bots_may_start = 1;
242                         }
243                         else {
244                                 //player may not join because of g_maxplayers is set
245                                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
246                         }
247                 }
248         } else if( cmd == "selectteam" ) {
249                 if not(self.flags & FL_CLIENT)
250                         return;
251                 if( !teams_matter ) {
252                         sprint( self, "selectteam can only be used in teamgames\n");
253                 } else if(cvar("g_campaign")) {
254                         //JoinBestTeam(self, 0);
255                 } else if(self.team_forced > 0) {
256                         sprint( self, "selectteam can not be used as your team is forced\n");
257                 } else if(lockteams) {
258                         sprint( self, "^7The game has already begun, you must wait until the next map to be able to join a team.\n");
259                 } else if( argv(1) == "red" ) {
260                         DoTeamChange(COLOR_TEAM1);
261                 } else if( argv(1) == "blue" ) {
262                         DoTeamChange(COLOR_TEAM2);
263                 } else if( argv(1) == "yellow" ) {
264                         DoTeamChange(COLOR_TEAM3);
265                 } else if( argv(1) == "pink" ) {
266                         DoTeamChange(COLOR_TEAM4);
267                 } else if( argv(1) == "auto" ) {
268                         DoTeamChange(-1);
269                 } else {
270                         sprint( self, strcat( "selectteam none/red/blue/yellow/pink/auto - \"", argv(1), "\" not recognised\n" ) );
271                 }
272         } else if(cmd == "ready") {
273                 if not(self.flags & FL_CLIENT)
274                         return;
275
276                 if((inWarmupStage && 0 >= g_warmup_limit) // with unlimited warmup players have to be able to restart
277                    || cvar("sv_ready_restart") || g_race_qualifying == 2)
278                 {
279                         if(!readyrestart_happened || cvar("sv_ready_restart_repeatable"))
280                         {
281                                 if (self.ready) // toggle
282                                 {
283                                         self.ready = FALSE;
284                                         bprint(self.netname, "^2 is ^1NOT^2 ready\n");
285                                 }
286                                 else
287                                 {
288                                         self.ready = TRUE;
289                                         bprint(self.netname, "^2 is ready\n");
290                                 }
291
292                                 // cannot reset the game while a timeout is active!
293                                 if(!timeoutStatus)
294                                         ReadyCount();
295                         } else {
296                                 sprint(self, "^1Game has already been restarted\n");
297                         }
298                 }
299         } else if(cmd == "maplist") {
300                 sprint(self, maplist_reply);
301         } else if(cmd == "lsmaps") {
302                 sprint(self, lsmaps_reply);
303         } else if(cmd == "lsnewmaps") {
304                 sprint(self, lsnewmaps_reply);
305         } else if(cmd == "records") {
306                 for(i = 0; i < 10; ++i)
307                         sprint(self, records_reply[i]);
308         } else if(cmd == "ladder") {
309                 sprint(self, ladder_reply);
310         } else if(cmd == "rankings") {
311                 sprint(self, rankings_reply);
312         } else if(cmd == "voice") {
313                 if(tokens >= 3)
314                         VoiceMessage(argv(1), substring(s, argv_start_index(2), argv_end_index(-1) - argv_start_index(2)));
315                 else
316                         VoiceMessage(argv(1), "");
317         } else if(cmd == "say") {
318                 if(tokens >= 2)
319                         Say(self, FALSE, world, substring(s, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), 1);
320                 //clientcommand(self, formatmessage(s));
321         } else if(cmd == "say_team") {
322                 if(tokens >= 2)
323                         Say(self, TRUE, world, substring(s, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), 1);
324                 //clientcommand(self, formatmessage(s));
325         } else if(cmd == "tell") {
326                 e = GetCommandPlayerSlotTargetFromTokenizedCommand(tokens, 1);
327                 if(e && tokens > ParseCommandPlayerSlotTarget_firsttoken)
328                 {
329                         Say(self, FALSE, e, substring(s, argv_start_index(ParseCommandPlayerSlotTarget_firsttoken), argv_end_index(-1) - argv_start_index(ParseCommandPlayerSlotTarget_firsttoken)), TRUE);
330                 }
331                 else
332                 {
333                         if(tokens > ParseCommandPlayerSlotTarget_firsttoken)
334                                 trigger_magicear_processmessage_forallears(self, -1, world, substring(s, argv_start_index(ParseCommandPlayerSlotTarget_firsttoken), argv_end_index(-1) - argv_start_index(ParseCommandPlayerSlotTarget_firsttoken)));
335                         sprint(self, "ERROR: usage: tell # playerid text...\n");
336                 }
337                 //clientcommand(self, formatmessage(s));
338         } else if(cmd == "info") {
339                 cmd = cvar_string_builtin(strcat("sv_info_", argv(1))); // This needed fixed for the cvar check
340                 if(cmd == "")
341                         sprint(self, "ERROR: unsupported info command\n");
342                 else
343                         wordwrap_sprint(cmd, 1111);
344         } else if(cmd == "suggestmap") {
345                 sprint(self, strcat(MapVote_Suggest(argv(1)), "\n"));
346         } else if(cmd == "timeout") {
347                 if not(self.flags & FL_CLIENT)
348                         return;
349                 if(cvar("sv_timeout")) {
350                         if(self.classname == "player") {
351                                 if(votecalled)
352                                         sprint(self, "^7Error: you can not call a timeout while a vote is active!\n");
353                                 else
354                                         evaluateTimeout();
355                         }
356                         else
357                                 sprint(self, "^7Error: only players can call a timeout!\n");
358                 }
359         } else if(cmd == "timein") {
360                 if not(self.flags & FL_CLIENT)
361                         return;
362                 if(cvar("sv_timeout")) {
363                         evaluateTimein();
364                 }
365         } else if(cmd == "teamstatus") {
366                 Score_NicePrint(self);
367         } else if(cmd == "cvar_changes") {
368                 sprint(self, cvar_changes);
369         } else if(cmd == "cvar_purechanges") {
370                 sprint(self, cvar_purechanges);
371         } else if(CheatCommand(tokens)) {
372         } else {
373                 //if(ctf_clientcommand())
374                 //      return;
375                 // grep for Cmd_AddCommand_WithClientCommand to find them all
376                 if(cmd != "status")
377                 //if(cmd != "say") // handled above
378                 //if(cmd != "say_team") // handled above
379                 if(cmd != "kill")
380                 if(cmd != "pause")
381                 if(cmd != "ping")
382                 if(cmd != "name")
383                 if(cmd != "color")
384                 if(cmd != "rate")
385                 if(cmd != "pmodel")
386                 if(cmd != "playermodel")
387                 if(cmd != "playerskin")
388                 if(cmd != "prespawn")
389                 if(cmd != "spawn")
390                 if(cmd != "begin")
391                 if(cmd != "pings")
392                 if(cmd != "sv_startdownload")
393                 if(cmd != "download")
394                 {
395                         print("WARNING: Invalid clientcommand by ", self.netname, ": ", s, "\n");
396                         return;
397                 }
398
399                 if(self.jointime > 0 && time > self.jointime + 10 && time > self.nickspamtime) // allow any changes in the first 10 seconds since joining
400                 if(cmd == "name" || cmd == "playermodel") // TODO also playerskin and color?
401                 {
402                         if(self.nickspamtime == 0 || time > self.nickspamtime + cvar("g_nick_flood_timeout"))
403                                 // good, no serious flood
404                                 self.nickspamcount = 1;
405                         else
406                                 self.nickspamcount += 1;
407                         self.nickspamtime = time + cvar("g_nick_flood_penalty");
408
409                         if (timeoutStatus == 2) //when game is paused, no flood protection
410                                 self.nickspamcount = self.nickspamtime = 0;
411                 }
412
413                 clientcommand(self,s);
414         }
415 }
416
417 void ReadyRestartForce()
418 {
419         local entity e;
420
421         bprint("^1Server is restarting...\n");
422
423         VoteReset();
424
425         // clear overtime
426         if (checkrules_overtimesadded > 0 && g_race_qualifying != 2) {
427                 //we have to decrease timelimit to its original value again!!
428                 float newTL;
429                 newTL = cvar("timelimit");
430                 newTL -= checkrules_overtimesadded * cvar("timelimit_overtime");
431                 cvar_set("timelimit", ftos(newTL));
432         }
433
434         checkrules_suddendeathend = checkrules_overtimesadded = checkrules_suddendeathwarning = 0;
435
436
437         readyrestart_happened = 1;
438         game_starttime = time;
439         if(!g_ca && !g_arena)
440                 game_starttime += RESTART_COUNTDOWN;
441         restart_mapalreadyrestarted = 0; //reset this var, needed when cvar sv_ready_restart_repeatable is in use
442
443         inWarmupStage = 0; //once the game is restarted the game is in match stage
444
445         //reset the .ready status of all players (also spectators)
446         FOR_EACH_CLIENTSLOT(e)
447                 e.ready = 0;
448         readycount = 0;
449         Nagger_ReadyCounted(); // NOTE: this causes a resend of that entity, and will also turn off warmup state on the client
450
451         if(cvar("teamplay_lockonrestart") && teams_matter) {
452                 lockteams = 1;
453                 bprint("^1The teams are now locked.\n");
454         }
455
456         //initiate the restart-countdown-announcer entity
457         if(cvar("sv_ready_restart_after_countdown") && !g_ca && !g_arena)
458         {
459                 restartTimer = spawn();
460                 restartTimer.think = restartTimer_Think;
461                 restartTimer.nextthink = game_starttime;
462         }
463
464         //after a restart every players number of allowed timeouts gets reset, too
465         if(cvar("sv_timeout"))
466         {
467                 FOR_EACH_REALPLAYER(e)
468                         e.allowedTimeouts = cvar("sv_timeout_number");
469         }
470
471         //reset map immediately if this cvar is not set
472         if (!cvar("sv_ready_restart_after_countdown"))
473                 reset_map(TRUE);
474
475         if(cvar("sv_eventlog"))
476                 GameLogEcho(":restart");
477 }
478
479 void ReadyRestart()
480 {
481         // no arena, assault support yet...
482         if(g_arena | g_assault | gameover | intermission_running | race_completing)
483                 localcmd("restart\n");
484         else
485                 localcmd("\nsv_hook_gamerestart\n");
486
487         ReadyRestartForce();
488
489         // reset ALL scores, but only do that at the beginning
490         //of the countdown if sv_ready_restart_after_countdown is off!
491         //Otherwise scores could be manipulated during the countdown!
492         if (!cvar("sv_ready_restart_after_countdown"))
493                 Score_ClearAll();
494 }
495
496 /**
497  * Counts how many players are ready. If not enough players are ready, the function
498  * does nothing. If all players are ready, the timelimit will be extended and the
499  * restart_countdown variable is set to allow other functions like PlayerPostThink
500  * to detect that the countdown is now active. If the cvar sv_ready_restart_after_countdown
501  * is not set the map will be resetted.
502  *
503  * Function is called after the server receives a 'ready' sign from a player.
504  */
505 void ReadyCount()
506 {
507         local entity e;
508         local float r, p;
509
510         r = p = 0;
511
512         FOR_EACH_REALPLAYER(e)
513         {
514                 p += 1;
515                 if(e.ready)
516                         r += 1;
517         }
518
519         readycount = r;
520
521         Nagger_ReadyCounted();
522
523         if(r) // at least one is ready
524         if(r == p) // and, everyone is ready
525                 ReadyRestart();
526 }
527
528 /**
529  * Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown
530  * is set)
531  */
532 void restartTimer_Think() {
533         restart_mapalreadyrestarted = 1;
534         reset_map(TRUE);
535         Score_ClearAll();
536         remove(self);
537         return;
538 }
539
540 /**
541  * Checks whether the player who calls the timeout is allowed to do so.
542  * If so, it initializes the timeout countdown. It also checks whether another
543  * timeout was already running at this time and reacts correspondingly.
544  *
545  * affected globals/fields: .allowedTimeouts, remainingTimeoutTime, remainingLeadTime,
546  *                          timeoutInitiator, timeoutStatus, timeoutHandler
547  *
548  * This function is called when a player issues the calltimeout command.
549  */
550 void evaluateTimeout() {
551         if (inWarmupStage && !g_warmup_allow_timeout)
552                 return sprint(self, "^7Error: You can not call a timeout in warmup-stage!\n");
553         if (time < game_starttime )
554                 return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n");
555         if (timeoutStatus != 2) {
556                 //if the map uses a timelimit make sure that timeout cannot be called right before the map ends
557                 if (cvar("timelimit")) {
558                         //a timelimit was used
559                         local float myTl;
560                         myTl = cvar("timelimit");
561
562                         local float lastPossibleTimeout;
563                         lastPossibleTimeout = (myTl*60) - cvar("sv_timeout_leadtime") - 1;
564
565                         if (lastPossibleTimeout < time - game_starttime)
566                                 return sprint(self, "^7Error: It is too late to call a timeout now!\n");
567                 }
568         }
569         //player may not call a timeout if he has no calls left
570         if (self.allowedTimeouts < 1)
571                 return sprint(self, "^7Error: You already used all your timeout calls for this map!\n");
572         //now all required checks are passed
573         self.allowedTimeouts -= 1;
574         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)
575         remainingTimeoutTime = cvar("sv_timeout_length");
576         remainingLeadTime = cvar("sv_timeout_leadtime");
577         timeoutInitiator = self;
578         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
579                 timeoutStatus = 1;
580                 //create the timeout indicator which centerprints the information to all players and takes care of pausing/unpausing
581                 timeoutHandler = spawn();
582                 timeoutHandler.think = timeoutHandler_Think;
583         }
584         timeoutHandler.nextthink = time; //always let the entity think asap
585
586         //inform all connected clients about the timeout call
587         Announce("timeoutcalled");
588 }
589
590 /**
591  * Checks whether a player is allowed to resume the game. If he is allowed to do it,
592  * and the lead time for the timeout is still active, this countdown just will be aborted (the
593  * game will never be paused). Otherwise the remainingTimeoutTime will be set to the corresponding
594  * value of the cvar sv_timeout_resumetime.
595  *
596  * This function is called when a player issues the resumegame command.
597  */
598 void evaluateTimein() {
599         if (!timeoutStatus)
600                 return sprint(self, "^7Error: There is no active timeout which could be aborted!\n");
601         if (self != timeoutInitiator)
602                 return sprint(self, "^7Error: You may not abort the active timeout. Only the player who called it can do that!\n");
603         if (timeoutStatus == 1) {
604                 remainingTimeoutTime = timeoutStatus = 0;
605                 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
606                 bprint(strcat("^7The timeout was aborted by ", self.netname, " !\n"));
607         }
608         else if (timeoutStatus == 2) {
609                 //only shorten the remainingTimeoutTime if it makes sense
610                 if( remainingTimeoutTime > (cvar("sv_timeout_resumetime") + 1) ) {
611                         bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n"));
612                         remainingTimeoutTime = cvar("sv_timeout_resumetime");
613                         timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
614                 }
615                 else
616                         sprint(self, "^7Error: Your resumegame call was discarded!\n");
617
618         }
619 }