]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/command/vote.qc
Merge branch 'master' into terencehill/infomessages_panel_update
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / command / vote.qc
index dd131f3a6410bee532d5fa4ad265fb59f8b12f96..0aa48c2fe705884650d4c3a258c4dbe20cbc677b 100644 (file)
@@ -1,4 +1,5 @@
-#include "../../common/command/command.qh"
+#include "vote.qh"
+#include <common/command/command.qh>
 #include "vote.qh"
 
 #include "common.qh"
 
 #include "../mutators/all.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/mapinfo.qh>
+#include <common/notifications/all.qh>
+#include <common/playerstats.qh>
+#include <common/util.qh>
 
 // =============================================
 //  Server side voting code, reworked by Samual
@@ -86,8 +87,7 @@ bool Nagger_SendEntity(entity this, entity to, float sendflags)
 
 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()
@@ -118,12 +118,7 @@ string OriginalCallerName()
 
 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)
        {
@@ -133,7 +128,7 @@ void VoteReset()
        }
 
        vote_called = VOTE_NULL;
-       vote_caller = world;
+       vote_caller = NULL;
        vote_caller_name = string_null;
        vote_endtime = 0;
 
@@ -165,21 +160,21 @@ void VoteAccept()
        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)
@@ -207,9 +202,7 @@ void VoteCount(float first_count)
        // 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;
@@ -217,32 +210,29 @@ void VoteCount(float first_count)
        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)
@@ -341,49 +331,28 @@ void VoteThink()
 // =======================
 
 // Resets the state of all clients, items, weapons, waypoints, ... of the map.
-void reset_map(float dorespawn)
+void reset_map(bool dorespawn)
 {
-       SELFPARAM();
-
        if (time <= game_starttime && round_handler_IsActive()) round_handler_Reset(game_starttime);
 
        MUTATOR_CALLHOOK(reset_map_global);
 
-       for (entity e = world; (e = nextent(e)); )
-       {
-               setself(e);
-               if (IS_NOT_A_CLIENT(self))
+       FOREACH_ENTITY_ORDERED(IS_NOT_A_CLIENT(it), {
+               if (it.reset)
                {
-                       if (self.reset)
-                       {
-                               self.reset();
-                               continue;
-                       }
-
-                       if (self.team_saved) self.team = self.team_saved;
-
-                       if (self.flags & FL_PROJECTILE)  // remove any projectiles left
-                               remove(self);
+                       it.reset(it);
+                       continue;
                }
-       }
+               if (it.team_saved) it.team = it.team_saved;
+               if (it.flags & FL_PROJECTILE) remove(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(self));
+       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
@@ -391,9 +360,7 @@ void reset_map(float dorespawn)
        {
                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
@@ -403,96 +370,87 @@ void reset_map(float dorespawn)
                                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 = 1;
+       restart_mapalreadyrestarted = true;
        reset_map(true);
        Score_ClearAll();
-       remove(self);
+       remove(this);
 }
 
 // Forces a restart of the game without actually reloading the map // this is a mess...
 void ReadyRestart_force()
 {
-       entity tmp_player, restart_timer;
-
        bprint("^1Server is restarting...\n");
 
        VoteReset();
 
        // clear overtime, we have to decrease timelimit to its original value again.
-       if (checkrules_overtimesadded > 0 && g_race_qualifying != 2)   cvar_set("timelimit", ftos(autocvar_timelimit - (checkrules_overtimesadded * autocvar_timelimit_overtime)));
+       if (checkrules_overtimesadded > 0 && g_race_qualifying != 2)
+               cvar_set("timelimit", ftos(autocvar_timelimit - (checkrules_overtimesadded * autocvar_timelimit_overtime)));
        checkrules_suddendeathend = checkrules_overtimesadded = checkrules_suddendeathwarning = 0;
 
-       readyrestart_happened = 1;
+       readyrestart_happened = true;
        game_starttime = time + RESTART_COUNTDOWN;
 
        // 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 = 0; // reset this var, needed when cvar sv_ready_restart_repeatable is in use
+       restart_mapalreadyrestarted = false; // reset this var, needed when cvar sv_ready_restart_repeatable is in use
 
        // disable the warmup global for the server
        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 = 0;
-       }
+       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
 
        // lock teams with lockonrestart
        if (autocvar_teamplay_lockonrestart && teamplay)
        {
-               lockteams = 1;
+               lockteams = true;
                bprint("^1The teams are now locked.\n");
        }
 
        // initiate the restart-countdown-announcer entity
        if (autocvar_sv_ready_restart_after_countdown)
        {
-               restart_timer = spawn();
-               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;
-               }
-               // reset map immediately if this cvar is not set
-               if (!autocvar_sv_ready_restart_after_countdown)   reset_map(true); }
-       if (autocvar_sv_eventlog)   GameLogEcho(":restart"); }
+               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);
+       if (autocvar_sv_eventlog) GameLogEcho(":restart");
+}
 
 void ReadyRestart()
 {
@@ -502,24 +460,20 @@ void ReadyRestart()
 
        // Reset ALL scores, but only do that at the beginning of the countdown if sv_ready_restart_after_countdown is off!
        // Otherwise scores could be manipulated during the countdown.
-       if (!autocvar_sv_ready_restart_after_countdown)   Score_ClearAll();
+       if (!autocvar_sv_ready_restart_after_countdown) Score_ClearAll();
        ReadyRestart_force();
 }
 
 // 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;
 
@@ -608,10 +562,15 @@ float VoteCommand_checkargs(float startpos, float argc)
 {
        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
@@ -710,7 +669,7 @@ float VoteCommand_parse(entity caller, string vote_command, string vote_list, fl
                                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; }
@@ -785,12 +744,9 @@ void VoteCommand_call(float request, entity caller, float argc, string vote_comm
        {
                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);
 
@@ -844,11 +800,8 @@ void VoteCommand_call(float request, entity caller, float argc, string vote_comm
                                        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));
@@ -929,9 +882,7 @@ void VoteCommand_master(float request, entity caller, float argc, string vote_co
 
                                        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)