]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/command/vote.qc
Merge branch 'terencehill/gameover_stuff' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / command / vote.qc
index a023594a5f8c0be0cbcc95ead050513fa64ae022..44b8acb8e7a8ff5fb9ea7e18688e269b3bd66be9 100644 (file)
@@ -1,4 +1,5 @@
-#include "../../common/command/command.qh"
+#include "vote.qh"
+#include <common/command/_mod.qh>
 #include "vote.qh"
 
 #include "common.qh"
 #include "../round_handler.qh"
 #include "../scores.qh"
 
-#include "../mutators/all.qh"
+#include "../mutators/_mod.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/net_linked.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 +88,7 @@ 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 +119,7 @@ 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 +129,7 @@ void VoteReset()
        }
 
        vote_called = VOTE_NULL;
-       vote_caller = world;
+       vote_caller = NULL;
        vote_caller_name = string_null;
        vote_endtime = 0;
 
@@ -165,21 +161,21 @@ 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 +203,7 @@ 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 +211,29 @@ 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)
@@ -343,30 +334,32 @@ void VoteThink()
 // Resets the state of all clients, items, weapons, waypoints, ... of the map.
 void reset_map(bool dorespawn)
 {
-       SELFPARAM();
-
-       if (time <= game_starttime && round_handler_IsActive()) round_handler_Reset(game_starttime);
+       if (time <= game_starttime)
+       {
+               if (gameover)
+                       return;
+               if (round_handler_IsActive())
+                       round_handler_Reset(game_starttime);
+       }
 
        MUTATOR_CALLHOOK(reset_map_global);
 
-       FOREACH_ENTITY_ORDERED(IS_NOT_A_CLIENT(it), LAMBDA(
+       FOREACH_ENTITY_ORDERED(IS_NOT_A_CLIENT(it), {
                if (it.reset)
                {
-                       WITH(entity, self, it, it.reset(it));
+                       it.reset(it);
                        continue;
                }
                if (it.team_saved) it.team = it.team_saved;
-               if (it.flags & FL_PROJECTILE) remove(it);  // remove any projectiles left
-       ));
+               if (it.flags & FL_PROJECTILE) delete(it);  // remove any projectiles left
+       });
 
        // Waypoints and assault start come LAST
-       FOREACH_ENTITY_ORDERED(IS_NOT_A_CLIENT(it), LAMBDA(
-               if (it.reset2) WITH(entity, self, it, it.reset2());
-       ));
+       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(e));
+       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
@@ -374,9 +367,7 @@ void reset_map(bool 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
@@ -386,37 +377,37 @@ void reset_map(bool 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 = true;
        reset_map(true);
        Score_ClearAll();
-       remove(this);
+       delete(this);
 }
 
 // Forces a restart of the game without actually reloading the map // this is a mess...
 void ReadyRestart_force()
 {
+       if (time <= game_starttime && gameover)
+               return;
+
        bprint("^1Server is restarting...\n");
 
        VoteReset();
@@ -429,15 +420,12 @@ void ReadyRestart_force()
        readyrestart_happened = true;
        game_starttime = time + RESTART_COUNTDOWN;
 
-       entity tmp_player;
-
        // 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 = false; // reset this var, needed when cvar sv_ready_restart_repeatable is in use
 
@@ -445,10 +433,7 @@ void ReadyRestart_force()
        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 = false;
-       }
+       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
 
@@ -462,19 +447,15 @@ void ReadyRestart_force()
        // initiate the restart-countdown-announcer entity
        if (autocvar_sv_ready_restart_after_countdown)
        {
-               entity restart_timer = new(restart_timer);
-               make_pure(restart_timer);
-               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;
-               }
+               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);
@@ -484,7 +465,7 @@ void ReadyRestart_force()
 void ReadyRestart()
 {
        // no assault support yet...
-       if (g_assault | gameover | intermission_running | race_completing) localcmd("restart\n");
+       if (g_assault || gameover || race_completing) localcmd("restart\n");
        else localcmd("\nsv_hook_gamerestart\n");
 
        // Reset ALL scores, but only do that at the beginning of the countdown if sv_ready_restart_after_countdown is off!
@@ -496,17 +477,13 @@ void ReadyRestart()
 // 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;
 
@@ -595,10 +572,15 @@ 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
@@ -697,7 +679,7 @@ 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; }
@@ -772,12 +754,9 @@ 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);
 
@@ -831,11 +810,8 @@ 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));
@@ -916,9 +892,7 @@ 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)