X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fclientcommands.qc;h=de37d377d38eb95a38810ec1483a5c8c4279c76a;hp=fe9ef8e6b72e92f33704ee8055b19b55426adb8f;hb=6f4349956b11b36ba20e65e34d39b5029a5eb3ac;hpb=9988bccfa1a1dff59eeeeba9565ab80674f99766 diff --git a/qcsrc/server/clientcommands.qc b/qcsrc/server/clientcommands.qc index fe9ef8e6b..de37d377d 100644 --- a/qcsrc/server/clientcommands.qc +++ b/qcsrc/server/clientcommands.qc @@ -1,28 +1,66 @@ // ======================================================= // Server side client commands code, reworked by Samual -// Last updated: July 22nd, 2011 +// Last updated: August 4th, 2011 // ======================================================= #define CC_REQUEST_HELP 1 #define CC_REQUEST_COMMAND 2 #define CC_REQUEST_USAGE 3 -float readyrestart_happened; entity nagger; + +.float cmd_floodtime; +.float cmd_floodcount; +.float checkfail; +.float lms_spectate_warning; + +float readyrestart_happened; float readycount; -void ReadyCount(); + string MapVote_Suggest(string m); +void ReadyCount(); + + // ============================ // Misc. Supporting Functions // ============================ +float SV_ParseClientCommand_floodcheck() +{ + if (timeoutStatus != 2) // if the game is not paused... but wait, doesn't that mean it could be dos'd by pausing it? eh? (old code) + { + if(time == self.cmd_floodtime) // todo: add buffer time as well, ONLY one second is a short amount of time for someone to be spamming. + { + self.cmd_floodcount += 1; + if(self.cmd_floodcount > 8) // todo: replace constant 8 with a cvar for the server to control + return FALSE; // too much spam, halt + } + else + { + self.cmd_floodtime = time; + self.cmd_floodcount = 1; + } + } + return TRUE; // continue, as we're not flooding yet +} + float Nagger_SendEntity(entity to, float sendflags) { float nags, i, f, b; entity e; WriteByte(MSG_ENTITY, ENT_CLIENT_NAGGER); + // bits: + // 1 = ready + // 2 = player needs to ready up + // 4 = vote + // 8 = player needs to vote + // 16 = warmup + // sendflags: + // 64 = vote counts + // 128 = vote string + nags = 0; if(readycount) { @@ -39,19 +77,28 @@ float Nagger_SendEntity(entity to, float sendflags) if(inWarmupStage) nags |= 16; + if(sendflags & 64) + nags |= 64; + if(sendflags & 128) nags |= 128; if(!(nags & 4)) // no vote called? send no string - nags &~= 128; + nags &~= (64 | 128); WriteByte(MSG_ENTITY, nags); - if(nags & 128) + if(nags & 64) { - WriteString(MSG_ENTITY, votecalledvote_display); + WriteByte(MSG_ENTITY, vote_yescount); + WriteByte(MSG_ENTITY, vote_nocount); + WriteByte(MSG_ENTITY, vote_needed_absolute); + WriteChar(MSG_ENTITY, to.vote_vote); } + if(nags & 128) + WriteString(MSG_ENTITY, votecalledvote_display); + if(nags & 1) { for(i = 1; i <= maxclients; i += 8) @@ -77,7 +124,7 @@ void Nagger_VoteChanged() void Nagger_VoteCountChanged() { if(nagger) - nagger.SendFlags |= 1; + nagger.SendFlags |= 64; } void Nagger_ReadyCounted() { @@ -208,196 +255,922 @@ 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"); - } + +// ======================= +// Command Sub-Functions +// ======================= + +void ClientCommand_autoswitch(float request, float argc) +{ + switch(request) + { + case CC_REQUEST_HELP: + sprint(self, " ^2autoswitch^7: Whether or not to switch automatically when getting a better weapon\n"); + return; + + case CC_REQUEST_COMMAND: + self.autoswitch = ("0" != argv(1)); + sprint(self, strcat("^1autoswitch is currently turned ", (self.autoswitch ? "on" : "off"), ".\n")); + return; // never fall through to usage + + default: + case CC_REQUEST_USAGE: + sprint(self, "\nUsage:^3 cmd autoswitch selection\n"); + sprint(self, " Where 'selection' is 1 or 0 for on or off.\n"); + return; } - //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; +} + +void ClientCommand_checkfail(float request, string command) // used only by client side code +{ + switch(request) + { + case CC_REQUEST_HELP: + sprint(self, " ^2checkfail^7: Report if a client-side check failed\n"); + return; + + case CC_REQUEST_COMMAND: + print(sprintf("CHECKFAIL: %s (%s) epically failed check %s\n", self.netname, self.netaddress, substring(command, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)))); + self.checkfail = 1; + return; // never fall through to usage + + default: + case CC_REQUEST_USAGE: + sprint(self, "\nUsage:^3 cmd checkfail message\n"); + sprint(self, " Where 'message' is the message reported by client about the fail.\n"); + return; } - timeoutHandler.nextthink = time; //always let the entity think asap +} - //inform all connected clients about the timeout call - Announce("timeoutcalled"); +void ClientCommand_clientversion(float request, float argc) // used only by client side code +{ + switch(request) + { + case CC_REQUEST_HELP: + sprint(self, " ^2clientversion^7: Release version of the game\n"); + return; + + case CC_REQUEST_COMMAND: + if(self.flags & FL_CLIENT) + { + self.version = ((argv(1) == "$gameversion") ? 1 : stof(argv(1))); + + if(self.version < autocvar_gameversion_min || self.version > autocvar_gameversion_max) + { + self.version_mismatch = 1; + ClientKill_TeamChange(-2); // observe + } + else if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force) + { + //JoinBestTeam(self, FALSE, TRUE); + } + else if(teamplay && !autocvar_sv_spectate && !(self.team_forced > 0)) + { + self.classname = "observer"; // really? + stuffcmd(self, "menu_showteamselect\n"); + } + } + return; // never fall through to usage + + default: + case CC_REQUEST_USAGE: + sprint(self, "\nUsage:^3 cmd clientversion version\n"); + sprint(self, " Where 'version' is the game version reported by self.\n"); + return; + } } -/** - * 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"); +void ClientCommand_cvar_changes(float request) +{ + switch(request) + { + case CC_REQUEST_HELP: + sprint(self, " ^2cvar_changes^7: Prints a list of all changed server cvars\n"); + return; + + case CC_REQUEST_COMMAND: + sprint(self, cvar_changes); + return; // never fall through to usage + + default: + case CC_REQUEST_USAGE: + sprint(self, "\nUsage:^3 sv_cmd cvar_changes\n"); + sprint(self, " No arguments required.\n"); + //sprint(self, "See also: ^2cvar_purechanges^7\n"); + return; + } +} +void ClientCommand_cvar_purechanges(float request) +{ + switch(request) + { + case CC_REQUEST_HELP: + sprint(self, " ^2cvar_purechanges^7: Prints a list of all changed gameplay cvars\n"); + return; + + case CC_REQUEST_COMMAND: + sprint(self, cvar_purechanges); + return; // never fall through to usage + + default: + case CC_REQUEST_USAGE: + sprint(self, "\nUsage:^3 sv_cmd cvar_purechanges\n"); + sprint(self, " No arguments required.\n"); + //sprint(self, "See also: ^2cvar_changes^7\n"); + return; } } +void ClientCommand_info(float request, float argc) +{ + string command; + + switch(request) + { + case CC_REQUEST_HELP: + sprint(self, " ^2info^7: Request for unique server information set up by admin\n"); + return; + + case CC_REQUEST_COMMAND: + command = cvar_string_builtin(strcat("sv_info_", argv(1))); + if(command) + wordwrap_sprint(command, 1111); // why 1111? + else + sprint(self, "ERROR: unsupported info command\n"); + return; // never fall through to usage + + default: + case CC_REQUEST_USAGE: + sprint(self, "\nUsage:^3 cmd info request\n"); + sprint(self, " Where 'request' is the suffixed string appended onto the request for cvar.\n"); + return; + } +} -// ======================= -// Command Sub-Functions -// ======================= +void ClientCommand_join(float request) +{ + switch(request) + { + case CC_REQUEST_HELP: + sprint(self, " ^2join^7: Become a player in the game\n"); + return; + + case CC_REQUEST_COMMAND: + if(self.flags & FL_CLIENT) + { + if(self.classname != "player" && !lockteams && !g_arena) + { + if(nJoinAllowed(1)) + { + if(g_ca) { self.caplayer = 1; } + if(autocvar_g_campaign) { campaign_bots_may_start = 1; } + + self.classname = "player"; + PlayerScore_Clear(self); + bprint ("^4", self.netname, "^4 is playing now\n"); + PutClientInServer(); + } + else + { + //player may not join because of g_maxplayers is set + centerprint(self, PREVENT_JOIN_TEXT); + } + } + } + return; // never fall through to usage + + default: + case CC_REQUEST_USAGE: + sprint(self, "\nUsage:^3 cmd join\n"); + sprint(self, " No arguments required.\n"); + return; + } +} + +void ClientCommand_ladder(float request) +{ + switch(request) + { + case CC_REQUEST_HELP: + sprint(self, " ^2ladder^7: Get information about top players if supported\n"); + return; + + case CC_REQUEST_COMMAND: + sprint(self, ladder_reply); + return; // never fall through to usage + + default: + case CC_REQUEST_USAGE: + sprint(self, "\nUsage:^3 cmd ladder\n"); + sprint(self, " No arguments required.\n"); + return; + } +} + +void ClientCommand_lsmaps(float request) +{ + switch(request) + { + case CC_REQUEST_HELP: + sprint(self, " ^2lsmaps^7: List maps which can be used with the current game mode\n"); + return; + + case CC_REQUEST_COMMAND: + sprint(self, lsmaps_reply); + return; // never fall through to usage + + default: + case CC_REQUEST_USAGE: + sprint(self, "\nUsage:^3 cmd lsmaps\n"); + sprint(self, " No arguments required.\n"); + return; + } +} -void ClientCommand_autoswitch(float request, entity client, float argc) +void ClientCommand_lsnewmaps(float request) { switch(request) { case CC_REQUEST_HELP: - print(" ^2autoswitch^7: Whether or not to switch automatically when getting a better weapon\n"); + sprint(self, " ^2lsnewmaps^7: List maps which TODO\n"); return; case CC_REQUEST_COMMAND: - client.autoswitch = ("0" != argv(1)); - sprint(client, strcat("^1autoswitch has been turned ", (client.autoswitch ? "on" : "off"), ".\n")); + sprint(self, lsnewmaps_reply); + return; // never fall through to usage + + default: + case CC_REQUEST_USAGE: + sprint(self, "\nUsage:^3 cmd lsnewmaps\n"); + sprint(self, " No arguments required.\n"); + return; + } +} + +void ClientCommand_maplist(float request) +{ + switch(request) + { + case CC_REQUEST_HELP: + sprint(self, " ^2maplist^7: Full server maplist reply\n"); return; + case CC_REQUEST_COMMAND: + sprint(self, maplist_reply); + return; // never fall through to usage + default: case CC_REQUEST_USAGE: - print("\nUsage:^3 cl_cmd autoswitch\n"); - print(" No arguments required.\n"); + sprint(self, "\nUsage:^3 cmd maplist\n"); + sprint(self, " No arguments required.\n"); return; } } +void ClientCommand_rankings(float request) +{ + switch(request) + { + case CC_REQUEST_HELP: + sprint(self, " ^2rankings^7: Print information about rankings\n"); + return; + + case CC_REQUEST_COMMAND: + sprint(self, rankings_reply); + return; // never fall through to usage + + default: + case CC_REQUEST_USAGE: + sprint(self, "\nUsage:^3 cmd rankings\n"); + sprint(self, " No arguments required.\n"); + return; + } +} -// ========================================= -// Main Function Called By Engine (cl_cmd) -// ========================================= -// If this function exists, game code handles clientcommand instead of the engine code. +void ClientCommand_ready(float request) +{ + switch(request) + { + case CC_REQUEST_HELP: + sprint(self, " ^2ready^7: Qualify as ready to end warmup stage (or restart server if allowed)\n"); + return; + + case CC_REQUEST_COMMAND: + if(self.flags & FL_CLIENT) + { + if(inWarmupStage || autocvar_sv_ready_restart || g_race_qualifying == 2) + { + if(!readyrestart_happened || autocvar_sv_ready_restart_repeatable) + { + if (self.ready) // toggle + { + self.ready = FALSE; + bprint(self.netname, "^2 is ^1NOT^2 ready\n"); + } + else + { + self.ready = TRUE; + bprint(self.netname, "^2 is ready\n"); + } + + // cannot reset the game while a timeout is active! + if(!timeoutStatus) + ReadyCount(); + } else { + sprint(self, "^1Game has already been restarted\n"); + } + } + } + return; // never fall through to usage + + default: + case CC_REQUEST_USAGE: + sprint(self, "\nUsage:^3 cmd ready\n"); + sprint(self, " No arguments required.\n"); + return; + } +} + +void ClientCommand_records(float request) // TODO: Isn't this flooding with the sprint messages? Old code, but perhaps bad? +{ + float i; + + switch(request) + { + case CC_REQUEST_HELP: + sprint(self, " ^2records^7: List top 10 records for the current map\n"); + return; + + case CC_REQUEST_COMMAND: + for(i = 0; i < 10; ++i) + sprint(self, records_reply[i]); + return; // never fall through to usage + + default: + case CC_REQUEST_USAGE: + sprint(self, "\nUsage:^3 cmd records\n"); + sprint(self, " No arguments required.\n"); + return; + } +} + +void ClientCommand_reportcvar(float request, float argc, string command) // TODO: confirm this works +{ + float tokens; + string s; + + switch(request) + { + case CC_REQUEST_HELP: + sprint(self, " ^2reportcvar^7: Old system for sending a client cvar to the server\n"); + return; + + case CC_REQUEST_COMMAND: + if(substring(argv(2), 0, 1) == "$") // undefined cvar: use the default value on the server then + { + s = strcat(substring(command, argv_start_index(0), argv_end_index(1) - argv_start_index(0)), " \"", cvar_defstring(argv(1)), "\""); + tokens = tokenize_console(s); + } + GetCvars(1); + return; // never fall through to usage + + default: + case CC_REQUEST_USAGE: + sprint(self, "\nUsage:^3 cmd reportcvar \n"); + sprint(self, " Where 'cvar' is the cvar plus arguments to send to the server.\n"); + return; + } +} + +void ClientCommand_say(float request, float argc, string command) +{ + switch(request) + { + case CC_REQUEST_HELP: + sprint(self, " ^2say^7: Print a message to chat to all players\n"); + return; + + case CC_REQUEST_COMMAND: + if(argc >= 2) + Say(self, FALSE, world, substring(command, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), 1); + return; // never fall through to usage + + default: + case CC_REQUEST_USAGE: + sprint(self, "\nUsage:^3 cmd say \n"); + sprint(self, " Where 'message' is the string of text to say.\n"); + return; + } +} + +void ClientCommand_say_team(float request, float argc, string command) +{ + switch(request) + { + case CC_REQUEST_HELP: + sprint(self, " ^2say_team^7: Print a message to chat to all team mates\n"); + return; + + case CC_REQUEST_COMMAND: + if(argc >= 2) + Say(self, TRUE, world, substring(command, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), 1); + return; // never fall through to usage + + default: + case CC_REQUEST_USAGE: + sprint(self, "\nUsage:^3 cmd say_team \n"); + sprint(self, " Where 'message' is the string of text to say.\n"); + return; + } +} + +void ClientCommand_selectteam(float request, float argc) // TODO: Update the messages for this command +{ + float selection; + + switch(request) + { + case CC_REQUEST_HELP: + sprint(self, " ^2selectteam^7: Attempt to choose a team to join into\n"); + return; + + case CC_REQUEST_COMMAND: + if (self.flags & FL_CLIENT) + { + if(teamplay) + if not(self.team_forced > 0) + if not(lockteams) + { + switch(argv(1)) + { + case "red": selection = COLOR_TEAM1; break; + case "blue": selection = COLOR_TEAM2; break; + case "yellow": selection = COLOR_TEAM3; break; + case "pink": selection = COLOR_TEAM4; break; + case "auto": selection = (-1); break; + + default: break; + } + + if(selection) + { + if(self.team != selection || self.deadflag != DEAD_NO) + ClientKill_TeamChange(selection); + else + sprint(self, "^7You already are on that team.\n"); + } + } + else + sprint(self, "^7The game has already begun, you must wait until the next map to be able to join a team.\n"); + else + sprint(self, "^7selectteam can not be used as your team is forced\n"); + else + sprint(self, "^7selectteam can only be used in teamgames\n"); + } + return; // never fall through to usage + + default: + case CC_REQUEST_USAGE: + //sprint(self, strcat( "selectteam none/red/blue/yellow/pink/auto - \"", argv(1), "\" not recognised\n" ) ); + sprint(self, "\nUsage:^3 cmd selectteam team\n"); + sprint(self, " Where 'team' is the prefered team to try and join.\n"); + sprint(self, " Full list of options here: \"red, blue, yellow, pink, auto\"\n"); + return; + } +} + +void ClientCommand_sentcvar(float request, float argc, string command) +{ + float tokens; + string s; + + switch(request) + { + case CC_REQUEST_HELP: + sprint(self, " ^2sentcvar^7: New system for sending a client cvar to the server\n"); + return; + + case CC_REQUEST_COMMAND: + if(argc == 2) // undefined cvar: use the default value on the server then + { + s = strcat(substring(command, argv_start_index(0), argv_end_index(1) - argv_start_index(0)), " \"", cvar_defstring(argv(1)), "\""); + tokens = tokenize_console(s); + } + GetCvars(1); + return; // never fall through to usage + + default: + case CC_REQUEST_USAGE: + sprint(self, "\nUsage:^3 cmd sentcvar \n"); + sprint(self, " Where 'cvar' is the cvar plus arguments to send to the server.\n"); + return; + } +} + +void ClientCommand_spectate(float request) +{ + switch(request) + { + case CC_REQUEST_HELP: + sprint(self, " ^2spectate^7: Become an observer\n"); + return; + + case CC_REQUEST_COMMAND: + if(self.flags & FL_CLIENT) + { + if(g_arena) { return; } + if(g_lms) + { + if(self.lms_spectate_warning) + { + // mark player as spectator + PlayerScore_Add(self, SP_LMS_RANK, 666 - PlayerScore_Add(self, SP_LMS_RANK, 0)); + } + else + { + self.lms_spectate_warning = 1; + 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"); + return; + } + } + + if(self.classname == "player" && autocvar_sv_spectate == 1) + ClientKill_TeamChange(-2); // observe + + // in CA, allow a dead player to move to spectatators (without that, caplayer!=0 will be moved back to the player list) + // note: if arena game mode is ever done properly, this needs to be removed. + if(g_ca && self.caplayer && (self.classname == "spectator" || self.classname == "observer")) + { + sprint(self, "WARNING: you will spectate in the next round.\n"); + self.caplayer = 0; + } + } + return; // never fall through to usage + + default: + case CC_REQUEST_USAGE: + sprint(self, "\nUsage:^3 cmd spectate\n"); + sprint(self, " No arguments required.\n"); + return; + } +} + +void ClientCommand_suggestmap(float request, float argc) +{ + switch(request) + { + case CC_REQUEST_HELP: + sprint(self, " ^2suggestmap^7: Suggest a map to the mapvote at match end\n"); + return; + + case CC_REQUEST_COMMAND: + sprint(self, strcat(MapVote_Suggest(argv(1)), "\n")); + return; // never fall through to usage + + default: + case CC_REQUEST_USAGE: + sprint(self, "\nUsage:^3 cmd suggestmap map\n"); + sprint(self, " Where 'map' is the name of the map to suggest.\n"); + return; + } +} + +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 \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) +{ + switch(request) + { + case CC_REQUEST_HELP: + sprint(self, " ^2blah^7: foobar\n"); + return; + + case CC_REQUEST_COMMAND: + + return; // never fall through to usage + + default: + case CC_REQUEST_USAGE: + sprint(self, "\nUsage:^3 cmd \n"); + sprint(self, " No arguments required.\n"); + return; + } +} +*/ + + +// ====================================== +// Main Function Called By Engine (cmd) +// ====================================== +// If this function exists, server game code parses clientcommand before the engine code gets it. void SV_ParseClientCommand(string command) { float search_request_type; float argc = tokenize_console(command); - + + // for floodcheck + switch(strtolower(argv(0))) + { + // exempt commands which are not subject to floodcheck + case "begin": break; // handled by engine in host_cmd.c + case "pause": break; // handled by engine in host_cmd.c + case "prespawn": break; // handled by engine in host_cmd.c + case "reportcvar": break; // handled by server in this file + case "sentcvar": break; // handled by server in this file + case "spawn": break; // handled by engine in host_cmd.c + + default: + if(SV_ParseClientCommand_floodcheck()) + break; // "TRUE": continue, as we're not flooding yet + else + return; // "FALSE": not allowed to continue, halt + } + + /* NOTE: totally disabled for now, however the functionality and descriptions are there if we ever want it. if(argv(0) == "help") { if(argc == 1) { - print("\nUsage:^3 cl_cmd COMMAND...^7, where possible commands are:\n"); - ClientCommand_autoswitch(CC_REQUEST_HELP, world, 0); - print("For help about specific commands, type cl_cmd help COMMAND\n"); + sprint(self, "\nUsage:^3 cmd COMMAND...^7, where possible commands are:\n"); + ClientCommand_autoswitch(CC_REQUEST_HELP, 0); + ClientCommand_checkfail(CC_REQUEST_HELP, ""); + ClientCommand_clientversion(CC_REQUEST_HELP, 0); + ClientCommand_cvar_changes(CC_REQUEST_HELP); + ClientCommand_cvar_purechanges(CC_REQUEST_HELP); + ClientCommand_info(CC_REQUEST_HELP, 0); + ClientCommand_join(CC_REQUEST_HELP); + ClientCommand_ladder(CC_REQUEST_HELP); + ClientCommand_lsmaps(CC_REQUEST_HELP); + ClientCommand_lsnewmaps(CC_REQUEST_HELP); + ClientCommand_maplist(CC_REQUEST_HELP); + ClientCommand_rankings(CC_REQUEST_HELP); + ClientCommand_ready(CC_REQUEST_HELP); + ClientCommand_records(CC_REQUEST_HELP); + ClientCommand_reportcvar(CC_REQUEST_HELP, 0, ""); + ClientCommand_say(CC_REQUEST_HELP, 0, ""); + ClientCommand_say_team(CC_REQUEST_HELP, 0, ""); + ClientCommand_selectteam(CC_REQUEST_HELP, 0); + 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; } else search_request_type = CC_REQUEST_USAGE; // Instead of trying to call a command, we're going to see detailed information about it } - /*else if(GameCommand_Vote(command, world)) + else*/ if(GameCommand_Vote(command, self)) { return; // handled by server/vote.qc } - else if(GameCommand_Ban(command)) + else if(GameCommand_MapVote(argv(0))) { - return; // handled by server/ipban.qc + return; // handled by server/g_world.qc } - else if(GameCommand_Generic(command)) + else if(CheatCommand(argc)) { - return; // handled by common/gamecommand.qc - }*/ + return; // handled by server/cheats.qc + } else search_request_type = CC_REQUEST_COMMAND; // continue as usual and scan for normal commands - - switch( ((argv(0) == "help") ? argv(1) : argv(0)) ) // if first argument is help, then search for the second argument. Else, search for first. + + switch(strtolower((search_request_type == CC_REQUEST_USAGE) ? argv(1) : argv(0))) { // Do not hard code aliases for these, instead create them in defaultXonotic.cfg // also: keep in alphabetical order, please ;) - case "autoswitch": ClientCommand_autoswitch(search_request_type, self, argc); break; - /* case "adminmsg": GameCommand_adminmsg(search_request_type, argc); break; - case "allready": GameCommand_allready(search_request_type); break; - case "allspec": GameCommand_allspec(search_request_type, argc); break; - case "anticheat": GameCommand_anticheat(search_request_type, argc); break; - case "bbox": GameCommand_bbox(search_request_type); break; - case "bot_cmd": GameCommand_bot_cmd(search_request_type, argc); break; - case "cointoss": GameCommand_cointoss(search_request_type, argc); break; - case "cvar_changes": GameCommand_cvar_changes(search_request_type); break; - case "cvar_purechanges": GameCommand_cvar_purechanges(search_request_type); break; - case "database": GameCommand_database(search_request_type, argc); break; - case "defer_clear": GameCommand_defer_clear(search_request_type, argc); break; - case "defer_clear_all": GameCommand_defer_clear_all(search_request_type); break; - case "delrec": GameCommand_delrec(search_request_type, argc); break; - case "effectindexdump": GameCommand_effectindexdump(search_request_type); break; - case "extendmatchtime": GameCommand_extendmatchtime(search_request_type); break; - case "find": GameCommand_find(search_request_type, argc); break; - case "gametype": GameCommand_gametype(search_request_type, argc); break; - case "gettaginfo": GameCommand_gettaginfo(search_request_type, argc); break; - case "gotomap": GameCommand_gotomap(search_request_type, argc); break; - case "ladder": GameCommand_ladder(search_request_type); break; - case "lockteams": GameCommand_lockteams(search_request_type); break; - case "make_mapinfo": GameCommand_make_mapinfo(search_request_type); break; - case "modelbug": GameCommand_modelbug(search_request_type); break; - case "moveplayer": GameCommand_moveplayer(search_request_type, argc); break; - case "nospectators": GameCommand_nospectators(search_request_type); break; - case "onslaught_updatelinks": GameCommand_onslaught_updatelinks(search_request_type); break; - case "playerdemo": GameCommand_playerdemo(search_request_type, argc); break; - case "printstats": GameCommand_printstats(search_request_type); break; - case "radarmap": GameCommand_radarmap(search_request_type, argc); break; - case "rankings": GameCommand_rankings(search_request_type); break; - case "records": GameCommand_records(search_request_type); break; - case "reducematchtime": GameCommand_reducematchtime(search_request_type); break; - case "stuffto": GameCommand_stuffto(search_request_type, argc); break; - case "teamstatus": GameCommand_teamstatus(search_request_type); break; - case "time": GameCommand_time(search_request_type); break; - case "trace": GameCommand_trace(search_request_type, argc); break; - case "unlockteams": GameCommand_unlockteams(search_request_type); break; */ + case "autoswitch": ClientCommand_autoswitch(search_request_type, argc); break; + case "checkfail": ClientCommand_checkfail(search_request_type, command); break; + case "clientversion": ClientCommand_clientversion(search_request_type, argc); break; + case "cvar_changes": ClientCommand_cvar_changes(search_request_type); break; + case "cvar_purechanges": ClientCommand_cvar_purechanges(search_request_type); break; + case "info": ClientCommand_info(search_request_type, argc); break; + case "join": ClientCommand_join(search_request_type); break; + case "ladder": ClientCommand_ladder(search_request_type); break; + case "lsmaps": ClientCommand_lsmaps(search_request_type); break; + case "lsnewmaps": ClientCommand_lsnewmaps(search_request_type); break; + case "maplist": ClientCommand_maplist(search_request_type); break; + case "rankings": ClientCommand_rankings(search_request_type); break; + case "ready": ClientCommand_ready(search_request_type); break; + case "records": ClientCommand_records(search_request_type); break; + case "reportcvar": ClientCommand_reportcvar(search_request_type, argc, command); break; + case "say": ClientCommand_say(search_request_type, argc, command); break; + case "say_team": ClientCommand_say_team(search_request_type, argc, command); break; + case "selectteam": ClientCommand_selectteam(search_request_type, argc); break; + 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: - print("Invalid command. For a list of supported commands, try sv_cmd help.\n"); + clientcommand(self, command); //print("Invalid command. For a list of supported commands, try cmd help.\n"); } } \ No newline at end of file