X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fcommand%2Fvote.qc;h=0aa48c2fe705884650d4c3a258c4dbe20cbc677b;hp=1e60cd0a8a00588e65bc9411a3c36e770ac8a776;hb=fc15d72b041c9a748b605ba28735380fbe5b5b01;hpb=db26b7fe7334411667e7f2bb7d702213859f98bf diff --git a/qcsrc/server/command/vote.qc b/qcsrc/server/command/vote.qc index 1e60cd0a8..0aa48c2fe 100644 --- a/qcsrc/server/command/vote.qc +++ b/qcsrc/server/command/vote.qc @@ -1,4 +1,5 @@ -#include "../../common/command/command.qh" +#include "vote.qh" +#include #include "vote.qh" #include "common.qh" @@ -11,11 +12,11 @@ #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 +#include +#include +#include +#include // ============================================= // Server side voting code, reworked by Samual @@ -27,7 +28,7 @@ bool Nagger_SendEntity(entity this, entity to, float sendflags) { int nags, i, f, b; entity e; - WriteByte(MSG_ENTITY, ENT_CLIENT_NAGGER); + WriteHeader(MSG_ENTITY, ENT_CLIENT_NAGGER); // bits: // 1 = ready @@ -86,7 +87,7 @@ bool Nagger_SendEntity(entity this, entity to, float sendflags) void Nagger_Init() { - Net_LinkEntity(nagger = spawn(), false, 0, Nagger_SendEntity); + Net_LinkEntity(nagger = new_pure(nagger), false, 0, Nagger_SendEntity); } void Nagger_VoteChanged() @@ -117,12 +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) { @@ -132,7 +128,7 @@ void VoteReset() } vote_called = VOTE_NULL; - vote_caller = world; + vote_caller = NULL; vote_caller_name = string_null; vote_endtime = 0; @@ -164,21 +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) @@ -206,9 +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; @@ -216,32 +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) @@ -340,49 +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 @@ -390,9 +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 @@ -402,96 +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() { @@ -501,24 +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; @@ -607,10 +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 @@ -709,7 +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; } @@ -784,12 +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); @@ -843,11 +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)); @@ -928,9 +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)