diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/server/vote_controller.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/server/vote_controller.cpp')
| -rw-r--r-- | sp/src/game/server/vote_controller.cpp | 2200 |
1 files changed, 1100 insertions, 1100 deletions
diff --git a/sp/src/game/server/vote_controller.cpp b/sp/src/game/server/vote_controller.cpp index a2fcfd99..d052e0f9 100644 --- a/sp/src/game/server/vote_controller.cpp +++ b/sp/src/game/server/vote_controller.cpp @@ -1,1100 +1,1100 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Base VoteController. Handles holding and voting on issues.
-//
-// $NoKeywords: $
-//=============================================================================//
-#include "cbase.h"
-#include "vote_controller.h"
-#include "shareddefs.h"
-#include "eiface.h"
-#include "team.h"
-#include "gameinterface.h"
-
-#ifdef TF_DLL
-#include "tf/tf_gamerules.h"
-#endif
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-#define MAX_VOTER_HISTORY 64
-
-// Datatable
-IMPLEMENT_SERVERCLASS_ST( CVoteController, DT_VoteController )
- SendPropInt( SENDINFO( m_iActiveIssueIndex ) ),
- SendPropInt( SENDINFO( m_iOnlyTeamToVote ) ),
- SendPropArray3( SENDINFO_ARRAY3( m_nVoteOptionCount ), SendPropInt( SENDINFO_ARRAY( m_nVoteOptionCount ), 8, SPROP_UNSIGNED ) ),
- SendPropInt( SENDINFO( m_nPotentialVotes ) ),
- SendPropBool( SENDINFO( m_bIsYesNoVote ) )
-END_SEND_TABLE()
-
-BEGIN_DATADESC( CVoteController )
- DEFINE_THINKFUNC( VoteControllerThink ),
-END_DATADESC()
-
-LINK_ENTITY_TO_CLASS( vote_controller, CVoteController );
-
-CVoteController *g_voteController = NULL;
-
-ConVar sv_vote_timer_duration("sv_vote_timer_duration", "15", FCVAR_DEVELOPMENTONLY, "How long to allow voting on an issue");
-ConVar sv_vote_command_delay("sv_vote_command_delay", "2", FCVAR_DEVELOPMENTONLY, "How long after a vote passes until the action happens", false, 0, true, 4.5);
-ConVar sv_allow_votes("sv_allow_votes", "1", 0, "Allow voting?");
-ConVar sv_vote_failure_timer("sv_vote_failure_timer", "300", 0, "A vote that fails cannot be re-submitted for this long");
-#ifdef TF_DLL
-ConVar sv_vote_failure_timer_mvm( "sv_vote_failure_timer_mvm", "120", 0, "A vote that fails in MvM cannot be re-submitted for this long" );
-#endif // TF_DLL
-ConVar sv_vote_creation_timer("sv_vote_creation_timer", "120", FCVAR_DEVELOPMENTONLY, "How often someone can individually call a vote.");
-ConVar sv_vote_quorum_ratio( "sv_vote_quorum_ratio", "0.6", 1, "The minimum ratio of players needed to vote on an issue to resolve it.", true, 0.1, true, 1.0 );
-ConVar sv_vote_allow_spectators( "sv_vote_allow_spectators", "0", 0, "Allow spectators to vote?" );
-ConVar sv_vote_ui_hide_disabled_issues( "sv_vote_ui_hide_disabled_issues", "1", 0, "Suppress listing of disabled issues in the vote setup screen." );
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CommandListIssues( void )
-{
- CBasePlayer *commandIssuer = UTIL_GetCommandClient();
-
- if ( g_voteController && commandIssuer )
- {
- g_voteController->ListIssues(commandIssuer);
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-ConCommand ListIssues("listissues", CommandListIssues, "List all the issues that can be voted on.", 0);
-
-//-----------------------------------------------------------------------------
-// Purpose: This should eventually ask the player what team they are voting on
-// to take into account different idle / spectator rules.
-//-----------------------------------------------------------------------------
-
-int GetVoterTeam( CBaseEntity *pEntity )
-{
- if ( !pEntity )
- return TEAM_UNASSIGNED;
-
- int iTeam = pEntity->GetTeamNumber();
-
- return iTeam;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-CON_COMMAND( callvote, "Start a vote on an issue." )
-{
- if ( !g_voteController )
- {
- DevMsg( "Vote Controller Not Found!\n" );
- return;
- }
-
- CBasePlayer *pVoteCaller = UTIL_GetCommandClient();
- if( !pVoteCaller )
- return;
-
- if ( !sv_vote_allow_spectators.GetBool() )
- {
- if ( pVoteCaller->GetTeamNumber() == TEAM_SPECTATOR )
- {
- g_voteController->SendVoteFailedMessage( VOTE_FAILED_SPECTATOR, pVoteCaller );
- return;
- }
- }
-
- // Prevent spamming commands
-#ifndef _DEBUG
- int nCooldown = 0;
- if ( !g_voteController->CanEntityCallVote( pVoteCaller, nCooldown ) )
- {
- g_voteController->SendVoteFailedMessage( VOTE_FAILED_RATE_EXCEEDED, pVoteCaller, nCooldown );
- return;
- }
-#endif
-
- // Parameters
- char szEmptyDetails[MAX_VOTE_DETAILS_LENGTH];
- szEmptyDetails[0] = '\0';
- const char *arg2 = args[1];
- const char *arg3 = args.ArgC() >= 3 ? args[2] : szEmptyDetails;
-
- // If we don't have any arguments, invoke VoteSetup UI
- if( args.ArgC() < 2 )
- {
- g_voteController->SetupVote( pVoteCaller->entindex() );
- return;
- }
-
- g_voteController->CreateVote( pVoteCaller->entindex(), arg2, arg3 );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-CVoteController::~CVoteController()
-{
- g_voteController = NULL;
-
- for( int issueIndex = 0; issueIndex < m_potentialIssues.Count(); ++issueIndex )
- {
- delete m_potentialIssues[issueIndex];
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CVoteController::ResetData( void )
-{
- m_iActiveIssueIndex = INVALID_ISSUE;
-
- for ( int index = 0; index < m_nVoteOptionCount.Count(); index++ )
- {
- m_nVoteOptionCount.Set( index, 0 );
- }
-
- m_nPotentialVotes = 0;
- m_acceptingVotesTimer.Invalidate();
- m_executeCommandTimer.Invalidate();
- m_iEntityHoldingVote = -1;
- m_iOnlyTeamToVote = TEAM_INVALID;
- m_bIsYesNoVote = true;
-
- for( int voteIndex = 0; voteIndex < ARRAYSIZE( m_nVotesCast ); ++voteIndex )
- {
- m_nVotesCast[voteIndex] = VOTE_UNCAST;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CVoteController::Spawn( void )
-{
- ResetData();
-
- BaseClass::Spawn();
-
- SetThink( &CVoteController::VoteControllerThink );
- SetNextThink( gpGlobals->curtime );
-
- SetDefLessFunc( m_VoteCallers );
-
- g_voteController = this;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-int CVoteController::UpdateTransmitState( void )
-{
- // ALWAYS transmit to all clients.
- return SetTransmitState( FL_EDICT_ALWAYS );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CVoteController::CanTeamCastVote( int iTeam ) const
-{
- if ( m_iOnlyTeamToVote == TEAM_INVALID )
- return true;
-
- return iTeam == m_iOnlyTeamToVote;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Handles menu-driven setup of Voting
-//-----------------------------------------------------------------------------
-bool CVoteController::SetupVote( int iEntIndex )
-{
- CBasePlayer *pVoteCaller = UTIL_PlayerByIndex( iEntIndex );
- if( !pVoteCaller )
- return false;
-
- int nIssueCount = 0;
-
- // Passing an nIssueCount of 0 triggers a "Voting disabled on server" message in the setup UI
- if ( sv_allow_votes.GetBool() )
- {
- for( int iIndex = 0; iIndex < m_potentialIssues.Count(); ++iIndex )
- {
- // Hide disabled issues?
- CBaseIssue *pCurrentIssue = m_potentialIssues[iIndex];
- if ( pCurrentIssue )
- {
- if ( !pCurrentIssue->IsEnabled() && sv_vote_ui_hide_disabled_issues.GetBool() )
- continue;
-
- nIssueCount++;
- }
- }
- }
-
- CSingleUserRecipientFilter filter( pVoteCaller );
- filter.MakeReliable();
- UserMessageBegin( filter, "VoteSetup" );
- WRITE_BYTE( nIssueCount );
-
- for( int iIndex = 0; iIndex < m_potentialIssues.Count(); ++iIndex )
- {
- CBaseIssue *pCurrentIssue = m_potentialIssues[iIndex];
- if ( pCurrentIssue )
- {
- if ( pCurrentIssue->IsEnabled() )
- {
- WRITE_STRING( pCurrentIssue->GetTypeString() );
- }
- else
- {
- // Don't send/display disabled issues when set
- if ( sv_vote_ui_hide_disabled_issues.GetBool() )
- continue;
-
- char szDisabledIssueStr[MAX_COMMAND_LENGTH + 12];
- V_strcpy( szDisabledIssueStr, pCurrentIssue->GetTypeString() );
- V_strcat( szDisabledIssueStr, " (Disabled on Server)", sizeof(szDisabledIssueStr) );
-
- WRITE_STRING( szDisabledIssueStr );
- }
- }
- }
-
- MessageEnd();
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Handles console-driven setup of Voting
-//-----------------------------------------------------------------------------
-bool CVoteController::CreateVote( int iEntIndex, const char *pszTypeString, const char *pszDetailString )
-{
- // Terrible Hack: Dedicated servers pass 99 as the EntIndex
- bool bDedicatedServer = ( iEntIndex == DEDICATED_SERVER ) ? true : false;
-
- if( !sv_allow_votes.GetBool() )
- return false;
-
- // Already running a vote?
- if( IsVoteActive() )
- return false;
-
- CBasePlayer *pVoteCaller = UTIL_PlayerByIndex( iEntIndex );
- if( !pVoteCaller && !bDedicatedServer )
- return false;
-
- // Find the issue the user is asking for
- for( int issueIndex = 0; issueIndex < m_potentialIssues.Count(); ++issueIndex )
- {
- CBaseIssue *pCurrentIssue = m_potentialIssues[issueIndex];
- if ( !pCurrentIssue )
- return false;
-
- if( FStrEq( pszTypeString, pCurrentIssue->GetTypeString() ) )
- {
- vote_create_failed_t nErrorCode = VOTE_FAILED_GENERIC;
- int nTime = 0;
- if( pCurrentIssue->CanCallVote( iEntIndex, pszDetailString, nErrorCode, nTime ) )
- {
- // Establish a bunch of data on this particular issue
- pCurrentIssue->SetIssueDetails( pszDetailString );
- m_bIsYesNoVote = pCurrentIssue->IsYesNoVote();
- m_iActiveIssueIndex = issueIndex;
- m_iEntityHoldingVote = iEntIndex;
- if ( !bDedicatedServer )
- {
- if( pCurrentIssue->IsAllyRestrictedVote() )
- {
- m_iOnlyTeamToVote = GetVoterTeam( pVoteCaller );
- }
- else
- {
- m_iOnlyTeamToVote = TEAM_INVALID;
- }
- }
-
- // Now get our choices
- m_VoteOptions.RemoveAll();
- pCurrentIssue->GetVoteOptions( m_VoteOptions );
- int nNumVoteOptions = m_VoteOptions.Count();
- if ( nNumVoteOptions >= 2 )
- {
- IGameEvent *event = gameeventmanager->CreateEvent( "vote_options" );
- if ( event )
- {
- event->SetInt( "count", nNumVoteOptions );
- for ( int iIndex = 0; iIndex < nNumVoteOptions; iIndex++ )
- {
- char szNumber[2];
- Q_snprintf( szNumber, sizeof( szNumber ), "%i", iIndex + 1 );
-
- char szOptionName[8] = "option";
- Q_strncat( szOptionName, szNumber, sizeof( szOptionName ), COPY_ALL_CHARACTERS );
-
- event->SetString( szOptionName, m_VoteOptions[iIndex] );
- }
- gameeventmanager->FireEvent( event );
- }
- }
- else
- {
- Assert( nNumVoteOptions >= 2 );
- }
-
- // Have the issue start working on it
- pCurrentIssue->OnVoteStarted();
-
- // Now the vote handling and UI
- m_nPotentialVotes = pCurrentIssue->CountPotentialVoters();
- m_acceptingVotesTimer.Start( sv_vote_timer_duration.GetFloat() );
-
- // Force the vote holder to agree with a Yes/No vote
- if ( m_bIsYesNoVote && !bDedicatedServer )
- {
- TryCastVote( iEntIndex, "Option1" );
- }
-
- // Get the data out to the client
- CBroadcastRecipientFilter filter;
- filter.MakeReliable();
- UserMessageBegin( filter, "VoteStart" );
- WRITE_BYTE( m_iOnlyTeamToVote ); // move into the filter
- WRITE_BYTE( m_iEntityHoldingVote );
- WRITE_STRING( pCurrentIssue->GetDisplayString() );
- WRITE_STRING( pCurrentIssue->GetDetailsString() );
- WRITE_BOOL( m_bIsYesNoVote );
- MessageEnd();
-
- if ( !bDedicatedServer )
- {
- TrackVoteCaller( pVoteCaller );
- }
-
- return true;
- }
- else
- {
- if ( !bDedicatedServer )
- {
- SendVoteFailedMessage( nErrorCode, pVoteCaller, nTime );
- }
- }
- }
- }
-
- return false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Sent to everyone, unless we pass a player pointer
-//-----------------------------------------------------------------------------
-void CVoteController::SendVoteFailedMessage( vote_create_failed_t nReason, CBasePlayer *pVoteCaller, int nTime )
-{
- // driller: need to merge all failure case stuff into a single path
- if ( pVoteCaller )
- {
- CSingleUserRecipientFilter user( pVoteCaller );
- user.MakeReliable();
-
- UserMessageBegin( user, "CallVoteFailed" );
- WRITE_BYTE( nReason );
- WRITE_SHORT( nTime );
- MessageEnd();
- }
- else
- {
- UTIL_LogPrintf("Vote failed \"%s %s\" \n",
- m_potentialIssues[m_iActiveIssueIndex]->GetTypeString(),
- m_potentialIssues[m_iActiveIssueIndex]->GetDetailsString() );
-
- CBroadcastRecipientFilter filter;
- filter.MakeReliable();
-
- UserMessageBegin( filter, "VoteFailed" );
- WRITE_BYTE( m_iOnlyTeamToVote );
- WRITE_BYTE( nReason );
- MessageEnd();
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Player generated a vote command. i.e. /vote option1
-//-----------------------------------------------------------------------------
-CVoteController::TryCastVoteResult CVoteController::TryCastVote( int iEntIndex, const char *pszVoteString )
-{
- if( !sv_allow_votes.GetBool() )
- return CAST_FAIL_SERVER_DISABLE;
-
- if( iEntIndex >= ARRAYSIZE( m_nVotesCast ) )
- return CAST_FAIL_SYSTEM_ERROR;
-
- if( !IsVoteActive() )
- return CAST_FAIL_NO_ACTIVE_ISSUE;
-
- if( m_executeCommandTimer.HasStarted() )
- return CAST_FAIL_VOTE_CLOSED;
-
- if( m_potentialIssues[m_iActiveIssueIndex] && m_potentialIssues[m_iActiveIssueIndex]->IsAllyRestrictedVote() )
- {
- CBaseEntity *pVoteHolder = UTIL_EntityByIndex( m_iEntityHoldingVote );
- CBaseEntity *pVoter = UTIL_EntityByIndex( iEntIndex );
-
- if( ( pVoteHolder == NULL ) || ( pVoter == NULL ) || ( GetVoterTeam( pVoteHolder ) != GetVoterTeam( pVoter ) ) )
- {
- return CAST_FAIL_TEAM_RESTRICTED;
- }
- }
-
- // Look for a previous vote
- int nOldVote = m_nVotesCast[iEntIndex];
-#ifndef DEBUG
- if( nOldVote != VOTE_UNCAST )
- {
- return CAST_FAIL_NO_CHANGES;
- }
-#endif // !DEBUG
-
- // Which option are they voting for?
- int nCurrentVote = VOTE_UNCAST;
- if ( Q_strnicmp( pszVoteString, "Option", 6 ) != 0 )
- return CAST_FAIL_SYSTEM_ERROR;
-
- nCurrentVote = (CastVote)( atoi( pszVoteString + 6 ) - 1 );
-
- if ( nCurrentVote < VOTE_OPTION1 || nCurrentVote > VOTE_OPTION5 )
- return CAST_FAIL_SYSTEM_ERROR;
-
- // They're changing their vote
-#ifdef DEBUG
- if ( nOldVote != VOTE_UNCAST )
- {
- if( nOldVote == nCurrentVote )
- {
- return CAST_FAIL_DUPLICATE;
- }
- VoteChoice_Decrement( nOldVote );
- }
-#endif // DEBUG
-
- // With a Yes/No vote, slam anything past "No" to No
- if ( m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() )
- {
- if ( nCurrentVote > VOTE_OPTION2 )
- nCurrentVote = VOTE_OPTION2;
- }
-
- // Register and track this vote
- VoteChoice_Increment( nCurrentVote );
- m_nVotesCast[iEntIndex] = nCurrentVote;
-
- // Tell the client-side UI
- IGameEvent *event = gameeventmanager->CreateEvent( "vote_cast" );
- if ( event )
- {
- event->SetInt( "vote_option", nCurrentVote );
- event->SetInt( "team", m_iOnlyTeamToVote );
- event->SetInt( "entityid", iEntIndex );
- gameeventmanager->FireEvent( event );
- }
-
- CheckForEarlyVoteClose();
-
- return CAST_OK;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Increments the vote count for a particular vote option
-// i.e. nVoteChoice = 0 might mean a Yes vote
-//-----------------------------------------------------------------------------
-void CVoteController::VoteChoice_Increment( int nVoteChoice )
-{
- if ( nVoteChoice < VOTE_OPTION1 || nVoteChoice > VOTE_OPTION5 )
- return;
-
- int nValue = m_nVoteOptionCount.Get( nVoteChoice );
- m_nVoteOptionCount.Set( nVoteChoice, ++nValue );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CVoteController::VoteChoice_Decrement( int nVoteChoice )
-{
- if ( nVoteChoice < VOTE_OPTION1 || nVoteChoice > VOTE_OPTION5 )
- return;
-
- int nValue = m_nVoteOptionCount.Get( nVoteChoice );
- m_nVoteOptionCount.Set( nVoteChoice, --nValue );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CVoteController::VoteControllerThink( void )
-{
- if ( !m_potentialIssues.IsValidIndex( m_iActiveIssueIndex ) )
- {
- SetNextThink( gpGlobals->curtime + 0.5f );
-
- return;
- }
-
- // Vote time is up - process the result
- if( m_acceptingVotesTimer.HasStarted() && m_acceptingVotesTimer.IsElapsed() )
- {
- m_acceptingVotesTimer.Invalidate();
-
- int nVoteTally = 0;
- for ( int index = 0; index < MAX_VOTE_OPTIONS; index++ )
- {
- nVoteTally += m_nVoteOptionCount.Get( index );
- }
-
- bool bVotePassed = true;
-
- // for record-keeping
- if ( m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() )
- {
- m_potentialIssues[m_iActiveIssueIndex]->SetYesNoVoteCount( m_nVoteOptionCount[VOTE_OPTION1], m_nVoteOptionCount[VOTE_OPTION2], m_nPotentialVotes );
- }
-
- // Have we exceeded the required ratio of Voted-vs-Abstained?
- if ( nVoteTally >= m_nPotentialVotes * sv_vote_quorum_ratio.GetFloat() )
- {
- int nWinningVoteOption = GetWinningVoteOption();
- Assert( nWinningVoteOption >= 0 && nWinningVoteOption < m_VoteOptions.Count() );
-
- if ( nWinningVoteOption >= 0 && nWinningVoteOption < MAX_VOTE_OPTIONS )
- {
- // YES/NO VOTES
- if ( m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() )
- {
- // Option1 is Yes
- if ( nWinningVoteOption != VOTE_OPTION1 )
- {
- SendVoteFailedMessage( VOTE_FAILED_YES_MUST_EXCEED_NO );
- bVotePassed = false;
- }
- }
- // GENERAL VOTES:
- // We set the details string after the vote, since that's when
- // we finally have a parameter to pass along and execute
- else if ( nWinningVoteOption < m_VoteOptions.Count() )
- {
- m_potentialIssues[m_iActiveIssueIndex]->SetIssueDetails( m_VoteOptions[nWinningVoteOption] );
- }
- }
- }
- else
- {
- SendVoteFailedMessage( VOTE_FAILED_QUORUM_FAILURE );
- bVotePassed = false;
- }
-
- if ( bVotePassed )
- {
- m_executeCommandTimer.Start( sv_vote_command_delay.GetFloat() );
- m_resetVoteTimer.Start( 5.0 );
-
- UTIL_LogPrintf("Vote succeeded \"%s %s\"\n",
- m_potentialIssues[m_iActiveIssueIndex]->GetTypeString(),
- m_potentialIssues[m_iActiveIssueIndex]->GetDetailsString() );
-
- CBroadcastRecipientFilter filter;
- filter.MakeReliable();
-
- UserMessageBegin( filter, "VotePass" );
- WRITE_BYTE( m_iOnlyTeamToVote );
- WRITE_STRING( m_potentialIssues[m_iActiveIssueIndex]->GetVotePassedString() );
- WRITE_STRING( m_potentialIssues[m_iActiveIssueIndex]->GetDetailsString() );
- MessageEnd();
- }
- else
- {
- // Don't track failed dedicated server votes
- if ( m_iEntityHoldingVote != DEDICATED_SERVER )
- {
- m_potentialIssues[m_iActiveIssueIndex]->OnVoteFailed();
- }
- m_resetVoteTimer.Start( 5.0 );
- }
- }
-
- // Vote passed check moved down to FrameUpdatePostEntityThink at bottom of this file...
-
- if ( m_resetVoteTimer.HasStarted() && m_resetVoteTimer.IsElapsed() )
- {
- ResetData();
- m_resetVoteTimer.Invalidate();
- }
-
- // Size maintenance on m_VoteCallers
- if ( m_VoteCallers.Count() >= MAX_VOTER_HISTORY )
- {
- // Remove older entries
- for ( int iIdx = m_VoteCallers.FirstInorder(); iIdx != m_VoteCallers.InvalidIndex(); iIdx = m_VoteCallers.NextInorder( iIdx ) )
- {
- if ( m_VoteCallers[ iIdx ] - gpGlobals->curtime <= 0 )
- {
- m_VoteCallers.Remove( iIdx );
- }
- }
- }
-
- SetNextThink( gpGlobals->curtime + 0.5f );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: End the vote early if everyone's voted
-//-----------------------------------------------------------------------------
-void CVoteController::CheckForEarlyVoteClose( void )
-{
- int nVoteTally = 0;
- for ( int index = 0; index < MAX_VOTE_OPTIONS; index++ )
- {
- nVoteTally += m_nVoteOptionCount.Get( index );
- }
-
- if( nVoteTally >= m_nPotentialVotes )
- {
- m_acceptingVotesTimer.Start( 0 ); // Run the timer out right now
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CVoteController::IsValidVoter( CBasePlayer *pWhom )
-{
- if ( pWhom == NULL )
- return false;
-
- if ( !pWhom->IsConnected() )
- return false;
-
- if ( !sv_vote_allow_spectators.GetBool() )
- {
- if ( pWhom->GetTeamNumber() == TEAM_SPECTATOR )
- return false;
- }
-
-#ifndef DEBUG // Don't want to do this check for debug builds (so we can test with bots)
- if ( pWhom->IsBot() )
- return false;
-
- if ( pWhom->IsFakeClient() )
- return false;
-#endif // DEBUG
-
- if ( pWhom->IsHLTV() )
- return false;
-
- if ( pWhom->IsReplay() )
- return false;
-
-#ifdef TF_DLL
- if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
- {
- if ( pWhom->GetTeamNumber() != TF_TEAM_PVE_DEFENDERS )
- return false;
- }
-#endif // TF_DLL
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CVoteController::RegisterIssue( CBaseIssue *pszNewIssue )
-{
- m_potentialIssues.AddToTail( pszNewIssue );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CVoteController::ListIssues( CBasePlayer *pForWhom )
-{
- if( !sv_allow_votes.GetBool() )
- return;
-
- ClientPrint( pForWhom, HUD_PRINTCONSOLE, "---Vote commands---\n" );
-
- for( int issueIndex = 0; issueIndex < m_potentialIssues.Count(); ++issueIndex )
- {
- CBaseIssue *pCurrentIssue = m_potentialIssues[issueIndex];
- pCurrentIssue->ListIssueDetails( pForWhom );
- }
- ClientPrint( pForWhom, HUD_PRINTCONSOLE, "--- End Vote commands---\n" );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-int CVoteController::GetWinningVoteOption( void )
-{
- if ( m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() )
- {
- return ( m_nVoteOptionCount[VOTE_OPTION1] > m_nVoteOptionCount[VOTE_OPTION2] ) ? VOTE_OPTION1 : VOTE_OPTION2;
- }
- else
- {
- CUtlVector <int> pVoteCounts;
-
- // Which option had the most votes?
- // driller: Need to handle ties
- int nHighest = m_nVoteOptionCount[0];
- for ( int iIndex = 0; iIndex < m_nVoteOptionCount.Count(); iIndex ++ )
- {
- nHighest = ( ( nHighest < m_nVoteOptionCount[iIndex] ) ? m_nVoteOptionCount[iIndex] : nHighest );
- pVoteCounts.AddToTail( m_nVoteOptionCount[iIndex] );
- }
-
- m_nHighestCountIndex = -1;
- for ( int iIndex = 0; iIndex < m_nVoteOptionCount.Count(); iIndex++ )
- {
- if ( m_nVoteOptionCount[iIndex] == nHighest )
- {
- m_nHighestCountIndex = iIndex;
- // henryg: break on first match, not last. this avoids a crash
- // if we are all tied at zero and we pick something beyond the
- // last vote option. this code really ought to ignore attempts
- // to tally votes for options beyond the last valid one!
- break;
- }
- }
-
- return m_nHighestCountIndex;
- }
-
- return -1;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Store steamIDs for every player that calls a vote
-//-----------------------------------------------------------------------------
-void CVoteController::TrackVoteCaller( CBasePlayer *pPlayer )
-{
- if ( !pPlayer )
- return;
-
- CSteamID steamID;
- pPlayer->GetSteamID( &steamID );
-
- int iIdx = m_VoteCallers.Find( steamID.ConvertToUint64() );
- if ( iIdx != m_VoteCallers.InvalidIndex() )
- {
- // Already being tracked - update timer
- m_VoteCallers[ iIdx ] = gpGlobals->curtime + sv_vote_creation_timer.GetInt();
- return;
- }
-
- m_VoteCallers.Insert( steamID.ConvertToUint64(), gpGlobals->curtime + sv_vote_creation_timer.GetInt() );
-};
-
-//-----------------------------------------------------------------------------
-// Purpose: Check the history of steamIDs that called votes and test against a timer
-//-----------------------------------------------------------------------------
-bool CVoteController::CanEntityCallVote( CBasePlayer *pPlayer, int &nCooldown )
-{
- if ( !pPlayer )
- return false;
-
- CSteamID steamID;
- pPlayer->GetSteamID( &steamID );
-
- // Has this SteamID tried to call a vote recently?
- int iIdx = m_VoteCallers.Find( steamID.ConvertToUint64() );
- if ( iIdx != m_VoteCallers.InvalidIndex() )
- {
- // Timer elapsed?
- nCooldown = (int)( m_VoteCallers[ iIdx ] - gpGlobals->curtime );
- if ( nCooldown > 0 )
- return false;
-
- // Expired
- m_VoteCallers.Remove( iIdx );
- }
-
- return true;
-};
-
-//-----------------------------------------------------------------------------
-// Purpose: BaseIssue
-//-----------------------------------------------------------------------------
-CBaseIssue::CBaseIssue( const char *pszTypeString )
-{
- Q_strcpy( m_szTypeString, pszTypeString );
-
- m_iNumYesVotes = 0;
- m_iNumNoVotes = 0;
- m_iNumPotentialVotes = 0;
-
- ASSERT( g_voteController );
- g_voteController->RegisterIssue( this );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-CBaseIssue::~CBaseIssue()
-{
- for ( int index = 0; index < m_FailedVotes.Count(); index++ )
- {
- FailedVote *pFailedVote = m_FailedVotes[index];
- delete pFailedVote;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-const char *CBaseIssue::GetTypeString( void )
-{
- return m_szTypeString;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-const char *CBaseIssue::GetDetailsString( void )
-{
- return m_szDetailsString;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseIssue::SetIssueDetails( const char *pszDetails )
-{
- Q_strcpy( m_szDetailsString, pszDetails );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CBaseIssue::IsAllyRestrictedVote( void )
-{
- return false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-const char *CBaseIssue::GetVotePassedString( void )
-{
- return "Unknown vote passed.";
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Store failures to prevent vote spam
-//-----------------------------------------------------------------------------
-void CBaseIssue::OnVoteFailed( void )
-{
- // Check for an existing match
- for ( int index = 0; index < m_FailedVotes.Count(); index++ )
- {
- FailedVote *pFailedVote = m_FailedVotes[index];
- if ( Q_strcmp( pFailedVote->szFailedVoteParameter, GetDetailsString() ) == 0 )
- {
- int nTime = sv_vote_failure_timer.GetInt();
-
-#ifdef TF_DLL
- if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
- {
- nTime = sv_vote_failure_timer_mvm.GetInt();
- }
-#endif // TF_DLL
-
- pFailedVote->flLockoutTime = gpGlobals->curtime + nTime;
-
- return;
- }
- }
-
- // Need to create a new one
- FailedVote *pNewFailedVote = new FailedVote;
- int iIndex = m_FailedVotes.AddToTail( pNewFailedVote );
- Q_strcpy( m_FailedVotes[iIndex]->szFailedVoteParameter, GetDetailsString() );
- m_FailedVotes[iIndex]->flLockoutTime = gpGlobals->curtime + sv_vote_failure_timer.GetFloat();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CBaseIssue::CanTeamCallVote( int iTeam ) const
-{
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CBaseIssue::CanCallVote( int iEntIndex, const char *pszDetails, vote_create_failed_t &nFailCode, int &nTime )
-{
- // Automated server vote - don't bother testing against it
- if ( iEntIndex == DEDICATED_SERVER )
- return true;
-
- // Bogus player
- if( iEntIndex == -1 )
- return false;
-
-#ifdef TF_DLL
- if ( TFGameRules() && TFGameRules()->IsInWaitingForPlayers() && !TFGameRules()->IsInTournamentMode() )
- {
- nFailCode = VOTE_FAILED_WAITINGFORPLAYERS;
- return false;
- }
-#endif // TF_DLL
-
- CBaseEntity *pVoteCaller = UTIL_EntityByIndex( iEntIndex );
- if( pVoteCaller && !CanTeamCallVote( GetVoterTeam( pVoteCaller ) ) )
- {
- nFailCode = VOTE_FAILED_TEAM_CANT_CALL;
- return false;
- }
-
- // Did this fail recently?
- for( int iIndex = 0; iIndex < m_FailedVotes.Count(); iIndex++ )
- {
- FailedVote *pCurrentFailure = m_FailedVotes[iIndex];
- int nTimeRemaining = pCurrentFailure->flLockoutTime - gpGlobals->curtime;
- bool bFailed = false;
-
- // If this issue requires a parameter, see if we're voting for the same one again (i.e. changelevel ctf_2fort)
- if ( Q_strlen( pCurrentFailure->szFailedVoteParameter ) > 0 )
- {
- if( nTimeRemaining > 1 && FStrEq( pCurrentFailure->szFailedVoteParameter, pszDetails ) )
- {
- bFailed = true;
- }
- }
- // Otherwise we have a parameter-less vote, so just check the lockout timer (i.e. restartgame)
- else
- {
- if( nTimeRemaining > 1 )
- {
- bFailed = true;
-
- }
- }
-
- if ( bFailed )
- {
- nFailCode = VOTE_FAILED_FAILED_RECENTLY;
- nTime = nTimeRemaining;
- return false;
- }
- }
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-int CBaseIssue::CountPotentialVoters( void )
-{
- int nTotalPlayers = 0;
-
- for( int playerIndex = 1; playerIndex <= MAX_PLAYERS; ++playerIndex )
- {
- CBasePlayer *pPlayer = UTIL_PlayerByIndex( playerIndex );
- if( g_voteController->IsValidVoter( pPlayer ) )
- {
- if ( g_voteController->CanTeamCastVote( GetVoterTeam( pPlayer ) ) )
- {
- nTotalPlayers++;
- }
- }
- }
-
- return nTotalPlayers;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-int CBaseIssue::GetNumberVoteOptions( void )
-{
- return 2; // The default issue is Yes/No (so 2), but it can be anywhere between 1 and MAX_VOTE_COUNT
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CBaseIssue::IsYesNoVote( void )
-{
- return true; // Default
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseIssue::SetYesNoVoteCount( int iNumYesVotes, int iNumNoVotes, int iNumPotentialVotes )
-{
- m_iNumYesVotes = iNumYesVotes;
- m_iNumNoVotes = iNumNoVotes;
- m_iNumPotentialVotes = iNumPotentialVotes;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseIssue::ListStandardNoArgCommand( CBasePlayer *forWhom, const char *issueString )
-{
- ClientPrint( forWhom, HUD_PRINTCONSOLE, "callvote %s1\n", issueString );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CBaseIssue::GetVoteOptions( CUtlVector <const char*> &vecNames )
-{
- // The default vote issue is a Yes/No vote
- vecNames.AddToHead( "Yes" );
- vecNames.AddToTail( "No" );
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Game system to detect maps without cameras in them, and move on
-//-----------------------------------------------------------------------------
-class CVoteControllerSystem : public CAutoGameSystemPerFrame
-{
-public:
- CVoteControllerSystem( char const *name ) : CAutoGameSystemPerFrame( name )
- {
- }
-
- virtual void LevelInitPreEntity()
- {
- }
-
- virtual void FrameUpdatePostEntityThink( void )
- {
- // Executing the vote controller command needs to happen in the PostEntityThink as it can restart levels and
- // blast entities, etc. If you're doing this during a regular think, this can cause entities thinking after
- // you in Physics_RunThinkFunctions() to get grumpy and crash.
- if( g_voteController )
- {
- // Vote passed - execute the command
- if( g_voteController->m_executeCommandTimer.HasStarted() && g_voteController->m_executeCommandTimer.IsElapsed() )
- {
- g_voteController->m_executeCommandTimer.Invalidate();
- g_voteController->m_potentialIssues[ g_voteController->m_iActiveIssueIndex ]->ExecuteCommand();
- }
- }
- }
-};
-
-CVoteControllerSystem VoteControllerSystem( "CVoteControllerSystem" );
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Base VoteController. Handles holding and voting on issues. +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "vote_controller.h" +#include "shareddefs.h" +#include "eiface.h" +#include "team.h" +#include "gameinterface.h" + +#ifdef TF_DLL +#include "tf/tf_gamerules.h" +#endif + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define MAX_VOTER_HISTORY 64 + +// Datatable +IMPLEMENT_SERVERCLASS_ST( CVoteController, DT_VoteController ) + SendPropInt( SENDINFO( m_iActiveIssueIndex ) ), + SendPropInt( SENDINFO( m_iOnlyTeamToVote ) ), + SendPropArray3( SENDINFO_ARRAY3( m_nVoteOptionCount ), SendPropInt( SENDINFO_ARRAY( m_nVoteOptionCount ), 8, SPROP_UNSIGNED ) ), + SendPropInt( SENDINFO( m_nPotentialVotes ) ), + SendPropBool( SENDINFO( m_bIsYesNoVote ) ) +END_SEND_TABLE() + +BEGIN_DATADESC( CVoteController ) + DEFINE_THINKFUNC( VoteControllerThink ), +END_DATADESC() + +LINK_ENTITY_TO_CLASS( vote_controller, CVoteController ); + +CVoteController *g_voteController = NULL; + +ConVar sv_vote_timer_duration("sv_vote_timer_duration", "15", FCVAR_DEVELOPMENTONLY, "How long to allow voting on an issue"); +ConVar sv_vote_command_delay("sv_vote_command_delay", "2", FCVAR_DEVELOPMENTONLY, "How long after a vote passes until the action happens", false, 0, true, 4.5); +ConVar sv_allow_votes("sv_allow_votes", "1", 0, "Allow voting?"); +ConVar sv_vote_failure_timer("sv_vote_failure_timer", "300", 0, "A vote that fails cannot be re-submitted for this long"); +#ifdef TF_DLL +ConVar sv_vote_failure_timer_mvm( "sv_vote_failure_timer_mvm", "120", 0, "A vote that fails in MvM cannot be re-submitted for this long" ); +#endif // TF_DLL +ConVar sv_vote_creation_timer("sv_vote_creation_timer", "120", FCVAR_DEVELOPMENTONLY, "How often someone can individually call a vote."); +ConVar sv_vote_quorum_ratio( "sv_vote_quorum_ratio", "0.6", 1, "The minimum ratio of players needed to vote on an issue to resolve it.", true, 0.1, true, 1.0 ); +ConVar sv_vote_allow_spectators( "sv_vote_allow_spectators", "0", 0, "Allow spectators to vote?" ); +ConVar sv_vote_ui_hide_disabled_issues( "sv_vote_ui_hide_disabled_issues", "1", 0, "Suppress listing of disabled issues in the vote setup screen." ); + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CommandListIssues( void ) +{ + CBasePlayer *commandIssuer = UTIL_GetCommandClient(); + + if ( g_voteController && commandIssuer ) + { + g_voteController->ListIssues(commandIssuer); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +ConCommand ListIssues("listissues", CommandListIssues, "List all the issues that can be voted on.", 0); + +//----------------------------------------------------------------------------- +// Purpose: This should eventually ask the player what team they are voting on +// to take into account different idle / spectator rules. +//----------------------------------------------------------------------------- + +int GetVoterTeam( CBaseEntity *pEntity ) +{ + if ( !pEntity ) + return TEAM_UNASSIGNED; + + int iTeam = pEntity->GetTeamNumber(); + + return iTeam; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CON_COMMAND( callvote, "Start a vote on an issue." ) +{ + if ( !g_voteController ) + { + DevMsg( "Vote Controller Not Found!\n" ); + return; + } + + CBasePlayer *pVoteCaller = UTIL_GetCommandClient(); + if( !pVoteCaller ) + return; + + if ( !sv_vote_allow_spectators.GetBool() ) + { + if ( pVoteCaller->GetTeamNumber() == TEAM_SPECTATOR ) + { + g_voteController->SendVoteFailedMessage( VOTE_FAILED_SPECTATOR, pVoteCaller ); + return; + } + } + + // Prevent spamming commands +#ifndef _DEBUG + int nCooldown = 0; + if ( !g_voteController->CanEntityCallVote( pVoteCaller, nCooldown ) ) + { + g_voteController->SendVoteFailedMessage( VOTE_FAILED_RATE_EXCEEDED, pVoteCaller, nCooldown ); + return; + } +#endif + + // Parameters + char szEmptyDetails[MAX_VOTE_DETAILS_LENGTH]; + szEmptyDetails[0] = '\0'; + const char *arg2 = args[1]; + const char *arg3 = args.ArgC() >= 3 ? args[2] : szEmptyDetails; + + // If we don't have any arguments, invoke VoteSetup UI + if( args.ArgC() < 2 ) + { + g_voteController->SetupVote( pVoteCaller->entindex() ); + return; + } + + g_voteController->CreateVote( pVoteCaller->entindex(), arg2, arg3 ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CVoteController::~CVoteController() +{ + g_voteController = NULL; + + for( int issueIndex = 0; issueIndex < m_potentialIssues.Count(); ++issueIndex ) + { + delete m_potentialIssues[issueIndex]; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CVoteController::ResetData( void ) +{ + m_iActiveIssueIndex = INVALID_ISSUE; + + for ( int index = 0; index < m_nVoteOptionCount.Count(); index++ ) + { + m_nVoteOptionCount.Set( index, 0 ); + } + + m_nPotentialVotes = 0; + m_acceptingVotesTimer.Invalidate(); + m_executeCommandTimer.Invalidate(); + m_iEntityHoldingVote = -1; + m_iOnlyTeamToVote = TEAM_INVALID; + m_bIsYesNoVote = true; + + for( int voteIndex = 0; voteIndex < ARRAYSIZE( m_nVotesCast ); ++voteIndex ) + { + m_nVotesCast[voteIndex] = VOTE_UNCAST; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CVoteController::Spawn( void ) +{ + ResetData(); + + BaseClass::Spawn(); + + SetThink( &CVoteController::VoteControllerThink ); + SetNextThink( gpGlobals->curtime ); + + SetDefLessFunc( m_VoteCallers ); + + g_voteController = this; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int CVoteController::UpdateTransmitState( void ) +{ + // ALWAYS transmit to all clients. + return SetTransmitState( FL_EDICT_ALWAYS ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CVoteController::CanTeamCastVote( int iTeam ) const +{ + if ( m_iOnlyTeamToVote == TEAM_INVALID ) + return true; + + return iTeam == m_iOnlyTeamToVote; +} + +//----------------------------------------------------------------------------- +// Purpose: Handles menu-driven setup of Voting +//----------------------------------------------------------------------------- +bool CVoteController::SetupVote( int iEntIndex ) +{ + CBasePlayer *pVoteCaller = UTIL_PlayerByIndex( iEntIndex ); + if( !pVoteCaller ) + return false; + + int nIssueCount = 0; + + // Passing an nIssueCount of 0 triggers a "Voting disabled on server" message in the setup UI + if ( sv_allow_votes.GetBool() ) + { + for( int iIndex = 0; iIndex < m_potentialIssues.Count(); ++iIndex ) + { + // Hide disabled issues? + CBaseIssue *pCurrentIssue = m_potentialIssues[iIndex]; + if ( pCurrentIssue ) + { + if ( !pCurrentIssue->IsEnabled() && sv_vote_ui_hide_disabled_issues.GetBool() ) + continue; + + nIssueCount++; + } + } + } + + CSingleUserRecipientFilter filter( pVoteCaller ); + filter.MakeReliable(); + UserMessageBegin( filter, "VoteSetup" ); + WRITE_BYTE( nIssueCount ); + + for( int iIndex = 0; iIndex < m_potentialIssues.Count(); ++iIndex ) + { + CBaseIssue *pCurrentIssue = m_potentialIssues[iIndex]; + if ( pCurrentIssue ) + { + if ( pCurrentIssue->IsEnabled() ) + { + WRITE_STRING( pCurrentIssue->GetTypeString() ); + } + else + { + // Don't send/display disabled issues when set + if ( sv_vote_ui_hide_disabled_issues.GetBool() ) + continue; + + char szDisabledIssueStr[MAX_COMMAND_LENGTH + 12]; + V_strcpy( szDisabledIssueStr, pCurrentIssue->GetTypeString() ); + V_strcat( szDisabledIssueStr, " (Disabled on Server)", sizeof(szDisabledIssueStr) ); + + WRITE_STRING( szDisabledIssueStr ); + } + } + } + + MessageEnd(); + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: Handles console-driven setup of Voting +//----------------------------------------------------------------------------- +bool CVoteController::CreateVote( int iEntIndex, const char *pszTypeString, const char *pszDetailString ) +{ + // Terrible Hack: Dedicated servers pass 99 as the EntIndex + bool bDedicatedServer = ( iEntIndex == DEDICATED_SERVER ) ? true : false; + + if( !sv_allow_votes.GetBool() ) + return false; + + // Already running a vote? + if( IsVoteActive() ) + return false; + + CBasePlayer *pVoteCaller = UTIL_PlayerByIndex( iEntIndex ); + if( !pVoteCaller && !bDedicatedServer ) + return false; + + // Find the issue the user is asking for + for( int issueIndex = 0; issueIndex < m_potentialIssues.Count(); ++issueIndex ) + { + CBaseIssue *pCurrentIssue = m_potentialIssues[issueIndex]; + if ( !pCurrentIssue ) + return false; + + if( FStrEq( pszTypeString, pCurrentIssue->GetTypeString() ) ) + { + vote_create_failed_t nErrorCode = VOTE_FAILED_GENERIC; + int nTime = 0; + if( pCurrentIssue->CanCallVote( iEntIndex, pszDetailString, nErrorCode, nTime ) ) + { + // Establish a bunch of data on this particular issue + pCurrentIssue->SetIssueDetails( pszDetailString ); + m_bIsYesNoVote = pCurrentIssue->IsYesNoVote(); + m_iActiveIssueIndex = issueIndex; + m_iEntityHoldingVote = iEntIndex; + if ( !bDedicatedServer ) + { + if( pCurrentIssue->IsAllyRestrictedVote() ) + { + m_iOnlyTeamToVote = GetVoterTeam( pVoteCaller ); + } + else + { + m_iOnlyTeamToVote = TEAM_INVALID; + } + } + + // Now get our choices + m_VoteOptions.RemoveAll(); + pCurrentIssue->GetVoteOptions( m_VoteOptions ); + int nNumVoteOptions = m_VoteOptions.Count(); + if ( nNumVoteOptions >= 2 ) + { + IGameEvent *event = gameeventmanager->CreateEvent( "vote_options" ); + if ( event ) + { + event->SetInt( "count", nNumVoteOptions ); + for ( int iIndex = 0; iIndex < nNumVoteOptions; iIndex++ ) + { + char szNumber[2]; + Q_snprintf( szNumber, sizeof( szNumber ), "%i", iIndex + 1 ); + + char szOptionName[8] = "option"; + Q_strncat( szOptionName, szNumber, sizeof( szOptionName ), COPY_ALL_CHARACTERS ); + + event->SetString( szOptionName, m_VoteOptions[iIndex] ); + } + gameeventmanager->FireEvent( event ); + } + } + else + { + Assert( nNumVoteOptions >= 2 ); + } + + // Have the issue start working on it + pCurrentIssue->OnVoteStarted(); + + // Now the vote handling and UI + m_nPotentialVotes = pCurrentIssue->CountPotentialVoters(); + m_acceptingVotesTimer.Start( sv_vote_timer_duration.GetFloat() ); + + // Force the vote holder to agree with a Yes/No vote + if ( m_bIsYesNoVote && !bDedicatedServer ) + { + TryCastVote( iEntIndex, "Option1" ); + } + + // Get the data out to the client + CBroadcastRecipientFilter filter; + filter.MakeReliable(); + UserMessageBegin( filter, "VoteStart" ); + WRITE_BYTE( m_iOnlyTeamToVote ); // move into the filter + WRITE_BYTE( m_iEntityHoldingVote ); + WRITE_STRING( pCurrentIssue->GetDisplayString() ); + WRITE_STRING( pCurrentIssue->GetDetailsString() ); + WRITE_BOOL( m_bIsYesNoVote ); + MessageEnd(); + + if ( !bDedicatedServer ) + { + TrackVoteCaller( pVoteCaller ); + } + + return true; + } + else + { + if ( !bDedicatedServer ) + { + SendVoteFailedMessage( nErrorCode, pVoteCaller, nTime ); + } + } + } + } + + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: Sent to everyone, unless we pass a player pointer +//----------------------------------------------------------------------------- +void CVoteController::SendVoteFailedMessage( vote_create_failed_t nReason, CBasePlayer *pVoteCaller, int nTime ) +{ + // driller: need to merge all failure case stuff into a single path + if ( pVoteCaller ) + { + CSingleUserRecipientFilter user( pVoteCaller ); + user.MakeReliable(); + + UserMessageBegin( user, "CallVoteFailed" ); + WRITE_BYTE( nReason ); + WRITE_SHORT( nTime ); + MessageEnd(); + } + else + { + UTIL_LogPrintf("Vote failed \"%s %s\" \n", + m_potentialIssues[m_iActiveIssueIndex]->GetTypeString(), + m_potentialIssues[m_iActiveIssueIndex]->GetDetailsString() ); + + CBroadcastRecipientFilter filter; + filter.MakeReliable(); + + UserMessageBegin( filter, "VoteFailed" ); + WRITE_BYTE( m_iOnlyTeamToVote ); + WRITE_BYTE( nReason ); + MessageEnd(); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Player generated a vote command. i.e. /vote option1 +//----------------------------------------------------------------------------- +CVoteController::TryCastVoteResult CVoteController::TryCastVote( int iEntIndex, const char *pszVoteString ) +{ + if( !sv_allow_votes.GetBool() ) + return CAST_FAIL_SERVER_DISABLE; + + if( iEntIndex >= ARRAYSIZE( m_nVotesCast ) ) + return CAST_FAIL_SYSTEM_ERROR; + + if( !IsVoteActive() ) + return CAST_FAIL_NO_ACTIVE_ISSUE; + + if( m_executeCommandTimer.HasStarted() ) + return CAST_FAIL_VOTE_CLOSED; + + if( m_potentialIssues[m_iActiveIssueIndex] && m_potentialIssues[m_iActiveIssueIndex]->IsAllyRestrictedVote() ) + { + CBaseEntity *pVoteHolder = UTIL_EntityByIndex( m_iEntityHoldingVote ); + CBaseEntity *pVoter = UTIL_EntityByIndex( iEntIndex ); + + if( ( pVoteHolder == NULL ) || ( pVoter == NULL ) || ( GetVoterTeam( pVoteHolder ) != GetVoterTeam( pVoter ) ) ) + { + return CAST_FAIL_TEAM_RESTRICTED; + } + } + + // Look for a previous vote + int nOldVote = m_nVotesCast[iEntIndex]; +#ifndef DEBUG + if( nOldVote != VOTE_UNCAST ) + { + return CAST_FAIL_NO_CHANGES; + } +#endif // !DEBUG + + // Which option are they voting for? + int nCurrentVote = VOTE_UNCAST; + if ( Q_strnicmp( pszVoteString, "Option", 6 ) != 0 ) + return CAST_FAIL_SYSTEM_ERROR; + + nCurrentVote = (CastVote)( atoi( pszVoteString + 6 ) - 1 ); + + if ( nCurrentVote < VOTE_OPTION1 || nCurrentVote > VOTE_OPTION5 ) + return CAST_FAIL_SYSTEM_ERROR; + + // They're changing their vote +#ifdef DEBUG + if ( nOldVote != VOTE_UNCAST ) + { + if( nOldVote == nCurrentVote ) + { + return CAST_FAIL_DUPLICATE; + } + VoteChoice_Decrement( nOldVote ); + } +#endif // DEBUG + + // With a Yes/No vote, slam anything past "No" to No + if ( m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() ) + { + if ( nCurrentVote > VOTE_OPTION2 ) + nCurrentVote = VOTE_OPTION2; + } + + // Register and track this vote + VoteChoice_Increment( nCurrentVote ); + m_nVotesCast[iEntIndex] = nCurrentVote; + + // Tell the client-side UI + IGameEvent *event = gameeventmanager->CreateEvent( "vote_cast" ); + if ( event ) + { + event->SetInt( "vote_option", nCurrentVote ); + event->SetInt( "team", m_iOnlyTeamToVote ); + event->SetInt( "entityid", iEntIndex ); + gameeventmanager->FireEvent( event ); + } + + CheckForEarlyVoteClose(); + + return CAST_OK; +} + +//----------------------------------------------------------------------------- +// Purpose: Increments the vote count for a particular vote option +// i.e. nVoteChoice = 0 might mean a Yes vote +//----------------------------------------------------------------------------- +void CVoteController::VoteChoice_Increment( int nVoteChoice ) +{ + if ( nVoteChoice < VOTE_OPTION1 || nVoteChoice > VOTE_OPTION5 ) + return; + + int nValue = m_nVoteOptionCount.Get( nVoteChoice ); + m_nVoteOptionCount.Set( nVoteChoice, ++nValue ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CVoteController::VoteChoice_Decrement( int nVoteChoice ) +{ + if ( nVoteChoice < VOTE_OPTION1 || nVoteChoice > VOTE_OPTION5 ) + return; + + int nValue = m_nVoteOptionCount.Get( nVoteChoice ); + m_nVoteOptionCount.Set( nVoteChoice, --nValue ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CVoteController::VoteControllerThink( void ) +{ + if ( !m_potentialIssues.IsValidIndex( m_iActiveIssueIndex ) ) + { + SetNextThink( gpGlobals->curtime + 0.5f ); + + return; + } + + // Vote time is up - process the result + if( m_acceptingVotesTimer.HasStarted() && m_acceptingVotesTimer.IsElapsed() ) + { + m_acceptingVotesTimer.Invalidate(); + + int nVoteTally = 0; + for ( int index = 0; index < MAX_VOTE_OPTIONS; index++ ) + { + nVoteTally += m_nVoteOptionCount.Get( index ); + } + + bool bVotePassed = true; + + // for record-keeping + if ( m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() ) + { + m_potentialIssues[m_iActiveIssueIndex]->SetYesNoVoteCount( m_nVoteOptionCount[VOTE_OPTION1], m_nVoteOptionCount[VOTE_OPTION2], m_nPotentialVotes ); + } + + // Have we exceeded the required ratio of Voted-vs-Abstained? + if ( nVoteTally >= m_nPotentialVotes * sv_vote_quorum_ratio.GetFloat() ) + { + int nWinningVoteOption = GetWinningVoteOption(); + Assert( nWinningVoteOption >= 0 && nWinningVoteOption < m_VoteOptions.Count() ); + + if ( nWinningVoteOption >= 0 && nWinningVoteOption < MAX_VOTE_OPTIONS ) + { + // YES/NO VOTES + if ( m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() ) + { + // Option1 is Yes + if ( nWinningVoteOption != VOTE_OPTION1 ) + { + SendVoteFailedMessage( VOTE_FAILED_YES_MUST_EXCEED_NO ); + bVotePassed = false; + } + } + // GENERAL VOTES: + // We set the details string after the vote, since that's when + // we finally have a parameter to pass along and execute + else if ( nWinningVoteOption < m_VoteOptions.Count() ) + { + m_potentialIssues[m_iActiveIssueIndex]->SetIssueDetails( m_VoteOptions[nWinningVoteOption] ); + } + } + } + else + { + SendVoteFailedMessage( VOTE_FAILED_QUORUM_FAILURE ); + bVotePassed = false; + } + + if ( bVotePassed ) + { + m_executeCommandTimer.Start( sv_vote_command_delay.GetFloat() ); + m_resetVoteTimer.Start( 5.0 ); + + UTIL_LogPrintf("Vote succeeded \"%s %s\"\n", + m_potentialIssues[m_iActiveIssueIndex]->GetTypeString(), + m_potentialIssues[m_iActiveIssueIndex]->GetDetailsString() ); + + CBroadcastRecipientFilter filter; + filter.MakeReliable(); + + UserMessageBegin( filter, "VotePass" ); + WRITE_BYTE( m_iOnlyTeamToVote ); + WRITE_STRING( m_potentialIssues[m_iActiveIssueIndex]->GetVotePassedString() ); + WRITE_STRING( m_potentialIssues[m_iActiveIssueIndex]->GetDetailsString() ); + MessageEnd(); + } + else + { + // Don't track failed dedicated server votes + if ( m_iEntityHoldingVote != DEDICATED_SERVER ) + { + m_potentialIssues[m_iActiveIssueIndex]->OnVoteFailed(); + } + m_resetVoteTimer.Start( 5.0 ); + } + } + + // Vote passed check moved down to FrameUpdatePostEntityThink at bottom of this file... + + if ( m_resetVoteTimer.HasStarted() && m_resetVoteTimer.IsElapsed() ) + { + ResetData(); + m_resetVoteTimer.Invalidate(); + } + + // Size maintenance on m_VoteCallers + if ( m_VoteCallers.Count() >= MAX_VOTER_HISTORY ) + { + // Remove older entries + for ( int iIdx = m_VoteCallers.FirstInorder(); iIdx != m_VoteCallers.InvalidIndex(); iIdx = m_VoteCallers.NextInorder( iIdx ) ) + { + if ( m_VoteCallers[ iIdx ] - gpGlobals->curtime <= 0 ) + { + m_VoteCallers.Remove( iIdx ); + } + } + } + + SetNextThink( gpGlobals->curtime + 0.5f ); +} + +//----------------------------------------------------------------------------- +// Purpose: End the vote early if everyone's voted +//----------------------------------------------------------------------------- +void CVoteController::CheckForEarlyVoteClose( void ) +{ + int nVoteTally = 0; + for ( int index = 0; index < MAX_VOTE_OPTIONS; index++ ) + { + nVoteTally += m_nVoteOptionCount.Get( index ); + } + + if( nVoteTally >= m_nPotentialVotes ) + { + m_acceptingVotesTimer.Start( 0 ); // Run the timer out right now + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CVoteController::IsValidVoter( CBasePlayer *pWhom ) +{ + if ( pWhom == NULL ) + return false; + + if ( !pWhom->IsConnected() ) + return false; + + if ( !sv_vote_allow_spectators.GetBool() ) + { + if ( pWhom->GetTeamNumber() == TEAM_SPECTATOR ) + return false; + } + +#ifndef DEBUG // Don't want to do this check for debug builds (so we can test with bots) + if ( pWhom->IsBot() ) + return false; + + if ( pWhom->IsFakeClient() ) + return false; +#endif // DEBUG + + if ( pWhom->IsHLTV() ) + return false; + + if ( pWhom->IsReplay() ) + return false; + +#ifdef TF_DLL + if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() ) + { + if ( pWhom->GetTeamNumber() != TF_TEAM_PVE_DEFENDERS ) + return false; + } +#endif // TF_DLL + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CVoteController::RegisterIssue( CBaseIssue *pszNewIssue ) +{ + m_potentialIssues.AddToTail( pszNewIssue ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CVoteController::ListIssues( CBasePlayer *pForWhom ) +{ + if( !sv_allow_votes.GetBool() ) + return; + + ClientPrint( pForWhom, HUD_PRINTCONSOLE, "---Vote commands---\n" ); + + for( int issueIndex = 0; issueIndex < m_potentialIssues.Count(); ++issueIndex ) + { + CBaseIssue *pCurrentIssue = m_potentialIssues[issueIndex]; + pCurrentIssue->ListIssueDetails( pForWhom ); + } + ClientPrint( pForWhom, HUD_PRINTCONSOLE, "--- End Vote commands---\n" ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int CVoteController::GetWinningVoteOption( void ) +{ + if ( m_potentialIssues[m_iActiveIssueIndex]->IsYesNoVote() ) + { + return ( m_nVoteOptionCount[VOTE_OPTION1] > m_nVoteOptionCount[VOTE_OPTION2] ) ? VOTE_OPTION1 : VOTE_OPTION2; + } + else + { + CUtlVector <int> pVoteCounts; + + // Which option had the most votes? + // driller: Need to handle ties + int nHighest = m_nVoteOptionCount[0]; + for ( int iIndex = 0; iIndex < m_nVoteOptionCount.Count(); iIndex ++ ) + { + nHighest = ( ( nHighest < m_nVoteOptionCount[iIndex] ) ? m_nVoteOptionCount[iIndex] : nHighest ); + pVoteCounts.AddToTail( m_nVoteOptionCount[iIndex] ); + } + + m_nHighestCountIndex = -1; + for ( int iIndex = 0; iIndex < m_nVoteOptionCount.Count(); iIndex++ ) + { + if ( m_nVoteOptionCount[iIndex] == nHighest ) + { + m_nHighestCountIndex = iIndex; + // henryg: break on first match, not last. this avoids a crash + // if we are all tied at zero and we pick something beyond the + // last vote option. this code really ought to ignore attempts + // to tally votes for options beyond the last valid one! + break; + } + } + + return m_nHighestCountIndex; + } + + return -1; +} + +//----------------------------------------------------------------------------- +// Purpose: Store steamIDs for every player that calls a vote +//----------------------------------------------------------------------------- +void CVoteController::TrackVoteCaller( CBasePlayer *pPlayer ) +{ + if ( !pPlayer ) + return; + + CSteamID steamID; + pPlayer->GetSteamID( &steamID ); + + int iIdx = m_VoteCallers.Find( steamID.ConvertToUint64() ); + if ( iIdx != m_VoteCallers.InvalidIndex() ) + { + // Already being tracked - update timer + m_VoteCallers[ iIdx ] = gpGlobals->curtime + sv_vote_creation_timer.GetInt(); + return; + } + + m_VoteCallers.Insert( steamID.ConvertToUint64(), gpGlobals->curtime + sv_vote_creation_timer.GetInt() ); +}; + +//----------------------------------------------------------------------------- +// Purpose: Check the history of steamIDs that called votes and test against a timer +//----------------------------------------------------------------------------- +bool CVoteController::CanEntityCallVote( CBasePlayer *pPlayer, int &nCooldown ) +{ + if ( !pPlayer ) + return false; + + CSteamID steamID; + pPlayer->GetSteamID( &steamID ); + + // Has this SteamID tried to call a vote recently? + int iIdx = m_VoteCallers.Find( steamID.ConvertToUint64() ); + if ( iIdx != m_VoteCallers.InvalidIndex() ) + { + // Timer elapsed? + nCooldown = (int)( m_VoteCallers[ iIdx ] - gpGlobals->curtime ); + if ( nCooldown > 0 ) + return false; + + // Expired + m_VoteCallers.Remove( iIdx ); + } + + return true; +}; + +//----------------------------------------------------------------------------- +// Purpose: BaseIssue +//----------------------------------------------------------------------------- +CBaseIssue::CBaseIssue( const char *pszTypeString ) +{ + Q_strcpy( m_szTypeString, pszTypeString ); + + m_iNumYesVotes = 0; + m_iNumNoVotes = 0; + m_iNumPotentialVotes = 0; + + ASSERT( g_voteController ); + g_voteController->RegisterIssue( this ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CBaseIssue::~CBaseIssue() +{ + for ( int index = 0; index < m_FailedVotes.Count(); index++ ) + { + FailedVote *pFailedVote = m_FailedVotes[index]; + delete pFailedVote; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +const char *CBaseIssue::GetTypeString( void ) +{ + return m_szTypeString; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +const char *CBaseIssue::GetDetailsString( void ) +{ + return m_szDetailsString; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseIssue::SetIssueDetails( const char *pszDetails ) +{ + Q_strcpy( m_szDetailsString, pszDetails ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CBaseIssue::IsAllyRestrictedVote( void ) +{ + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +const char *CBaseIssue::GetVotePassedString( void ) +{ + return "Unknown vote passed."; +} + +//----------------------------------------------------------------------------- +// Purpose: Store failures to prevent vote spam +//----------------------------------------------------------------------------- +void CBaseIssue::OnVoteFailed( void ) +{ + // Check for an existing match + for ( int index = 0; index < m_FailedVotes.Count(); index++ ) + { + FailedVote *pFailedVote = m_FailedVotes[index]; + if ( Q_strcmp( pFailedVote->szFailedVoteParameter, GetDetailsString() ) == 0 ) + { + int nTime = sv_vote_failure_timer.GetInt(); + +#ifdef TF_DLL + if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() ) + { + nTime = sv_vote_failure_timer_mvm.GetInt(); + } +#endif // TF_DLL + + pFailedVote->flLockoutTime = gpGlobals->curtime + nTime; + + return; + } + } + + // Need to create a new one + FailedVote *pNewFailedVote = new FailedVote; + int iIndex = m_FailedVotes.AddToTail( pNewFailedVote ); + Q_strcpy( m_FailedVotes[iIndex]->szFailedVoteParameter, GetDetailsString() ); + m_FailedVotes[iIndex]->flLockoutTime = gpGlobals->curtime + sv_vote_failure_timer.GetFloat(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CBaseIssue::CanTeamCallVote( int iTeam ) const +{ + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CBaseIssue::CanCallVote( int iEntIndex, const char *pszDetails, vote_create_failed_t &nFailCode, int &nTime ) +{ + // Automated server vote - don't bother testing against it + if ( iEntIndex == DEDICATED_SERVER ) + return true; + + // Bogus player + if( iEntIndex == -1 ) + return false; + +#ifdef TF_DLL + if ( TFGameRules() && TFGameRules()->IsInWaitingForPlayers() && !TFGameRules()->IsInTournamentMode() ) + { + nFailCode = VOTE_FAILED_WAITINGFORPLAYERS; + return false; + } +#endif // TF_DLL + + CBaseEntity *pVoteCaller = UTIL_EntityByIndex( iEntIndex ); + if( pVoteCaller && !CanTeamCallVote( GetVoterTeam( pVoteCaller ) ) ) + { + nFailCode = VOTE_FAILED_TEAM_CANT_CALL; + return false; + } + + // Did this fail recently? + for( int iIndex = 0; iIndex < m_FailedVotes.Count(); iIndex++ ) + { + FailedVote *pCurrentFailure = m_FailedVotes[iIndex]; + int nTimeRemaining = pCurrentFailure->flLockoutTime - gpGlobals->curtime; + bool bFailed = false; + + // If this issue requires a parameter, see if we're voting for the same one again (i.e. changelevel ctf_2fort) + if ( Q_strlen( pCurrentFailure->szFailedVoteParameter ) > 0 ) + { + if( nTimeRemaining > 1 && FStrEq( pCurrentFailure->szFailedVoteParameter, pszDetails ) ) + { + bFailed = true; + } + } + // Otherwise we have a parameter-less vote, so just check the lockout timer (i.e. restartgame) + else + { + if( nTimeRemaining > 1 ) + { + bFailed = true; + + } + } + + if ( bFailed ) + { + nFailCode = VOTE_FAILED_FAILED_RECENTLY; + nTime = nTimeRemaining; + return false; + } + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int CBaseIssue::CountPotentialVoters( void ) +{ + int nTotalPlayers = 0; + + for( int playerIndex = 1; playerIndex <= MAX_PLAYERS; ++playerIndex ) + { + CBasePlayer *pPlayer = UTIL_PlayerByIndex( playerIndex ); + if( g_voteController->IsValidVoter( pPlayer ) ) + { + if ( g_voteController->CanTeamCastVote( GetVoterTeam( pPlayer ) ) ) + { + nTotalPlayers++; + } + } + } + + return nTotalPlayers; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int CBaseIssue::GetNumberVoteOptions( void ) +{ + return 2; // The default issue is Yes/No (so 2), but it can be anywhere between 1 and MAX_VOTE_COUNT +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CBaseIssue::IsYesNoVote( void ) +{ + return true; // Default +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseIssue::SetYesNoVoteCount( int iNumYesVotes, int iNumNoVotes, int iNumPotentialVotes ) +{ + m_iNumYesVotes = iNumYesVotes; + m_iNumNoVotes = iNumNoVotes; + m_iNumPotentialVotes = iNumPotentialVotes; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseIssue::ListStandardNoArgCommand( CBasePlayer *forWhom, const char *issueString ) +{ + ClientPrint( forWhom, HUD_PRINTCONSOLE, "callvote %s1\n", issueString ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CBaseIssue::GetVoteOptions( CUtlVector <const char*> &vecNames ) +{ + // The default vote issue is a Yes/No vote + vecNames.AddToHead( "Yes" ); + vecNames.AddToTail( "No" ); + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: Game system to detect maps without cameras in them, and move on +//----------------------------------------------------------------------------- +class CVoteControllerSystem : public CAutoGameSystemPerFrame +{ +public: + CVoteControllerSystem( char const *name ) : CAutoGameSystemPerFrame( name ) + { + } + + virtual void LevelInitPreEntity() + { + } + + virtual void FrameUpdatePostEntityThink( void ) + { + // Executing the vote controller command needs to happen in the PostEntityThink as it can restart levels and + // blast entities, etc. If you're doing this during a regular think, this can cause entities thinking after + // you in Physics_RunThinkFunctions() to get grumpy and crash. + if( g_voteController ) + { + // Vote passed - execute the command + if( g_voteController->m_executeCommandTimer.HasStarted() && g_voteController->m_executeCommandTimer.IsElapsed() ) + { + g_voteController->m_executeCommandTimer.Invalidate(); + g_voteController->m_potentialIssues[ g_voteController->m_iActiveIssueIndex ]->ExecuteCommand(); + } + } + } +}; + +CVoteControllerSystem VoteControllerSystem( "CVoteControllerSystem" ); + |