505 lines
12 KiB
C++
505 lines
12 KiB
C++
/**
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* vim: set ts=4 sw=4 :
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* =============================================================================
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* SourceMod
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* Copyright (C) 2004-2009 AlliedModders LLC. All rights reserved.
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* =============================================================================
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License, version 3.0, as published by the
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* Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* As a special exception, AlliedModders LLC gives you permission to link the
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* code of this program (as well as its derivative works) to "Half-Life 2," the
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* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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* by the Valve Corporation. You must obey the GNU General Public License in
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* all respects for all other code used. Additionally, AlliedModders LLC grants
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* this exception to all derivative works. AlliedModders LLC defines further
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* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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* or <http://www.sourcemod.net/license.php>.
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*
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* Version: $Id$
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*/
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#include <string.h>
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#include <stdlib.h>
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#include "MenuVoting.h"
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#include "PlayerManager.h"
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#include "sourcemm_api.h"
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float g_next_vote = 0.0f;
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#if SOURCE_ENGINE >= SE_ORANGEBOX
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void OnVoteDelayChange(IConVar *cvar, const char *value, float flOldValue);
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#else
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void OnVoteDelayChange(ConVar *cvar, const char *value);
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#endif
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ConVar sm_vote_delay("sm_vote_delay",
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"30",
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0,
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"Sets the recommended time in between public votes",
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false,
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0.0,
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false,
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0.0,
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OnVoteDelayChange);
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#if SOURCE_ENGINE >= SE_ORANGEBOX
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void OnVoteDelayChange(IConVar *cvar, const char *value, float flOldValue)
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#else
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void OnVoteDelayChange(ConVar *cvar, const char *value)
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#endif
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{
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/* See if the new vote delay isn't something we need to account for */
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if (sm_vote_delay.GetFloat() < 1.0f)
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{
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g_next_vote = 0.0f;
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return;
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}
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/* If there was never a last vote, ignore this change */
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if (g_next_vote < 0.1f)
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{
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return;
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}
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/* Subtract the original value, then add the new one. */
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g_next_vote -= (float)atof(value);
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g_next_vote += sm_vote_delay.GetFloat();
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}
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unsigned int VoteMenuHandler::GetRemainingVoteDelay()
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{
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if (g_next_vote <= gpGlobals->curtime)
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{
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return 0;
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}
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return (unsigned int)(g_next_vote - gpGlobals->curtime);
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}
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void VoteMenuHandler::OnSourceModAllInitialized()
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{
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g_Players.AddClientListener(this);
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}
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void VoteMenuHandler::OnSourceModShutdown()
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{
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g_Players.RemoveClientListener(this);
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}
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void VoteMenuHandler::OnSourceModLevelChange(const char *mapName)
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{
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g_next_vote = 0.0f;
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}
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unsigned int VoteMenuHandler::GetMenuAPIVersion2()
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{
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return m_pHandler->GetMenuAPIVersion2();
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}
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void VoteMenuHandler::OnClientDisconnected(int client)
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{
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if (!IsVoteInProgress())
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{
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return;
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}
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/* Wipe out their vote if they had one. We have to make sure the the the
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* newly connected client is not allowed to vote.
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*/
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int item;
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if ((item = m_ClientVotes[client]) >= -1)
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{
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if (item >= 0)
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{
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assert((unsigned)item < m_Items);
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assert(m_Votes[item] > 0);
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m_Votes[item]--;
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}
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m_ClientVotes[client] = -2;
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}
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}
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bool VoteMenuHandler::IsVoteInProgress()
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{
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return (m_pCurMenu != NULL);
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}
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bool VoteMenuHandler::StartVote(IBaseMenu *menu,
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unsigned int num_clients,
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int clients[],
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unsigned int max_time,
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unsigned int flags/* =0 */)
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{
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if (!InitializeVoting(menu, menu->GetHandler(), max_time, flags))
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{
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return false;
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}
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/* Note: we can use game time and not universal time because
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* if we're voting then players are in-game.
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*/
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float fVoteDelay = sm_vote_delay.GetFloat();
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if (fVoteDelay < 1.0)
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{
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g_next_vote = 0.0;
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}
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else
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{
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/* This little trick breaks for infinite votes!
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* However, we just ignore that since those 1) shouldn't exist and
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* 2) people must be checking IsVoteInProgress() beforehand anyway.
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*/
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g_next_vote = gpGlobals->curtime + fVoteDelay + (float)max_time;
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}
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m_fStartTime = gpGlobals->curtime;
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m_nMenuTime = max_time;
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for (unsigned int i=0; i<num_clients; i++)
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{
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if (clients[i] < 1 || clients[i] > 256)
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{
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continue;
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}
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menu->Display(clients[i], max_time, this);
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}
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StartVoting();
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return true;
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}
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bool VoteMenuHandler::IsClientInVotePool(int client)
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{
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if (client < 1
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|| client > g_Players.MaxClients()
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|| m_pCurMenu == NULL)
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{
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return false;
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}
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return (m_ClientVotes[client] > -2);
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}
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bool VoteMenuHandler::GetClientVoteChoice(int client, unsigned int *pItem)
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{
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if (!IsClientInVotePool(client)
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|| m_ClientVotes[client] == -1)
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{
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return false;
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}
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*pItem = m_ClientVotes[client];
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return true;
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}
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bool VoteMenuHandler::RedrawToClient(int client, bool revotes)
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{
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unsigned int time_limit;
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if (!IsClientInVotePool(client))
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{
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return false;
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}
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if (m_ClientVotes[client] >= 0)
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{
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if ((m_VoteFlags & VOTEFLAG_NO_REVOTES) == VOTEFLAG_NO_REVOTES || !revotes)
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{
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return false;
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}
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assert((unsigned)m_ClientVotes[client] < m_Items);
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assert(m_Votes[m_ClientVotes[client]] > 0);
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m_Votes[m_ClientVotes[client]]--;
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m_ClientVotes[client] = -1;
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}
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if (m_nMenuTime == MENU_TIME_FOREVER)
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{
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time_limit = m_nMenuTime;
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}
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else
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{
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time_limit = (int)((float)m_nMenuTime - (gpGlobals->curtime - m_fStartTime));
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/* Make sure this doesn't round to zero */
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if (time_limit == MENU_TIME_FOREVER)
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{
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time_limit = 1;
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}
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}
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return m_pCurMenu->Display(client, time_limit, this);
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}
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bool VoteMenuHandler::InitializeVoting(IBaseMenu *menu,
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IMenuHandler *handler,
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unsigned int time,
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unsigned int flags)
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{
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if (IsVoteInProgress())
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{
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return false;
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}
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InternalReset();
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/* Mark all clients as not voting */
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for (int i=1; i<=gpGlobals->maxClients; i++)
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{
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m_ClientVotes[i] = -2;
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}
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m_Items = menu->GetItemCount();
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if (m_Votes.size() < (size_t)m_Items)
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{
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/* Only clear the items we need to... */
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size_t size = m_Votes.size();
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for (size_t i=0; i<size; i++)
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{
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m_Votes[i] = 0;
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}
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m_Votes.resize(m_Items, 0);
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}
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else
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{
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for (unsigned int i=0; i<m_Items; i++)
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{
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m_Votes[i] = 0;
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}
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}
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m_pCurMenu = menu;
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m_VoteTime = time;
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m_VoteFlags = flags;
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m_pHandler = handler;
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m_pHandler->OnMenuStart(m_pCurMenu);
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return true;
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}
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void VoteMenuHandler::StartVoting()
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{
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if (!m_pCurMenu)
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{
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return;
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}
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m_bStarted = true;
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m_pHandler->OnMenuVoteStart(m_pCurMenu);
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/* By now we know how many clients were set.
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* If there are none, we should end IMMEDIATELY.
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*/
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if (m_Clients == 0)
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{
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EndVoting();
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}
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}
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void VoteMenuHandler::DecrementPlayerCount()
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{
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assert(m_Clients > 0);
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m_Clients--;
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if (m_bStarted && m_Clients == 0)
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{
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EndVoting();
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}
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}
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int SortVoteItems(const void *item1, const void *item2)
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{
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return ((menu_vote_result_t::menu_item_vote_t *)item2)->count
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- ((menu_vote_result_t::menu_item_vote_t *)item1)->count;
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}
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void VoteMenuHandler::EndVoting()
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{
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/* Set when the next delay ends. We ignore cancellation because a menu
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* was, at one point, displayed, which is all that counts. However, we
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* do re-calculate the time just in case the menu had no time limit.
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*/
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float fVoteDelay = sm_vote_delay.GetFloat();
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if (fVoteDelay < 1.0)
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{
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g_next_vote = 0.0;
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}
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else
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{
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g_next_vote = gpGlobals->curtime + fVoteDelay;
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}
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if (m_bCancelled)
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{
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/* If we were cancelled, don't bother tabulating anything.
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* Reset just in case someone tries to redraw, which means
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* we need to save our states.
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*/
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IBaseMenu *menu = m_pCurMenu;
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IMenuHandler *handler = m_pHandler;
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InternalReset();
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handler->OnMenuVoteCancel(menu, VoteCancel_Generic);
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handler->OnMenuEnd(menu, MenuEnd_VotingCancelled);
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return;
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}
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menu_vote_result_t vote;
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menu_vote_result_t::menu_client_vote_t client_vote[256];
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menu_vote_result_t::menu_item_vote_t item_vote[256];
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memset(&vote, 0, sizeof(vote));
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/* Build the item list */
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for (unsigned int i=0; i<m_Items; i++)
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{
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if (m_Votes[i] > 0)
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{
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item_vote[vote.num_items].count = m_Votes[i];
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item_vote[vote.num_items].item = i;
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vote.num_votes += m_Votes[i];
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vote.num_items++;
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}
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}
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vote.item_list = item_vote;
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if (!vote.num_votes)
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{
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IBaseMenu *menu = m_pCurMenu;
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IMenuHandler *handler = m_pHandler;
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InternalReset();
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handler->OnMenuVoteCancel(menu, VoteCancel_NoVotes);
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handler->OnMenuEnd(menu, MenuEnd_VotingCancelled);
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return;
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}
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/* Build the client list */
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for (int i=1; i<=gpGlobals->maxClients; i++)
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{
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if (m_ClientVotes[i] >= -1)
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{
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client_vote[vote.num_clients].client = i;
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client_vote[vote.num_clients].item = m_ClientVotes[i];
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vote.num_clients++;
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}
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}
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vote.client_list = client_vote;
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/* Sort the item list descending like we promised */
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qsort(item_vote,
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vote.num_items,
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sizeof(menu_vote_result_t::menu_item_vote_t),
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SortVoteItems);
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/* Save states, then clear what we've saved.
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* This makes us re-entrant, which is always the safe way to go.
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*/
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IBaseMenu *menu = m_pCurMenu;
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IMenuHandler *handler = m_pHandler;
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InternalReset();
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/* Send vote info */
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handler->OnMenuVoteResults(menu, &vote);
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handler->OnMenuEnd(menu, MenuEnd_VotingDone);
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}
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void VoteMenuHandler::OnMenuStart(IBaseMenu *menu)
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{
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m_Clients++;
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}
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void VoteMenuHandler::OnMenuEnd(IBaseMenu *menu, MenuEndReason reason)
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{
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DecrementPlayerCount();
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}
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void VoteMenuHandler::OnMenuCancel(IBaseMenu *menu, int client, MenuCancelReason reason)
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{
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m_pHandler->OnMenuCancel(menu, client, reason);
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}
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void VoteMenuHandler::OnMenuDisplay(IBaseMenu *menu, int client, IMenuPanel *display)
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{
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m_ClientVotes[client] = -1;
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m_pHandler->OnMenuDisplay(menu, client, display);
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}
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unsigned int VoteMenuHandler::OnMenuDisplayItem(IBaseMenu *menu, int client, IMenuPanel *panel, unsigned int item, const ItemDrawInfo &dr)
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{
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return m_pHandler->OnMenuDisplayItem(menu, client, panel, item, dr);
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}
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void VoteMenuHandler::OnMenuDrawItem(IBaseMenu *menu, int client, unsigned int item, unsigned int &style)
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{
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m_pHandler->OnMenuDrawItem(menu, client, item, style);
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}
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void VoteMenuHandler::OnMenuSelect(IBaseMenu *menu, int client, unsigned int item)
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{
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/* Check by our item count, NOT the vote array size */
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if (item < m_Items)
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{
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m_ClientVotes[client] = item;
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m_Votes[item]++;
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m_NumVotes++;
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}
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m_pHandler->OnMenuSelect(menu, client, item);
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}
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void VoteMenuHandler::OnMenuSelect2(IBaseMenu *menu, int client, unsigned int item, unsigned int item_on_page)
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{
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if (m_pHandler->GetMenuAPIVersion2() >= 13)
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{
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m_pHandler->OnMenuSelect2(menu, client, item, item_on_page);
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}
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}
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void VoteMenuHandler::InternalReset()
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{
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m_Clients = 0;
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m_Items = 0;
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m_bStarted = false;
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m_pCurMenu = NULL;
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m_NumVotes = 0;
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m_bCancelled = false;
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m_pHandler = NULL;
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}
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void VoteMenuHandler::CancelVoting()
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{
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if (m_bCancelled || !m_pCurMenu)
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{
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return;
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}
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m_bCancelled = true;
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m_pCurMenu->Cancel();
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}
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IBaseMenu *VoteMenuHandler::GetCurrentMenu()
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{
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return m_pCurMenu;
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}
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bool VoteMenuHandler::IsCancelling()
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{
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return m_bCancelled;
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}
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