#include "vote.qh" #include #include #include #include "vote.qh" #include "common.qh" #include "../g_damage.qh" #include "../g_world.qh" #include "../teamplay.qh" #include "../race.qh" #include "../round_handler.qh" #include "../scores.qh" #include #include #include #include #include #include #include #include // ============================================= // Server side voting code, reworked by Samual // Last updated: December 27th, 2011 // ============================================= // Nagger for players to know status of voting bool Nagger_SendEntity(entity this, entity to, float sendflags) { int nags, i, f, b; entity e; WriteHeader(MSG_ENTITY, ENT_CLIENT_NAGGER); // bits: // 1 = ready // 2 = player needs to ready up // 4 = vote // 8 = player needs to vote // 16 = warmup // sendflags: // 64 = vote counts // 128 = vote string nags = 0; if (readycount) { nags |= BIT(0); if (to.ready == 0) nags |= BIT(1); } if (vote_called) { nags |= BIT(2); if (to.vote_selection == 0) nags |= BIT(3); } if (warmup_stage) nags |= BIT(4); if (sendflags & BIT(6)) nags |= BIT(6); if (sendflags & BIT(7)) nags |= BIT(7); if (!(nags & 4)) // no vote called? send no string nags &= ~(BIT(6) | BIT(7)); WriteByte(MSG_ENTITY, nags); if (nags & BIT(6)) { WriteByte(MSG_ENTITY, vote_accept_count); WriteByte(MSG_ENTITY, vote_reject_count); WriteByte(MSG_ENTITY, vote_needed_overall); WriteChar(MSG_ENTITY, to.vote_selection); } if (nags & BIT(7)) WriteString(MSG_ENTITY, vote_called_display); if (nags & 1) { for (i = 1; i <= maxclients; i += 8) { for (f = 0, e = edict_num(i), b = BIT(0); b < BIT(8); b <<= 1, e = nextent(e)) if (!IS_REAL_CLIENT(e) || e.ready) f |= b; WriteByte(MSG_ENTITY, f); } } return true; } void Nagger_Init() { Net_LinkEntity(nagger = new_pure(nagger), false, 0, Nagger_SendEntity); } void Nagger_VoteChanged() { if (nagger) nagger.SendFlags |= BIT(7); } void Nagger_VoteCountChanged() { if (nagger) nagger.SendFlags |= BIT(6); } void Nagger_ReadyCounted() { if (nagger) nagger.SendFlags |= BIT(0); } // If the vote_caller is still here, return their name, otherwise vote_caller_name string OriginalCallerName() { if (IS_REAL_CLIENT(vote_caller)) return playername(vote_caller, false); return vote_caller_name; } // ======================= // Game logic for voting // ======================= void VoteReset() { FOREACH_CLIENT(true, { it.vote_selection = 0; }); if (vote_called) { strfree(vote_called_command); strfree(vote_called_display); strfree(vote_caller_name); } vote_called = VOTE_NULL; vote_caller = NULL; vote_endtime = 0; vote_parsed_command = string_null; vote_parsed_display = string_null; Nagger_VoteChanged(); } void VoteStop(entity stopper) { bprint("\{1}^2* ^3", GetCallerName(stopper), "^2 stopped ^3", OriginalCallerName(), "^2's vote\n"); if (autocvar_sv_eventlog) GameLogEcho(strcat(":vote:vstop:", ftos(stopper.playerid))); // Don't force them to wait for next vote, this way they can e.g. correct their vote. if ((vote_caller) && (stopper == vote_caller)) vote_caller.vote_waittime = time + autocvar_sv_vote_stop; VoteReset(); } void VoteAccept() { bprint("\{1}^2* ^3", OriginalCallerName(), "^2's vote for ^1", vote_called_display, "^2 was accepted\n"); if ((vote_called == VOTE_MASTER) && vote_caller) vote_caller.vote_master = 1; else localcmd(strcat(vote_called_command, "\n")); if (vote_caller) vote_caller.vote_waittime = 0; // people like your votes, you don't need to wait to vote again VoteReset(); Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_VOTE_ACCEPT); } void VoteReject() { bprint("\{1}^2* ^3", OriginalCallerName(), "^2's vote for ", vote_called_display, "^2 was rejected\n"); VoteReset(); Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_VOTE_FAIL); } void VoteTimeout() { bprint("\{1}^2* ^3", OriginalCallerName(), "^2's vote for ", vote_called_display, "^2 timed out\n"); VoteReset(); Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_VOTE_FAIL); } void VoteSpam(float notvoters, float mincount, string result) { bprint(strcat( strcat("\{1}^2* vote results: ^1", ftos(vote_accept_count)), strcat("^2:^1", ftos(vote_reject_count)), ((mincount >= 0) ? strcat("^2 (^1", ftos(mincount), "^2 needed)") : "^2"), strcat(", ^1", ftos(vote_abstain_count), "^2 didn't care"), strcat(", ^1", ftos(notvoters), strcat("^2 didn't ", ((mincount >= 0) ? "" : "have to "), "vote\n")))); if (autocvar_sv_eventlog) { GameLogEcho(strcat( strcat(":vote:v", result, ":", ftos(vote_accept_count)), strcat(":", ftos(vote_reject_count)), strcat(":", ftos(vote_abstain_count)), strcat(":", ftos(notvoters)), strcat(":", ftos(mincount)))); } } #define spectators_allowed (!autocvar_sv_vote_nospectators || (autocvar_sv_vote_nospectators == 1 && (warmup_stage || intermission_running))) void VoteCount(float first_count) { // declarations vote_accept_count = vote_reject_count = vote_abstain_count = 0; float vote_player_count = 0, notvoters = 0; float vote_real_player_count = 0, vote_real_accept_count = 0; float vote_real_reject_count = 0, vote_real_abstain_count = 0; float vote_needed_of_voted, final_needed_votes; float vote_factor_overall, vote_factor_of_voted; Nagger_VoteCountChanged(); // add up all the votes from each connected client FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_CLIENT(it), { ++vote_player_count; if (IS_PLAYER(it)) ++vote_real_player_count; switch (it.vote_selection) { case VOTE_SELECT_REJECT: { ++vote_reject_count; { if (IS_PLAYER(it)) ++vote_real_reject_count; } break; } case VOTE_SELECT_ACCEPT: { ++vote_accept_count; { if (IS_PLAYER(it)) ++vote_real_accept_count; } break; } case VOTE_SELECT_ABSTAIN: { ++vote_abstain_count; { if (IS_PLAYER(it)) ++vote_real_abstain_count; } break; } default: break; } }); // Check to see if there are enough players on the server to allow master voting... otherwise, vote master could be used for evil. if ((vote_called == VOTE_MASTER) && autocvar_sv_vote_master_playerlimit > vote_player_count) { if (vote_caller) vote_caller.vote_waittime = 0; print_to(vote_caller, "^1There are not enough players on this server to allow you to become vote master."); VoteReset(); return; } // if spectators aren't allowed to vote and there are players in a match, then only count the players in the vote and ignore spectators. if (!spectators_allowed && (vote_real_player_count > 0)) { vote_accept_count = vote_real_accept_count; vote_reject_count = vote_real_reject_count; vote_abstain_count = vote_real_abstain_count; vote_player_count = vote_real_player_count; } // people who have no opinion in any way :D notvoters = (vote_player_count - vote_accept_count - vote_reject_count - vote_abstain_count); // determine the goal for the vote to be passed or rejected normally vote_factor_overall = bound(0.5, autocvar_sv_vote_majority_factor, 0.999); vote_needed_overall = floor((vote_player_count - vote_abstain_count) * vote_factor_overall) + 1; // if the vote times out, determine the amount of votes needed of the people who actually already voted vote_factor_of_voted = bound(0.5, autocvar_sv_vote_majority_factor_of_voted, 0.999); vote_needed_of_voted = floor((vote_accept_count + vote_reject_count) * vote_factor_of_voted) + 1; // are there any players at all on the server? it could be an admin vote if (vote_player_count == 0 && first_count) { VoteSpam(0, -1, "yes"); // no players at all, just accept it VoteAccept(); return; } // since there ARE players, finally calculate the result of the vote if (vote_accept_count >= vote_needed_overall) { VoteSpam(notvoters, -1, "yes"); // there is enough acceptions to pass the vote VoteAccept(); return; } if (vote_reject_count > vote_player_count - vote_abstain_count - vote_needed_overall) { VoteSpam(notvoters, -1, "no"); // there is enough rejections to deny the vote VoteReject(); return; } // there is not enough votes in either direction, now lets just calculate what the voters have said if (time > vote_endtime) { final_needed_votes = vote_needed_overall; if (autocvar_sv_vote_majority_factor_of_voted) { if (vote_accept_count >= vote_needed_of_voted) { VoteSpam(notvoters, min(vote_needed_overall, vote_needed_of_voted), "yes"); VoteAccept(); return; } if (vote_accept_count + vote_reject_count > 0) { VoteSpam(notvoters, min(vote_needed_overall, vote_needed_of_voted), "no"); VoteReject(); return; } final_needed_votes = min(vote_needed_overall, vote_needed_of_voted); } // it didn't pass or fail, so not enough votes to even make a decision. VoteSpam(notvoters, final_needed_votes, "timeout"); VoteTimeout(); } } void VoteThink() { if (vote_endtime > 0) // a vote was called { if (time > vote_endtime) // time is up VoteCount(false); } } // ======================= // Game logic for warmup // ======================= // Resets the state of all clients, items, weapons, waypoints, ... of the map. void reset_map(bool dorespawn) { if (time <= game_starttime) { if (game_stopped) return; if (round_handler_IsActive()) round_handler_Reset(game_starttime); } if (shuffleteams_on_reset_map) { shuffleteams(); shuffleteams_on_reset_map = false; } MUTATOR_CALLHOOK(reset_map_global); FOREACH_ENTITY_FLOAT_ORDERED(pure_data, false, { if(IS_CLIENT(it)) continue; if (it.reset) { it.reset(it); continue; } if (it.team_saved) it.team = it.team_saved; if (it.flags & FL_PROJECTILE) delete(it); // remove any projectiles left }); // Waypoints and assault start come LAST FOREACH_ENTITY_ORDERED(IS_NOT_A_CLIENT(it), { if (it.reset2) it.reset2(it); }); FOREACH_CLIENT(IS_PLAYER(it) && STAT(FROZEN, it), { Unfreeze(it, false); }); // Moving the player reset code here since the player-reset depends // on spawnpoint entities which have to be reset first --blub if (dorespawn) { if (!MUTATOR_CALLHOOK(reset_map_players)) { if (restart_mapalreadyrestarted || (time < game_starttime)) { FOREACH_CLIENT(IS_PLAYER(it), { /* only reset players if a restart countdown is active this can either be due to cvar sv_ready_restart_after_countdown having set restart_mapalreadyrestarted to 1 after the countdown ended or when sv_ready_restart_after_countdown is not used and countdown is still running */ // NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players // PlayerScore_Clear(it); CS(it).killcount = 0; // stop the player from moving so that he stands still once he gets respawned it.velocity = '0 0 0'; it.avelocity = '0 0 0'; CS(it).movement = '0 0 0'; PutClientInServer(it); }); } } } } // Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown is set) void ReadyRestart_think(entity this) { restart_mapalreadyrestarted = true; reset_map(true); Score_ClearAll(); delete(this); } // Forces a restart of the game without actually reloading the map // this is a mess... void ReadyRestart_force() { if (time <= game_starttime && game_stopped) return; bprint("^1Server is restarting...\n"); VoteReset(); // clear overtime, we have to decrease timelimit to its original value again. if (checkrules_overtimesadded > 0 && g_race_qualifying != 2) cvar_set("timelimit", ftos(autocvar_timelimit - (checkrules_overtimesadded * autocvar_timelimit_overtime))); checkrules_suddendeathend = checkrules_overtimesadded = checkrules_suddendeathwarning = 0; readyrestart_happened = true; game_starttime = time + RESTART_COUNTDOWN; // clear player attributes FOREACH_CLIENT(IS_PLAYER(it), { it.alivetime = 0; CS(it).killcount = 0; float val = PlayerStats_GameReport_Event_Player(it, PLAYERSTATS_ALIVETIME, 0); PlayerStats_GameReport_Event_Player(it, PLAYERSTATS_ALIVETIME, -val); }); restart_mapalreadyrestarted = false; // reset this var, needed when cvar sv_ready_restart_repeatable is in use // disable the warmup global for the server if(warmup_stage) localcmd("\nsv_hook_warmupend\n"); warmup_stage = 0; // once the game is restarted the game is in match stage // reset the .ready status of all players (also spectators) FOREACH_CLIENT(IS_REAL_CLIENT(it), { it.ready = false; }); readycount = 0; Nagger_ReadyCounted(); // NOTE: this causes a resend of that entity, and will also turn off warmup state on the client // lock teams with lockonrestart if (autocvar_teamplay_lockonrestart && teamplay) { lockteams = true; bprint("^1The teams are now locked.\n"); } // initiate the restart-countdown-announcer entity if (sv_ready_restart_after_countdown) { entity restart_timer = new_pure(restart_timer); setthink(restart_timer, ReadyRestart_think); restart_timer.nextthink = game_starttime; } // after a restart every players number of allowed timeouts gets reset, too if (autocvar_sv_timeout) { FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), { CS(it).allowed_timeouts = autocvar_sv_timeout_number; }); } if (!sv_ready_restart_after_countdown) reset_map(true); if (autocvar_sv_eventlog) GameLogEcho(":restart"); } void ReadyRestart() { if (MUTATOR_CALLHOOK(ReadyRestart_Deny) || game_stopped || race_completing) localcmd("restart\n"); else localcmd("\nsv_hook_readyrestart\n"); // Reset ALL scores, but only do that at the beginning of the countdown if sv_ready_restart_after_countdown is off! // Otherwise scores could be manipulated during the countdown. if (!sv_ready_restart_after_countdown) Score_ClearAll(); ReadyRestart_force(); } // Count the players who are ready and determine whether or not to restart the match void ReadyCount() { float ready_needed_factor, ready_needed_count; float t_ready = 0, t_players = 0; FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || it.caplayer == 1), { ++t_players; if (it.ready) ++t_ready; }); readycount = t_ready; Nagger_ReadyCounted(); ready_needed_factor = bound(0.5, cvar("g_warmup_majority_factor"), 0.999); ready_needed_count = floor(t_players * ready_needed_factor) + 1; if (readycount >= ready_needed_count) ReadyRestart(); } // ====================================== // Supporting functions for VoteCommand // ====================================== float Votecommand_check_assignment(entity caller, float assignment) { float from_server = (!caller); if ((assignment == VC_ASGNMNT_BOTH) || ((!from_server && assignment == VC_ASGNMNT_CLIENTONLY) || (from_server && assignment == VC_ASGNMNT_SERVERONLY))) return true; return false; } string VoteCommand_extractcommand(string input, float startpos, int argc) { string output; if ((argc - 1) < startpos) output = ""; else output = substring(input, argv_start_index(startpos), argv_end_index(-1) - argv_start_index(startpos)); return output; } float VoteCommand_checknasty(string vote_command) { if ((strstrofs(vote_command, ";", 0) >= 0) || (strstrofs(vote_command, "\n", 0) >= 0) || (strstrofs(vote_command, "\r", 0) >= 0) || (strstrofs(vote_command, "$", 0) >= 0)) return false; return true; } // NOTE: requires input to be surrounded by spaces string VoteCommand_checkreplacements(string input) { string output = input; // allow gotomap replacements output = strreplace(" map ", " gotomap ", output); output = strreplace(" chmap ", " gotomap ", output); return output; } float VoteCommand_checkinlist(string vote_command, string list) { string l = VoteCommand_checkreplacements(strcat(" ", list, " ")); if (strstrofs(l, VoteCommand_checkreplacements(strcat(" ", vote_command, " ")), 0) >= 0) return true; return false; } string ValidateMap(string validated_map, entity caller) { validated_map = MapInfo_FixName(validated_map); if (!validated_map) { print_to(caller, "This map is not available on this server."); return string_null; } if (!autocvar_sv_vote_override_mostrecent && caller) { if (Map_IsRecent(validated_map)) { print_to(caller, "This server does not allow for recent maps to be played again. Please be patient for some rounds."); return string_null; } } if (!MapInfo_CheckMap(validated_map)) { print_to(caller, strcat("^1Invalid mapname, \"^3", validated_map, "^1\" does not support the current game mode.")); return string_null; } return validated_map; } float VoteCommand_checkargs(float startpos, int argc) { float p, q, check, minargs; string cvarname = strcat("sv_vote_command_restriction_", argv(startpos)); string cmdrestriction = ""; // No we don't. string charlist, arg; float checkmate; if(cvar_type(cvarname) & CVAR_TYPEFLAG_EXISTS) cmdrestriction = cvar_string(cvarname); else LOG_INFO("NOTE: ", cvarname, " does not exist, no restrictions will be applied."); if (cmdrestriction == "") return true; ++startpos; // skip command name // check minimum arg count // 0 args: argc == startpos // 1 args: argc == startpos + 1 // ... minargs = stof(cmdrestriction); if (argc - startpos < minargs) return false; p = strstrofs(cmdrestriction, ";", 0); // find first semicolon for ( ; ; ) { // we know that at any time, startpos <= argc - minargs // so this means: argc-minargs >= startpos >= argc, thus // argc-minargs >= argc, thus minargs <= 0, thus all minargs // have been seen already if (startpos >= argc) // all args checked? GOOD break; if (p < 0) // no more args? FAIL { // exception: exactly minargs left, this one included if (argc - startpos == minargs) break; // otherwise fail return false; } // cut to next semicolon q = strstrofs(cmdrestriction, ";", p + 1); // find next semicolon if (q < 0) charlist = substring(cmdrestriction, p + 1, -1); else charlist = substring(cmdrestriction, p + 1, q - (p + 1)); // in case we ever want to allow semicolons in VoteCommand_checknasty // charlist = strreplace("^^", ";", charlist); if (charlist != "") { // verify the arg only contains allowed chars arg = argv(startpos); checkmate = strlen(arg); for (check = 0; check < checkmate; ++check) if (strstrofs(charlist, substring(arg, check, 1), 0) < 0) return false; // not allowed character // all characters are allowed. FINE. } ++startpos; --minargs; p = q; } return true; } int VoteCommand_parse(entity caller, string vote_command, string vote_list, float startpos, int argc) { string first_command = argv(startpos); int missing_chars = argv_start_index(startpos); if (autocvar_sv_vote_limit > 0 && strlen(vote_command) > autocvar_sv_vote_limit) return 0; if (!VoteCommand_checkinlist(first_command, vote_list)) return 0; if (!VoteCommand_checkargs(startpos, argc)) return 0; switch (MUTATOR_CALLHOOK(VoteCommand_Parse, caller, first_command, vote_command, startpos, argc)) { case MUT_VOTEPARSE_CONTINUE: { break; } case MUT_VOTEPARSE_SUCCESS: { return 1; } case MUT_VOTEPARSE_INVALID: { return -1; } case MUT_VOTEPARSE_UNACCEPTABLE: { return 0; } } switch (first_command) // now go through and parse the proper commands to adjust as needed. { case "kick": case "kickban": // catch all kick/kickban commands { entity victim = GetIndexedEntity(argc, (startpos + 1)); float accepted = VerifyClientEntity(victim, true, false); if (accepted > 0) { string reason = "No reason provided"; if(argc > next_token) reason = substring(vote_command, argv_start_index(next_token) - missing_chars, -1); string command_arguments = reason; if (first_command == "kickban") command_arguments = strcat(ftos(autocvar_g_ban_default_bantime), " ", ftos(autocvar_g_ban_default_masksize), " ~"); vote_parsed_command = strcat(first_command, " # ", ftos(etof(victim)), " ", command_arguments); vote_parsed_display = sprintf("^1%s #%d ^7%s^1 %s", first_command, etof(victim), victim.netname, reason); } else { print_to(caller, strcat("vcall: ", GetClientErrorString(accepted, argv(startpos + 1)), ".\n")); return 0; } break; } case "map": case "chmap": case "gotomap": // re-direct all map selection commands to gotomap { vote_command = ValidateMap(argv(startpos + 1), caller); if (!vote_command) return -1; vote_parsed_command = strcat("gotomap ", vote_command); vote_parsed_display = strzone(strcat("^1", vote_parsed_command)); break; } // TODO: replicate the old behaviour of being able to vote for maps from different modes on multimode servers (possibly support it in gotomap too) // maybe fallback instead of aborting if map name is invalid? case "nextmap": { vote_command = ValidateMap(argv(startpos + 1), caller); if (!vote_command) return -1; vote_parsed_command = strcat("nextmap ", vote_command); vote_parsed_display = strzone(strcat("^1", vote_parsed_command)); break; } case "timelimit": // include restrictions on the maximum votable time limit { float timelimit_vote = stof(argv(startpos + 1)); if(timelimit_vote > autocvar_timelimit_max || timelimit_vote < autocvar_timelimit_min) { print_to(caller, strcat("Invalid timelimit vote, accepted values are between ", ftos(autocvar_timelimit_min), " and ", ftos(autocvar_timelimit_max), ".")); return -1; } timelimit_vote = bound(autocvar_timelimit_min, timelimit_vote, autocvar_timelimit_max); vote_parsed_command = strcat("timelimit ", ftos(timelimit_vote)); vote_parsed_display = strzone(strcat("^1", vote_parsed_command)); break; } case "restart": { // add a delay so that vote result can be seen and announcer can be heard // if the vote is accepted vote_parsed_command = strcat("defer 1 ", vote_command); vote_parsed_display = strzone(strcat("^1", vote_command)); break; } default: { vote_parsed_command = vote_command; vote_parsed_display = strzone(strcat("^1", vote_command)); break; } } return 1; } // ======================= // Command Sub-Functions // ======================= void VoteCommand_abstain(int request, entity caller) // CLIENT ONLY { switch (request) { case CMD_REQUEST_COMMAND: { if (!vote_called) { print_to(caller, "^1No vote called."); } else if (caller.vote_selection != VOTE_SELECT_NULL && !autocvar_sv_vote_change) { print_to(caller, "^1You have already voted."); } else // everything went okay, continue changing vote { print_to(caller, "^1You abstained from your vote."); caller.vote_selection = VOTE_SELECT_ABSTAIN; msg_entity = caller; if (!autocvar_sv_vote_singlecount) VoteCount(false); } return; } default: case CMD_REQUEST_USAGE: { print_to(caller, strcat("\nUsage:^3 ", GetCommandPrefix(caller), " vote abstain")); print_to(caller, " No arguments required."); return; } } } void VoteCommand_call(int request, entity caller, int argc, string vote_command) // BOTH { switch (request) { case CMD_REQUEST_COMMAND: { float tmp_playercount = 0; int parse_error; vote_command = VoteCommand_extractcommand(vote_command, 2, argc); if (!autocvar_sv_vote_call && caller) { print_to(caller, "^1Vote calling is not allowed."); } else if (!autocvar_sv_vote_gamestart && time < game_starttime) { print_to(caller, "^1Vote calling is not allowed before the match has started."); } else if (vote_called) { print_to(caller, "^1There is already a vote called."); } else if (!spectators_allowed && (caller && !IS_PLAYER(caller))) { print_to(caller, "^1Only players can call a vote."); } else if (caller && !IS_CLIENT(caller)) { print_to(caller, "^1Only connected clients can vote."); } else if (timeout_status) { print_to(caller, "^1You can not call a vote while a timeout is active."); } else if (caller && (time < caller.vote_waittime)) { print_to(caller, strcat("^1You have to wait ^2", ftos(ceil(caller.vote_waittime - time)), "^1 seconds before you can again call a vote.")); } else if (!VoteCommand_checknasty(vote_command)) { print_to(caller, "^1Syntax error in command, see 'vhelp' for more info."); } else if ((parse_error = VoteCommand_parse(caller, vote_command, autocvar_sv_vote_commands, 2, argc)) <= 0) { if(parse_error == 0) print_to(caller, "^1This command is not acceptable, see 'vhelp' for more info."); } else // everything went okay, continue with calling the vote { vote_caller = caller; // remember who called the vote vote_caller_name = strzone(GetCallerName(vote_caller)); vote_called = VOTE_NORMAL; vote_called_command = strzone(vote_parsed_command); vote_called_display = strzone(vote_parsed_display); vote_endtime = time + autocvar_sv_vote_timeout; if (caller) { caller.vote_selection = VOTE_SELECT_ACCEPT; caller.vote_waittime = time + autocvar_sv_vote_wait; msg_entity = caller; } FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++tmp_playercount; }); bprint("\{1}^2* ^3", OriginalCallerName(), "^2 calls a vote for ", vote_called_display, "\n"); if (autocvar_sv_eventlog) GameLogEcho(strcat(":vote:vcall:", ftos(vote_caller.playerid), ":", vote_called_display)); Nagger_VoteChanged(); VoteCount(true); // needed if you are the only one if (tmp_playercount > 1 && vote_called != VOTE_NULL) Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_VOTE_CALL); } return; } default: case CMD_REQUEST_USAGE: { print_to(caller, strcat("\nUsage:^3 ", GetCommandPrefix(caller), " vote call command")); print_to(caller, " Where 'command' is the command to request a vote upon."); print_to(caller, strcat("Examples: ", GetCommandPrefix(caller), " vote call gotomap dance")); print_to(caller, strcat(" ", GetCommandPrefix(caller), " vote call endmatch")); return; } } } void VoteCommand_master(int request, entity caller, int argc, string vote_command) // CLIENT ONLY { switch (request) { case CMD_REQUEST_COMMAND: { if (autocvar_sv_vote_master) { switch (strtolower(argv(2))) { case "do": { int parse_error; vote_command = VoteCommand_extractcommand(vote_command, 3, argc); if (!caller.vote_master) print_to(caller, "^1You do not have vote master privileges."); else if (!VoteCommand_checknasty(vote_command)) { print_to(caller, "^1Syntax error in command, see 'vhelp' for more info."); } else if ((parse_error = VoteCommand_parse(caller, vote_command, strcat(autocvar_sv_vote_commands, " ", autocvar_sv_vote_master_commands), 3, argc)) <= 0) { if(parse_error == 0) print_to(caller, "^1This command is not acceptable, see 'vhelp' for more info."); } else // everything went okay, proceed with command { localcmd(strcat(vote_parsed_command, "\n")); print_to(caller, strcat("Executing command '", vote_parsed_display, "' on server.")); bprint("\{1}^2* ^3", GetCallerName(caller), "^2 used their ^3master^2 status to do \"^2", vote_parsed_display, "^2\".\n"); if (autocvar_sv_eventlog) GameLogEcho(strcat(":vote:vdo:", ftos(caller.playerid), ":", vote_parsed_display)); } return; } case "login": { if (autocvar_sv_vote_master_password == "") { print_to(caller, "^1Login to vote master is not allowed."); } else if (caller.vote_master) { print_to(caller, "^1You are already logged in as vote master."); } else if (autocvar_sv_vote_master_password != argv(3)) { print_to(caller, strcat("Rejected vote master login from ", GetCallerName(caller))); } else // everything went okay, proceed with giving this player master privilages { caller.vote_master = true; print_to(caller, strcat("Accepted vote master login from ", GetCallerName(caller))); bprint("\{1}^2* ^3", GetCallerName(caller), "^2 logged in as ^3master^2\n"); if (autocvar_sv_eventlog) GameLogEcho(strcat(":vote:vlogin:", ftos(caller.playerid))); } return; } default: // calling a vote for master { if (!autocvar_sv_vote_master_callable) { print_to(caller, "^1Vote to become vote master is not allowed."); } else if (vote_called) { print_to(caller, "^1There is already a vote called."); } else if (!spectators_allowed && (caller && !IS_PLAYER(caller))) { print_to(caller, "^1Only players can call a vote."); } else if (timeout_status) { print_to(caller, "^1You can not call a vote while a timeout is active."); } else // everything went okay, continue with creating vote { vote_caller = caller; vote_caller_name = strzone(GetCallerName(vote_caller)); vote_called = VOTE_MASTER; vote_called_command = strzone("XXX"); vote_called_display = strzone("^3master"); vote_endtime = time + autocvar_sv_vote_timeout; caller.vote_selection = VOTE_SELECT_ACCEPT; caller.vote_waittime = time + autocvar_sv_vote_wait; bprint("\{1}^2* ^3", OriginalCallerName(), "^2 calls a vote to become ^3master^2.\n"); if (autocvar_sv_eventlog) GameLogEcho(strcat(":vote:vcall:", ftos(vote_caller.playerid), ":", vote_called_display)); Nagger_VoteChanged(); VoteCount(true); // needed if you are the only one } return; } } } else { print_to(caller, "^1Master control of voting is not allowed."); } return; } default: case CMD_REQUEST_USAGE: { print_to(caller, strcat("\nUsage:^3 ", GetCommandPrefix(caller), " vote master [action [command | password]]")); print_to(caller, " If action is left blank, it calls a vote for you to become master."); print_to(caller, " Otherwise the actions are either 'do' a command or 'login' as master."); return; } } } void VoteCommand_no(int request, entity caller) // CLIENT ONLY { switch (request) { case CMD_REQUEST_COMMAND: { if (!vote_called) { print_to(caller, "^1No vote called."); } else if (caller.vote_selection != VOTE_SELECT_NULL && !autocvar_sv_vote_change) { print_to(caller, "^1You have already voted."); } else if (((caller == vote_caller) || caller.vote_master) && autocvar_sv_vote_no_stops_vote) { VoteStop(caller); } else // everything went okay, continue changing vote { print_to(caller, "^1You rejected the vote."); caller.vote_selection = VOTE_SELECT_REJECT; msg_entity = caller; if (!autocvar_sv_vote_singlecount) VoteCount(false); } return; } default: case CMD_REQUEST_USAGE: { print_to(caller, strcat("\nUsage:^3 ", GetCommandPrefix(caller), " vote no")); print_to(caller, " No arguments required."); return; } } } void VoteCommand_status(int request, entity caller) // BOTH { switch (request) { case CMD_REQUEST_COMMAND: { if (vote_called) print_to(caller, strcat("^7Vote for ", vote_called_display, "^7 called by ^7", OriginalCallerName(), "^7.")); else print_to(caller, "^1No vote called."); return; } default: case CMD_REQUEST_USAGE: { print_to(caller, strcat("\nUsage:^3 ", GetCommandPrefix(caller), " vote status")); print_to(caller, " No arguments required."); return; } } } void VoteCommand_stop(int request, entity caller) // BOTH { switch (request) { case CMD_REQUEST_COMMAND: { if (!vote_called) print_to(caller, "^1No vote called."); else if ((caller == vote_caller) || !caller || caller.vote_master) VoteStop(caller); else print_to(caller, "^1You are not allowed to stop that vote."); return; } default: case CMD_REQUEST_USAGE: { print_to(caller, strcat("\nUsage:^3 ", GetCommandPrefix(caller), " vote stop")); print_to(caller, " No arguments required."); return; } } } void VoteCommand_yes(int request, entity caller) // CLIENT ONLY { switch (request) { case CMD_REQUEST_COMMAND: { if (!vote_called) { print_to(caller, "^1No vote called."); } else if (caller.vote_selection != VOTE_SELECT_NULL && !autocvar_sv_vote_change) { print_to(caller, "^1You have already voted."); } else // everything went okay, continue changing vote { print_to(caller, "^1You accepted the vote."); caller.vote_selection = VOTE_SELECT_ACCEPT; msg_entity = caller; if (!autocvar_sv_vote_singlecount) VoteCount(false); } return; } default: case CMD_REQUEST_USAGE: { print_to(caller, strcat("\nUsage:^3 ", GetCommandPrefix(caller), " vote yes")); print_to(caller, " No arguments required."); return; } } } /* use this when creating a new command, making sure to place it in alphabetical order... also, ** ADD ALL NEW COMMANDS TO commands.cfg WITH PROPER ALIASES IN THE SAME FASHION! void VoteCommand_(int request) { switch(request) { case CMD_REQUEST_COMMAND: { return; } default: case CMD_REQUEST_USAGE: { print_to(caller, strcat("\nUsage:^3 ", GetCommandPrefix(caller), " vote "); print_to(caller, " No arguments required."); return; } } } */ // ================================ // Macro system for vote commands // ================================ // Do not hard code aliases for these, instead create them in commands.cfg... also: keep in alphabetical order, please ;) #define VOTE_COMMANDS(request, caller, arguments, command) \ VOTE_COMMAND("abstain", VoteCommand_abstain(request, caller), "Abstain your vote in current vote", VC_ASGNMNT_CLIENTONLY) \ VOTE_COMMAND("call", VoteCommand_call(request, caller, arguments, command), "Create a new vote for players to decide on", VC_ASGNMNT_BOTH) \ VOTE_COMMAND("help", VoteCommand_macro_help(caller, arguments), "Shows this information", VC_ASGNMNT_BOTH) \ VOTE_COMMAND("master", VoteCommand_master(request, caller, arguments, command), "Full control over all voting and vote commands", VC_ASGNMNT_CLIENTONLY) \ VOTE_COMMAND("no", VoteCommand_no(request, caller), "Select no in current vote", VC_ASGNMNT_CLIENTONLY) \ VOTE_COMMAND("status", VoteCommand_status(request, caller), "Prints information about current vote", VC_ASGNMNT_BOTH) \ VOTE_COMMAND("stop", VoteCommand_stop(request, caller), "Immediately end a vote", VC_ASGNMNT_BOTH) \ VOTE_COMMAND("yes", VoteCommand_yes(request, caller), "Select yes in current vote", VC_ASGNMNT_CLIENTONLY) \ /* nothing */ void VoteCommand_macro_help(entity caller, int argc) { string command_origin = GetCommandPrefix(caller); if (argc == 2 || argv(2) == "help") // help display listing all commands { print_to(caller, "\nVoting commands:\n"); #define VOTE_COMMAND(name, function, description, assignment) \ { if (Votecommand_check_assignment(caller, assignment)) { print_to(caller, strcat(" ^2", name, "^7: ", description)); } } VOTE_COMMANDS(0, caller, 0, ""); #undef VOTE_COMMAND print_to(caller, strcat("\nUsage:^3 ", command_origin, " vote COMMAND...^7, where possible commands are listed above.\n")); print_to(caller, strcat("For help about a specific command, type ", command_origin, " vote help COMMAND")); print_to(caller, strcat("\n^7You can call a vote for or execute these commands: ^3", autocvar_sv_vote_commands, "^7 and maybe further ^3arguments^7")); } else // usage for individual command { #define VOTE_COMMAND(name, function, description, assignment) \ { if (Votecommand_check_assignment(caller, assignment)) { if (name == strtolower(argv(2))) { function; return; } } } VOTE_COMMANDS(CMD_REQUEST_USAGE, caller, argc, ""); #undef VOTE_COMMAND string cvarname = strcat("sv_vote_command_help_", argv(2)); if(cvar_type(cvarname) & CVAR_TYPEFLAG_EXISTS) wordwrap_sprint(caller, cvar_string(cvarname), 1000); else print_to(caller, "No documentation exists for this vote"); } } float VoteCommand_macro_command(entity caller, int argc, string vote_command) { #define VOTE_COMMAND(name, function, description, assignment) \ { if (Votecommand_check_assignment(caller, assignment)) { if (name == strtolower(argv(1))) { function; return true; } } } VOTE_COMMANDS(CMD_REQUEST_COMMAND, caller, argc, vote_command); #undef VOTE_COMMAND return false; } // ====================================== // Main function handling vote commands // ====================================== void VoteCommand(int request, entity caller, int argc, string vote_command) { // Guide for working with argc arguments by example: // argc: 1 - 2 - 3 - 4 // argv: 0 - 1 - 2 - 3 // cmd vote - master - login - password switch (request) { case CMD_REQUEST_COMMAND: { if (VoteCommand_macro_command(caller, argc, vote_command)) return; } default: print_to(caller, strcat(((argv(1) != "") ? strcat("Unknown vote command \"", argv(1), "\"") : "No command provided"), ". For a list of supported commands, try ", GetCommandPrefix(caller), " vote help.\n")); case CMD_REQUEST_USAGE: { VoteCommand_macro_help(caller, argc); return; } } }