mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-10 06:41:36 +00:00
483 lines
14 KiB
C++
483 lines
14 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __MULTIPLAYERGAME_H__
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#define __MULTIPLAYERGAME_H__
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/*
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===============================================================================
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Basic DOOM multiplayer
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===============================================================================
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*/
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class idPlayer;
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#ifdef CTF
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class idItemTeam;
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#endif
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typedef enum {
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GAME_SP = 0,
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GAME_DM,
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GAME_TOURNEY,
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GAME_TDM,
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GAME_LASTMAN,
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#ifdef CTF
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GAME_CTF,
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GAME_COUNT,
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#endif
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} gameType_t;
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#ifdef CTF
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// Used by the UI
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typedef enum {
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FLAGSTATUS_INBASE = 0,
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FLAGSTATUS_TAKEN = 1,
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FLAGSTATUS_STRAY = 2,
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FLAGSTATUS_NONE = 3
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} flagStatus_t;
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#endif
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typedef enum {
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PLAYER_VOTE_NONE,
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PLAYER_VOTE_NO,
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PLAYER_VOTE_YES,
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PLAYER_VOTE_WAIT // mark a player allowed to vote
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} playerVote_t;
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typedef struct mpPlayerState_s {
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int ping; // player ping
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int fragCount; // kills
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int teamFragCount; // team kills
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int wins; // wins
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playerVote_t vote; // player's vote
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bool scoreBoardUp; // toggle based on player scoreboard button, used to activate de-activate the scoreboard gui
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bool ingame;
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} mpPlayerState_t;
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const int NUM_CHAT_NOTIFY = 5;
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const int CHAT_FADE_TIME = 400;
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const int FRAGLIMIT_DELAY = 2000;
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const int MP_PLAYER_MINFRAGS = -100;
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#ifdef CTF
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const int MP_PLAYER_MAXFRAGS = 400; // in CTF frags are player points
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#else
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const int MP_PLAYER_MAXFRAGS = 100;
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#endif
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const int MP_PLAYER_MAXWINS = 100;
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const int MP_PLAYER_MAXPING = 999;
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#ifdef CTF
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const int MP_CTF_MAXPOINTS = 25;
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#endif
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typedef struct mpChatLine_s {
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idStr line;
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short fade; // starts high and decreases, line is removed once reached 0
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} mpChatLine_t;
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typedef enum {
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SND_YOUWIN = 0,
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SND_YOULOSE,
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SND_FIGHT,
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SND_VOTE,
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SND_VOTE_PASSED,
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SND_VOTE_FAILED,
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SND_THREE,
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SND_TWO,
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SND_ONE,
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SND_SUDDENDEATH,
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#ifdef CTF
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SND_FLAG_CAPTURED_YOURS,
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SND_FLAG_CAPTURED_THEIRS,
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SND_FLAG_RETURN,
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SND_FLAG_TAKEN_YOURS,
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SND_FLAG_TAKEN_THEIRS,
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SND_FLAG_DROPPED_YOURS,
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SND_FLAG_DROPPED_THEIRS,
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#endif
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SND_COUNT
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} snd_evt_t;
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class idMultiplayerGame {
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public:
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idMultiplayerGame();
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void Shutdown( void );
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// resets everything and prepares for a match
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void Reset( void );
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// setup local data for a new player
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void SpawnPlayer( int clientNum );
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// checks rules and updates state of the mp game
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void Run( void );
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// draws mp hud, scoredboard, etc..
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bool Draw( int clientNum );
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// updates a player vote
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void PlayerVote( int clientNum, playerVote_t vote );
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// updates frag counts and potentially ends the match in sudden death
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void PlayerDeath( idPlayer *dead, idPlayer *killer, bool telefrag );
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void AddChatLine( const char *fmt, ... ) id_attribute((format(printf,2,3)));
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void UpdateMainGui( void );
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idUserInterface*StartMenu( void );
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const char* HandleGuiCommands( const char *menuCommand );
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void SetMenuSkin( void );
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void WriteToSnapshot( idBitMsgDelta &msg ) const;
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void ReadFromSnapshot( const idBitMsgDelta &msg );
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// game state
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typedef enum {
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INACTIVE = 0, // not running
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WARMUP, // warming up
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COUNTDOWN, // post warmup pre-game
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GAMEON, // game is on
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SUDDENDEATH, // game is on but in sudden death, first frag wins
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GAMEREVIEW, // game is over, scoreboard is up. we wait si_gameReviewPause seconds (which has a min value)
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NEXTGAME,
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STATE_COUNT
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} gameState_t;
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static const char *GameStateStrings[ STATE_COUNT ];
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idMultiplayerGame::gameState_t GetGameState( void ) const;
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static const char *GlobalSoundStrings[ SND_COUNT ];
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void PlayGlobalSound( int to, snd_evt_t evt, const char *shader = NULL );
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#ifdef CTF
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void PlayTeamSound( int toTeam, snd_evt_t evt, const char *shader = NULL ); // sound that's sent only to member of toTeam team
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#endif
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// more compact than a chat line
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typedef enum {
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MSG_SUICIDE = 0,
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MSG_KILLED,
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MSG_KILLEDTEAM,
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MSG_DIED,
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MSG_VOTE,
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MSG_VOTEPASSED,
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MSG_VOTEFAILED,
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MSG_SUDDENDEATH,
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MSG_FORCEREADY,
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MSG_JOINEDSPEC,
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MSG_TIMELIMIT,
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MSG_FRAGLIMIT,
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MSG_TELEFRAGGED,
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MSG_JOINTEAM,
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MSG_HOLYSHIT,
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#ifdef CTF
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MSG_POINTLIMIT,
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MSG_FLAGTAKEN,
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MSG_FLAGDROP,
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MSG_FLAGRETURN,
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MSG_FLAGCAPTURE,
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MSG_SCOREUPDATE,
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#endif
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MSG_COUNT
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} msg_evt_t;
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void PrintMessageEvent( int to, msg_evt_t evt, int parm1 = -1, int parm2 = -1 );
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void DisconnectClient( int clientNum );
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static void ForceReady_f( const idCmdArgs &args );
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static void DropWeapon_f( const idCmdArgs &args );
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static void MessageMode_f( const idCmdArgs &args );
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static void VoiceChat_f( const idCmdArgs &args );
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static void VoiceChatTeam_f( const idCmdArgs &args );
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typedef enum {
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VOTE_RESTART = 0,
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VOTE_TIMELIMIT,
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VOTE_FRAGLIMIT,
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VOTE_GAMETYPE,
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VOTE_KICK,
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VOTE_MAP,
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VOTE_SPECTATORS,
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VOTE_NEXTMAP,
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VOTE_COUNT,
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VOTE_NONE
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} vote_flags_t;
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typedef enum {
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VOTE_UPDATE,
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VOTE_FAILED,
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VOTE_PASSED, // passed, but no reset yet
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VOTE_ABORTED,
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VOTE_RESET // tell clients to reset vote state
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} vote_result_t;
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static void Vote_f( const idCmdArgs &args );
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static void CallVote_f( const idCmdArgs &args );
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void ClientCallVote( vote_flags_t voteIndex, const char *voteValue );
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void ServerCallVote( int clientNum, const idBitMsg &msg );
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void ClientStartVote( int clientNum, const char *voteString );
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void ServerStartVote( int clientNum, vote_flags_t voteIndex, const char *voteValue );
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void ClientUpdateVote( vote_result_t result, int yesCount, int noCount );
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void CastVote( int clientNum, bool vote );
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void ExecuteVote( void );
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void WantKilled( int clientNum );
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int NumActualClients( bool countSpectators, int *teamcount = NULL );
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void DropWeapon( int clientNum );
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void MapRestart( void );
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// called by idPlayer whenever it detects a team change (init or switch)
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void SwitchToTeam( int clientNum, int oldteam, int newteam );
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bool IsPureReady( void ) const;
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void ProcessChatMessage( int clientNum, bool team, const char *name, const char *text, const char *sound );
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void ProcessVoiceChat( int clientNum, bool team, int index );
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void Precache( void );
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// throttle UI switch rates
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void ThrottleUserInfo( void );
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void ToggleSpectate( void );
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void ToggleReady( void );
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void ToggleTeam( void );
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void ClearFrags( int clientNum );
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void EnterGame( int clientNum );
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bool CanPlay( idPlayer *p );
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bool IsInGame( int clientNum );
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bool WantRespawn( idPlayer *p );
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void ServerWriteInitialReliableMessages( int clientNum );
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void ClientReadStartState( const idBitMsg &msg );
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void ClientReadWarmupTime( const idBitMsg &msg );
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void ServerClientConnect( int clientNum );
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#ifdef CTF
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void ClearHUDStatus( void );
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int GetFlagPoints( int team ); // Team points in CTF
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void SetFlagMsg( bool b ); // allow flag event messages to be sent
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bool IsFlagMsgOn( void ); // should flag event messages go through?
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void ClearGuis( void );
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int player_red_flag; // Ent num of red flag carrier for HUD
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int player_blue_flag; // Ent num of blue flag carrier for HUD
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#endif
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void PlayerStats( int clientNum, char *data, const int len );
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private:
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static const char *MPGuis[];
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static const char *ThrottleVars[];
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static const char *ThrottleVarsInEnglish[];
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static const int ThrottleDelay[];
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// state vars
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gameState_t gameState; // what state the current game is in
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gameState_t nextState; // state to switch to when nextStateSwitch is hit
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int pingUpdateTime; // time to update ping
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mpPlayerState_t playerState[ MAX_CLIENTS ];
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// keep track of clients which are willingly in spectator mode
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// vote vars
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vote_flags_t vote; // active vote or VOTE_NONE
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int voteTimeOut; // when the current vote expires
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int voteExecTime; // delay between vote passed msg and execute
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float yesVotes; // counter for yes votes
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float noVotes; // and for no votes
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idStr voteValue; // the data voted upon ( server )
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idStr voteString; // the vote string ( client )
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bool voted; // hide vote box ( client )
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int kickVoteMap[ MAX_CLIENTS ];
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// time related
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int nextStateSwitch; // time next state switch
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int warmupEndTime; // warmup till..
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int matchStartedTime; // time current match started
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// tourney
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int currentTourneyPlayer[2];// our current set of players
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int lastWinner; // plays again
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// warmup
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idStr warmupText; // text shown in warmup area of screen
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bool one, two, three; // keeps count down voice from repeating
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// guis
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idUserInterface *scoreBoard; // scoreboard
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idUserInterface *spectateGui; // spectate info
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idUserInterface *guiChat; // chat text
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idUserInterface *mainGui; // ready / nick / votes etc.
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idListGUI *mapList;
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idUserInterface *msgmodeGui; // message mode
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int currentMenu; // 0 - none, 1 - mainGui, 2 - msgmodeGui
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int nextMenu; // if 0, will do mainGui
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bool bCurrentMenuMsg; // send menu state updates to server
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// chat data
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mpChatLine_t chatHistory[ NUM_CHAT_NOTIFY ];
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int chatHistoryIndex;
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int chatHistorySize; // 0 <= x < NUM_CHAT_NOTIFY
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bool chatDataUpdated;
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int lastChatLineTime;
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// rankings are used by UpdateScoreboard and UpdateHud
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int numRankedPlayers; // ranked players, others may be empty slots or spectators
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idPlayer * rankedPlayers[MAX_CLIENTS];
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bool pureReady; // defaults to false, set to true once server game is running with pure checksums
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int fragLimitTimeout;
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int switchThrottle[ 3 ];
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int voiceChatThrottle;
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gameType_t lastGameType; // for restarts
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int startFragLimit; // synchronize to clients in initial state, set on -> GAMEON
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#ifdef CTF
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idItemTeam * teamFlags[ 2 ];
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int teamPoints[ 2 ];
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bool flagMsgOn;
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const char * gameTypeVoteMap[ GAME_COUNT ];
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#endif
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private:
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void UpdatePlayerRanks();
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// updates the passed gui with current score information
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void UpdateRankColor( idUserInterface *gui, const char *mask, int i, const idVec3 &vec );
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void UpdateScoreboard( idUserInterface *scoreBoard, idPlayer *player );
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#ifdef CTF
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void UpdateCTFScoreboard( idUserInterface *scoreBoard, idPlayer *player );
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#endif
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#ifndef CTF
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// We declare this publically above so we can call it during a map restart.
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void ClearGuis( void );
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#endif
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void DrawScoreBoard( idPlayer *player );
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void UpdateHud( idPlayer *player, idUserInterface *hud );
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bool Warmup( void );
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void CheckVote( void );
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bool AllPlayersReady( void );
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idPlayer * FragLimitHit( void );
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idPlayer * FragLeader( void );
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bool TimeLimitHit( void );
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#ifdef CTF
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bool PointLimitHit( void );
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// return team with most points
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int WinningTeam( void );
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#endif
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void NewState( gameState_t news, idPlayer *player = NULL );
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void UpdateWinsLosses( idPlayer *winner );
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// fill any empty tourney slots based on the current tourney ranks
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void FillTourneySlots( void );
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void CycleTourneyPlayers( void );
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// walk through the tourneyRank to build a wait list for the clients
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void UpdateTourneyLine( void );
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const char * GameTime( void );
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void Clear( void );
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bool EnoughClientsToPlay( void );
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void ClearChatData( void );
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void DrawChat( void );
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// go through the clients, and see if they want to be respawned, and if the game allows it
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// called during normal gameplay for death -> respawn cycles
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// and for a spectator who want back in the game (see param)
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void CheckRespawns( idPlayer *spectator = NULL );
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void ForceReady();
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// when clients disconnect or join spectate during game, check if we need to end the game
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void CheckAbortGame( void );
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void MessageMode( const idCmdArgs &args );
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void DisableMenu( void );
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void SetMapShot( void );
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// scores in TDM
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void TeamScore( int entityNumber, int team, int delta );
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void VoiceChat( const idCmdArgs &args, bool team );
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void DumpTourneyLine( void );
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void SuddenRespawn( void );
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#ifdef CTF
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void FindTeamFlags( void );
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#endif
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public:
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#ifdef CTF
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idItemTeam * GetTeamFlag( int team );
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flagStatus_t GetFlagStatus( int team );
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void TeamScoreCTF( int team, int delta );
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void PlayerScoreCTF( int playerIdx, int delta );
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// returns entityNum to team flag carrier, -1 if no flag carrier
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int GetFlagCarrier( int team );
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void UpdateScoreboardFlagStatus( void );
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void SetBestGametype( const char * map );
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void ReloadScoreboard();
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#endif
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#ifdef _D3XP
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idStr GetBestGametype( const char* map, const char* gametype );
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#endif
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/* #ifdef CTF ... merge the below IsGametypeFlagBased */
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bool IsGametypeFlagBased( void );
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bool IsGametypeTeamBased( void );
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/* #endif CTF */
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};
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ID_INLINE idMultiplayerGame::gameState_t idMultiplayerGame::GetGameState( void ) const {
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return gameState;
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}
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ID_INLINE bool idMultiplayerGame::IsPureReady( void ) const {
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return pureReady;
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}
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ID_INLINE void idMultiplayerGame::ClearFrags( int clientNum ) {
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playerState[ clientNum ].fragCount = 0;
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}
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ID_INLINE bool idMultiplayerGame::IsInGame( int clientNum ) {
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return playerState[ clientNum ].ingame;
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}
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#endif /* !__MULTIPLAYERGAME_H__ */
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