mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-21 19:51:04 +00:00
483 lines
14 KiB
C++
483 lines
14 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 GPL Source Code
|
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
|
|
|
|
Doom 3 Source Code is free software: you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 Source Code is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#ifndef __MULTIPLAYERGAME_H__
|
|
#define __MULTIPLAYERGAME_H__
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
Basic DOOM multiplayer
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
class idPlayer;
|
|
|
|
#ifdef CTF
|
|
class idItemTeam;
|
|
#endif
|
|
|
|
|
|
typedef enum {
|
|
GAME_SP = 0,
|
|
GAME_DM,
|
|
GAME_TOURNEY,
|
|
GAME_TDM,
|
|
GAME_LASTMAN,
|
|
#ifdef CTF
|
|
GAME_CTF,
|
|
GAME_COUNT,
|
|
#endif
|
|
} gameType_t;
|
|
|
|
#ifdef CTF
|
|
|
|
// Used by the UI
|
|
typedef enum {
|
|
FLAGSTATUS_INBASE = 0,
|
|
FLAGSTATUS_TAKEN = 1,
|
|
FLAGSTATUS_STRAY = 2,
|
|
FLAGSTATUS_NONE = 3
|
|
} flagStatus_t;
|
|
|
|
#endif
|
|
|
|
|
|
typedef enum {
|
|
PLAYER_VOTE_NONE,
|
|
PLAYER_VOTE_NO,
|
|
PLAYER_VOTE_YES,
|
|
PLAYER_VOTE_WAIT // mark a player allowed to vote
|
|
} playerVote_t;
|
|
|
|
typedef struct mpPlayerState_s {
|
|
int ping; // player ping
|
|
int fragCount; // kills
|
|
int teamFragCount; // team kills
|
|
int wins; // wins
|
|
playerVote_t vote; // player's vote
|
|
bool scoreBoardUp; // toggle based on player scoreboard button, used to activate de-activate the scoreboard gui
|
|
bool ingame;
|
|
} mpPlayerState_t;
|
|
|
|
const int NUM_CHAT_NOTIFY = 5;
|
|
const int CHAT_FADE_TIME = 400;
|
|
const int FRAGLIMIT_DELAY = 2000;
|
|
|
|
const int MP_PLAYER_MINFRAGS = -100;
|
|
#ifdef CTF
|
|
const int MP_PLAYER_MAXFRAGS = 400; // in CTF frags are player points
|
|
#else
|
|
const int MP_PLAYER_MAXFRAGS = 100;
|
|
#endif
|
|
const int MP_PLAYER_MAXWINS = 100;
|
|
const int MP_PLAYER_MAXPING = 999;
|
|
|
|
#ifdef CTF
|
|
const int MP_CTF_MAXPOINTS = 25;
|
|
#endif
|
|
|
|
typedef struct mpChatLine_s {
|
|
idStr line;
|
|
short fade; // starts high and decreases, line is removed once reached 0
|
|
} mpChatLine_t;
|
|
|
|
typedef enum {
|
|
SND_YOUWIN = 0,
|
|
SND_YOULOSE,
|
|
SND_FIGHT,
|
|
SND_VOTE,
|
|
SND_VOTE_PASSED,
|
|
SND_VOTE_FAILED,
|
|
SND_THREE,
|
|
SND_TWO,
|
|
SND_ONE,
|
|
SND_SUDDENDEATH,
|
|
#ifdef CTF
|
|
SND_FLAG_CAPTURED_YOURS,
|
|
SND_FLAG_CAPTURED_THEIRS,
|
|
SND_FLAG_RETURN,
|
|
SND_FLAG_TAKEN_YOURS,
|
|
SND_FLAG_TAKEN_THEIRS,
|
|
SND_FLAG_DROPPED_YOURS,
|
|
SND_FLAG_DROPPED_THEIRS,
|
|
#endif
|
|
SND_COUNT
|
|
} snd_evt_t;
|
|
|
|
class idMultiplayerGame {
|
|
public:
|
|
|
|
idMultiplayerGame();
|
|
|
|
void Shutdown( void );
|
|
|
|
// resets everything and prepares for a match
|
|
void Reset( void );
|
|
|
|
// setup local data for a new player
|
|
void SpawnPlayer( int clientNum );
|
|
|
|
// checks rules and updates state of the mp game
|
|
void Run( void );
|
|
|
|
// draws mp hud, scoredboard, etc..
|
|
bool Draw( int clientNum );
|
|
|
|
// updates a player vote
|
|
void PlayerVote( int clientNum, playerVote_t vote );
|
|
|
|
// updates frag counts and potentially ends the match in sudden death
|
|
void PlayerDeath( idPlayer *dead, idPlayer *killer, bool telefrag );
|
|
|
|
void AddChatLine( const char *fmt, ... ) id_attribute((format(printf,2,3)));
|
|
|
|
void UpdateMainGui( void );
|
|
idUserInterface*StartMenu( void );
|
|
const char* HandleGuiCommands( const char *menuCommand );
|
|
void SetMenuSkin( void );
|
|
|
|
void WriteToSnapshot( idBitMsgDelta &msg ) const;
|
|
void ReadFromSnapshot( const idBitMsgDelta &msg );
|
|
|
|
// game state
|
|
typedef enum {
|
|
INACTIVE = 0, // not running
|
|
WARMUP, // warming up
|
|
COUNTDOWN, // post warmup pre-game
|
|
GAMEON, // game is on
|
|
SUDDENDEATH, // game is on but in sudden death, first frag wins
|
|
GAMEREVIEW, // game is over, scoreboard is up. we wait si_gameReviewPause seconds (which has a min value)
|
|
NEXTGAME,
|
|
STATE_COUNT
|
|
} gameState_t;
|
|
static const char *GameStateStrings[ STATE_COUNT ];
|
|
idMultiplayerGame::gameState_t GetGameState( void ) const;
|
|
|
|
static const char *GlobalSoundStrings[ SND_COUNT ];
|
|
void PlayGlobalSound( int to, snd_evt_t evt, const char *shader = NULL );
|
|
#ifdef CTF
|
|
void PlayTeamSound( int toTeam, snd_evt_t evt, const char *shader = NULL ); // sound that's sent only to member of toTeam team
|
|
#endif
|
|
|
|
// more compact than a chat line
|
|
typedef enum {
|
|
MSG_SUICIDE = 0,
|
|
MSG_KILLED,
|
|
MSG_KILLEDTEAM,
|
|
MSG_DIED,
|
|
MSG_VOTE,
|
|
MSG_VOTEPASSED,
|
|
MSG_VOTEFAILED,
|
|
MSG_SUDDENDEATH,
|
|
MSG_FORCEREADY,
|
|
MSG_JOINEDSPEC,
|
|
MSG_TIMELIMIT,
|
|
MSG_FRAGLIMIT,
|
|
MSG_TELEFRAGGED,
|
|
MSG_JOINTEAM,
|
|
MSG_HOLYSHIT,
|
|
#ifdef CTF
|
|
MSG_POINTLIMIT,
|
|
|
|
MSG_FLAGTAKEN,
|
|
MSG_FLAGDROP,
|
|
MSG_FLAGRETURN,
|
|
MSG_FLAGCAPTURE,
|
|
MSG_SCOREUPDATE,
|
|
|
|
#endif
|
|
MSG_COUNT
|
|
} msg_evt_t;
|
|
void PrintMessageEvent( int to, msg_evt_t evt, int parm1 = -1, int parm2 = -1 );
|
|
|
|
void DisconnectClient( int clientNum );
|
|
static void ForceReady_f( const idCmdArgs &args );
|
|
static void DropWeapon_f( const idCmdArgs &args );
|
|
static void MessageMode_f( const idCmdArgs &args );
|
|
static void VoiceChat_f( const idCmdArgs &args );
|
|
static void VoiceChatTeam_f( const idCmdArgs &args );
|
|
|
|
typedef enum {
|
|
VOTE_RESTART = 0,
|
|
VOTE_TIMELIMIT,
|
|
VOTE_FRAGLIMIT,
|
|
VOTE_GAMETYPE,
|
|
VOTE_KICK,
|
|
VOTE_MAP,
|
|
VOTE_SPECTATORS,
|
|
VOTE_NEXTMAP,
|
|
VOTE_COUNT,
|
|
VOTE_NONE
|
|
} vote_flags_t;
|
|
|
|
typedef enum {
|
|
VOTE_UPDATE,
|
|
VOTE_FAILED,
|
|
VOTE_PASSED, // passed, but no reset yet
|
|
VOTE_ABORTED,
|
|
VOTE_RESET // tell clients to reset vote state
|
|
} vote_result_t;
|
|
|
|
static void Vote_f( const idCmdArgs &args );
|
|
static void CallVote_f( const idCmdArgs &args );
|
|
void ClientCallVote( vote_flags_t voteIndex, const char *voteValue );
|
|
void ServerCallVote( int clientNum, const idBitMsg &msg );
|
|
void ClientStartVote( int clientNum, const char *voteString );
|
|
void ServerStartVote( int clientNum, vote_flags_t voteIndex, const char *voteValue );
|
|
void ClientUpdateVote( vote_result_t result, int yesCount, int noCount );
|
|
void CastVote( int clientNum, bool vote );
|
|
void ExecuteVote( void );
|
|
|
|
void WantKilled( int clientNum );
|
|
int NumActualClients( bool countSpectators, int *teamcount = NULL );
|
|
void DropWeapon( int clientNum );
|
|
void MapRestart( void );
|
|
// called by idPlayer whenever it detects a team change (init or switch)
|
|
void SwitchToTeam( int clientNum, int oldteam, int newteam );
|
|
bool IsPureReady( void ) const;
|
|
void ProcessChatMessage( int clientNum, bool team, const char *name, const char *text, const char *sound );
|
|
void ProcessVoiceChat( int clientNum, bool team, int index );
|
|
|
|
void Precache( void );
|
|
|
|
// throttle UI switch rates
|
|
void ThrottleUserInfo( void );
|
|
void ToggleSpectate( void );
|
|
void ToggleReady( void );
|
|
void ToggleTeam( void );
|
|
|
|
void ClearFrags( int clientNum );
|
|
|
|
void EnterGame( int clientNum );
|
|
bool CanPlay( idPlayer *p );
|
|
bool IsInGame( int clientNum );
|
|
bool WantRespawn( idPlayer *p );
|
|
|
|
void ServerWriteInitialReliableMessages( int clientNum );
|
|
void ClientReadStartState( const idBitMsg &msg );
|
|
void ClientReadWarmupTime( const idBitMsg &msg );
|
|
|
|
void ServerClientConnect( int clientNum );
|
|
#ifdef CTF
|
|
void ClearHUDStatus( void );
|
|
int GetFlagPoints( int team ); // Team points in CTF
|
|
void SetFlagMsg( bool b ); // allow flag event messages to be sent
|
|
bool IsFlagMsgOn( void ); // should flag event messages go through?
|
|
void ClearGuis( void );
|
|
|
|
int player_red_flag; // Ent num of red flag carrier for HUD
|
|
int player_blue_flag; // Ent num of blue flag carrier for HUD
|
|
|
|
#endif
|
|
void PlayerStats( int clientNum, char *data, const int len );
|
|
|
|
private:
|
|
static const char *MPGuis[];
|
|
static const char *ThrottleVars[];
|
|
static const char *ThrottleVarsInEnglish[];
|
|
static const int ThrottleDelay[];
|
|
|
|
// state vars
|
|
gameState_t gameState; // what state the current game is in
|
|
gameState_t nextState; // state to switch to when nextStateSwitch is hit
|
|
int pingUpdateTime; // time to update ping
|
|
|
|
mpPlayerState_t playerState[ MAX_CLIENTS ];
|
|
|
|
// keep track of clients which are willingly in spectator mode
|
|
|
|
// vote vars
|
|
vote_flags_t vote; // active vote or VOTE_NONE
|
|
int voteTimeOut; // when the current vote expires
|
|
int voteExecTime; // delay between vote passed msg and execute
|
|
float yesVotes; // counter for yes votes
|
|
float noVotes; // and for no votes
|
|
idStr voteValue; // the data voted upon ( server )
|
|
idStr voteString; // the vote string ( client )
|
|
bool voted; // hide vote box ( client )
|
|
int kickVoteMap[ MAX_CLIENTS ];
|
|
|
|
// time related
|
|
int nextStateSwitch; // time next state switch
|
|
int warmupEndTime; // warmup till..
|
|
int matchStartedTime; // time current match started
|
|
|
|
// tourney
|
|
int currentTourneyPlayer[2];// our current set of players
|
|
int lastWinner; // plays again
|
|
|
|
// warmup
|
|
idStr warmupText; // text shown in warmup area of screen
|
|
bool one, two, three; // keeps count down voice from repeating
|
|
|
|
// guis
|
|
idUserInterface *scoreBoard; // scoreboard
|
|
idUserInterface *spectateGui; // spectate info
|
|
idUserInterface *guiChat; // chat text
|
|
idUserInterface *mainGui; // ready / nick / votes etc.
|
|
idListGUI *mapList;
|
|
idUserInterface *msgmodeGui; // message mode
|
|
int currentMenu; // 0 - none, 1 - mainGui, 2 - msgmodeGui
|
|
int nextMenu; // if 0, will do mainGui
|
|
bool bCurrentMenuMsg; // send menu state updates to server
|
|
|
|
// chat data
|
|
mpChatLine_t chatHistory[ NUM_CHAT_NOTIFY ];
|
|
int chatHistoryIndex;
|
|
int chatHistorySize; // 0 <= x < NUM_CHAT_NOTIFY
|
|
bool chatDataUpdated;
|
|
int lastChatLineTime;
|
|
|
|
// rankings are used by UpdateScoreboard and UpdateHud
|
|
int numRankedPlayers; // ranked players, others may be empty slots or spectators
|
|
idPlayer * rankedPlayers[MAX_CLIENTS];
|
|
|
|
bool pureReady; // defaults to false, set to true once server game is running with pure checksums
|
|
int fragLimitTimeout;
|
|
|
|
int switchThrottle[ 3 ];
|
|
int voiceChatThrottle;
|
|
|
|
gameType_t lastGameType; // for restarts
|
|
int startFragLimit; // synchronize to clients in initial state, set on -> GAMEON
|
|
|
|
#ifdef CTF
|
|
idItemTeam * teamFlags[ 2 ];
|
|
int teamPoints[ 2 ];
|
|
|
|
bool flagMsgOn;
|
|
|
|
const char * gameTypeVoteMap[ GAME_COUNT ];
|
|
#endif
|
|
|
|
private:
|
|
void UpdatePlayerRanks();
|
|
|
|
// updates the passed gui with current score information
|
|
void UpdateRankColor( idUserInterface *gui, const char *mask, int i, const idVec3 &vec );
|
|
void UpdateScoreboard( idUserInterface *scoreBoard, idPlayer *player );
|
|
#ifdef CTF
|
|
void UpdateCTFScoreboard( idUserInterface *scoreBoard, idPlayer *player );
|
|
#endif
|
|
|
|
#ifndef CTF
|
|
// We declare this publically above so we can call it during a map restart.
|
|
void ClearGuis( void );
|
|
#endif
|
|
|
|
void DrawScoreBoard( idPlayer *player );
|
|
void UpdateHud( idPlayer *player, idUserInterface *hud );
|
|
bool Warmup( void );
|
|
void CheckVote( void );
|
|
bool AllPlayersReady( void );
|
|
idPlayer * FragLimitHit( void );
|
|
idPlayer * FragLeader( void );
|
|
bool TimeLimitHit( void );
|
|
#ifdef CTF
|
|
bool PointLimitHit( void );
|
|
// return team with most points
|
|
int WinningTeam( void );
|
|
#endif
|
|
void NewState( gameState_t news, idPlayer *player = NULL );
|
|
void UpdateWinsLosses( idPlayer *winner );
|
|
// fill any empty tourney slots based on the current tourney ranks
|
|
void FillTourneySlots( void );
|
|
void CycleTourneyPlayers( void );
|
|
// walk through the tourneyRank to build a wait list for the clients
|
|
void UpdateTourneyLine( void );
|
|
const char * GameTime( void );
|
|
void Clear( void );
|
|
bool EnoughClientsToPlay( void );
|
|
void ClearChatData( void );
|
|
void DrawChat( void );
|
|
// go through the clients, and see if they want to be respawned, and if the game allows it
|
|
// called during normal gameplay for death -> respawn cycles
|
|
// and for a spectator who want back in the game (see param)
|
|
void CheckRespawns( idPlayer *spectator = NULL );
|
|
void ForceReady();
|
|
// when clients disconnect or join spectate during game, check if we need to end the game
|
|
void CheckAbortGame( void );
|
|
void MessageMode( const idCmdArgs &args );
|
|
void DisableMenu( void );
|
|
void SetMapShot( void );
|
|
// scores in TDM
|
|
void TeamScore( int entityNumber, int team, int delta );
|
|
void VoiceChat( const idCmdArgs &args, bool team );
|
|
void DumpTourneyLine( void );
|
|
void SuddenRespawn( void );
|
|
|
|
#ifdef CTF
|
|
void FindTeamFlags( void );
|
|
#endif
|
|
|
|
public:
|
|
|
|
#ifdef CTF
|
|
idItemTeam * GetTeamFlag( int team );
|
|
flagStatus_t GetFlagStatus( int team );
|
|
void TeamScoreCTF( int team, int delta );
|
|
void PlayerScoreCTF( int playerIdx, int delta );
|
|
// returns entityNum to team flag carrier, -1 if no flag carrier
|
|
int GetFlagCarrier( int team );
|
|
void UpdateScoreboardFlagStatus( void );
|
|
|
|
void SetBestGametype( const char * map );
|
|
void ReloadScoreboard();
|
|
#endif
|
|
|
|
#ifdef _D3XP
|
|
idStr GetBestGametype( const char* map, const char* gametype );
|
|
#endif
|
|
|
|
/* #ifdef CTF ... merge the below IsGametypeFlagBased */
|
|
bool IsGametypeFlagBased( void );
|
|
bool IsGametypeTeamBased( void );
|
|
/* #endif CTF */
|
|
|
|
};
|
|
|
|
ID_INLINE idMultiplayerGame::gameState_t idMultiplayerGame::GetGameState( void ) const {
|
|
return gameState;
|
|
}
|
|
|
|
ID_INLINE bool idMultiplayerGame::IsPureReady( void ) const {
|
|
return pureReady;
|
|
}
|
|
|
|
ID_INLINE void idMultiplayerGame::ClearFrags( int clientNum ) {
|
|
playerState[ clientNum ].fragCount = 0;
|
|
}
|
|
|
|
ID_INLINE bool idMultiplayerGame::IsInGame( int clientNum ) {
|
|
return playerState[ clientNum ].ingame;
|
|
}
|
|
|
|
#endif /* !__MULTIPLAYERGAME_H__ */
|
|
|