/* =========================================================================== 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 . 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__ */