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afebd7e1e5
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
376 lines
12 KiB
C++
376 lines
12 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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#include "idlib/BitMsg.h"
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#include "idlib/Str.h"
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#include "ui/UserInterface.h"
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#include "GameBase.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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typedef enum {
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GAME_SP,
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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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} gameType_t;
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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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const int MP_PLAYER_MAXFRAGS = 100;
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const int MP_PLAYER_MAXWINS = 100;
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const int MP_PLAYER_MAXPING = 999;
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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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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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// 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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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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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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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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void ClearGuis( void );
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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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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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};
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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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