dhewm3-sdk/d3xp/MultiplayerGame.h
dhewg afebd7e1e5 Untangle the epic precompiled.h mess
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.
2018-08-20 01:46:28 +02:00

488 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__
#include "idlib/BitMsg.h"
#include "idlib/Str.h"
#include "ui/UserInterface.h"
#include "GameBase.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__ */