doom3-bfg/neo/d3xp/MultiplayerGame.h
2012-11-26 12:58:24 -06:00

357 lines
11 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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;
class idMenuHandler_HUD;
class idMenuHandler_Scoreboard;
class idItemTeam;
enum gameType_t {
GAME_SP = -2,
GAME_RANDOM = -1,
GAME_DM = 0,
GAME_TOURNEY,
GAME_TDM,
GAME_LASTMAN,
GAME_CTF,
GAME_COUNT,
};
// Used by the UI
typedef enum {
FLAGSTATUS_INBASE = 0,
FLAGSTATUS_TAKEN = 1,
FLAGSTATUS_STRAY = 2,
FLAGSTATUS_NONE = 3
} flagStatus_t;
typedef struct mpPlayerState_s {
int ping; // player ping
int fragCount; // kills
int teamFragCount; // team kills
int wins; // wins
bool scoreBoardUp; // toggle based on player scoreboard button, used to activate de-activate the scoreboard gui
int deaths;
} 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;
const int MP_PLAYER_MAXFRAGS = 400; // in CTF frags are player points
const int MP_PLAYER_MAXWINS = 100;
const int MP_PLAYER_MAXPING = 999;
const int MP_CTF_MAXPOINTS = 400;
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_THREE,
SND_TWO,
SND_ONE,
SND_SUDDENDEATH,
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,
SND_COUNT
} snd_evt_t;
class idMultiplayerGame {
public:
idMultiplayerGame();
void Shutdown();
// resets everything and prepares for a match
void Reset();
// setup local data for a new player
void SpawnPlayer( int clientNum );
// checks rules and updates state of the mp game
void Run();
// draws mp hud, scoredboard, etc..
bool Draw( int clientNum );
// updates frag counts and potentially ends the match in sudden death
void PlayerDeath( idPlayer *dead, idPlayer *killer, bool telefrag );
void AddChatLine( VERIFY_FORMAT_STRING const char *fmt, ... );
void WriteToSnapshot( idBitMsg &msg ) const;
void ReadFromSnapshot( const idBitMsg &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() const;
static const char *GlobalSoundStrings[ SND_COUNT ];
void PlayGlobalSound( int toPlayerNum, snd_evt_t evt, const char *shader = NULL );
void PlayTeamSound( int toTeam, snd_evt_t evt, const char *shader = NULL ); // sound that's sent only to member of toTeam team
// more compact than a chat line
typedef enum {
MSG_SUICIDE = 0,
MSG_KILLED,
MSG_KILLEDTEAM,
MSG_DIED,
MSG_SUDDENDEATH,
MSG_JOINEDSPEC,
MSG_TIMELIMIT,
MSG_FRAGLIMIT,
MSG_TELEFRAGGED,
MSG_JOINTEAM,
MSG_HOLYSHIT,
MSG_POINTLIMIT,
MSG_FLAGTAKEN,
MSG_FLAGDROP,
MSG_FLAGRETURN,
MSG_FLAGCAPTURE,
MSG_SCOREUPDATE,
MSG_LEFTGAME,
MSG_COUNT
} msg_evt_t;
void PrintMessageEvent( msg_evt_t evt, int parm1 = -1, int parm2 = -1 );
void DisconnectClient( int clientNum );
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 );
int NumActualClients( bool countSpectators, int *teamcount = NULL );
void DropWeapon( int clientNum );
void MapRestart();
void BalanceTeams();
void SwitchToTeam( int clientNum, int oldteam, int newteam );
bool IsPureReady() const;
void ProcessChatMessage( int clientNum, bool team, const char *name, const char *text, const char *sound );
void ProcessVoiceChat( int clientNum, bool team, int index );
bool HandleGuiEvent( const sysEvent_t * sev );
bool IsScoreboardActive();
void SetScoreboardActive( bool active );
void CleanupScoreboard();
void Precache();
void ToggleSpectate();
void GetSpectateText( idPlayer * player, idStr spectatetext[ 2 ], bool scoreboard );
void ClearFrags( int clientNum );
bool CanPlay( idPlayer *p );
bool WantRespawn( idPlayer *p );
void ServerWriteInitialReliableMessages( int clientNum, lobbyUserID_t lobbyUserID );
void ClientReadStartState( const idBitMsg &msg );
void ClientReadWarmupTime( const idBitMsg &msg );
void ClientReadMatchStartedTime( const idBitMsg & msg );
void ClientReadAchievementUnlock( const idBitMsg & msg );
void ServerClientConnect( int clientNum );
int GetFlagPoints( int team ); // Team points in CTF
void SetFlagMsg( bool b ); // allow flag event messages to be sent
bool IsFlagMsgOn(); // should flag event messages go through?
int player_red_flag; // Ent num of red flag carrier for HUD
int player_blue_flag; // Ent num of blue flag carrier for HUD
void PlayerStats( int clientNum, char *data, const int len );
private:
static const char * teamNames[];
static const char * skinNames[];
static const idVec3 skinColors[];
static const int numSkins;
// state vars
gameState_t gameState; // what state the current game is in
gameState_t nextState; // state to switch to when nextStateSwitch is hit
mpPlayerState_t playerState[ MAX_CLIENTS ];
// keep track of clients which are willingly in spectator mode
// 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
bool one, two, three; // keeps count down voice from repeating
// guis
idMenuHandler_Scoreboard * scoreboardManager;
// 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 voiceChatThrottle;
int startFragLimit; // synchronize to clients in initial state, set on -> GAMEON
idItemTeam * teamFlags[ 2 ];
int teamPoints[ 2 ];
bool flagMsgOn;
private:
void UpdatePlayerRanks();
void GameHasBeenWon();
// updates the passed gui with current score information
void UpdateRankColor( idUserInterface *gui, const char *mask, int i, const idVec3 &vec );
void UpdateScoreboard( idMenuHandler_Scoreboard * scoreboard, idPlayer *owner );
void DrawScoreBoard( idPlayer *player );
void UpdateHud( idPlayer *player, idMenuHandler_HUD * hudManager );
bool Warmup();
idPlayer * FragLimitHit();
idPlayer * FragLeader();
bool TimeLimitHit();
bool PointLimitHit();
// return team with most points
int WinningTeam();
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 CycleTourneyPlayers();
// walk through the tourneyRank to build a wait list for the clients
void UpdateTourneyLine();
const char * GameTime();
void Clear();
bool EnoughClientsToPlay();
void ClearChatData();
void DrawChat( idPlayer * player );
// 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 );
// when clients disconnect or join spectate during game, check if we need to end the game
void CheckAbortGame();
void MessageMode( const idCmdArgs &args );
// scores in TDM
void TeamScore( int entityNumber, int team, int delta );
void VoiceChat( const idCmdArgs &args, bool team );
void DumpTourneyLine();
void SuddenRespawn();
void FindTeamFlags();
void NewState_Warmup_ServerAndClient();
void NewState_Countdown_ServerAndClient();
void NewState_GameOn_ServerAndClient();
void NewState_GameReview_ServerAndClient();
public:
const char * GetTeamName( int team ) const;
const char * GetSkinName( int skin ) const;
const idVec3 & GetSkinColor( int skin ) const;
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 ReloadScoreboard();
int GetGameModes( const char *** gameModes, const char *** gameModesDisplay );
bool IsGametypeFlagBased();
bool IsGametypeTeamBased();
};
ID_INLINE idMultiplayerGame::gameState_t idMultiplayerGame::GetGameState() const {
return gameState;
}
ID_INLINE bool idMultiplayerGame::IsPureReady() const {
return pureReady;
}
ID_INLINE void idMultiplayerGame::ClearFrags( int clientNum ) {
playerState[ clientNum ].fragCount = 0;
}
#endif /* !__MULTIPLAYERGAME_H__ */