mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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368 lines
11 KiB
C++
368 lines
11 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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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/*
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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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class idMenuHandler_HUD;
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class idMenuHandler_Scoreboard;
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class idItemTeam;
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enum gameType_t
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{
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GAME_SP = -2,
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GAME_RANDOM = -1,
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GAME_DM = 0,
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GAME_TOURNEY,
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GAME_TDM,
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GAME_LASTMAN,
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GAME_CTF,
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GAME_COUNT,
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};
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// Used by the UI
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typedef enum
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{
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FLAGSTATUS_INBASE = 0,
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FLAGSTATUS_TAKEN = 1,
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FLAGSTATUS_STRAY = 2,
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FLAGSTATUS_NONE = 3
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} flagStatus_t;
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typedef struct mpPlayerState_s
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{
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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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bool scoreBoardUp; // toggle based on player scoreboard button, used to activate de-activate the scoreboard gui
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int deaths;
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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 = 400; // in CTF frags are player points
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const int MP_PLAYER_MAXWINS = 100;
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const int MP_PLAYER_MAXPING = 999;
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const int MP_CTF_MAXPOINTS = 400;
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typedef struct mpChatLine_s
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{
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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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{
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SND_YOUWIN = 0,
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SND_YOULOSE,
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SND_FIGHT,
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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_FLAG_CAPTURED_YOURS,
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SND_FLAG_CAPTURED_THEIRS,
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SND_FLAG_RETURN,
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SND_FLAG_TAKEN_YOURS,
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SND_FLAG_TAKEN_THEIRS,
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SND_FLAG_DROPPED_YOURS,
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SND_FLAG_DROPPED_THEIRS,
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SND_COUNT
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} snd_evt_t;
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class idMultiplayerGame
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{
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public:
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idMultiplayerGame();
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void Shutdown();
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// resets everything and prepares for a match
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void Reset();
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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();
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// draws mp hud, scoredboard, etc..
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bool Draw( int clientNum );
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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( VERIFY_FORMAT_STRING const char* fmt, ... );
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void WriteToSnapshot( idBitMsg& msg ) const;
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void ReadFromSnapshot( const idBitMsg& msg );
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// game state
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typedef enum
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{
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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() const;
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static const char* GlobalSoundStrings[ SND_COUNT ];
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void PlayGlobalSound( int toPlayerNum, snd_evt_t evt, const char* shader = NULL );
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void PlayTeamSound( int toTeam, snd_evt_t evt, const char* shader = NULL ); // sound that's sent only to member of toTeam team
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// more compact than a chat line
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typedef enum
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{
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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_SUDDENDEATH,
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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_POINTLIMIT,
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MSG_FLAGTAKEN,
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MSG_FLAGDROP,
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MSG_FLAGRETURN,
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MSG_FLAGCAPTURE,
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MSG_SCOREUPDATE,
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MSG_LEFTGAME,
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MSG_COUNT
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} msg_evt_t;
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void PrintMessageEvent( msg_evt_t evt, int parm1 = -1, int parm2 = -1 );
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void DisconnectClient( int clientNum );
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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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int NumActualClients( bool countSpectators, int* teamcount = NULL );
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void DropWeapon( int clientNum );
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void MapRestart();
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void BalanceTeams();
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void SwitchToTeam( int clientNum, int oldteam, int newteam );
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bool IsPureReady() 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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bool HandleGuiEvent( const sysEvent_t* sev );
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bool IsScoreboardActive();
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void SetScoreboardActive( bool active );
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void CleanupScoreboard();
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void Precache();
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void ToggleSpectate();
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void GetSpectateText( idPlayer* player, idStr spectatetext[ 2 ], bool scoreboard );
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void ClearFrags( int clientNum );
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bool CanPlay( idPlayer* p );
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bool WantRespawn( idPlayer* p );
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void ServerWriteInitialReliableMessages( int clientNum, lobbyUserID_t lobbyUserID );
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void ClientReadStartState( const idBitMsg& msg );
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void ClientReadWarmupTime( const idBitMsg& msg );
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void ClientReadMatchStartedTime( const idBitMsg& msg );
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void ClientReadAchievementUnlock( const idBitMsg& msg );
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void ServerClientConnect( int clientNum );
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int GetFlagPoints( int team ); // Team points in CTF
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void SetFlagMsg( bool b ); // allow flag event messages to be sent
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bool IsFlagMsgOn(); // should flag event messages go through?
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int player_red_flag; // Ent num of red flag carrier for HUD
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int player_blue_flag; // Ent num of blue flag carrier for HUD
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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* teamNames[];
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static const char* skinNames[];
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static const idVec3 skinColors[];
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static const int numSkins;
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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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mpPlayerState_t playerState[ MAX_CLIENTS ];
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// keep track of clients which are willingly in spectator mode
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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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bool one, two, three; // keeps count down voice from repeating
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// guis
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idMenuHandler_Scoreboard* scoreboardManager;
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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 voiceChatThrottle;
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int startFragLimit; // synchronize to clients in initial state, set on -> GAMEON
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idItemTeam* teamFlags[ 2 ];
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int teamPoints[ 2 ];
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bool flagMsgOn;
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private:
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void UpdatePlayerRanks();
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void GameHasBeenWon();
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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( idMenuHandler_Scoreboard* scoreboard, idPlayer* owner );
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void DrawScoreBoard( idPlayer* player );
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void UpdateHud( idPlayer* player, idMenuHandler_HUD* hudManager );
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bool Warmup();
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idPlayer* FragLimitHit();
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idPlayer* FragLeader();
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bool TimeLimitHit();
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bool PointLimitHit();
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// return team with most points
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int WinningTeam();
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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();
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void CycleTourneyPlayers();
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// walk through the tourneyRank to build a wait list for the clients
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void UpdateTourneyLine();
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const char* GameTime();
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void Clear();
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bool EnoughClientsToPlay();
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void ClearChatData();
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void DrawChat( idPlayer* player );
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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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// when clients disconnect or join spectate during game, check if we need to end the game
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void CheckAbortGame();
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void MessageMode( const idCmdArgs& args );
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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();
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void SuddenRespawn();
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void FindTeamFlags();
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void NewState_Warmup_ServerAndClient();
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void NewState_Countdown_ServerAndClient();
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void NewState_GameOn_ServerAndClient();
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void NewState_GameReview_ServerAndClient();
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public:
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const char* GetTeamName( int team ) const;
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const char* GetSkinName( int skin ) const;
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const idVec3& GetSkinColor( int skin ) const;
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idItemTeam* GetTeamFlag( int team );
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flagStatus_t GetFlagStatus( int team );
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void TeamScoreCTF( int team, int delta );
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void PlayerScoreCTF( int playerIdx, int delta );
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// returns entityNum to team flag carrier, -1 if no flag carrier
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int GetFlagCarrier( int team );
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void UpdateScoreboardFlagStatus();
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void ReloadScoreboard();
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int GetGameModes( const char** * gameModes, const char** * gameModesDisplay );
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bool IsGametypeFlagBased();
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bool IsGametypeTeamBased();
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};
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ID_INLINE idMultiplayerGame::gameState_t idMultiplayerGame::GetGameState() const
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{
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return gameState;
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}
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ID_INLINE bool idMultiplayerGame::IsPureReady() const
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{
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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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{
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playerState[ clientNum ].fragCount = 0;
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}
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#endif /* !__MULTIPLAYERGAME_H__ */
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