mirror of
https://github.com/UberGames/EF2GameSource.git
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337 lines
12 KiB
C++
337 lines
12 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/dm_manager.h $
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// $Revision:: 31 $
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// $Author:: Steven $
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// $Date:: 7/18/02 10:45a $
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//
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// Copyright (C) 2002 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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//
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// Forward declaration
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class Player;
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//class DM_Team ;
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#ifndef __MP_MANAGER_HPP__
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#define __MP_MANAGER_HPP__
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// Typedefs
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typedef SafePtr<Player> PlayerPtr;
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#include "g_local.h"
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#include "mp_modeBase.hpp"
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#include "mp_modifiers.hpp"
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#include "mp_awardsystem.hpp"
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#include "mp_shared.hpp"
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#include "equipment.h"
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class MultiplayerManager;
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extern MultiplayerManager multiplayerManager;
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extern str playersLastTeam[ MAX_CLIENTS ];
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typedef enum
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{
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MP_CVAR_TYPE_INTEGER,
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MP_CVAR_TYPE_FLOAT,
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MP_CVAR_TYPE_BOOL
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} MPCvarType;
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class MultiplayerDialogData
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{
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public:
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str _soundName;
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int _channel;
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float _volume;
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float _minDist;
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float _time;
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};
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class MultiplayerPlayerData
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{
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public:
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static const int _maxDialogs;
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bool _valid;
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int _votecount;
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bool _voted;
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bool _spectator;
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bool _spectatorByChoice;
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SpectatorTypes _spectatorType;
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float _spectatorTime;
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int _spectatorPlayerNum;
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bool _waitingForRespawn;
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float _respawnTime;
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str _teamHud;
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bool _named;
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str _name;
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MultiplayerDialogData* _dialogData;
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int _nextDialogSendSpot;
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int _nextDialogAddSpot;
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float _nextDialogSendTime;
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float _nextTauntTime;
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MultiplayerPlayerData();
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~MultiplayerPlayerData();
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void reset( void );
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int getNextDialogAddSpot() { return _nextDialogAddSpot % _maxDialogs; }
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int getNextDialogSendSpot() { return _nextDialogSendSpot % _maxDialogs; }
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};
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class MultiplayerManager : public Class
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{
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private:
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static const int _playerFreezeTime;
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//static const int _maxVoteCount;
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static const float _maxVoteTime;
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static const int _maxSayStringLength;
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static const float _inBetweenMatchTime;
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bool _inMultiplayerGame;
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bool _gameStarted;
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bool _gameOver;
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MultiplayerModeBase *_multiplayerGame;
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bool _allowFighting;
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Container<MultiplayerModifier *> _modifiers;
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MultiplayerPlayerData *_playerData;
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AwardSystem *_awardSystem;
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float _voteTime;
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str _voteString;
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int _voteYes;
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int _voteNo;
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int _numVoters;
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float _declareWinnerTime;
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bool _declaredWinner;
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bool _needToAddBots;
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bool _inMatch;
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int _talkingIconIndex;
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int _waitingToRespawnIconIndex;
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float _restartMatchTime;
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float _respawnTime;
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int _oldFlags;
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gclient_s * getClient( int entnum );
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void start( void );
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void addBots( void );
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void matchOver( void );
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void restartMatch( void );
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void setNextMap( void );
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str getNextMap( void );
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void addSoundToQueue( Player *player, str soundName, int channel, float volume, float minDist, float time );
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void sendNextPlayerSound( Player *player );
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protected:
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public:
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CLASS_PROTOTYPE( MultiplayerManager );
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MultiplayerManager();
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~MultiplayerManager();
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//
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// Interface for game dll
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//
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void init( void );
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void cleanup( qboolean restart );
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void update( float frameTime );
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bool inMultiplayer( void );
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bool checkFlag( unsigned int flag );
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bool isFightingAllowed( void );
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bool fullCollision( void );
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void initMultiplayerGame( void );
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void initItems( void );
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void resetItems( void );
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void addPlayer( Player *player );
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void removePlayer( Player *player );
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void applySpeedModifiers( Player *player, int *moveSpeed );
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void applyJumpModifiers( Player *player, int *jumpSpeed );
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void applyAirAccelerationModifiers( Player *player, int *airAcceleration );
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bool canPickup( Player *player, MultiplayerItemType itemType, const char *item_name );
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void pickedupItem( Player *player, MultiplayerItemType itemType, const char *item_name );
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void changePlayerModel( Player *player, const char *modelName, bool force = false );
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void resetPlayerStateMachine( Player *player );
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void changePlayerName( Player *player, const str &PlayerName );
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void playerDead( Player *player );
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void playerKilled( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath );
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float playerDamaged( Player *damagedPlayer, Player *attackingPlayer, float damage, int meansOfDeath );
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void playerTookDamage( Player *damagedPlayer, Player *attackingPlayer, float damage, int meansOfDeath );
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void playerFired( Player *attackingPlayer );
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float getModifiedKnockback( Player *damagedPlayer, Player *attackingPlayer, float knockback );
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void itemTouched( Player *player, MultiplayerItem *item );
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void itemDestroyed( Player *player, MultiplayerItem *item );
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float itemDamaged( MultiplayerItem *item, Player *attackingPlayer, float damage, int meansOfDeath );
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void itemUsed( Entity *entity, MultiplayerItem *item );
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void playerUsed( Player *usedPlayer, Player *usingPlayer, Equipment *equipment );
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void score( Player *player );
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void respawnPlayer( Player *player, bool forced );
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void respawnAllPlayers( void );
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Entity * getSpawnPoint( Player *player );
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bool isPlayerSpectator( Player *player, SpectatorTypes spectatorType = SPECTATOR_TYPE_ANY );
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bool isPlayerSpectatorByChoice( Player *player );
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Player * getPlayerSpectating( Player *player );
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void makePlayerSpectator( Player *player, SpectatorTypes spectatorType = SPECTATOR_TYPE_FOLLOW, bool byChoice = false );
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void makePlayerSpectateNextPlayer( Player *player );
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void makePlayerSpectatePrevPlayer( Player *player );
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void makePlayerSpectatePlayer( Player *player, Player *playerToSpectate );
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void playerEnterArena( int entnum, float health );
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void playerSpawned( Player *player );
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int getPoints( Player *player );
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int getKills( Player *player );
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int getDeaths( Player *player );
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int getTeamPoints( Player *player );
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int getTeamPoints( const str & teamName );
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void addTeamPoints( const str & teamName, int points );
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int getStat( Player *player, int statNum );
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int getIcon( Player *player, int statNum );
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int getScoreIcon( Player *player, int index );
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int getInfoIcon( Player *player, int buttons );
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Player * getLastKilledByPlayer( Player *player, int *meansOfDeath = NULL );
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Player * getLastKillerOfPlayer( Player *player, int *meansOfDeath = NULL );
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Team* getPlayersTeam( const Player *player );
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int getPointsForKill( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath, int points );
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void callVote( Player *player, const str &command, const str &arg );
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void vote( Player *player, const str &vote );
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void checkVote( void );
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void joinTeam( Player *player, const str &teamName );
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void say( Player *player, const str &text, bool team );
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void tell( Player *player, const str &text, int entnum );
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float getItemRespawnMultiplayer( void );
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float getWeaponRespawnMultiplayer( void );
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float getPowerupRespawnMultiplayer( void );
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bool checkGameType( const char *rule );
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bool doesPlayerHaveItem( Player *player, const char *itemName );
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void playerCommand( Player *player, const char *command, const char *parm );
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void playerInput( Player *player, int newButtons );
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//
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// Modifier stuff
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//
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void addModifiers( void );
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void tryAddModifier( const str &modifierName );
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void addModifier( const str &modifierName );
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void addPoints( int entnum, int points );
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//
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// Interface for modes
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//
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Player * getPlayer( int entnum );
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int getMaxPlayers( void );
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int getTotalPlayers( bool countSpectators = false );
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int getClientNum( int entnum );
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int getClientPing( int entnum );
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float getTime( void );
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void centerPrint( int entnum, const str &string, CenterPrintImportance importance );
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void HUDSay( int entnum, const str &string );
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void HUDPrint( int entnum, const str &string );
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void statusPrint( int entnum, const str &string );
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void instantPlayerSound( int entnum, const str &soundName, int channel = CHAN_AUTO, float volume = DEFAULT_VOL, float minDist = DEFAULT_MIN_DIST );
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void broadcastInstantSound( const str &soundName, int channel = CHAN_AUTO, float volume = DEFAULT_VOL, float minDist = DEFAULT_MIN_DIST, Player *except = NULL );
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void playerSound( int entnum, const str &soundName, int channel = CHAN_AUTO, float volume = DEFAULT_VOL, float minDist = DEFAULT_MIN_DIST, float time = 2.5f );
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void teamSound( Team *team, const str &soundName, int channel = CHAN_AUTO, float volume = DEFAULT_VOL, float minDist = DEFAULT_MIN_DIST, float time = 2.5f );
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void broadcastSound( const str &soundName, int channel = CHAN_AUTO, float volume = DEFAULT_VOL, float minDist = DEFAULT_MIN_DIST, Player *except = NULL, float time = 2.5f );
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void addPlayerHealth( int entnum, float healthToAdd );
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void allowFighting( bool allowFighting );
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bool checkRule( const char *rule, bool defaultValue, Player *player = NULL );
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void playerEventNotification( const char *eventName, const char *eventItemName, Player *eventPlayer );
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void initPlayer( Player *player );
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void teamPointsChanged( Team *team, int oldPoints, int newPoints );
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void cacheMultiplayerFiles( const str &cacheFileName );
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void setTeamHud( Player *player, const str &teamHudName );
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str getSpawnPointType( Player *player );
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//
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// Shared Interface (game dll and modes)
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//
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void centerPrintAllClients( const str &string, CenterPrintImportance importance );
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void HUDPrintAllClients( const str &string );
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void centerPrintTeamClients( Player *player, const str &string, CenterPrintImportance importance );
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void HUDPrintTeamClients( Player *player, const str &string );
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void HUDPrintSpectators( Player *player, const str &string, bool team );
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bool canGivePlayerItem( int entnum, const str &itemName );
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void givePlayerItem( int entnum, const str &itemName );
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void usePlayerItem( int entnum, const str &itemName );
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int getAfterMatchAward( Player *player, int index );
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void startMatch( void );
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void endMatch( void );
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str getPlaceName( Player *player );
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bool isValidPlayerModel( Player *player, str modelToUse );
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str getDefaultPlayerModel( Player *player );
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float getRespawnTime( void );
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void setRespawnTime( float time );
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void resetRespawnTime( void );
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void checkModifiedCvars( bool informPlayers );
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void checkCvar( cvar_t *mp_cvarToCheck, str optionName, MPCvarType cvarType, int bitToCheck = -1 );
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bool hasFlagChanged( int bitToCheck );
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bool skipWeaponReloads( void );
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void playerTaunt( Player *player, const str &tauntName );
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};
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#endif // __MP_MANAGER_HPP__
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