205 lines
No EOL
5.6 KiB
C++
205 lines
No EOL
5.6 KiB
C++
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef VOICE_STATUS_H
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#define VOICE_STATUS_H
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#pragma once
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#include "voice_common.h"
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#include "voice_banmgr.h"
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// This is provided by each mod to access data that may not be the same across mods.
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class IVoiceStatusHelper
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{
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public:
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virtual ~IVoiceStatusHelper() {}
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// Get RGB color for voice status text about this player.
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virtual void GetPlayerTextColor(int entindex, int color[3]) = 0;
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// Return the height above the bottom that the voice ack icons should be drawn at.
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virtual int GetAckIconHeight() = 0;
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// Return true if the voice manager is allowed to show speaker labels
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// (mods usually return false when the scoreboard is up).
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virtual bool CanShowSpeakerLabels() = 0;
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// return a pre-translated string for the player's location. Defaults to empty string for games without locations
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virtual const char * GetPlayerLocation(int entindex) { return ""; }
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};
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class IVoiceStatus
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{
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public:
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// returns the state of this player using the enum above
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virtual int GetSpeakerStatus(int iPlayer) = 0;
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virtual bool IsTalking() = 0;
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virtual bool ServerAcked() = 0;
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};
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class IVoiceHud
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{
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public:
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virtual int Init(IVoiceStatusHelper *pHelper, IVoiceStatus *pStatus)=0;
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// ackPosition is the bottom position of where CVoiceStatus will draw the voice acknowledgement labels.
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virtual int VidInit() = 0;
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// Call from the HUD_CreateEntities function so it can add sprites above player heads.
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virtual void CreateEntities() = 0;
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// Sets a player's location (can be a #-prefixed string for localization).
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virtual void UpdateLocation(int entindex, const char *location) = 0;
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virtual void UpdateSpeakerStatus(int entindex, bool bTalking) = 0;
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virtual void RepositionLabels() = 0;
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};
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class CVoiceStatus: public IVoiceStatusHelper, public IVoiceStatus
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{
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public:
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CVoiceStatus();
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~CVoiceStatus();
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void Init(IVoiceStatusHelper *pHelper);
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// Called when a player starts or stops talking.
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// entindex is -1 to represent the local client talking (before the data comes back from the server).
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// When the server acknowledges that the local client is talking, then entindex will be gEngfuncs.GetLocalPlayer().
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// entindex is -2 to represent the local client's voice being acked by the server.
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void UpdateSpeakerStatus(int entindex, bool bTalking);
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// returns the state of this player using the enum above
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int GetSpeakerStatus(int iPlayer);
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// Called when the server registers a change to who this client can hear.
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void HandleVoiceMaskMsg(int iSize, void *pbuf);
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// The server sends this message initially to tell the client to send their state.
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void HandleReqStateMsg(int iSize, void *pbuf);
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void Frame(double frametime);
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// When you enter squelch mode, pass in
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void StartSquelchMode();
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void StopSquelchMode();
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bool IsInSquelchMode();
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// returns true if the target client has been banned
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// playerIndex is of range 1..maxplayers
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bool IsPlayerBlocked(int iPlayerIndex);
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// returns false if the player can't hear the other client due to game rules (eg. the other team)
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bool IsPlayerAudible(int iPlayerIndex);
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// blocks the target client from being heard
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void SetPlayerBlockedState(int iPlayerIndex, bool blocked);
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void UpdateServerState(bool bForce);
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virtual bool CanShowSpeakerLabels()
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{
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return m_pHelper->CanShowSpeakerLabels();
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}
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virtual void GetPlayerTextColor(int entindex, int color[3])
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{
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m_pHelper->GetPlayerTextColor(entindex,color);
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}
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virtual int GetAckIconHeight()
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{
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return m_pHelper->GetAckIconHeight();
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}
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bool IsTalking()
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{
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return m_bTalking;
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}
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bool ServerAcked()
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{
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return m_bServerAcked;
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}
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CVoiceBanMgr *GetBanMgr() { return &m_BanMgr; }
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enum
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{
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VOICE_TALKING=1, // start from one because ImageList's don't use pos 0
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VOICE_BANNED,
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VOICE_NEVERSPOKEN,
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VOICE_NOTTALKING,
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}; // various voice states
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private:
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float m_LastUpdateServerState; // Last time we called this function.
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int m_bServerModEnable; // What we've sent to the server about our "voice_modenable" cvar.
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CPlayerBitVec m_VoicePlayers; // Who is currently talking. Indexed by client index.
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// This is the gamerules-defined list of players that you can hear. It is based on what teams people are on
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// and is totally separate from the ban list. Indexed by client index.
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CPlayerBitVec m_AudiblePlayers;
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// Players who have spoken at least once in the game so far
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CPlayerBitVec m_VoiceEnabledPlayers;
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// This is who the server THINKS we have banned (it can become incorrect when a new player arrives on the server).
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// It is checked periodically, and the server is told to squelch or unsquelch the appropriate players.
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CPlayerBitVec m_ServerBannedPlayers;
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IVoiceStatusHelper *m_pHelper; // Each mod provides an implementation of this.
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// Squelch mode stuff.
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bool m_bInSquelchMode;
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bool m_bTalking; // Set to true when the client thinks it's talking.
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bool m_bServerAcked; // Set to true when the server knows the client is talking.
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CVoiceBanMgr m_BanMgr; // Tracks which users we have squelched and don't want to hear.
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bool m_bBanMgrInitialized;
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// Cache the game directory for use when we shut down
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char * m_pchGameDir;
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};
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CVoiceStatus* GetClientVoice();
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// Get the (global) voice manager.
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IVoiceHud* GetClientVoiceHud();
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#endif // VOICE_STATUS_H
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