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- /*
- ===========================================================================
- 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__ */
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