/* * * This program 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 2 of the License, or (at * your option) any later version. * * This program 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 this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #pragma once #include "voice_common.h" class CGameRules; class CBasePlayer; class IVoiceGameMgrHelper { public: virtual ~IVoiceGameMgrHelper() {} // Called each frame to determine which players are allowed to hear each other. This overrides // whatever squelch settings players have. virtual bool CanPlayerHearPlayer(CBasePlayer *pListener, CBasePlayer *pTalker) = 0; }; // CVoiceGameMgr manages which clients can hear which other clients. class CVoiceGameMgr { public: CVoiceGameMgr(); virtual ~CVoiceGameMgr(); bool Init(IVoiceGameMgrHelper *pHelper, int maxClients); void SetHelper(IVoiceGameMgrHelper *pHelper); // Updates which players can hear which other players. // If gameplay mode is DM, then only players within the PVS can hear each other. // If gameplay mode is teamplay, then only players on the same team can hear each other. // Player masks are always applied. void Update(double frametime); // Called when a new client connects (unsquelches its entity for everyone). void ClientConnected(edict_t *pEdict); // Called on ClientCommand. Checks for the squelch and unsquelch commands. // Returns true if it handled the command. bool ClientCommand(CBasePlayer *pPlayer, const char *cmd); // Called to determine if the Receiver has muted (blocked) the Sender // Returns true if the receiver has blocked the sender bool PlayerHasBlockedPlayer(CBasePlayer *pReceiver, CBasePlayer *pSender); private: // Force it to update the client masks. void UpdateMasks(); private: int m_msgPlayerVoiceMask; int m_msgRequestState; IVoiceGameMgrHelper *m_pHelper; int m_nMaxPlayers; double m_UpdateInterval; // How long since the last update. }; extern cvar_t sv_alltalk; void VoiceGameMgr_RegisterCVars(); void VoiceServerDebug(const char *pFmt, ...);