ReGameDLL_CS/regamedll/game_shared/voice_gamemgr.h
fant1kua 27b2a8c8c9 Add API to set if player can hear another player (#467)
* Add API to set if player can hear another player
2019-12-14 17:24:40 +07:00

94 lines
3.3 KiB
C++

/*
*
* 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;
#ifdef REGAMEDLL_ADD
virtual void ResetCanHearPlayer(edict_t* pEdict) = 0;
virtual void SetCanHearPlayer(CBasePlayer* pListener, CBasePlayer* pSender, bool bCanHear) = 0;
virtual bool GetCanHearPlayer(CBasePlayer* pListener, CBasePlayer* pSender) = 0;
#endif
};
// 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, ...);