ReGameDLL_CS/regamedll/game_shared/voice_gamemgr.cpp
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

227 lines
6.2 KiB
C++

#include "precompiled.h"
cvar_t voice_serverdebug = { "voice_serverdebug", "0", 0, 0.0f, nullptr };
// Set game rules to allow all clients to talk to each other.
// Muted players still can't talk to each other.
cvar_t sv_alltalk = { "sv_alltalk", "0", FCVAR_SERVER, 0.0f, nullptr };
// These are stored off as CVoiceGameMgr is created and deleted.
CPlayerBitVec g_PlayerModEnable; // Set to 1 for each player if the player wants to use voice in this mod.
// (If it's zero, then the server reports that the game rules are saying the player can't hear anyone).
CBitVec<VOICE_MAX_PLAYERS> g_BanMasks[VOICE_MAX_PLAYERS]; // Tells which players don't want to hear each other.
// These are indexed as clients and each bit represents a client (so player entity is bit + 1).
CBitVec<VOICE_MAX_PLAYERS> g_SentGameRulesMasks[VOICE_MAX_PLAYERS]; // These store the masks we last sent to each client so we can determine if
CBitVec<VOICE_MAX_PLAYERS> g_SentBanMasks[VOICE_MAX_PLAYERS]; // we need to resend them.
CPlayerBitVec g_bWantModEnable;
void VoiceServerDebug(const char *pFmt, ...)
{
char msg[4096];
va_list marker;
if (!voice_serverdebug.value)
return;
va_start(marker, pFmt);
Q_vsnprintf(msg, ARRAYSIZE(msg), pFmt, marker);
va_end(marker);
ALERT(at_console, "%s", msg);
}
CVoiceGameMgr::CVoiceGameMgr()
{
m_UpdateInterval = 0;
m_nMaxPlayers = 0;
}
CVoiceGameMgr::~CVoiceGameMgr()
{
;
}
void VoiceGameMgr_RegisterCVars()
{
// register voice_serverdebug if it hasn't been registered already
if (!CVAR_GET_POINTER("voice_serverdebug"))
CVAR_REGISTER(&voice_serverdebug);
if (!CVAR_GET_POINTER("sv_alltalk"))
CVAR_REGISTER(&sv_alltalk);
}
bool CVoiceGameMgr::Init(IVoiceGameMgrHelper *pHelper, int maxClients)
{
m_pHelper = pHelper;
m_nMaxPlayers = (maxClients > VOICE_MAX_PLAYERS) ? VOICE_MAX_PLAYERS : maxClients;
PRECACHE_MODEL("sprites/voiceicon.spr");
m_msgPlayerVoiceMask = REG_USER_MSG("VoiceMask", VOICE_MAX_PLAYERS_DW * 4 * 2);
m_msgRequestState = REG_USER_MSG("ReqState", 0);
#ifndef REGAMEDLL_FIXES
VoiceGameMgr_RegisterCVars();
#endif
return true;
}
void CVoiceGameMgr::SetHelper(IVoiceGameMgrHelper *pHelper)
{
m_pHelper = pHelper;
}
void CVoiceGameMgr::Update(double frametime)
{
// Only update periodically.
m_UpdateInterval += frametime;
const float UPDATE_INTERVAL = 0.3f;
if (m_UpdateInterval >= UPDATE_INTERVAL)
UpdateMasks();
}
void CVoiceGameMgr::ClientConnected(edict_t *pEdict)
{
int index = ENTINDEX(pEdict) - 1;
// Clear out everything we use for deltas on this guy.
g_bWantModEnable[index] = TRUE;
g_SentGameRulesMasks[index].Init(0);
g_SentBanMasks[index].Init(0);
#ifdef REGAMEDLL_ADD
m_pHelper->ResetCanHearPlayer(pEdict);
#endif
}
// Called to determine if the Receiver has muted (blocked) the Sender
// Returns true if the receiver has blocked the sender
bool CVoiceGameMgr::PlayerHasBlockedPlayer(CBasePlayer *pReceiver, CBasePlayer *pSender)
{
int iReceiverIndex, iSenderIndex;
if (!pReceiver || !pSender)
return false;
iReceiverIndex = pReceiver->entindex() - 1;
iSenderIndex = pSender->entindex() - 1;
if (iReceiverIndex < 0 || iReceiverIndex >= m_nMaxPlayers || iSenderIndex < 0 || iSenderIndex >= m_nMaxPlayers)
return false;
return (g_BanMasks[iReceiverIndex][iSenderIndex] != 0);
}
bool CVoiceGameMgr::ClientCommand(CBasePlayer *pPlayer, const char *cmd)
{
int playerClientIndex = pPlayer->entindex() - 1;
if (playerClientIndex < 0 || playerClientIndex >= m_nMaxPlayers)
{
VoiceServerDebug("CVoiceGameMgr::ClientCommand: cmd %s from invalid client (%d)\n", cmd, playerClientIndex);
return true;
}
bool bBan = Q_stricmp(cmd, "vban") == 0;
if (bBan && CMD_ARGC() >= 2)
{
for (int i = 1; i < CMD_ARGC(); i++)
{
uint32 mask = 0;
sscanf(CMD_ARGV(i), "%x", &mask);
if (i <= VOICE_MAX_PLAYERS_DW)
{
VoiceServerDebug("CVoiceGameMgr::ClientCommand: vban (0x%x) from %d\n", mask, playerClientIndex);
g_BanMasks[playerClientIndex].SetDWord(i - 1, mask);
}
else
VoiceServerDebug("CVoiceGameMgr::ClientCommand: invalid index (%d)\n", i);
}
// Force it to update the masks now.
//UpdateMasks();
return true;
}
else if (Q_stricmp(cmd, "VModEnable") == 0 && CMD_ARGC() >= 2)
{
VoiceServerDebug("CVoiceGameMgr::ClientCommand: VModEnable (%d)\n", !!Q_atoi(CMD_ARGV(1)));
g_PlayerModEnable[playerClientIndex] = !!Q_atoi(CMD_ARGV(1));
g_bWantModEnable[playerClientIndex] = FALSE;
//UpdateMasks();
return true;
}
return false;
}
void CVoiceGameMgr::UpdateMasks()
{
m_UpdateInterval = 0;
for (int iClient = 0; iClient < m_nMaxPlayers; iClient++)
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(iClient + 1);
if (!pPlayer
#ifndef REGAMEDLL_FIXES
|| !pPlayer->IsPlayer()
#endif
)
continue;
CPlayerBitVec gameRulesMask;
// Request the state of their "VModEnable" cvar.
if (g_bWantModEnable[iClient])
{
MESSAGE_BEGIN(MSG_ONE, m_msgRequestState, nullptr, pPlayer->pev);
MESSAGE_END();
}
if (g_PlayerModEnable[iClient])
{
// Build a mask of who they can hear based on the game rules.
for (int iOtherClient = 0; iOtherClient < m_nMaxPlayers; iOtherClient++)
{
CBasePlayer *pSender = UTIL_PlayerByIndex(iOtherClient + 1);
if (pSender && m_pHelper->CanPlayerHearPlayer(pPlayer, pSender))
{
gameRulesMask[iOtherClient] = TRUE;
}
}
}
// If this is different from what the client has, send an update.
if (gameRulesMask != g_SentGameRulesMasks[iClient] || g_BanMasks[iClient] != g_SentBanMasks[iClient])
{
g_SentGameRulesMasks[iClient] = gameRulesMask;
g_SentBanMasks[iClient] = g_BanMasks[iClient];
MESSAGE_BEGIN(MSG_ONE, m_msgPlayerVoiceMask, nullptr, pPlayer->pev);
for (int dw = 0; dw < VOICE_MAX_PLAYERS_DW; dw++)
{
WRITE_LONG(gameRulesMask.GetDWord(dw));
WRITE_LONG(g_BanMasks[iClient].GetDWord(dw));
}
// ServerModEnable +1 to buffer size
// WRITE_BYTE(1);
MESSAGE_END();
}
// Tell the engine.
for (int iOtherClient = 0; iOtherClient < m_nMaxPlayers; iOtherClient++)
{
bool bCanHear = gameRulesMask[iOtherClient] && !g_BanMasks[iClient][iOtherClient];
SET_CLIENT_LISTENING(iClient + 1, iOtherClient + 1, bCanHear);
}
}
}