HLua/game_shared/voice_status.h

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2013-08-30 13:34:05 -07:00
//========= Copyright <20> 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef VOICE_STATUS_H
#define VOICE_STATUS_H
#pragma once
#include "voice_common.h"
#include "voice_banmgr.h"
// This is provided by each mod to access data that may not be the same across mods.
class IVoiceStatusHelper
{
public:
virtual ~IVoiceStatusHelper() {}
// Get RGB color for voice status text about this player.
virtual void GetPlayerTextColor(int entindex, int color[3]) = 0;
// Return the height above the bottom that the voice ack icons should be drawn at.
virtual int GetAckIconHeight() = 0;
// Return true if the voice manager is allowed to show speaker labels
// (mods usually return false when the scoreboard is up).
virtual bool CanShowSpeakerLabels() = 0;
// return a pre-translated string for the player's location. Defaults to empty string for games without locations
virtual const char * GetPlayerLocation(int entindex) { return ""; }
};
class IVoiceStatus
{
public:
// returns the state of this player using the enum above
virtual int GetSpeakerStatus(int iPlayer) = 0;
virtual bool IsTalking() = 0;
virtual bool ServerAcked() = 0;
};
class IVoiceHud
{
public:
virtual int Init(IVoiceStatusHelper *pHelper, IVoiceStatus *pStatus)=0;
// ackPosition is the bottom position of where CVoiceStatus will draw the voice acknowledgement labels.
virtual int VidInit() = 0;
// Call from the HUD_CreateEntities function so it can add sprites above player heads.
virtual void CreateEntities() = 0;
// Sets a player's location (can be a #-prefixed string for localization).
virtual void UpdateLocation(int entindex, const char *location) = 0;
virtual void UpdateSpeakerStatus(int entindex, bool bTalking) = 0;
virtual void RepositionLabels() = 0;
};
class CVoiceStatus: public IVoiceStatusHelper, public IVoiceStatus
{
public:
CVoiceStatus();
~CVoiceStatus();
void Init(IVoiceStatusHelper *pHelper);
// Called when a player starts or stops talking.
// entindex is -1 to represent the local client talking (before the data comes back from the server).
// When the server acknowledges that the local client is talking, then entindex will be gEngfuncs.GetLocalPlayer().
// entindex is -2 to represent the local client's voice being acked by the server.
void UpdateSpeakerStatus(int entindex, bool bTalking);
// returns the state of this player using the enum above
int GetSpeakerStatus(int iPlayer);
// Called when the server registers a change to who this client can hear.
void HandleVoiceMaskMsg(int iSize, void *pbuf);
// The server sends this message initially to tell the client to send their state.
void HandleReqStateMsg(int iSize, void *pbuf);
void Frame(double frametime);
// When you enter squelch mode, pass in
void StartSquelchMode();
void StopSquelchMode();
bool IsInSquelchMode();
// returns true if the target client has been banned
// playerIndex is of range 1..maxplayers
bool IsPlayerBlocked(int iPlayerIndex);
// returns false if the player can't hear the other client due to game rules (eg. the other team)
bool IsPlayerAudible(int iPlayerIndex);
// blocks the target client from being heard
void SetPlayerBlockedState(int iPlayerIndex, bool blocked);
void UpdateServerState(bool bForce);
virtual bool CanShowSpeakerLabels()
{
return m_pHelper->CanShowSpeakerLabels();
}
virtual void GetPlayerTextColor(int entindex, int color[3])
{
m_pHelper->GetPlayerTextColor(entindex,color);
}
virtual int GetAckIconHeight()
{
return m_pHelper->GetAckIconHeight();
}
bool IsTalking()
{
return m_bTalking;
}
bool ServerAcked()
{
return m_bServerAcked;
}
CVoiceBanMgr *GetBanMgr() { return &m_BanMgr; }
enum
{
VOICE_TALKING=1, // start from one because ImageList's don't use pos 0
VOICE_BANNED,
VOICE_NEVERSPOKEN,
VOICE_NOTTALKING,
}; // various voice states
private:
float m_LastUpdateServerState; // Last time we called this function.
int m_bServerModEnable; // What we've sent to the server about our "voice_modenable" cvar.
CPlayerBitVec m_VoicePlayers; // Who is currently talking. Indexed by client index.
// This is the gamerules-defined list of players that you can hear. It is based on what teams people are on
// and is totally separate from the ban list. Indexed by client index.
CPlayerBitVec m_AudiblePlayers;
// Players who have spoken at least once in the game so far
CPlayerBitVec m_VoiceEnabledPlayers;
// This is who the server THINKS we have banned (it can become incorrect when a new player arrives on the server).
// It is checked periodically, and the server is told to squelch or unsquelch the appropriate players.
CPlayerBitVec m_ServerBannedPlayers;
IVoiceStatusHelper *m_pHelper; // Each mod provides an implementation of this.
// Squelch mode stuff.
bool m_bInSquelchMode;
bool m_bTalking; // Set to true when the client thinks it's talking.
bool m_bServerAcked; // Set to true when the server knows the client is talking.
CVoiceBanMgr m_BanMgr; // Tracks which users we have squelched and don't want to hear.
bool m_bBanMgrInitialized;
// Cache the game directory for use when we shut down
char * m_pchGameDir;
};
CVoiceStatus* GetClientVoice();
// Get the (global) voice manager.
IVoiceHud* GetClientVoiceHud();
#endif // VOICE_STATUS_H