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//========= Copyright <EFBFBD> 1996-2002, Valve LLC, All rights reserved. ============ |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//============================================================================= |
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#pragma once |
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#ifndef VOICE_GAMEMGR_H |
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#define VOICE_GAMEMGR_H |
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#ifdef _WIN32 |
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#endif |
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#include "voice_common.h" |
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class CGameRules; |
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class CBasePlayer; |
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class IVoiceGameMgrHelper |
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{ |
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public: |
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virtual ~IVoiceGameMgrHelper() {} |
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// Called each frame to determine which players are allowed to hear each other. This overrides |
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// whatever squelch settings players have. |
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virtual bool CanPlayerHearPlayer(CBasePlayer *pListener, CBasePlayer *pTalker) = 0; |
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}; |
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// CVoiceGameMgr manages which clients can hear which other clients. |
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class CVoiceGameMgr |
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{ |
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public: |
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CVoiceGameMgr(); |
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virtual ~CVoiceGameMgr(); |
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bool Init( |
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IVoiceGameMgrHelper *m_pHelper, |
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int maxClients |
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); |
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void SetHelper(IVoiceGameMgrHelper *pHelper); |
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// Updates which players can hear which other players. |
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// If gameplay mode is DM, then only players within the PVS can hear each other. |
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// If gameplay mode is teamplay, then only players on the same team can hear each other. |
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// Player masks are always applied. |
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void Update(double frametime); |
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// Called when a new client connects (unsquelches its entity for everyone). |
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void ClientConnected(struct edict_s *pEdict); |
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// Called on ClientCommand. Checks for the squelch and unsquelch commands. |
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// Returns true if it handled the command. |
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bool ClientCommand(CBasePlayer *pPlayer, const char *cmd); |
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// Called to determine if the Receiver has muted (blocked) the Sender |
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// Returns true if the receiver has blocked the sender |
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bool PlayerHasBlockedPlayer(CBasePlayer *pReceiver, CBasePlayer *pSender); |
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private: |
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// Force it to update the client masks. |
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void UpdateMasks(); |
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int m_msgPlayerVoiceMask; |
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int m_msgRequestState; |
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IVoiceGameMgrHelper *m_pHelper; |
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int m_nMaxPlayers; |
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double m_UpdateInterval; // How long since the last update. |
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}; |
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#endif // VOICE_GAMEMGR_H
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