70 lines
2.0 KiB
C++
70 lines
2.0 KiB
C++
//========= Copyright Valve Corporation, 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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#ifndef VOICE_GAMEMGR_H
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#define VOICE_GAMEMGR_H
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#pragma once
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#include "voice_common.h"
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class CGameRules;
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class CBasePlayer;
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abstract_class IVoiceGameMgrHelper {
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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
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// other. This overrides whatever squelch settings players have.
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virtual bool CanPlayerHearPlayer(
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CBasePlayer * pListener, CBasePlayer * pTalker, bool &bProximity) = 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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public:
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CVoiceGameMgr();
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virtual ~CVoiceGameMgr();
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bool Init(IVoiceGameMgrHelper *m_pHelper, int maxClients);
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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
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// other. If gameplay mode is teamplay, then only players on the same team
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// can hear each other. 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_t *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 CCommand &args);
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bool CheckProximity(int iDistance);
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void SetProximityDistance(int iDistance);
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bool IsPlayerIgnoringPlayer(int iTalker, int iListener);
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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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private:
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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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int m_iProximityDistance;
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};
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// Use this to access CVoiceGameMgr.
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CVoiceGameMgr *GetVoiceGameMgr();
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#endif // VOICE_GAMEMGR_H
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