ddnet/src/game/server/teams.cpp

870 lines
23 KiB
C++
Raw Normal View History

/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
2010-08-28 13:47:52 +00:00
#include "teams.h"
2019-06-25 19:03:15 +00:00
#include "score.h"
#include "teehistorian.h"
2010-11-06 22:54:35 +00:00
#include <engine/shared/config.h>
2010-08-28 13:47:52 +00:00
#include "entities/character.h"
CGameTeams::CGameTeams(CGameContext *pGameContext) :
m_pGameContext(pGameContext)
{
Reset();
}
void CGameTeams::Reset()
{
m_Core.Reset();
for(int i = 0; i < MAX_CLIENTS; ++i)
{
m_TeamState[i] = TEAMSTATE_EMPTY;
2010-08-28 13:47:52 +00:00
m_TeeFinished[i] = false;
m_LastChat[i] = 0;
2013-11-15 23:44:49 +00:00
m_TeamLocked[i] = false;
m_Invited[i] = 0;
m_Practice[i] = false;
2020-06-02 14:27:31 +00:00
m_pSaveTeamResult[i] = nullptr;
2010-08-28 13:47:52 +00:00
}
}
void CGameTeams::ResetSwitchers(int Team)
{
if(GameServer()->Collision()->m_NumSwitchers > 0)
{
for(int i = 0; i < GameServer()->Collision()->m_NumSwitchers + 1; ++i)
{
GameServer()->Collision()->m_pSwitchers[i].m_Status[Team] = GameServer()->Collision()->m_pSwitchers[i].m_Initial;
GameServer()->Collision()->m_pSwitchers[i].m_EndTick[Team] = 0;
GameServer()->Collision()->m_pSwitchers[i].m_Type[Team] = TILE_SWITCHOPEN;
}
}
}
void CGameTeams::OnCharacterStart(int ClientID)
{
int Tick = Server()->Tick();
CCharacter *pStartingChar = Character(ClientID);
2019-04-06 15:22:15 +00:00
if(!pStartingChar)
return;
if((g_Config.m_SvTeam == 3 || m_Core.Team(ClientID) != TEAM_FLOCK) && pStartingChar->m_DDRaceState == DDRACE_FINISHED)
return;
if(g_Config.m_SvTeam != 3 &&
(m_Core.Team(ClientID) == TEAM_FLOCK || m_Core.Team(ClientID) == TEAM_SUPER))
{
pStartingChar->m_DDRaceState = DDRACE_STARTED;
pStartingChar->m_StartTime = Tick;
2019-04-06 15:22:15 +00:00
return;
2011-02-14 21:34:46 +00:00
}
2019-04-06 15:22:15 +00:00
bool Waiting = false;
for(int i = 0; i < MAX_CLIENTS; ++i)
{
2019-04-06 15:22:15 +00:00
if(m_Core.Team(ClientID) != m_Core.Team(i))
continue;
CPlayer *pPlayer = GetPlayer(i);
2019-04-06 15:22:15 +00:00
if(!pPlayer || !pPlayer->IsPlaying())
continue;
if(GetDDRaceState(pPlayer) != DDRACE_FINISHED)
continue;
2013-11-15 23:44:49 +00:00
2019-04-06 15:22:15 +00:00
Waiting = true;
pStartingChar->m_DDRaceState = DDRACE_NONE;
if(m_LastChat[ClientID] + Server()->TickSpeed() + g_Config.m_SvChatDelay < Tick)
{
2019-04-06 15:22:15 +00:00
char aBuf[128];
str_format(
aBuf,
sizeof(aBuf),
"%s has finished and didn't go through start yet, wait for him or join another team.",
Server()->ClientName(i));
2019-04-06 15:22:15 +00:00
GameServer()->SendChatTarget(ClientID, aBuf);
m_LastChat[ClientID] = Tick;
}
if(m_LastChat[i] + Server()->TickSpeed() + g_Config.m_SvChatDelay < Tick)
2019-04-06 15:22:15 +00:00
{
char aBuf[128];
str_format(
aBuf,
sizeof(aBuf),
"%s wants to start a new round, kill or walk to start.",
Server()->ClientName(ClientID));
2019-04-06 15:22:15 +00:00
GameServer()->SendChatTarget(i, aBuf);
m_LastChat[i] = Tick;
}
}
if(m_TeamState[m_Core.Team(ClientID)] < TEAMSTATE_STARTED && !Waiting)
{
ChangeTeamState(m_Core.Team(ClientID), TEAMSTATE_STARTED);
2020-05-23 19:53:12 +00:00
int NumPlayers = Count(m_Core.Team(ClientID));
2019-04-06 15:22:15 +00:00
char aBuf[512];
str_format(
aBuf,
sizeof(aBuf),
"Team %d started with %d player%s: ",
m_Core.Team(ClientID),
NumPlayers,
NumPlayers == 1 ? "" : "s");
2019-04-06 15:22:15 +00:00
bool First = true;
for(int i = 0; i < MAX_CLIENTS; ++i)
{
if(m_Core.Team(ClientID) == m_Core.Team(i))
{
CPlayer *pPlayer = GetPlayer(i);
2019-04-06 15:22:15 +00:00
// TODO: THE PROBLEM IS THAT THERE IS NO CHARACTER SO START TIME CAN'T BE SET!
if(pPlayer && (pPlayer->IsPlaying() || TeamLocked(m_Core.Team(ClientID))))
{
2019-04-06 15:22:15 +00:00
SetDDRaceState(pPlayer, DDRACE_STARTED);
SetStartTime(pPlayer, Tick);
2019-04-06 15:22:15 +00:00
if(First)
First = false;
else
str_append(aBuf, ", ", sizeof(aBuf));
2019-04-06 15:22:15 +00:00
str_append(aBuf, GameServer()->Server()->ClientName(i), sizeof(aBuf));
}
}
2019-04-06 15:22:15 +00:00
}
2019-04-06 15:22:15 +00:00
if(g_Config.m_SvTeam < 3 && g_Config.m_SvTeamMaxSize != 2 && g_Config.m_SvPauseable)
{
for(int i = 0; i < MAX_CLIENTS; ++i)
{
CPlayer *pPlayer = GetPlayer(i);
2019-04-06 15:22:15 +00:00
if(m_Core.Team(ClientID) == m_Core.Team(i) && pPlayer && (pPlayer->IsPlaying() || TeamLocked(m_Core.Team(ClientID))))
2017-07-29 21:13:04 +00:00
{
2019-04-06 15:22:15 +00:00
GameServer()->SendChatTarget(i, aBuf);
}
2010-08-28 13:47:52 +00:00
}
}
}
}
void CGameTeams::OnCharacterFinish(int ClientID)
{
if((m_Core.Team(ClientID) == TEAM_FLOCK && g_Config.m_SvTeam != 3) || m_Core.Team(ClientID) == TEAM_SUPER)
{
CPlayer *pPlayer = GetPlayer(ClientID);
if(pPlayer && pPlayer->IsPlaying())
{
float Time = (float)(Server()->Tick() - GetStartTime(pPlayer)) / ((float)Server()->TickSpeed());
if(Time < 0.000001f)
return;
char aTimestamp[TIMESTAMP_STR_LENGTH];
str_timestamp_format(aTimestamp, sizeof(aTimestamp), FORMAT_SPACE); // 2019-04-02 19:41:58
OnFinish(pPlayer, Time, aTimestamp);
}
}
else
{
m_TeeFinished[ClientID] = true;
2013-07-21 06:46:52 +00:00
CheckTeamFinished(m_Core.Team(ClientID));
}
}
2013-07-21 06:46:52 +00:00
void CGameTeams::CheckTeamFinished(int Team)
{
if(TeamFinished(Team))
{
CPlayer *TeamPlayers[MAX_CLIENTS];
unsigned int PlayersCount = 0;
for(int i = 0; i < MAX_CLIENTS; ++i)
{
if(Team == m_Core.Team(i))
{
CPlayer *pPlayer = GetPlayer(i);
if(pPlayer && pPlayer->IsPlaying())
{
m_TeeFinished[i] = false;
2013-07-21 06:46:52 +00:00
TeamPlayers[PlayersCount++] = pPlayer;
}
}
2010-08-28 13:47:52 +00:00
}
if(PlayersCount > 0)
2014-09-26 11:03:01 +00:00
{
float Time = (float)(Server()->Tick() - GetStartTime(TeamPlayers[0])) / ((float)Server()->TickSpeed());
if(Time < 0.000001f)
{
return;
}
if(m_Practice[Team])
{
ChangeTeamState(Team, TEAMSTATE_FINISHED);
char aBuf[256];
str_format(aBuf, sizeof(aBuf),
"Your team would've finished in: %d minute(s) %5.2f second(s). Since you had practice mode enabled your rank doesn't count.",
(int)Time / 60, Time - ((int)Time / 60 * 60));
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(m_Core.Team(i) == Team && GameServer()->m_apPlayers[i])
{
GameServer()->SendChatTarget(i, aBuf);
}
}
for(unsigned int i = 0; i < PlayersCount; ++i)
{
SetDDRaceState(TeamPlayers[i], DDRACE_FINISHED);
}
return;
}
char aTimestamp[TIMESTAMP_STR_LENGTH];
str_timestamp_format(aTimestamp, sizeof(aTimestamp), FORMAT_SPACE); // 2019-04-02 19:41:58
for(unsigned int i = 0; i < PlayersCount; ++i)
OnFinish(TeamPlayers[i], Time, aTimestamp);
2014-09-26 11:03:01 +00:00
ChangeTeamState(Team, TEAMSTATE_FINISHED); //TODO: Make it better
//ChangeTeamState(Team, TEAMSTATE_OPEN);
OnTeamFinish(TeamPlayers, PlayersCount, Time, aTimestamp);
2014-09-26 11:03:01 +00:00
}
2010-08-28 13:47:52 +00:00
}
}
bool CGameTeams::SetCharacterTeam(int ClientID, int Team)
{
//Check on wrong parameters. +1 for TEAM_SUPER
if(ClientID < 0 || ClientID >= MAX_CLIENTS || Team < 0 || Team >= MAX_CLIENTS + 1)
return false;
//You can join to TEAM_SUPER at any time, but any other group you cannot if it started
if(Team != TEAM_SUPER && m_TeamState[Team] > TEAMSTATE_OPEN)
return false;
//No need to switch team if you there
if(m_Core.Team(ClientID) == Team)
return false;
if(!Character(ClientID))
2014-01-10 23:13:35 +00:00
return false;
//You cannot be in TEAM_SUPER if you not super
if(Team == TEAM_SUPER && !Character(ClientID)->m_Super)
return false;
//if you begin race
if(Character(ClientID)->m_DDRaceState != DDRACE_NONE && Team != TEAM_SUPER)
2013-10-07 12:09:30 +00:00
return false;
//No cheating through noob filter with practice and then leaving team
if(m_Practice[m_Core.Team(ClientID)])
return false;
2013-10-07 12:09:30 +00:00
//you can not join a team which is currently in the process of saving,
//because the save-process can fail and then the team is reset into the game
if((Team != TEAM_SUPER && GetSaving(Team)) || (m_Core.Team(ClientID) != TEAM_SUPER && GetSaving(m_Core.Team(ClientID))))
return false;
SetForceCharacterTeam(ClientID, Team);
//GameServer()->CreatePlayerSpawn(Character(id)->m_Core.m_Pos, TeamMask());
return true;
2010-09-22 10:43:59 +00:00
}
void CGameTeams::SetForceCharacterTeam(int ClientID, int Team)
{
if(Team != m_Core.Team(ClientID))
2014-09-26 21:47:25 +00:00
ForceLeaveTeam(ClientID);
2014-09-29 17:32:43 +00:00
else
m_TeeFinished[ClientID] = false;
2020-06-23 21:54:17 +00:00
int OldTeam = m_Core.Team(ClientID);
m_Core.Team(ClientID, Team);
if(OldTeam != Team)
{
for(int LoopClientID = 0; LoopClientID < MAX_CLIENTS; ++LoopClientID)
if(GetPlayer(LoopClientID))
SendTeamsState(LoopClientID);
if(GetPlayer(ClientID))
GetPlayer(ClientID)->m_VotedForPractice = false;
}
if(Team != TEAM_SUPER && (m_TeamState[Team] == TEAMSTATE_EMPTY || m_TeamLocked[Team]))
{
if(!m_TeamLocked[Team])
ChangeTeamState(Team, TEAMSTATE_OPEN);
ResetSwitchers(Team);
}
}
void CGameTeams::ForceLeaveTeam(int ClientID)
{
m_TeeFinished[ClientID] = false;
if((m_Core.Team(ClientID) != TEAM_FLOCK || g_Config.m_SvTeam == 3) && m_Core.Team(ClientID) != TEAM_SUPER && m_TeamState[m_Core.Team(ClientID)] != TEAMSTATE_EMPTY)
{
bool NoOneInOldTeam = true;
for(int i = 0; i < MAX_CLIENTS; ++i)
if(i != ClientID && m_Core.Team(ClientID) == m_Core.Team(i))
{
NoOneInOldTeam = false; //all good exists someone in old team
break;
}
if(NoOneInOldTeam)
2013-11-15 23:44:49 +00:00
{
m_TeamState[m_Core.Team(ClientID)] = TEAMSTATE_EMPTY;
2013-11-15 23:44:49 +00:00
// unlock team when last player leaves
SetTeamLock(m_Core.Team(ClientID), false);
2017-04-24 09:54:28 +00:00
ResetInvited(m_Core.Team(ClientID));
m_Practice[m_Core.Team(ClientID)] = false;
2020-06-05 12:16:44 +00:00
// do not reset SaveTeamResult, because it should be logged into teehistorian even if the team leaves
2013-11-15 23:44:49 +00:00
}
2010-08-28 13:47:52 +00:00
}
}
2010-11-06 22:54:35 +00:00
int CGameTeams::Count(int Team) const
{
if(Team == TEAM_SUPER)
return -1;
int Count = 0;
for(int i = 0; i < MAX_CLIENTS; ++i)
if(m_Core.Team(i) == Team)
Count++;
return Count;
2010-08-28 13:47:52 +00:00
}
void CGameTeams::ChangeTeamState(int Team, int State)
{
int OldState = m_TeamState[Team];
m_TeamState[Team] = State;
onChangeTeamState(Team, State, OldState);
}
void CGameTeams::onChangeTeamState(int Team, int State, int OldState)
{
if(OldState != State && State == TEAMSTATE_STARTED)
{
// OnTeamStateStarting
}
if(OldState != State && State == TEAMSTATE_FINISHED)
{
// OnTeamStateFinishing
}
}
bool CGameTeams::TeamFinished(int Team)
{
for(int i = 0; i < MAX_CLIENTS; ++i)
if(m_Core.Team(i) == Team && !m_TeeFinished[i])
return false;
2010-08-28 13:47:52 +00:00
return true;
}
int64 CGameTeams::TeamMask(int Team, int ExceptID, int Asker)
{
int64 Mask = 0;
2014-01-20 19:12:03 +00:00
for(int i = 0; i < MAX_CLIENTS; ++i)
2014-01-20 19:12:03 +00:00
{
if(i == ExceptID)
2014-01-20 19:12:03 +00:00
continue; // Explicitly excluded
if(!GetPlayer(i))
2014-01-20 19:12:03 +00:00
continue; // Player doesn't exist
if(!(GetPlayer(i)->GetTeam() == -1 || GetPlayer(i)->IsPaused()))
2014-01-20 19:12:03 +00:00
{ // Not spectator
if(i != Asker)
2014-01-20 19:12:03 +00:00
{ // Actions of other players
if(!Character(i))
2014-01-20 19:12:03 +00:00
continue; // Player is currently dead
2020-09-20 18:38:08 +00:00
if(GetPlayer(i)->m_ShowOthers == 2)
{
2020-09-20 18:38:08 +00:00
if(m_Core.Team(i) != Team && m_Core.Team(i) != TEAM_SUPER)
continue; // In different teams
}
2020-09-20 18:38:08 +00:00
else if(GetPlayer(i)->m_ShowOthers == 0)
2014-02-19 21:30:57 +00:00
{
if(m_Core.GetSolo(Asker))
2014-01-24 21:27:34 +00:00
continue; // When in solo part don't show others
if(m_Core.GetSolo(i))
2014-01-24 21:27:34 +00:00
continue; // When in solo part don't show others
if(m_Core.Team(i) != Team && m_Core.Team(i) != TEAM_SUPER)
2014-01-24 21:27:34 +00:00
continue; // In different teams
}
2014-01-20 19:12:03 +00:00
} // See everything of yourself
}
else if(GetPlayer(i)->m_SpectatorID != SPEC_FREEVIEW)
2014-01-20 19:12:03 +00:00
{ // Spectating specific player
if(GetPlayer(i)->m_SpectatorID != Asker)
2014-01-20 19:12:03 +00:00
{ // Actions of other players
if(!Character(GetPlayer(i)->m_SpectatorID))
2014-01-24 21:27:34 +00:00
continue; // Player is currently dead
2020-09-20 18:38:08 +00:00
if(GetPlayer(i)->m_ShowOthers == 2)
{
2020-09-20 18:38:08 +00:00
if(m_Core.Team(GetPlayer(i)->m_SpectatorID) != Team && m_Core.Team(GetPlayer(i)->m_SpectatorID) != TEAM_SUPER)
continue; // In different teams
}
2020-09-20 18:38:08 +00:00
else if(GetPlayer(i)->m_ShowOthers == 0)
2014-02-19 21:30:57 +00:00
{
if(m_Core.GetSolo(Asker))
2014-01-24 21:27:34 +00:00
continue; // When in solo part don't show others
if(m_Core.GetSolo(GetPlayer(i)->m_SpectatorID))
2014-01-24 21:27:34 +00:00
continue; // When in solo part don't show others
if(m_Core.Team(GetPlayer(i)->m_SpectatorID) != Team && m_Core.Team(GetPlayer(i)->m_SpectatorID) != TEAM_SUPER)
2014-01-24 21:27:34 +00:00
continue; // In different teams
}
2014-01-20 19:12:03 +00:00
} // See everything of player you're spectating
2014-08-09 17:53:38 +00:00
}
else
{ // Freeview
if(GetPlayer(i)->m_SpecTeam)
2014-08-09 17:53:38 +00:00
{ // Show only players in own team when spectating
if(m_Core.Team(i) != Team && m_Core.Team(i) != TEAM_SUPER)
2014-08-09 17:53:38 +00:00
continue; // in different teams
}
}
2014-01-20 19:12:03 +00:00
Mask |= 1LL << i;
}
return Mask;
}
void CGameTeams::SendTeamsState(int ClientID)
{
if(g_Config.m_SvTeam == 3)
2014-01-22 00:39:18 +00:00
return;
if(!m_pGameContext->m_apPlayers[ClientID] || m_pGameContext->m_apPlayers[ClientID]->GetClientVersion() <= VERSION_DDRACE)
return;
2014-01-21 23:08:30 +00:00
CMsgPacker Msg(NETMSGTYPE_SV_TEAMSSTATE);
2014-01-31 20:21:50 +00:00
for(unsigned i = 0; i < MAX_CLIENTS; i++)
Msg.AddInt(m_Core.Team(i));
2014-01-21 23:08:30 +00:00
Server()->SendMsg(&Msg, MSGFLAG_VITAL, ClientID);
}
int CGameTeams::GetDDRaceState(CPlayer *Player)
{
if(!Player)
return DDRACE_NONE;
CCharacter *pChar = Player->GetCharacter();
if(pChar)
return pChar->m_DDRaceState;
return DDRACE_NONE;
}
void CGameTeams::SetDDRaceState(CPlayer *Player, int DDRaceState)
{
if(!Player)
return;
CCharacter *pChar = Player->GetCharacter();
if(pChar)
pChar->m_DDRaceState = DDRaceState;
}
int CGameTeams::GetStartTime(CPlayer *Player)
{
if(!Player)
return 0;
CCharacter *pChar = Player->GetCharacter();
if(pChar)
return pChar->m_StartTime;
return 0;
}
void CGameTeams::SetStartTime(CPlayer *Player, int StartTime)
{
if(!Player)
return;
CCharacter *pChar = Player->GetCharacter();
if(pChar)
pChar->m_StartTime = StartTime;
}
void CGameTeams::SetCpActive(CPlayer *Player, int CpActive)
{
if(!Player)
return;
CCharacter *pChar = Player->GetCharacter();
if(pChar)
pChar->m_CpActive = CpActive;
}
float *CGameTeams::GetCpCurrent(CPlayer *Player)
{
if(!Player)
return NULL;
CCharacter *pChar = Player->GetCharacter();
if(pChar)
return pChar->m_CpCurrent;
return NULL;
}
void CGameTeams::OnTeamFinish(CPlayer **Players, unsigned int Size, float Time, const char *pTimestamp)
2013-07-21 06:46:52 +00:00
{
int PlayerCIDs[MAX_CLIENTS];
2013-07-21 06:46:52 +00:00
for(unsigned int i = 0; i < Size; i++)
{
PlayerCIDs[i] = Players[i]->GetCID();
if(g_Config.m_SvRejoinTeam0 && g_Config.m_SvTeam != 3 && (m_Core.Team(Players[i]->GetCID()) >= TEAM_SUPER || !m_TeamLocked[m_Core.Team(Players[i]->GetCID())]))
{
SetForceCharacterTeam(Players[i]->GetCID(), TEAM_FLOCK);
char aBuf[512];
str_format(aBuf, sizeof(aBuf), "%s joined team 0",
GameServer()->Server()->ClientName(Players[i]->GetCID()));
GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
}
2013-07-21 06:46:52 +00:00
}
if(Size >= 2)
GameServer()->Score()->SaveTeamScore(PlayerCIDs, Size, Time, pTimestamp);
2013-07-21 06:46:52 +00:00
}
void CGameTeams::OnFinish(CPlayer *Player, float Time, const char *pTimestamp)
{
if(!Player || !Player->IsPlaying())
return;
//TODO:DDRace:btd: this ugly
2020-06-22 15:08:08 +00:00
const int ClientID = Player->GetCID();
CPlayerData *pData = GameServer()->Score()->PlayerData(ClientID);
char aBuf[128];
SetCpActive(Player, -2);
2020-10-18 15:57:27 +00:00
// Note that the "finished in" message is parsed by the client
str_format(aBuf, sizeof(aBuf),
"%s finished in: %d minute(s) %5.2f second(s)",
Server()->ClientName(ClientID), (int)Time / 60,
Time - ((int)Time / 60 * 60));
if(g_Config.m_SvHideScore || !g_Config.m_SvSaveWorseScores)
2020-06-22 15:08:08 +00:00
GameServer()->SendChatTarget(ClientID, aBuf, CGameContext::CHAT_SIX);
else
2020-06-22 15:08:08 +00:00
GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf, -1., CGameContext::CHAT_SIX);
2017-03-21 10:24:44 +00:00
float Diff = fabs(Time - pData->m_BestTime);
if(Time - pData->m_BestTime < 0)
{
// new record \o/
2020-06-22 15:08:08 +00:00
Server()->SaveDemo(ClientID, Time);
if(Diff >= 60)
str_format(aBuf, sizeof(aBuf), "New record: %d minute(s) %5.2f second(s) better.",
(int)Diff / 60, Diff - ((int)Diff / 60 * 60));
else
str_format(aBuf, sizeof(aBuf), "New record: %5.2f second(s) better.",
Diff);
if(g_Config.m_SvHideScore || !g_Config.m_SvSaveWorseScores)
2020-06-22 15:08:08 +00:00
GameServer()->SendChatTarget(ClientID, aBuf, CGameContext::CHAT_SIX);
else
2020-06-22 15:08:08 +00:00
GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf, CGameContext::CHAT_SIX);
}
else if(pData->m_BestTime != 0) // tee has already finished?
{
2020-06-22 15:08:08 +00:00
Server()->StopRecord(ClientID);
if(Diff <= 0.005f)
{
2020-06-22 15:08:08 +00:00
GameServer()->SendChatTarget(ClientID,
"You finished with your best time.");
}
else
{
if(Diff >= 60)
str_format(aBuf, sizeof(aBuf), "%d minute(s) %5.2f second(s) worse, better luck next time.",
(int)Diff / 60, Diff - ((int)Diff / 60 * 60));
else
str_format(aBuf, sizeof(aBuf),
"%5.2f second(s) worse, better luck next time.",
Diff);
2020-06-22 15:08:08 +00:00
GameServer()->SendChatTarget(ClientID, aBuf, CGameContext::CHAT_SIX); //this is private, sent only to the tee
}
}
else
{
2020-06-22 15:08:08 +00:00
Server()->SaveDemo(ClientID, Time);
}
bool CallSaveScore = g_Config.m_SvSaveWorseScores;
if(!pData->m_BestTime || Time < pData->m_BestTime)
{
// update the score
2017-03-21 10:24:44 +00:00
pData->Set(Time, GetCpCurrent(Player));
CallSaveScore = true;
}
if(CallSaveScore)
if(g_Config.m_SvNamelessScore || !str_startswith(Server()->ClientName(ClientID), "nameless tee"))
2020-06-22 15:08:08 +00:00
GameServer()->Score()->SaveScore(ClientID, Time, pTimestamp,
GetCpCurrent(Player), Player->m_NotEligibleForFinish);
bool NeedToSendNewRecord = false;
// update server best time
if(GameServer()->m_pController->m_CurrentRecord == 0 || Time < GameServer()->m_pController->m_CurrentRecord)
{
// check for nameless
if(g_Config.m_SvNamelessScore || !str_startswith(Server()->ClientName(ClientID), "nameless tee"))
{
2017-03-21 10:24:44 +00:00
GameServer()->m_pController->m_CurrentRecord = Time;
//dbg_msg("character", "Finish");
NeedToSendNewRecord = true;
}
}
SetDDRaceState(Player, DDRACE_FINISHED);
// set player score
if(!pData->m_CurrentTime || pData->m_CurrentTime > Time)
{
2017-03-21 10:24:44 +00:00
pData->m_CurrentTime = Time;
NeedToSendNewRecord = true;
}
if(NeedToSendNewRecord && Player->GetClientVersion() >= VERSION_DDRACE)
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetClientVersion() >= VERSION_DDRACE)
{
GameServer()->SendRecord(i);
}
}
}
if(Player->GetClientVersion() >= VERSION_DDRACE)
{
CNetMsg_Sv_DDRaceTime Msg;
2017-03-21 10:24:44 +00:00
Msg.m_Time = (int)(Time * 100.0f);
Msg.m_Check = 0;
Msg.m_Finish = 1;
if(pData->m_BestTime)
{
2017-03-21 10:24:44 +00:00
float Diff = (Time - pData->m_BestTime) * 100;
Msg.m_Check = (int)Diff;
}
2020-06-22 15:08:08 +00:00
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, ClientID);
}
{
protocol7::CNetMsg_Sv_RaceFinish Msg;
Msg.m_ClientID = ClientID;
Msg.m_Time = Time * 1000;
Msg.m_Diff = Diff * 1000 * (Time < pData->m_BestTime ? -1 : 1);
Msg.m_RecordPersonal = Time < pData->m_BestTime;
Msg.m_RecordServer = Time < GameServer()->m_pController->m_CurrentRecord;
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL | MSGFLAG_NORECORD, -1);
}
2017-03-21 10:24:44 +00:00
int TTime = 0 - (int)Time;
if(Player->m_Score < TTime || !Player->m_HasFinishScore)
{
Player->m_Score = TTime;
Player->m_HasFinishScore = true;
}
}
2020-06-02 14:27:31 +00:00
void CGameTeams::ProcessSaveTeam()
{
for(int Team = 0; Team < MAX_CLIENTS; Team++)
{
if(m_pSaveTeamResult[Team] == nullptr || !m_pSaveTeamResult[Team]->m_Completed)
2020-06-02 14:27:31 +00:00
continue;
if(m_pSaveTeamResult[Team]->m_aBroadcast[0] != '\0')
GameServer()->SendBroadcast(m_pSaveTeamResult[Team]->m_aBroadcast, -1);
if(m_pSaveTeamResult[Team]->m_aMessage[0] != '\0' && m_pSaveTeamResult[Team]->m_Status != CScoreSaveResult::LOAD_FAILED)
2020-06-02 14:27:31 +00:00
GameServer()->SendChatTeam(Team, m_pSaveTeamResult[Team]->m_aMessage);
switch(m_pSaveTeamResult[Team]->m_Status)
{
case CScoreSaveResult::SAVE_SUCCESS:
2020-06-02 14:27:31 +00:00
{
2020-06-20 14:19:49 +00:00
if(GameServer()->TeeHistorianActive())
{
GameServer()->TeeHistorian()->RecordTeamSaveSuccess(
Team,
m_pSaveTeamResult[Team]->m_SaveID,
m_pSaveTeamResult[Team]->m_SavedTeam.GetString());
2020-06-20 14:19:49 +00:00
}
2020-06-02 14:27:31 +00:00
ResetSavedTeam(m_pSaveTeamResult[Team]->m_RequestingPlayer, Team);
2020-06-05 12:16:44 +00:00
char aSaveID[UUID_MAXSTRSIZE];
FormatUuid(m_pSaveTeamResult[Team]->m_SaveID, aSaveID, UUID_MAXSTRSIZE);
dbg_msg("save", "Save successful: %s", aSaveID);
2020-06-02 14:27:31 +00:00
break;
}
case CScoreSaveResult::SAVE_FAILED:
2020-06-20 14:19:49 +00:00
if(GameServer()->TeeHistorianActive())
GameServer()->TeeHistorian()->RecordTeamSaveFailure(Team);
if(Count(Team) > 0)
{
// load weak/strong order to prevent switching weak/strong while saving
m_pSaveTeamResult[Team]->m_SavedTeam.load(Team, false);
}
2020-06-05 12:16:44 +00:00
break;
case CScoreSaveResult::LOAD_SUCCESS:
2020-06-05 12:16:44 +00:00
{
2020-06-20 14:19:49 +00:00
if(GameServer()->TeeHistorianActive())
{
GameServer()->TeeHistorian()->RecordTeamLoadSuccess(
Team,
m_pSaveTeamResult[Team]->m_SaveID,
m_pSaveTeamResult[Team]->m_SavedTeam.GetString());
2020-06-20 14:19:49 +00:00
}
if(Count(Team) > 0)
{
// keep current weak/strong order as on some maps there is no other way of switching
m_pSaveTeamResult[Team]->m_SavedTeam.load(Team, true);
}
2020-06-05 12:16:44 +00:00
char aSaveID[UUID_MAXSTRSIZE];
FormatUuid(m_pSaveTeamResult[Team]->m_SaveID, aSaveID, UUID_MAXSTRSIZE);
dbg_msg("save", "Load successful: %s", aSaveID);
2020-06-03 20:08:21 +00:00
break;
2020-06-05 12:16:44 +00:00
}
case CScoreSaveResult::LOAD_FAILED:
2020-06-20 14:19:49 +00:00
if(GameServer()->TeeHistorianActive())
GameServer()->TeeHistorian()->RecordTeamLoadFailure(Team);
if(m_pSaveTeamResult[Team]->m_aMessage[0] != '\0')
GameServer()->SendChatTarget(m_pSaveTeamResult[Team]->m_RequestingPlayer, m_pSaveTeamResult[Team]->m_aMessage);
2020-06-03 20:08:21 +00:00
break;
2020-06-02 14:27:31 +00:00
}
m_pSaveTeamResult[Team] = nullptr;
}
}
void CGameTeams::OnCharacterSpawn(int ClientID)
{
m_Core.SetSolo(ClientID, false);
2020-06-23 21:54:17 +00:00
int Team = m_Core.Team(ClientID);
2013-11-15 23:44:49 +00:00
2020-06-23 21:54:17 +00:00
if(GetSaving(Team))
2020-06-02 14:27:31 +00:00
return;
if(m_Core.Team(ClientID) >= TEAM_SUPER || !m_TeamLocked[Team])
2020-06-23 21:54:17 +00:00
{
if(g_Config.m_SvTeam != 3)
SetForceCharacterTeam(ClientID, TEAM_FLOCK);
else
SetForceCharacterTeam(ClientID, ClientID); // initialize team
2020-06-23 21:54:17 +00:00
CheckTeamFinished(Team);
}
}
void CGameTeams::OnCharacterDeath(int ClientID, int Weapon)
{
m_Core.SetSolo(ClientID, false);
2013-11-15 23:44:49 +00:00
int Team = m_Core.Team(ClientID);
2020-06-02 14:27:31 +00:00
if(GetSaving(Team))
return;
bool Locked = TeamLocked(Team) && Weapon != WEAPON_GAME;
if(g_Config.m_SvTeam == 3)
{
ChangeTeamState(Team, CGameTeams::TEAMSTATE_OPEN);
ResetSwitchers(Team);
m_Practice[Team] = false;
GameServer()->m_apPlayers[ClientID]->m_VotedForPractice = false;
}
else if(Locked)
{
SetForceCharacterTeam(ClientID, Team);
if(GetTeamState(Team) != TEAMSTATE_OPEN)
{
ChangeTeamState(Team, CGameTeams::TEAMSTATE_OPEN);
char aBuf[512];
str_format(aBuf, sizeof(aBuf), "Everyone in your locked team was killed because '%s' %s.", Server()->ClientName(ClientID), Weapon == WEAPON_SELF ? "killed" : "died");
m_Practice[Team] = false;
for(int i = 0; i < MAX_CLIENTS; i++)
2017-05-20 23:20:04 +00:00
if(m_Core.Team(i) == Team && GameServer()->m_apPlayers[i])
{
GameServer()->m_apPlayers[i]->m_VotedForPractice = false;
2017-05-20 23:20:04 +00:00
if(i != ClientID)
{
GameServer()->m_apPlayers[i]->KillCharacter(WEAPON_SELF);
if(Weapon == WEAPON_SELF)
2017-05-20 23:20:04 +00:00
GameServer()->m_apPlayers[i]->Respawn(true); // spawn the rest of team with weak hook on the killer
}
if(Count(Team) > 1)
GameServer()->SendChatTarget(i, aBuf);
}
}
}
else
{
SetForceCharacterTeam(ClientID, TEAM_FLOCK);
CheckTeamFinished(Team);
}
2013-11-15 23:44:49 +00:00
}
void CGameTeams::SetTeamLock(int Team, bool Lock)
{
if(Team > TEAM_FLOCK && Team < TEAM_SUPER)
m_TeamLocked[Team] = Lock;
}
void CGameTeams::ResetInvited(int Team)
{
m_Invited[Team] = 0;
}
void CGameTeams::SetClientInvited(int Team, int ClientID, bool Invited)
{
if(Team > TEAM_FLOCK && Team < TEAM_SUPER)
{
if(Invited)
m_Invited[Team] |= 1ULL << ClientID;
else
m_Invited[Team] &= ~(1ULL << ClientID);
}
}
2014-07-26 12:46:31 +00:00
2020-06-02 14:27:31 +00:00
void CGameTeams::KillSavedTeam(int ClientID, int Team)
2014-07-26 12:46:31 +00:00
{
2020-06-02 14:27:31 +00:00
for(int i = 0; i < MAX_CLIENTS; i++)
2015-08-22 13:16:14 +00:00
{
2014-10-21 12:57:58 +00:00
if(m_Core.Team(i) == Team && GameServer()->m_apPlayers[i])
2015-08-22 13:16:14 +00:00
{
2020-06-02 14:27:31 +00:00
GameServer()->m_apPlayers[i]->m_VotedForPractice = false;
GameServer()->m_apPlayers[i]->KillCharacter(WEAPON_SELF);
2015-08-22 13:16:14 +00:00
}
}
2020-06-02 14:27:31 +00:00
}
2014-10-21 12:57:58 +00:00
2020-06-02 14:27:31 +00:00
void CGameTeams::ResetSavedTeam(int ClientID, int Team)
{
if(g_Config.m_SvTeam == 3)
2020-06-02 14:27:31 +00:00
{
ChangeTeamState(Team, CGameTeams::TEAMSTATE_OPEN);
ResetSwitchers(Team);
}
else
{
for(int i = 0; i < MAX_CLIENTS; i++)
2020-06-02 14:27:31 +00:00
{
if(m_Core.Team(i) == Team && GameServer()->m_apPlayers[i])
{
SetForceCharacterTeam(i, TEAM_FLOCK);
}
2020-06-02 14:27:31 +00:00
}
}
2014-07-26 12:46:31 +00:00
}