ddnet/src/game/server/teams.cpp

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/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
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#include "teams.h"
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#include "score.h"
#include "teehistorian.h"
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#include <engine/shared/config.h>
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#include "entities/character.h"
#include "player.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;
m_TeamLocked[i] = false;
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m_TeeFinished[i] = false;
m_LastChat[i] = 0;
m_pSaveTeamResult[i] = nullptr;
m_Invited[i] = 0;
m_Practice[i] = false;
m_LastSwap[i] = 0;
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}
}
void CGameTeams::ResetRoundState(int Team)
{
ResetInvited(Team);
ResetSwitchers(Team);
m_LastSwap[Team] = 0;
m_Practice[Team] = 0;
for(int i = 0; i < MAX_CLIENTS; i++)
if(m_Core.Team(i) == Team && GameServer()->m_apPlayers[i])
{
GameServer()->m_apPlayers[i]->m_VotedForPractice = false;
GameServer()->m_apPlayers[i]->m_ClientSwapID = -1;
}
}
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);
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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;
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return;
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}
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bool Waiting = false;
for(int i = 0; i < MAX_CLIENTS; ++i)
{
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if(m_Core.Team(ClientID) != m_Core.Team(i))
continue;
CPlayer *pPlayer = GetPlayer(i);
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if(!pPlayer || !pPlayer->IsPlaying())
continue;
if(GetDDRaceState(pPlayer) != DDRACE_FINISHED)
continue;
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Waiting = true;
pStartingChar->m_DDRaceState = DDRACE_NONE;
if(m_LastChat[ClientID] + Server()->TickSpeed() + g_Config.m_SvChatDelay < Tick)
{
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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));
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GameServer()->SendChatTarget(ClientID, aBuf);
m_LastChat[ClientID] = Tick;
}
if(m_LastChat[i] + Server()->TickSpeed() + g_Config.m_SvChatDelay < Tick)
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{
char aBuf[128];
str_format(
aBuf,
sizeof(aBuf),
"%s wants to start a new round, kill or walk to start.",
Server()->ClientName(ClientID));
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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);
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int NumPlayers = Count(m_Core.Team(ClientID));
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char aBuf[512];
str_format(
aBuf,
sizeof(aBuf),
"Team %d started with %d player%s: ",
m_Core.Team(ClientID),
NumPlayers,
NumPlayers == 1 ? "" : "s");
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bool First = true;
for(int i = 0; i < MAX_CLIENTS; ++i)
{
if(m_Core.Team(ClientID) == m_Core.Team(i))
{
CPlayer *pPlayer = GetPlayer(i);
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// 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))))
{
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SetDDRaceState(pPlayer, DDRACE_STARTED);
SetStartTime(pPlayer, Tick);
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if(First)
First = false;
else
str_append(aBuf, ", ", sizeof(aBuf));
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str_append(aBuf, GameServer()->Server()->ClientName(i), sizeof(aBuf));
}
}
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}
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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);
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if(m_Core.Team(ClientID) == m_Core.Team(i) && pPlayer && (pPlayer->IsPlaying() || TeamLocked(m_Core.Team(ClientID))))
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{
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GameServer()->SendChatTarget(i, aBuf);
}
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}
}
}
}
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;
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CheckTeamFinished(m_Core.Team(ClientID));
}
}
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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;
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TeamPlayers[PlayersCount++] = pPlayer;
}
}
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}
if(PlayersCount > 0)
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{
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);
ChangeTeamState(Team, TEAMSTATE_FINISHED); // TODO: Make it better
OnTeamFinish(TeamPlayers, PlayersCount, Time, aTimestamp);
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}
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}
}
const char *CGameTeams::SetCharacterTeam(int ClientID, int Team)
{
if(ClientID < 0 || ClientID >= MAX_CLIENTS)
return "Invalid client ID";
if(Team < 0 || Team >= MAX_CLIENTS + 1)
return "Invalid team number";
if(Team != TEAM_SUPER && m_TeamState[Team] > TEAMSTATE_OPEN)
return "This team started already";
if(m_Core.Team(ClientID) == Team)
return "You are in this team already";
if(!Character(ClientID))
return "Your character is not valid";
if(Team == TEAM_SUPER && !Character(ClientID)->m_Super)
return "You can't join super team if you don't have super rights";
if(Team != TEAM_SUPER && Character(ClientID)->m_DDRaceState != DDRACE_NONE)
return "You have started racing already";
// No cheating through noob filter with practice and then leaving team
if(m_Practice[m_Core.Team(ClientID)])
return "You have used practice mode already";
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// 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))
return "Your team is currently saving";
if(m_Core.Team(ClientID) != TEAM_SUPER && GetSaving(m_Core.Team(ClientID)))
return "This team is currently saving";
SetForceCharacterTeam(ClientID, Team);
return nullptr;
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}
void CGameTeams::SetForceCharacterTeam(int ClientID, int Team)
{
m_TeeFinished[ClientID] = false;
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int OldTeam = m_Core.Team(ClientID);
if(Team != OldTeam && (OldTeam != TEAM_FLOCK || g_Config.m_SvTeam == 3) && OldTeam != TEAM_SUPER && m_TeamState[OldTeam] != TEAMSTATE_EMPTY)
{
bool NoElseInOldTeam = Count(OldTeam) <= 1;
if(NoElseInOldTeam)
{
m_TeamState[OldTeam] = TEAMSTATE_EMPTY;
// unlock team when last player leaves
SetTeamLock(OldTeam, false);
ResetRoundState(OldTeam);
// do not reset SaveTeamResult, because it should be logged into teehistorian even if the team leaves
}
}
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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;
GetPlayer(ClientID)->m_ClientSwapID = -1;
}
}
if(Team != TEAM_SUPER && (m_TeamState[Team] == TEAMSTATE_EMPTY || m_TeamLocked[Team]))
{
if(!m_TeamLocked[Team])
ChangeTeamState(Team, TEAMSTATE_OPEN);
ResetSwitchers(Team);
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}
}
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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;
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}
void CGameTeams::ChangeTeamState(int Team, int State)
{
m_TeamState[Team] = State;
}
bool CGameTeams::TeamFinished(int Team)
{
for(int i = 0; i < MAX_CLIENTS; ++i)
if(m_Core.Team(i) == Team && !m_TeeFinished[i])
return false;
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return true;
}
int64 CGameTeams::TeamMask(int Team, int ExceptID, int Asker)
{
int64 Mask = 0;
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for(int i = 0; i < MAX_CLIENTS; ++i)
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{
if(i == ExceptID)
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continue; // Explicitly excluded
if(!GetPlayer(i))
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continue; // Player doesn't exist
if(!(GetPlayer(i)->GetTeam() == -1 || GetPlayer(i)->IsPaused()))
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{ // Not spectator
if(i != Asker)
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{ // Actions of other players
if(!Character(i))
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continue; // Player is currently dead
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if(GetPlayer(i)->m_ShowOthers == 2)
{
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if(m_Core.Team(i) != Team && m_Core.Team(i) != TEAM_SUPER)
continue; // In different teams
}
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else if(GetPlayer(i)->m_ShowOthers == 0)
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{
if(m_Core.GetSolo(Asker))
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continue; // When in solo part don't show others
if(m_Core.GetSolo(i))
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continue; // When in solo part don't show others
if(m_Core.Team(i) != Team && m_Core.Team(i) != TEAM_SUPER)
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continue; // In different teams
}
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} // See everything of yourself
}
else if(GetPlayer(i)->m_SpectatorID != SPEC_FREEVIEW)
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{ // Spectating specific player
if(GetPlayer(i)->m_SpectatorID != Asker)
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{ // Actions of other players
if(!Character(GetPlayer(i)->m_SpectatorID))
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continue; // Player is currently dead
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if(GetPlayer(i)->m_ShowOthers == 2)
{
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if(m_Core.Team(GetPlayer(i)->m_SpectatorID) != Team && m_Core.Team(GetPlayer(i)->m_SpectatorID) != TEAM_SUPER)
continue; // In different teams
}
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else if(GetPlayer(i)->m_ShowOthers == 0)
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{
if(m_Core.GetSolo(Asker))
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continue; // When in solo part don't show others
if(m_Core.GetSolo(GetPlayer(i)->m_SpectatorID))
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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)
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continue; // In different teams
}
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} // See everything of player you're spectating
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}
else
{ // Freeview
if(GetPlayer(i)->m_SpecTeam)
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{ // Show only players in own team when spectating
if(m_Core.Team(i) != Team && m_Core.Team(i) != TEAM_SUPER)
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continue; // in different teams
}
}
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Mask |= 1LL << i;
}
return Mask;
}
void CGameTeams::SendTeamsState(int ClientID)
{
if(g_Config.m_SvTeam == 3)
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return;
if(!m_pGameContext->m_apPlayers[ClientID])
return;
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CMsgPacker Msg(NETMSGTYPE_SV_TEAMSSTATE);
CMsgPacker MsgLegacy(NETMSGTYPE_SV_TEAMSSTATELEGACY);
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for(unsigned i = 0; i < MAX_CLIENTS; i++)
{
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Msg.AddInt(m_Core.Team(i));
MsgLegacy.AddInt(m_Core.Team(i));
}
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Server()->SendMsg(&Msg, MSGFLAG_VITAL, ClientID);
int ClientVersion = m_pGameContext->m_apPlayers[ClientID]->GetClientVersion();
if(!Server()->IsSixup(ClientID) && VERSION_DDRACE < ClientVersion && ClientVersion < VERSION_DDNET_MSG_LEGACY)
{
Server()->SendMsg(&MsgLegacy, 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)
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{
int PlayerCIDs[MAX_CLIENTS];
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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);
}
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}
if(Size >= 2)
GameServer()->Score()->SaveTeamScore(PlayerCIDs, Size, Time, pTimestamp);
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}
void CGameTeams::OnFinish(CPlayer *Player, float Time, const char *pTimestamp)
{
if(!Player || !Player->IsPlaying())
return;
// TODO:DDRace:btd: this ugly
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const int ClientID = Player->GetCID();
CPlayerData *pData = GameServer()->Score()->PlayerData(ClientID);
char aBuf[128];
SetCpActive(Player, -2);
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// 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)
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GameServer()->SendChatTarget(ClientID, aBuf, CGameContext::CHAT_SIX);
else
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GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf, -1., CGameContext::CHAT_SIX);
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float Diff = fabs(Time - pData->m_BestTime);
if(Time - pData->m_BestTime < 0)
{
// new record \o/
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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)
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GameServer()->SendChatTarget(ClientID, aBuf, CGameContext::CHAT_SIX);
else
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GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf, CGameContext::CHAT_SIX);
}
else if(pData->m_BestTime != 0) // tee has already finished?
{
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Server()->StopRecord(ClientID);
if(Diff <= 0.005f)
{
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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);
GameServer()->SendChatTarget(ClientID, aBuf, CGameContext::CHAT_SIX); // this is private, sent only to the tee
}
}
else
{
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Server()->SaveDemo(ClientID, Time);
}
bool CallSaveScore = g_Config.m_SvSaveWorseScores;
if(!pData->m_BestTime || Time < pData->m_BestTime)
{
// update the score
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pData->Set(Time, GetCpCurrent(Player));
CallSaveScore = true;
}
if(CallSaveScore)
if(g_Config.m_SvNamelessScore || !str_startswith(Server()->ClientName(ClientID), "nameless tee"))
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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"))
{
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GameServer()->m_pController->m_CurrentRecord = Time;
NeedToSendNewRecord = true;
}
}
SetDDRaceState(Player, DDRACE_FINISHED);
// set player score
if(!pData->m_CurrentTime || pData->m_CurrentTime > Time)
{
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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);
}
}
}
{
CNetMsg_Sv_DDRaceTime Msg;
CNetMsg_Sv_DDRaceTimeLegacy MsgLegacy;
MsgLegacy.m_Time = Msg.m_Time = (int)(Time * 100.0f);
MsgLegacy.m_Check = Msg.m_Check = 0;
MsgLegacy.m_Finish = Msg.m_Finish = 1;
if(pData->m_BestTime)
{
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float Diff = (Time - pData->m_BestTime) * 100;
MsgLegacy.m_Check = Msg.m_Check = (int)Diff;
}
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Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, ClientID);
if(!Server()->IsSixup(ClientID) && VERSION_DDRACE <= Player->GetClientVersion() && Player->GetClientVersion() < VERSION_DDNET_MSG_LEGACY)
{
Server()->SendPackMsg(&MsgLegacy, MSGFLAG_VITAL, ClientID);
}
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}
{
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);
}
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int TTime = 0 - (int)Time;
if(Player->m_Score < TTime || !Player->m_HasFinishScore)
{
Player->m_Score = TTime;
Player->m_HasFinishScore = true;
}
}
void CGameTeams::RequestTeamSwap(CPlayer *Player, CPlayer *TargetPlayer, int Team)
{
if(!Player || !TargetPlayer)
return;
char aBuf[512];
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if(Player->m_ClientSwapID == TargetPlayer->GetCID())
{
str_format(aBuf, sizeof(aBuf),
"%s has already requested to swap with %s.",
Server()->ClientName(Player->GetCID()), Server()->ClientName(TargetPlayer->GetCID()));
GameServer()->SendChatTeam(Team, aBuf);
return;
}
str_format(aBuf, sizeof(aBuf),
"%s has requested to swap with %s. Please wait %d then type /swap %s.",
Server()->ClientName(Player->GetCID()), Server()->ClientName(TargetPlayer->GetCID()), g_Config.m_SvSaveGamesDelay, Server()->ClientName(Player->GetCID()));
GameServer()->SendChatTeam(Team, aBuf);
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Player->m_ClientSwapID = TargetPlayer->GetCID();
m_LastSwap[Team] = Server()->Tick();
}
void CGameTeams::SwapTeamCharacters(CPlayer *Player, CPlayer *TargetPlayer, int Team)
{
if(!Player || !TargetPlayer)
return;
char aBuf[128];
int Since = (Server()->Tick() - m_LastSwap[Team]) / Server()->TickSpeed();
if(Since < g_Config.m_SvSaveGamesDelay)
{
str_format(aBuf, sizeof(aBuf),
"You have to wait %d seconds until you can swap.",
g_Config.m_SvSaveGamesDelay - Since);
GameServer()->SendChatTeam(Team, aBuf);
return;
}
int TimeoutAfterDelay = g_Config.m_SvSaveGamesDelay + g_Config.m_SvSwapTimeout;
if(Since > TimeoutAfterDelay)
{
str_format(aBuf, sizeof(aBuf),
"Your swap request timed out %d seconds ago.",
Since - g_Config.m_SvSwapTimeout);
GameServer()->SendChatTeam(Team, aBuf);
return;
}
CSaveTee PrimarySavedTee;
PrimarySavedTee.Save(Player->GetCharacter());
CSaveTee SecondarySavedTee;
SecondarySavedTee.Save(TargetPlayer->GetCharacter());
PrimarySavedTee.Load(TargetPlayer->GetCharacter(), Team);
SecondarySavedTee.Load(Player->GetCharacter(), Team);
Player->m_ClientSwapID = -1;
TargetPlayer->m_ClientSwapID = -1;
str_format(aBuf, sizeof(aBuf),
"%s has swapped with %s.",
Server()->ClientName(Player->GetCID()), Server()->ClientName(TargetPlayer->GetCID()));
GameServer()->SendChatTeam(Team, aBuf);
}
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void CGameTeams::ProcessSaveTeam()
{
for(int Team = 0; Team < MAX_CLIENTS; Team++)
{
if(m_pSaveTeamResult[Team] == nullptr || !m_pSaveTeamResult[Team]->m_Completed)
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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)
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GameServer()->SendChatTeam(Team, m_pSaveTeamResult[Team]->m_aMessage);
switch(m_pSaveTeamResult[Team]->m_Status)
{
case CScoreSaveResult::SAVE_SUCCESS:
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{
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if(GameServer()->TeeHistorianActive())
{
GameServer()->TeeHistorian()->RecordTeamSaveSuccess(
Team,
m_pSaveTeamResult[Team]->m_SaveID,
m_pSaveTeamResult[Team]->m_SavedTeam.GetString());
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}
for(int i = 0; i < m_pSaveTeamResult[Team]->m_SavedTeam.GetMembersCount(); i++)
{
if(m_pSaveTeamResult[Team]->m_SavedTeam.m_pSavedTees->IsHooking())
{
int ClientID = m_pSaveTeamResult[Team]->m_SavedTeam.m_pSavedTees->GetClientID();
if(GameServer()->m_apPlayers[ClientID] != nullptr)
GameServer()->SendChatTarget(ClientID, "Start holding the hook before loading the savegame to keep the hook");
}
}
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ResetSavedTeam(m_pSaveTeamResult[Team]->m_RequestingPlayer, Team);
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char aSaveID[UUID_MAXSTRSIZE];
FormatUuid(m_pSaveTeamResult[Team]->m_SaveID, aSaveID, UUID_MAXSTRSIZE);
dbg_msg("save", "Save successful: %s", aSaveID);
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break;
}
case CScoreSaveResult::SAVE_FAILED:
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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);
}
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break;
case CScoreSaveResult::LOAD_SUCCESS:
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{
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if(GameServer()->TeeHistorianActive())
{
GameServer()->TeeHistorian()->RecordTeamLoadSuccess(
Team,
m_pSaveTeamResult[Team]->m_SaveID,
m_pSaveTeamResult[Team]->m_SavedTeam.GetString());
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}
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);
}
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char aSaveID[UUID_MAXSTRSIZE];
FormatUuid(m_pSaveTeamResult[Team]->m_SaveID, aSaveID, UUID_MAXSTRSIZE);
dbg_msg("save", "Load successful: %s", aSaveID);
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break;
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}
case CScoreSaveResult::LOAD_FAILED:
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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);
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break;
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}
m_pSaveTeamResult[Team] = nullptr;
}
}
void CGameTeams::OnCharacterSpawn(int ClientID)
{
m_Core.SetSolo(ClientID, false);
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int Team = m_Core.Team(ClientID);
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if(GetSaving(Team))
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return;
if(m_Core.Team(ClientID) >= TEAM_SUPER || !m_TeamLocked[Team])
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{
if(g_Config.m_SvTeam != 3)
SetForceCharacterTeam(ClientID, TEAM_FLOCK);
else
SetForceCharacterTeam(ClientID, ClientID); // initialize team
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CheckTeamFinished(Team);
}
}
void CGameTeams::OnCharacterDeath(int ClientID, int Weapon)
{
m_Core.SetSolo(ClientID, false);
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int Team = m_Core.Team(ClientID);
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if(GetSaving(Team))
return;
bool Locked = TeamLocked(Team) && Weapon != WEAPON_GAME;
if(g_Config.m_SvTeam == 3)
{
ChangeTeamState(Team, CGameTeams::TEAMSTATE_OPEN);
ResetRoundState(Team);
}
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++)
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if(m_Core.Team(i) == Team && GameServer()->m_apPlayers[i])
{
GameServer()->m_apPlayers[i]->m_VotedForPractice = false;
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if(i != ClientID)
{
GameServer()->m_apPlayers[i]->KillCharacter(WEAPON_SELF);
if(Weapon == WEAPON_SELF)
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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);
}
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}
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);
}
}
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void CGameTeams::KillSavedTeam(int ClientID, int Team)
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{
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for(int i = 0; i < MAX_CLIENTS; i++)
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{
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if(m_Core.Team(i) == Team && GameServer()->m_apPlayers[i])
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{
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GameServer()->m_apPlayers[i]->m_VotedForPractice = false;
GameServer()->m_apPlayers[i]->KillCharacter(WEAPON_SELF);
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}
}
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}
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void CGameTeams::ResetSavedTeam(int ClientID, int Team)
{
if(g_Config.m_SvTeam == 3)
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{
ChangeTeamState(Team, CGameTeams::TEAMSTATE_OPEN);
ResetRoundState(Team);
}
else
{
for(int i = 0; i < MAX_CLIENTS; i++)
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{
if(m_Core.Team(i) == Team && GameServer()->m_apPlayers[i])
{
SetForceCharacterTeam(i, TEAM_FLOCK);
}
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}
}
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}