2011-12-25 13:33:05 +00:00
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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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2010-08-28 13:47:52 +00:00
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#ifndef GAME_SERVER_TEAMS_H
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#define GAME_SERVER_TEAMS_H
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2020-06-30 18:22:17 +00:00
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#include <engine/shared/config.h>
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2010-08-28 13:47:52 +00:00
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#include <game/server/gamecontext.h>
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2021-01-09 14:37:02 +00:00
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#include <game/server/score.h>
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2020-09-26 19:41:58 +00:00
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#include <game/teamscore.h>
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2010-08-28 13:47:52 +00:00
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2020-11-05 10:34:20 +00:00
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#include <utility>
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2011-01-06 05:30:19 +00:00
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class CGameTeams
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{
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2021-07-20 11:37:02 +00:00
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// `m_TeeStarted` is used to keep track whether a given tee has hit the
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// start of the map yet. If a tee that leaves hasn't hit the start line
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// yet, the team will be marked as "not allowed to finish"
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// (`TEAMSTATE_STARTED_UNFINISHABLE`). If this were not the case, tees
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// could go around the startline on a map, leave one tee behind at
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// start, go to the finish line, let the tee start and kill, allowing
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// the team to finish instantly.
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bool m_TeeStarted[MAX_CLIENTS];
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2013-12-28 15:09:03 +00:00
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bool m_TeeFinished[MAX_CLIENTS];
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2021-11-29 16:06:04 +00:00
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int m_LastChat[MAX_CLIENTS];
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int m_TeamState[NUM_TEAMS];
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bool m_TeamLocked[NUM_TEAMS];
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uint64_t m_Invited[NUM_TEAMS];
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bool m_Practice[NUM_TEAMS];
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std::shared_ptr<CScoreSaveResult> m_pSaveTeamResult[NUM_TEAMS];
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uint64_t m_LastSwap[NUM_TEAMS];
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bool m_TeamSentStartWarning[NUM_TEAMS];
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2021-09-10 16:14:16 +00:00
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// `m_TeamUnfinishableKillTick` is -1 by default and gets set when a
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// team becomes unfinishable. If the team hasn't entered practice mode
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// by that time, it'll get killed to prevent people not understanding
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// the message from playing for a long time in an unfinishable team.
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2021-11-29 16:06:04 +00:00
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int m_TeamUnfinishableKillTick[NUM_TEAMS];
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2011-12-25 13:51:04 +00:00
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2020-09-26 19:41:58 +00:00
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class CGameContext *m_pGameContext;
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2011-12-25 13:51:04 +00:00
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2021-11-01 15:44:59 +00:00
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/**
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* Kill the whole team.
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* @param Team The team id to kill
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* @param NewStrongID The player with that id will get strong hook on everyone else, -1 will set the normal spawning order
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* @param ExceptID The player that should not get killed
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*/
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void KillTeam(int Team, int NewStrongID, int ExceptID = -1);
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2019-01-10 08:32:23 +00:00
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bool TeamFinished(int Team);
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2020-09-26 19:41:58 +00:00
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void OnTeamFinish(CPlayer **Players, unsigned int Size, float Time, const char *pTimestamp);
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void OnFinish(CPlayer *Player, float Time, const char *pTimestamp);
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2019-01-10 08:32:23 +00:00
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2010-08-28 13:47:52 +00:00
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public:
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2011-03-16 13:14:25 +00:00
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enum
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2011-01-06 05:30:19 +00:00
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{
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2020-09-26 19:41:58 +00:00
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TEAMSTATE_EMPTY,
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TEAMSTATE_OPEN,
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TEAMSTATE_STARTED,
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2021-07-20 11:37:02 +00:00
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// Happens when a tee that hasn't hit the start tiles leaves
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// the team.
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TEAMSTATE_STARTED_UNFINISHABLE,
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2020-09-26 19:41:58 +00:00
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TEAMSTATE_FINISHED
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2010-08-28 13:47:52 +00:00
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};
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2011-12-25 13:51:04 +00:00
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2010-08-30 12:13:43 +00:00
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CTeamsCore m_Core;
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2011-12-25 13:51:04 +00:00
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2010-08-30 12:13:43 +00:00
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CGameTeams(CGameContext *pGameContext);
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2011-12-25 13:51:04 +00:00
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2021-01-23 14:45:07 +00:00
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// helper methods
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2020-09-26 19:41:58 +00:00
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CCharacter *Character(int ClientID)
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2011-12-25 13:51:04 +00:00
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{
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return GameServer()->GetPlayerChar(ClientID);
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}
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2020-09-26 19:41:58 +00:00
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CPlayer *GetPlayer(int ClientID)
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2011-12-25 13:51:04 +00:00
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{
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return GameServer()->m_apPlayers[ClientID];
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}
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class CGameContext *GameServer()
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{
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return m_pGameContext;
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}
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class IServer *Server()
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{
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return m_pGameContext->Server();
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}
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2010-08-28 20:53:42 +00:00
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2011-02-02 10:49:19 +00:00
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void OnCharacterStart(int ClientID);
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void OnCharacterFinish(int ClientID);
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2013-02-01 11:08:23 +00:00
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void OnCharacterSpawn(int ClientID);
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2014-04-12 10:08:20 +00:00
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void OnCharacterDeath(int ClientID, int Weapon);
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2021-07-20 20:34:09 +00:00
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void Tick();
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2011-12-25 13:51:04 +00:00
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2021-01-23 14:45:07 +00:00
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// returns nullptr if successful, error string if failed
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const char *SetCharacterTeam(int ClientID, int Team);
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2020-11-20 17:11:06 +00:00
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void CheckTeamFinished(int ClientID);
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2011-12-25 13:51:04 +00:00
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2011-03-16 13:14:25 +00:00
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void ChangeTeamState(int Team, int State);
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2011-12-25 13:51:04 +00:00
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2021-06-23 05:05:49 +00:00
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int64_t TeamMask(int Team, int ExceptID = -1, int Asker = -1);
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2011-12-25 13:51:04 +00:00
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2010-11-06 22:54:35 +00:00
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int Count(int Team) const;
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2011-12-25 13:51:04 +00:00
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2021-01-23 14:45:07 +00:00
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// need to be very careful using this method. SERIOUSLY...
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2020-05-30 22:34:29 +00:00
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void SetForceCharacterTeam(int ClientID, int Team);
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2011-12-25 13:51:04 +00:00
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2010-09-24 13:37:13 +00:00
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void Reset();
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2021-03-16 22:31:16 +00:00
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void ResetRoundState(int Team);
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2020-07-01 06:49:51 +00:00
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void ResetSwitchers(int Team);
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2011-12-25 13:51:04 +00:00
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2020-05-30 22:34:29 +00:00
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void SendTeamsState(int ClientID);
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2013-11-15 23:44:49 +00:00
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void SetTeamLock(int Team, bool Lock);
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2017-04-23 20:50:07 +00:00
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void ResetInvited(int Team);
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void SetClientInvited(int Team, int ClientID, bool Invited);
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2010-12-19 03:48:16 +00:00
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2020-09-26 19:41:58 +00:00
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int GetDDRaceState(CPlayer *Player);
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int GetStartTime(CPlayer *Player);
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float *GetCpCurrent(CPlayer *Player);
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void SetDDRaceState(CPlayer *Player, int DDRaceState);
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void SetStartTime(CPlayer *Player, int StartTime);
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void SetCpActive(CPlayer *Player, int CpActive);
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2020-06-02 14:27:31 +00:00
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void KillSavedTeam(int ClientID, int Team);
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void ResetSavedTeam(int ClientID, int Team);
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2021-03-20 16:33:34 +00:00
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void RequestTeamSwap(CPlayer *pPlayer, CPlayer *pTargetPlayer, int Team);
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void SwapTeamCharacters(CPlayer *pPlayer, CPlayer *pTargetPlayer, int Team);
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2020-06-02 14:27:31 +00:00
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void ProcessSaveTeam();
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2014-12-17 19:38:05 +00:00
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2021-08-10 19:26:07 +00:00
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int GetFirstEmptyTeam() const;
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2021-07-20 20:16:40 +00:00
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bool TeeStarted(int ClientID)
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{
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return m_TeeStarted[ClientID];
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}
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2011-12-25 13:51:04 +00:00
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bool TeeFinished(int ClientID)
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{
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return m_TeeFinished[ClientID];
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}
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2014-12-17 19:38:05 +00:00
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2011-12-25 13:51:04 +00:00
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int GetTeamState(int Team)
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{
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return m_TeamState[Team];
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}
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2014-12-17 19:38:05 +00:00
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2013-11-15 23:44:49 +00:00
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bool TeamLocked(int Team)
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{
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2020-09-26 19:41:58 +00:00
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if(Team <= TEAM_FLOCK || Team >= TEAM_SUPER)
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2014-01-30 02:37:45 +00:00
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return false;
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2013-11-15 23:44:49 +00:00
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return m_TeamLocked[Team];
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}
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2014-12-17 19:38:05 +00:00
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2017-04-23 20:50:07 +00:00
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bool IsInvited(int Team, int ClientID)
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{
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return m_Invited[Team] & 1LL << ClientID;
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}
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2021-03-16 22:31:16 +00:00
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bool IsStarted(int Team)
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{
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return m_TeamState[Team] == CGameTeams::TEAMSTATE_STARTED;
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}
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2021-07-20 20:16:40 +00:00
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void SetStarted(int ClientID, bool Started)
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{
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m_TeeStarted[ClientID] = Started;
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}
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2021-07-20 11:37:02 +00:00
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void SetFinished(int ClientID, bool Finished)
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2014-07-26 12:46:31 +00:00
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{
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2021-07-20 11:37:02 +00:00
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m_TeeFinished[ClientID] = Finished;
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2014-07-26 12:46:31 +00:00
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}
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2020-06-24 21:14:09 +00:00
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2020-12-04 09:53:28 +00:00
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void SetSaving(int TeamID, std::shared_ptr<CScoreSaveResult> &SaveResult)
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2014-12-17 19:38:05 +00:00
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{
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2020-12-04 09:53:28 +00:00
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m_pSaveTeamResult[TeamID] = SaveResult;
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2014-12-17 19:38:05 +00:00
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}
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bool GetSaving(int TeamID)
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{
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2020-06-30 18:22:17 +00:00
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if(TeamID < TEAM_FLOCK || TeamID >= TEAM_SUPER)
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return false;
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if(g_Config.m_SvTeam != 3 && TeamID == TEAM_FLOCK)
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2020-06-28 11:25:39 +00:00
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return false;
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2020-06-02 14:27:31 +00:00
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return m_pSaveTeamResult[TeamID] != nullptr;
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2014-12-17 19:38:05 +00:00
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}
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2020-05-22 21:59:47 +00:00
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void EnablePractice(int Team)
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{
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2020-06-30 18:22:17 +00:00
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if(Team < TEAM_FLOCK || Team >= TEAM_SUPER)
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return;
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if(g_Config.m_SvTeam != 3 && Team == TEAM_FLOCK)
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2020-05-22 21:59:47 +00:00
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return;
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m_Practice[Team] = true;
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}
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bool IsPractice(int Team)
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{
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2020-06-30 18:22:17 +00:00
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if(Team < TEAM_FLOCK || Team >= TEAM_SUPER)
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return false;
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if(g_Config.m_SvTeam != 3 && Team == TEAM_FLOCK)
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2020-05-22 21:59:47 +00:00
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return false;
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return m_Practice[Team];
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}
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2010-08-28 13:47:52 +00:00
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};
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2010-09-08 16:22:11 +00:00
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#endif
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