ddnet/src/game/server/save.cpp

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#include <new>
#include <cstdio>
#include "save.h"
#include "teams.h"
#include "./gamemodes/DDRace.h"
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#include <engine/shared/config.h>
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CSaveTee::CSaveTee()
{
}
CSaveTee::~CSaveTee()
{
}
void CSaveTee::save(CCharacter *pChr)
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{
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str_copy(m_name, pChr->m_pPlayer->Server()->ClientName(pChr->m_pPlayer->GetCID()), sizeof(m_name));
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m_Alive = pChr->m_Alive;
m_Paused = abs(pChr->m_pPlayer->IsPaused());
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m_NeededFaketuning = pChr->m_NeededFaketuning;
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m_TeeFinished = pChr->Teams()->TeeFinished(pChr->m_pPlayer->GetCID());
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m_IsSolo = pChr->m_Solo;
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for(int i = 0; i< NUM_WEAPONS; i++)
{
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m_aWeapons[i].m_AmmoRegenStart = pChr->m_aWeapons[i].m_AmmoRegenStart;
m_aWeapons[i].m_Ammo = pChr->m_aWeapons[i].m_Ammo;
m_aWeapons[i].m_Ammocost = pChr->m_aWeapons[i].m_Ammocost;
m_aWeapons[i].m_Got = pChr->m_aWeapons[i].m_Got;
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}
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m_LastWeapon = pChr->m_LastWeapon;
m_QueuedWeapon = pChr->m_QueuedWeapon;
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m_SuperJump = pChr->m_SuperJump;
m_Jetpack = pChr->m_Jetpack;
m_NinjaJetpack = pChr->m_NinjaJetpack;
m_FreezeTime = pChr->m_FreezeTime;
m_FreezeTick = pChr->Server()->Tick() - pChr->m_FreezeTick;
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m_DeepFreeze = pChr->m_DeepFreeze;
m_EndlessHook = pChr->m_EndlessHook;
m_DDRaceState = pChr->m_DDRaceState;
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m_Hit = pChr->m_Hit;
m_TuneZone = pChr->m_TuneZone;
m_TuneZoneOld = pChr->m_TuneZoneOld;
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if(pChr->m_StartTime)
m_Time = pChr->Server()->Tick() - pChr->m_StartTime + 60 * pChr->Server()->TickSpeed();
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m_Pos = pChr->m_Pos;
m_PrevPos = pChr->m_PrevPos;
m_TeleCheckpoint = pChr->m_TeleCheckpoint;
m_LastPenalty = pChr->m_LastPenalty;
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if(pChr->m_CpTick)
m_CpTime = pChr->Server()->Tick() - pChr->m_CpTick;
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m_CpActive = pChr->m_CpActive;
m_CpLastBroadcast = pChr->m_CpLastBroadcast;
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for(int i = 0; i < 25; i++)
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m_CpCurrent[i] = pChr->m_CpCurrent[i];
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m_NotEligibleForFinish = pChr->m_pPlayer->m_NotEligibleForFinish;
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m_HasTelegunGun = pChr->m_Core.m_HasTelegunGun;
m_HasTelegunGrenade = pChr->m_Core.m_HasTelegunGrenade;
m_HasTelegunLaser = pChr->m_Core.m_HasTelegunLaser;
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// Core
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m_CorePos = pChr->m_Core.m_Pos;
m_Vel = pChr->m_Core.m_Vel;
m_Hook = pChr->m_Core.m_Hook;
m_Collision = pChr->m_Core.m_Collision;
m_ActiveWeapon = pChr->m_Core.m_ActiveWeapon;
m_Jumped = pChr->m_Core.m_Jumped;
m_JumpedTotal = pChr->m_Core.m_JumpedTotal;
m_Jumps = pChr->m_Core.m_Jumps;
m_HookPos = pChr->m_Core.m_HookPos;
m_HookDir = pChr->m_Core.m_HookDir;
m_HookTeleBase = pChr->m_Core.m_HookTeleBase;
m_HookTick = pChr->m_Core.m_HookTick;
m_HookState = pChr->m_Core.m_HookState;
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FormatUuid(pChr->GameServer()->GameUuid(), aGameUuid, sizeof(aGameUuid));
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}
void CSaveTee::load(CCharacter *pChr, int Team)
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{
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pChr->m_pPlayer->Pause(m_Paused, true);
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pChr->m_Alive = m_Alive;
pChr->m_NeededFaketuning = m_NeededFaketuning;
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pChr->Teams()->SetForceCharacterTeam(pChr->m_pPlayer->GetCID(), Team);
pChr->Teams()->SetFinished(pChr->m_pPlayer->GetCID(), m_TeeFinished);
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for(int i = 0; i< NUM_WEAPONS; i++)
{
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pChr->m_aWeapons[i].m_AmmoRegenStart = m_aWeapons[i].m_AmmoRegenStart;
pChr->m_aWeapons[i].m_Ammo = m_aWeapons[i].m_Ammo;
pChr->m_aWeapons[i].m_Ammocost = m_aWeapons[i].m_Ammocost;
pChr->m_aWeapons[i].m_Got = m_aWeapons[i].m_Got;
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}
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pChr->m_LastWeapon = m_LastWeapon;
pChr->m_QueuedWeapon = m_QueuedWeapon;
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pChr->m_SuperJump = m_SuperJump;
pChr->m_Jetpack = m_Jetpack;
pChr->m_NinjaJetpack = m_NinjaJetpack;
pChr->m_FreezeTime = m_FreezeTime;
pChr->m_FreezeTick = pChr->Server()->Tick() - m_FreezeTick;
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pChr->m_DeepFreeze = m_DeepFreeze;
pChr->m_EndlessHook = m_EndlessHook;
pChr->m_DDRaceState = m_DDRaceState;
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pChr->m_Hit = m_Hit;
pChr->m_TuneZone = m_TuneZone;
pChr->m_TuneZoneOld = m_TuneZoneOld;
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if(m_Time)
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pChr->m_StartTime = pChr->Server()->Tick() - m_Time;
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pChr->m_Pos = m_Pos;
pChr->m_PrevPos = m_PrevPos;
pChr->m_TeleCheckpoint = m_TeleCheckpoint;
pChr->m_LastPenalty = m_LastPenalty;
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if(m_CpTime)
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pChr->m_CpTick = pChr->Server()->Tick() - m_CpTime;
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pChr->m_CpActive = m_CpActive;
pChr->m_CpLastBroadcast = m_CpLastBroadcast;
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for(int i = 0; i < 25; i++)
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pChr->m_CpCurrent[i] = m_CpCurrent[i];
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pChr->m_pPlayer->m_NotEligibleForFinish = pChr->m_pPlayer->m_NotEligibleForFinish || m_NotEligibleForFinish;
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pChr->m_Core.m_HasTelegunGun = m_HasTelegunGun;
pChr->m_Core.m_HasTelegunLaser = m_HasTelegunLaser;
pChr->m_Core.m_HasTelegunGrenade = m_HasTelegunGrenade;
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// Core
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pChr->m_Core.m_Pos = m_CorePos;
pChr->m_Core.m_Vel = m_Vel;
pChr->m_Core.m_Hook = m_Hook;
pChr->m_Core.m_Collision = m_Collision;
pChr->m_Core.m_ActiveWeapon = m_ActiveWeapon;
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pChr->m_Core.m_Jumped = m_Jumped;
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pChr->m_Core.m_JumpedTotal = m_JumpedTotal;
pChr->m_Core.m_Jumps = m_Jumps;
pChr->m_Core.m_HookPos = m_HookPos;
pChr->m_Core.m_HookDir = m_HookDir;
pChr->m_Core.m_HookTeleBase = m_HookTeleBase;
pChr->m_Core.m_HookTick = m_HookTick;
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if(m_HookState == HOOK_GRABBED)
{
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pChr->m_Core.m_HookState = HOOK_FLYING;
pChr->m_Core.m_HookedPlayer = -1;
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}
else
{
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pChr->m_Core.m_HookState = m_HookState;
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}
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pChr->SetSolo(m_IsSolo);
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}
char* CSaveTee::GetString()
{
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str_format(m_String, sizeof(m_String), "%s\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%f\t%f\t%d\t%d\t%d\t%d\t%d\t%d\t%f\t%f\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%d\t%d\t%d\t%d\t%s", m_name, m_Alive, m_Paused, m_NeededFaketuning, m_TeeFinished, m_IsSolo, m_aWeapons[0].m_AmmoRegenStart, m_aWeapons[0].m_Ammo, m_aWeapons[0].m_Ammocost, m_aWeapons[0].m_Got, m_aWeapons[1].m_AmmoRegenStart, m_aWeapons[1].m_Ammo, m_aWeapons[1].m_Ammocost, m_aWeapons[1].m_Got, m_aWeapons[2].m_AmmoRegenStart, m_aWeapons[2].m_Ammo, m_aWeapons[2].m_Ammocost, m_aWeapons[2].m_Got, m_aWeapons[3].m_AmmoRegenStart, m_aWeapons[3].m_Ammo, m_aWeapons[3].m_Ammocost, m_aWeapons[3].m_Got, m_aWeapons[4].m_AmmoRegenStart, m_aWeapons[4].m_Ammo, m_aWeapons[4].m_Ammocost, m_aWeapons[4].m_Got, m_aWeapons[5].m_AmmoRegenStart, m_aWeapons[5].m_Ammo, m_aWeapons[5].m_Ammocost, m_aWeapons[5].m_Got, m_LastWeapon, m_QueuedWeapon, m_SuperJump, m_Jetpack, m_NinjaJetpack, m_FreezeTime, m_FreezeTick, m_DeepFreeze, m_EndlessHook, m_DDRaceState, m_Hit, m_Collision, m_TuneZone, m_TuneZoneOld, m_Hook, m_Time, (int)m_Pos.x, (int)m_Pos.y, (int)m_PrevPos.x, (int)m_PrevPos.y, m_TeleCheckpoint, m_LastPenalty, (int)m_CorePos.x, (int)m_CorePos.y, m_Vel.x, m_Vel.y, m_ActiveWeapon, m_Jumped, m_JumpedTotal, m_Jumps, (int)m_HookPos.x, (int)m_HookPos.y, m_HookDir.x, m_HookDir.y, (int)m_HookTeleBase.x, (int)m_HookTeleBase.y, m_HookTick, m_HookState, m_CpTime, m_CpActive, m_CpLastBroadcast, m_CpCurrent[0], m_CpCurrent[1], m_CpCurrent[2], m_CpCurrent[3], m_CpCurrent[4], m_CpCurrent[5], m_CpCurrent[6], m_CpCurrent[7], m_CpCurrent[8], m_CpCurrent[9], m_CpCurrent[10], m_CpCurrent[11], m_CpCurrent[12], m_CpCurrent[13], m_CpCurrent[14], m_CpCurrent[15], m_CpCurrent[16], m_CpCurrent[17], m_CpCurrent[18], m_CpCurrent[19], m_CpCurrent[20], m_CpCurrent[21], m_CpCurrent[22], m_CpCurrent[23], m_CpCurrent[24], m_NotEligibleForFinish, m_HasTelegunGun, m_HasTelegunLaser, m_HasTelegunGrenade, aGameUuid);
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return m_String;
}
int CSaveTee::LoadString(char* String)
{
int Num;
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Num = sscanf(String, "%[^\t]\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%f\t%f\t%f\t%f\t%d\t%d\t%f\t%f\t%f\t%f\t%d\t%d\t%d\t%d\t%f\t%f\t%f\t%f\t%f\t%f\t%d\t%d\t%d\t%d\t%d\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%f\t%d\t%d\t%d\t%d\t%*s", m_name, &m_Alive, &m_Paused, &m_NeededFaketuning, &m_TeeFinished, &m_IsSolo, &m_aWeapons[0].m_AmmoRegenStart, &m_aWeapons[0].m_Ammo, &m_aWeapons[0].m_Ammocost, &m_aWeapons[0].m_Got, &m_aWeapons[1].m_AmmoRegenStart, &m_aWeapons[1].m_Ammo, &m_aWeapons[1].m_Ammocost, &m_aWeapons[1].m_Got, &m_aWeapons[2].m_AmmoRegenStart, &m_aWeapons[2].m_Ammo, &m_aWeapons[2].m_Ammocost, &m_aWeapons[2].m_Got, &m_aWeapons[3].m_AmmoRegenStart, &m_aWeapons[3].m_Ammo, &m_aWeapons[3].m_Ammocost, &m_aWeapons[3].m_Got, &m_aWeapons[4].m_AmmoRegenStart, &m_aWeapons[4].m_Ammo, &m_aWeapons[4].m_Ammocost, &m_aWeapons[4].m_Got, &m_aWeapons[5].m_AmmoRegenStart, &m_aWeapons[5].m_Ammo, &m_aWeapons[5].m_Ammocost, &m_aWeapons[5].m_Got, &m_LastWeapon, &m_QueuedWeapon, &m_SuperJump, &m_Jetpack, &m_NinjaJetpack, &m_FreezeTime, &m_FreezeTick, &m_DeepFreeze, &m_EndlessHook, &m_DDRaceState, &m_Hit, &m_Collision, &m_TuneZone, &m_TuneZoneOld, &m_Hook, &m_Time, &m_Pos.x, &m_Pos.y, &m_PrevPos.x, &m_PrevPos.y, &m_TeleCheckpoint, &m_LastPenalty, &m_CorePos.x, &m_CorePos.y, &m_Vel.x, &m_Vel.y, &m_ActiveWeapon, &m_Jumped, &m_JumpedTotal, &m_Jumps, &m_HookPos.x, &m_HookPos.y, &m_HookDir.x, &m_HookDir.y, &m_HookTeleBase.x, &m_HookTeleBase.y, &m_HookTick, &m_HookState, &m_CpTime, &m_CpActive, &m_CpLastBroadcast, &m_CpCurrent[0], &m_CpCurrent[1], &m_CpCurrent[2], &m_CpCurrent[3], &m_CpCurrent[4], &m_CpCurrent[5], &m_CpCurrent[6], &m_CpCurrent[7], &m_CpCurrent[8], &m_CpCurrent[9], &m_CpCurrent[10], &m_CpCurrent[11], &m_CpCurrent[12], &m_CpCurrent[13], &m_CpCurrent[14], &m_CpCurrent[15], &m_CpCurrent[16], &m_CpCurrent[17], &m_CpCurrent[18], &m_CpCurrent[19], &m_CpCurrent[20], &m_CpCurrent[21], &m_CpCurrent[22], &m_CpCurrent[23], &m_CpCurrent[24], &m_NotEligibleForFinish, &m_HasTelegunGun, &m_HasTelegunLaser, &m_HasTelegunGrenade);
switch(Num) // Don't forget to update this when you save / load more / less.
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{
case 96:
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m_NotEligibleForFinish = false;
// fallthrough
case 97:
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m_HasTelegunGrenade = 0;
m_HasTelegunLaser = 0;
m_HasTelegunGun = 0;
// fallthrough
case 100:
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return 0;
default:
dbg_msg("load", "failed to load tee-string");
dbg_msg("load", "loaded %d vars", Num);
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return Num+1; // never 0 here
}
}
CSaveTeam::CSaveTeam(IGameController* Controller)
{
m_pController = Controller;
m_Switchers = 0;
SavedTees = 0;
}
CSaveTeam::~CSaveTeam()
{
if(m_Switchers)
delete[] m_Switchers;
if(SavedTees)
delete[] SavedTees;
}
int CSaveTeam::save(int Team)
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{
if(g_Config.m_SvTeam == 3 || (Team > 0 && Team < MAX_CLIENTS))
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{
CGameTeams* Teams = &(((CGameControllerDDRace*)m_pController)->m_Teams);
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m_MembersCount = Teams->Count(Team);
if(m_MembersCount <= 0)
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{
return 2;
}
m_TeamState = Teams->GetTeamState(Team);
if(m_TeamState != CGameTeams::TEAMSTATE_STARTED)
{
return 4;
}
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m_NumSwitchers = m_pController->GameServer()->Collision()->m_NumSwitchers;
m_TeamLocked = Teams->TeamLocked(Team);
SavedTees = new CSaveTee[m_MembersCount];
int j = 0;
for (int i = 0; i < MAX_CLIENTS; i++)
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{
if(Teams->m_Core.Team(i) == Team)
{
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if(m_pController->GameServer()->m_apPlayers[i] && m_pController->GameServer()->m_apPlayers[i]->GetCharacter())
SavedTees[j].save(m_pController->GameServer()->m_apPlayers[i]->GetCharacter());
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else
return 3;
j++;
}
}
if(m_pController->GameServer()->Collision()->m_NumSwitchers)
{
m_Switchers = new SSimpleSwitchers[m_pController->GameServer()->Collision()->m_NumSwitchers+1];
for(int i=1; i < m_pController->GameServer()->Collision()->m_NumSwitchers+1; i++)
{
m_Switchers[i].m_Status = m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Status[Team];
if(m_pController->GameServer()->Collision()->m_pSwitchers[i].m_EndTick[Team])
m_Switchers[i].m_EndTime = m_pController->Server()->Tick() - m_pController->GameServer()->Collision()->m_pSwitchers[i].m_EndTick[Team];
else
m_Switchers[i].m_EndTime = 0;
m_Switchers[i].m_Type = m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Type[Team];
}
}
return 0;
}
else
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return 1;
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}
bool CSaveTeam::HandleSaveError(int Result, int ClientID, CGameContext *pGameContext)
{
switch(Result)
{
case 1:
pGameContext->SendChatTarget(ClientID, "You have to be in a team (from 1-63)");
break;
case 2:
pGameContext->SendChatTarget(ClientID, "Could not find your Team");
break;
case 3:
pGameContext->SendChatTarget(ClientID, "Unable to find all Characters");
break;
case 4:
pGameContext->SendChatTarget(ClientID, "Your team is not started yet");
break;
default:
return false;
}
return true;
}
int CSaveTeam::load(int Team)
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{
if(Team <= 0 || Team >= MAX_CLIENTS)
return 1;
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CGameTeams* pTeams = &(((CGameControllerDDRace*)m_pController)->m_Teams);
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if(pTeams->Count(Team) > m_MembersCount)
return 2;
CCharacter *pChr;
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for (int i = 0; i < m_MembersCount; i++)
{
int ID = MatchPlayer(SavedTees[i].GetName());
if(ID == -1) // first check if team can be loaded / do not load half teams
{
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return i+10; // +10 to leave space for other return-values
}
if(m_pController->GameServer()->m_apPlayers[ID] && m_pController->GameServer()->m_apPlayers[ID]->GetCharacter() && m_pController->GameServer()->m_apPlayers[ID]->GetCharacter()->m_DDRaceState)
{
return i+100; // +100 to leave space for other return-values
}
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if(Team != pTeams->m_Core.Team(ID))
{
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return i+200; // +100 to leave space for other return-values
}
}
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pTeams->ChangeTeamState(Team, m_TeamState);
pTeams->SetTeamLock(Team, m_TeamLocked);
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for (int i = 0; i < m_MembersCount; i++)
{
pChr = MatchCharacter(SavedTees[i].GetName(), i);
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if(pChr)
{
SavedTees[i].load(pChr, Team);
}
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}
if(m_pController->GameServer()->Collision()->m_NumSwitchers)
for(int i=1; i < m_pController->GameServer()->Collision()->m_NumSwitchers+1; i++)
{
m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Status[Team] = m_Switchers[i].m_Status;
if(m_Switchers[i].m_EndTime)
m_pController->GameServer()->Collision()->m_pSwitchers[i].m_EndTick[Team] = m_pController->Server()->Tick() - m_Switchers[i].m_EndTime;
m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Type[Team] = m_Switchers[i].m_Type;
}
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return 0;
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}
int CSaveTeam::MatchPlayer(char name[16])
{
for (int i = 0; i < MAX_CLIENTS; i++)
{
if(str_comp(m_pController->Server()->ClientName(i), name) == 0)
{
return i;
}
}
return -1;
}
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CCharacter* CSaveTeam::MatchCharacter(char name[16], int SaveID)
{
int ID = MatchPlayer(name);
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if(ID >= 0 && m_pController->GameServer()->m_apPlayers[ID])
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{
if(m_pController->GameServer()->m_apPlayers[ID]->GetCharacter())
return m_pController->GameServer()->m_apPlayers[ID]->GetCharacter();
else
return m_pController->GameServer()->m_apPlayers[ID]->ForceSpawn(SavedTees[SaveID].GetPos());
}
return 0;
}
char* CSaveTeam::GetString()
{
str_format(m_String, sizeof(m_String), "%d\t%d\t%d\t%d", m_TeamState, m_MembersCount, m_NumSwitchers, m_TeamLocked);
for (int i = 0; i<m_MembersCount; i++)
{
char aBuf[1024];
str_format(aBuf, sizeof(aBuf), "\n%s", SavedTees[i].GetString());
str_append(m_String, aBuf, sizeof(m_String));
}
if(m_NumSwitchers)
for(int i=1; i < m_NumSwitchers+1; i++)
{
char aBuf[64];
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if (m_Switchers)
{
str_format(aBuf, sizeof(aBuf), "\n%d\t%d\t%d", m_Switchers[i].m_Status, m_Switchers[i].m_EndTime, m_Switchers[i].m_Type);
str_append(m_String, aBuf, sizeof(m_String));
}
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}
return m_String;
}
int CSaveTeam::LoadString(const char* String)
{
char TeamStats[MAX_CLIENTS];
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char Switcher[64];
char SaveTee[1024];
char* CopyPos;
unsigned int Pos = 0;
unsigned int LastPos = 0;
unsigned int StrSize;
str_copy(m_String, String, sizeof(m_String));
while (m_String[Pos] != '\n' && Pos < sizeof(m_String) && m_String[Pos]) // find next \n or \0
Pos++;
CopyPos = m_String + LastPos;
StrSize = Pos - LastPos + 1;
if(m_String[Pos] == '\n')
{
Pos++; // skip \n
LastPos = Pos;
}
if(StrSize <= 0)
{
dbg_msg("load", "savegame: wrong format (couldn't load teamstats)");
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return 1;
}
if(StrSize < sizeof(TeamStats))
{
str_copy(TeamStats, CopyPos, StrSize);
int Num = sscanf(TeamStats, "%d\t%d\t%d\t%d", &m_TeamState, &m_MembersCount, &m_NumSwitchers, &m_TeamLocked);
if(Num != 4)
{
dbg_msg("load", "failed to load teamstats");
dbg_msg("load", "loaded %d vars", Num);
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}
}
else
{
dbg_msg("load", "savegame: wrong format (couldn't load teamstats, too big)");
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return 1;
}
if(SavedTees)
{
delete [] SavedTees;
SavedTees = 0;
}
if(m_MembersCount)
SavedTees = new CSaveTee[m_MembersCount];
for (int n = 0; n < m_MembersCount; n++)
{
while (m_String[Pos] != '\n' && Pos < sizeof(m_String) && m_String[Pos]) // find next \n or \0
Pos++;
CopyPos = m_String + LastPos;
StrSize = Pos - LastPos + 1;
if(m_String[Pos] == '\n')
{
Pos++; // skip \n
LastPos = Pos;
}
if(StrSize <= 0)
{
dbg_msg("load", "savegame: wrong format (couldn't load tee)");
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return 1;
}
if(StrSize < sizeof(SaveTee))
{
str_copy(SaveTee, CopyPos, StrSize);
int Num = SavedTees[n].LoadString(SaveTee);
if(Num)
{
dbg_msg("load", "failed to load tee");
dbg_msg("load", "loaded %d vars", Num-1);
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return 1;
}
}
else
{
dbg_msg("load", "savegame: wrong format (couldn't load tee, too big)");
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return 1;
}
}
if(m_Switchers)
{
delete [] m_Switchers;
m_Switchers = 0;
}
if(m_NumSwitchers)
m_Switchers = new SSimpleSwitchers[m_NumSwitchers+1];
for (int n = 1; n < m_NumSwitchers+1; n++)
{
while (m_String[Pos] != '\n' && Pos < sizeof(m_String) && m_String[Pos]) // find next \n or \0
Pos++;
CopyPos = m_String + LastPos;
StrSize = Pos - LastPos + 1;
if(m_String[Pos] == '\n')
{
Pos++; // skip \n
LastPos = Pos;
}
if(StrSize <= 0)
{
dbg_msg("load", "savegame: wrong format (couldn't load switcher)");
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return 1;
}
if(StrSize < sizeof(Switcher))
{
str_copy(Switcher, CopyPos, StrSize);
int Num = sscanf(Switcher, "%d\t%d\t%d", &(m_Switchers[n].m_Status), &(m_Switchers[n].m_EndTime), &(m_Switchers[n].m_Type));
if(Num != 3)
{
dbg_msg("load", "failed to load switcher");
dbg_msg("load", "loaded %d vars", Num-1);
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}
}
else
{
dbg_msg("load", "savegame: wrong format (couldn't load switcher, too big)");
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return 1;
}
}
return 0;
}