ddnet/src/game/server/teams.cpp

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#include "teams.h"
CGameTeams::CGameTeams(CGameContext *pGameContext) : m_pGameContext(pGameContext) {
Reset();
}
void CGameTeams::Reset() {
m_Core.Reset();
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for(int i = 0; i < MAX_CLIENTS; ++i) {
m_TeamState[i] = EMPTY;
m_TeeFinished[i] = false;
}
}
void CGameTeams::OnCharacterStart(int id) {
int Tick = Server()->Tick();
if(m_Core.Team(id) == TEAM_FLOCK || m_Core.Team(id) == TEAM_SUPER) {
CCharacter* Char = Character(id);
Char->m_RaceState = RACE_STARTED;
Char->m_StartTime = Tick;
Char->m_RefreshTime = Tick;
} else {
if(m_TeamState[m_Core.Team(id)] <= CLOSED) {
ChangeTeamState(m_Core.Team(id), STARTED);
for(int i = 0; i < MAX_CLIENTS; ++i) {
if(m_Core.Team(id) == m_Core.Team(i)) {
CCharacter* Char = Character(i);
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Char->m_RaceState = RACE_STARTED;
Char->m_StartTime = Tick;
Char->m_RefreshTime = Tick;
}
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}
}
}
}
void CGameTeams::OnCharacterFinish(int id) {
if(m_Core.Team(id) == TEAM_FLOCK || m_Core.Team(id) == TEAM_SUPER) {
Character(id)->OnFinish();
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} else {
m_TeeFinished[id] = true;
if(TeamFinished(m_Core.Team(id))) {
ChangeTeamState(m_Core.Team(id), FINISHED);//TODO: Make it better
for(int i = 0; i < MAX_CLIENTS; ++i) {
if(m_Core.Team(id) == m_Core.Team(i)) {
CCharacter * Char = Character(i);
if(Char != 0) {
Char->OnFinish();
m_TeeFinished[i] = false;
} //else {
// m_Core.Team(id) = 0; //i saw zomby =)
//}
}
}
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}
}
}
bool CGameTeams::SetCharacterTeam(int id, int Team) {
//Check on wrong parameters. +1 for TEAM_SUPER
if(id < 0 || id >= MAX_CLIENTS || Team < 0 || Team >= MAX_CLIENTS + 1) {
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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] >= CLOSED) {
return false;
}
//No need to switch team if you there
if(m_Core.Team(id) == Team) {
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return false;
}
//You cannot be in TEAM_SUPER if you not super
if(Team == TEAM_SUPER && !Character(id)->m_Super) return false;
//if you begin race
if(Character(id)->m_RaceState != RACE_NONE) {
//you will be killed if you try to join FLOCK
if(Team == TEAM_FLOCK && m_Core.Team(id) != TEAM_FLOCK) {
Character(id)->GetPlayer()->KillCharacter(WEAPON_GAME);
} else {
if(Team != TEAM_SUPER) {
return false;
}
}
}
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SetForceCharacterTeam(id, Team);
char aBuf[512];
str_format(aBuf, sizeof(aBuf), "Id = %d Team = %d", id, Team);
dbg_msg("Teams", aBuf);
//GameServer()->CreatePlayerSpawn(Character(id)->m_Core.m_Pos, TeamMask());
return true;
}
void CGameTeams::SetForceCharacterTeam(int id, int Team) {
m_TeeFinished[id] = false;
if(m_Core.Team(id) != TEAM_FLOCK
&& m_Core.Team(id) != TEAM_SUPER
&& m_TeamState[m_Core.Team(id)] != EMPTY) {
bool NoOneInOldTeam = true;
for(int i = 0; i < MAX_CLIENTS; ++i) {
if(i != id && m_Core.Team(id) == m_Core.Team(i)) {
NoOneInOldTeam = false;//all good exists someone in old team
break;
}
}
if(NoOneInOldTeam) {
m_TeamState[m_Core.Team(id)] = EMPTY;
}
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}
m_Core.Team(id, Team);
if(Team != TEAM_SUPER && m_TeamState[Team] == EMPTY) {
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ChangeTeamState(Team, OPEN);
}
}
void CGameTeams::ChangeTeamState(int Team, int State) {
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m_TeamState[Team] = State;
}
bool CGameTeams::TeamFinished(int Team) {
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for(int i = 0; i < MAX_CLIENTS; ++i) {
if(m_Core.Team(i) == Team && !m_TeeFinished[i]) {
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return false;
}
}
return true;
}
int CGameTeams::TeamMask(int Team) {
if(Team == TEAM_SUPER) return -1;
int Mask = 0;
for(int i = 0; i < MAX_CLIENTS; ++i) {
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if(Character(i) && (m_Core.Team(i) == Team || m_Core.Team(i) == TEAM_SUPER)) {
Mask |= 1 << i;
}
}
return Mask;
}