ddnet/src/game/server/save.h

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#ifndef GAME_SERVER_SAVE_H
#define GAME_SERVER_SAVE_H
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#include <engine/shared/protocol.h>
#include <game/generated/protocol.h>
#include <game/server/gamecontroller.h>
class IGameController;
class CGameContext;
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class CCharacter;
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class CSaveTeam;
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class CSaveTee
{
public:
CSaveTee();
~CSaveTee();
void Save(CCharacter *pchr);
void Load(CCharacter *pchr, int Team);
char *GetString(const CSaveTeam *pTeam);
int FromString(const char *String);
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void LoadHookedPlayer(const CSaveTeam *pTeam);
bool IsHooking() const;
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vec2 GetPos() const { return m_Pos; }
const char *GetName() const { return m_aName; }
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int GetClientID() const { return m_ClientID; }
void SetClientID(int ClientID) { m_ClientID = ClientID; };
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private:
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int m_ClientID;
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char m_aString[2048];
char m_aName[16];
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int m_Alive;
int m_Paused;
int m_NeededFaketuning;
// Teamstuff
int m_TeeFinished;
int m_IsSolo;
struct WeaponStat
{
int m_AmmoRegenStart;
int m_Ammo;
int m_Ammocost;
int m_Got;
} m_aWeapons[NUM_WEAPONS];
int m_LastWeapon;
int m_QueuedWeapon;
int m_SuperJump;
int m_Jetpack;
int m_NinjaJetpack;
int m_FreezeTime;
int m_FreezeTick;
int m_DeepFreeze;
int m_EndlessHook;
int m_DDRaceState;
int m_Hit;
int m_Collision;
int m_TuneZone;
int m_TuneZoneOld;
int m_Hook;
int m_Time;
vec2 m_Pos;
vec2 m_PrevPos;
int m_TeleCheckpoint;
int m_LastPenalty;
int m_CpTime;
int m_CpActive;
int m_CpLastBroadcast;
float m_aCpCurrent[25];
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int m_NotEligibleForFinish;
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int m_HasTelegunGun;
int m_HasTelegunGrenade;
int m_HasTelegunLaser;
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// Core
vec2 m_CorePos;
vec2 m_Vel;
int m_ActiveWeapon;
int m_Jumped;
int m_JumpedTotal;
int m_Jumps;
vec2 m_HookPos;
vec2 m_HookDir;
vec2 m_HookTeleBase;
int m_HookTick;
int m_HookState;
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int m_HookedPlayer;
int m_NewHook;
// player input
int m_InputDirection;
int m_InputJump;
int m_InputFire;
int m_InputHook;
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int m_ReloadTimer;
char m_aGameUuid[UUID_MAXSTRSIZE];
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};
class CSaveTeam
{
public:
CSaveTeam(IGameController *Controller);
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~CSaveTeam();
char *GetString();
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int GetMembersCount() const { return m_MembersCount; }
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// MatchPlayers has to be called afterwards
int FromString(const char *String);
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// returns true if a team can load, otherwise writes a nice error Message in pMessage
bool MatchPlayers(const char (*paNames)[MAX_NAME_LENGTH], const int *pClientID, int NumPlayer, char *pMessage, int MessageLen);
int Save(int Team);
void Load(int Team, bool KeepCurrentWeakStrong);
CSaveTee *m_pSavedTees;
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// returns true if an error occured
static bool HandleSaveError(int Result, int ClientID, CGameContext *pGameContext);
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private:
CCharacter *MatchCharacter(int ClientID, int SaveID, bool KeepCurrentWeakStrong);
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IGameController *m_pController;
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char m_aString[65536];
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struct SSimpleSwitchers
{
int m_Status;
int m_EndTime;
int m_Type;
};
SSimpleSwitchers *m_pSwitchers;
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int m_TeamState;
int m_MembersCount;
int m_NumSwitchers;
int m_TeamLocked;
int m_Practice;
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};
#endif // GAME_SERVER_SAVE_H