ddnet/src/game/server/save.cpp

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#include "save.h"
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#include <new>
#include <cstdio>
#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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{
str_copy(m_aName, pChr->m_pPlayer->Server()->ClientName(pChr->m_pPlayer->GetCID()), sizeof(m_aName));
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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++)
m_aCpCurrent[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(), m_aGameUuid, sizeof(m_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;
// m_Ammo not used anymore for tracking freeze following https://github.com/ddnet/ddnet/pull/2086
pChr->m_aWeapons[i].m_Ammo = -1;
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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++)
pChr->m_CpCurrent[i] = m_aCpCurrent[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()
{
str_format(m_aString, sizeof(m_aString),
"%s\t%d\t%d\t%d\t%d\t%d\t"
// weapons
"%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"
// tee stats
"%d\t%d\t%d\t%d\t%d\t%d\t%d\t" // m_SuperJump
"%d\t%d\t%d\t%d\t%d\t%d\t%d\t" // m_DDRaceState
"%d\t%d\t%d\t%d\t" // m_Pos.x
"%d\t%d\t" // m_TeleCheckpoint
"%d\t%d\t%f\t%f\t" // m_CorePos.x
"%d\t%d\t%d\t%d\t" // m_ActiveWeapon
"%d\t%d\t%f\t%f\t" // m_HookPos.x
"%d\t%d\t%d\t%d\t" // m_HookTeleBase.x
// time checkpoints
"%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_aName, m_Alive, m_Paused, m_NeededFaketuning, m_TeeFinished, m_IsSolo,
// weapons
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,
// tee states
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,
// time checkpoints
m_CpTime, m_CpActive, m_CpLastBroadcast,
m_aCpCurrent[0], m_aCpCurrent[1], m_aCpCurrent[2], m_aCpCurrent[3], m_aCpCurrent[4],
m_aCpCurrent[5], m_aCpCurrent[6], m_aCpCurrent[7], m_aCpCurrent[8], m_aCpCurrent[9],
m_aCpCurrent[10], m_aCpCurrent[11], m_aCpCurrent[12], m_aCpCurrent[13], m_aCpCurrent[14],
m_aCpCurrent[15], m_aCpCurrent[16], m_aCpCurrent[17], m_aCpCurrent[18], m_aCpCurrent[19],
m_aCpCurrent[20], m_aCpCurrent[21], m_aCpCurrent[22], m_aCpCurrent[23], m_aCpCurrent[24],
m_NotEligibleForFinish,
m_HasTelegunGun, m_HasTelegunLaser, m_HasTelegunGrenade,
m_aGameUuid
);
return m_aString;
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}
int CSaveTee::LoadString(char* String)
{
int Num;
Num = sscanf(String,
"%[^\t]\t%d\t%d\t%d\t%d\t%d\t"
// weapons
"%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"
// tee states
"%d\t%d\t%d\t%d\t%d\t%d\t%d\t" // m_SuperJump
"%d\t%d\t%d\t%d\t%d\t%d\t%d\t" // m_DDRaceState
"%f\t%f\t%f\t%f\t" // m_Pos.x
"%d\t%d\t" // m_TeleCheckpoint
"%f\t%f\t%f\t%f\t" // m_CorePos.x
"%d\t%d\t%d\t%d\t" // m_ActiveWeapon
"%f\t%f\t%f\t%f\t" // m_HookPos.x
"%f\t%f\t%d\t%d\t" // m_HookTeleBase.x
// time checkpoints
"%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", // discard the game uuid
m_aName, &m_Alive, &m_Paused, &m_NeededFaketuning, &m_TeeFinished, &m_IsSolo,
// weapons
&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,
// tee states
&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,
// time checkpoints
&m_CpTime, &m_CpActive, &m_CpLastBroadcast,
&m_aCpCurrent[0], &m_aCpCurrent[1], &m_aCpCurrent[2], &m_aCpCurrent[3], &m_aCpCurrent[4],
&m_aCpCurrent[5], &m_aCpCurrent[6], &m_aCpCurrent[7], &m_aCpCurrent[8], &m_aCpCurrent[9],
&m_aCpCurrent[10], &m_aCpCurrent[11], &m_aCpCurrent[12], &m_aCpCurrent[13], &m_aCpCurrent[14],
&m_aCpCurrent[15], &m_aCpCurrent[16], &m_aCpCurrent[17], &m_aCpCurrent[18], &m_aCpCurrent[19],
&m_aCpCurrent[20], &m_aCpCurrent[21], &m_aCpCurrent[22], &m_aCpCurrent[23], &m_aCpCurrent[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;
// fall through
case 97:
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m_HasTelegunGrenade = 0;
m_HasTelegunLaser = 0;
m_HasTelegunGun = 0;
// fall through
case 100:
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return 0;
default:
dbg_msg("load", "failed to load tee-string");
dbg_msg("load", "loaded %d vars", Num);
return Num + 1; // never 0 here
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}
}
CSaveTeam::CSaveTeam(IGameController* Controller)
{
m_pController = Controller;
m_pSwitchers = 0;
m_pSavedTees = 0;
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}
CSaveTeam::~CSaveTeam()
{
if(m_pSwitchers)
delete[] m_pSwitchers;
if(m_pSavedTees)
delete[] m_pSavedTees;
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}
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);
m_Practice = Teams->IsPractice(Team);
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m_pSavedTees = new CSaveTee[m_MembersCount];
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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())
m_pSavedTees[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_pSwitchers = new SSimpleSwitchers[m_pController->GameServer()->Collision()->m_NumSwitchers+1];
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for(int i=1; i < m_pController->GameServer()->Collision()->m_NumSwitchers+1; i++)
{
m_pSwitchers[i].m_Status = m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Status[Team];
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if(m_pController->GameServer()->Collision()->m_pSwitchers[i].m_EndTick[Team])
m_pSwitchers[i].m_EndTime = m_pController->Server()->Tick() - m_pController->GameServer()->Collision()->m_pSwitchers[i].m_EndTick[Team];
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else
m_pSwitchers[i].m_EndTime = 0;
m_pSwitchers[i].m_Type = m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Type[Team];
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}
}
return 0;
}
else
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return 1;
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}
bool CSaveTeam::HandleSaveError(int Result, int ClientID, CGameContext *pGameContext)
{
switch(Result)
{
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case 0:
return false;
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:
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pGameContext->SendChatTarget(ClientID, "Your team has not started yet");
break;
default: // this state should never be reached
pGameContext->SendChatTarget(ClientID, "Unknown error while saving");
break;
}
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(m_pSavedTees[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);
if(m_Practice)
pTeams->EnablePractice(Team);
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for (int i = 0; i < m_MembersCount; i++)
{
pChr = MatchCharacter(m_pSavedTees[i].GetName(), i);
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if(pChr)
{
m_pSavedTees[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_pSwitchers[i].m_Status;
if(m_pSwitchers[i].m_EndTime)
m_pController->GameServer()->Collision()->m_pSwitchers[i].m_EndTick[Team] = m_pController->Server()->Tick() - m_pSwitchers[i].m_EndTime;
m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Type[Team] = m_pSwitchers[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(m_pSavedTees[SaveID].GetPos());
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}
return 0;
}
char* CSaveTeam::GetString()
{
str_format(m_aString, sizeof(m_aString), "%d\t%d\t%d\t%d\t%d", m_TeamState, m_MembersCount, m_NumSwitchers, m_TeamLocked, m_Practice);
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for(int i = 0; i < m_MembersCount; i++)
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{
char aBuf[1024];
str_format(aBuf, sizeof(aBuf), "\n%s", m_pSavedTees[i].GetString());
str_append(m_aString, aBuf, sizeof(m_aString));
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}
if(m_pSwitchers && m_NumSwitchers)
{
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for(int i=1; i < m_NumSwitchers+1; i++)
{
char aBuf[64];
str_format(aBuf, sizeof(aBuf), "\n%d\t%d\t%d", m_pSwitchers[i].m_Status, m_pSwitchers[i].m_EndTime, m_pSwitchers[i].m_Type);
str_append(m_aString, aBuf, sizeof(m_aString));
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}
}
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return m_aString;
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}
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_aString, String, sizeof(m_aString));
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while (m_aString[Pos] != '\n' && Pos < sizeof(m_aString) && m_aString[Pos]) // find next \n or \0
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Pos++;
CopyPos = m_aString + LastPos;
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StrSize = Pos - LastPos + 1;
if(m_aString[Pos] == '\n')
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{
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\t%d", &m_TeamState, &m_MembersCount, &m_NumSwitchers, &m_TeamLocked, &m_Practice);
switch(Num) // Don't forget to update this when you save / load more / less.
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{
case 4:
m_Practice = false;
// fallthrough
case 5:
break;
default:
dbg_msg("load", "failed to load teamstats");
dbg_msg("load", "loaded %d vars", Num);
return Num + 1; // never 0 here
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}
}
else
{
dbg_msg("load", "savegame: wrong format (couldn't load teamstats, too big)");
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return 1;
}
if(m_pSavedTees)
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{
delete [] m_pSavedTees;
m_pSavedTees = 0;
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}
if(m_MembersCount)
m_pSavedTees = new CSaveTee[m_MembersCount];
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for (int n = 0; n < m_MembersCount; n++)
{
while (m_aString[Pos] != '\n' && Pos < sizeof(m_aString) && m_aString[Pos]) // find next \n or \0
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Pos++;
CopyPos = m_aString + LastPos;
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StrSize = Pos - LastPos + 1;
if(m_aString[Pos] == '\n')
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{
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 = m_pSavedTees[n].LoadString(SaveTee);
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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_pSwitchers)
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{
delete [] m_pSwitchers;
m_pSwitchers = 0;
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}
if(m_NumSwitchers)
m_pSwitchers = new SSimpleSwitchers[m_NumSwitchers+1];
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for (int n = 1; n < m_NumSwitchers+1; n++)
{
while (m_aString[Pos] != '\n' && Pos < sizeof(m_aString) && m_aString[Pos]) // find next \n or \0
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Pos++;
CopyPos = m_aString + LastPos;
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StrSize = Pos - LastPos + 1;
if(m_aString[Pos] == '\n')
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{
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_pSwitchers[n].m_Status), &(m_pSwitchers[n].m_EndTime), &(m_pSwitchers[n].m_Type));
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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;
}