#include "teams.h" CGameTeams::CGameTeams(CGameContext *pGameContext) : m_pGameContext(pGameContext) { Reset(); } void CGameTeams::Reset() { m_Core.Reset(); 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); Char->m_RaceState = RACE_STARTED; Char->m_StartTime = Tick; Char->m_RefreshTime = Tick; } } } } } void CGameTeams::OnCharacterFinish(int id) { if(m_Core.Team(id) == TEAM_FLOCK || m_Core.Team(id) == TEAM_SUPER) { Character(id)->OnFinish(); } 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 =) //} } } } } } 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) { 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) { 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; } } } 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()); if(Character(id)->GetPlayer()->m_IsUsingRaceClient) { CNetMsg_Sv_PlayerTeam Msg; Msg.m_Team = Team; Msg.m_Cid = id; Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, -1); //dbg_msg("Teams", "Sended all"); } 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; } } m_Core.Team(id, Team); if(Team != TEAM_SUPER && m_TeamState[Team] == EMPTY) { ChangeTeamState(Team, OPEN); } } void CGameTeams::ChangeTeamState(int Team, int State) { m_TeamState[Team] = State; } bool CGameTeams::TeamFinished(int Team) { for(int i = 0; i < MAX_CLIENTS; ++i) { if(m_Core.Team(i) == Team && !m_TeeFinished[i]) { 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) { if(m_Core.Team(i) == Team || (Character(i) && Character(i)->GetPlayer() && Character(i)->GetPlayer()->m_ShowOthers) || m_Core.Team(i) == TEAM_SUPER) { Mask |= 1 << i; } } return Mask; } void CGameTeams::SendAllInfo(int Cid) { for(int i = 0; i < MAX_CLIENTS; ++i) { if(m_Core.Team(i) != 0) { CNetMsg_Sv_PlayerTeam Msg; Msg.m_Team = m_Core.Team(i); Msg.m_Cid = i; Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, Cid); } } }