#include "teams.h" #include 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] = TEAMSTATE_EMPTY; m_TeeFinished[i] = false; m_MembersCount[i] = 0; m_LastChat[i] = 0; } } void CGameTeams::OnCharacterStart(int ClientID) { int Tick = Server()->Tick(); CCharacter* pStartingChar = Character(ClientID); if(!pStartingChar) return; if(pStartingChar->m_DDRaceState == DDRACE_FINISHED) pStartingChar->m_DDRaceState = DDRACE_NONE; if(m_Core.Team(ClientID) == TEAM_FLOCK || m_Core.Team(ClientID) == TEAM_SUPER) { pStartingChar->m_DDRaceState = DDRACE_STARTED; pStartingChar->m_StartTime = Tick; pStartingChar->m_RefreshTime = Tick; } else { bool Waiting = false; for(int i = 0; i < MAX_CLIENTS; ++i) { if(m_Core.Team(ClientID) == m_Core.Team(i)) { CPlayer* pPlayer = GetPlayer(i); if(pPlayer && pPlayer->IsPlaying() && GetDDRaceState(pPlayer) == DDRACE_FINISHED) { Waiting = true; pStartingChar->m_DDRaceState = DDRACE_NONE; if(m_LastChat[ClientID] + Server()->TickSpeed() + g_Config.m_SvChatDelay < Tick) { char aBuf[128]; str_format(aBuf, sizeof(aBuf), "%s has finished and didn't go through start yet, wait for him or join another team.", Server()->ClientName(i)); GameServer()->SendChatTarget(ClientID, aBuf); m_LastChat[ClientID] = Tick; } if(m_LastChat[i] + Server()->TickSpeed() + g_Config.m_SvChatDelay < Tick) { char aBuf[128]; str_format(aBuf, sizeof(aBuf), "%s wants to start a new round, kill or walk to start.", Server()->ClientName(ClientID)); GameServer()->SendChatTarget(i, aBuf); m_LastChat[i] = Tick; } } } } if(m_TeamState[m_Core.Team(ClientID)] <= TEAMSTATE_CLOSED && !Waiting) { ChangeTeamState(m_Core.Team(ClientID), TEAMSTATE_STARTED); for(int i = 0; i < MAX_CLIENTS; ++i) { if(m_Core.Team(ClientID) == m_Core.Team(i)) { CPlayer* pPlayer = GetPlayer(i); if(pPlayer && pPlayer->IsPlaying()) { SetDDRaceState(pPlayer, DDRACE_STARTED); SetStartTime(pPlayer, Tick); SetRefreshTime(pPlayer, Tick); } } } } } } void CGameTeams::OnCharacterFinish(int ClientID) { if(m_Core.Team(ClientID) == TEAM_FLOCK || m_Core.Team(ClientID) == TEAM_SUPER) { CPlayer* pPlayer = GetPlayer(ClientID); if(pPlayer && pPlayer->IsPlaying()) OnFinish(pPlayer); } else { m_TeeFinished[ClientID] = true; if(TeamFinished(m_Core.Team(ClientID))) { ChangeTeamState(m_Core.Team(ClientID), TEAMSTATE_FINISHED);//TODO: Make it better //ChangeTeamState(m_Core.Team(ClientID), TEAMSTATE_OPEN); for(int i = 0; i < MAX_CLIENTS; ++i) { if(m_Core.Team(ClientID) == m_Core.Team(i)) { CPlayer* pPlayer = GetPlayer(i); if(pPlayer && pPlayer->IsPlaying()) { OnFinish(pPlayer); m_TeeFinished[i] = false; } } } } } } bool CGameTeams::SetCharacterTeam(int ClientID, int Team) { //Check on wrong parameters. +1 for TEAM_SUPER if(ClientID < 0 || ClientID >= 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] >= TEAMSTATE_CLOSED) return false; //No need to switch team if you there if(m_Core.Team(ClientID) == Team) return false; //You cannot be in TEAM_SUPER if you not super if(Team == TEAM_SUPER && !Character(ClientID)->m_Super) return false; //if you begin race if(Character(ClientID)->m_DDRaceState != DDRACE_NONE) { //you will be killed if you try to join FLOCK if(Team == TEAM_FLOCK && m_Core.Team(ClientID) != TEAM_FLOCK) GetPlayer(ClientID)->KillCharacter(WEAPON_GAME); else if(Team != TEAM_SUPER) return false; } SetForceCharacterTeam(ClientID, Team); //GameServer()->CreatePlayerSpawn(Character(id)->m_Core.m_Pos, TeamMask()); return true; } void CGameTeams::SetForceCharacterTeam(int ClientID, int Team) { m_TeeFinished[ClientID] = false; if(m_Core.Team(ClientID) != TEAM_FLOCK && m_Core.Team(ClientID) != TEAM_SUPER && m_TeamState[m_Core.Team(ClientID)] != TEAMSTATE_EMPTY) { bool NoOneInOldTeam = true; for(int i = 0; i < MAX_CLIENTS; ++i) if(i != ClientID && m_Core.Team(ClientID) == m_Core.Team(i)) { NoOneInOldTeam = false;//all good exists someone in old team break; } if(NoOneInOldTeam) m_TeamState[m_Core.Team(ClientID)] = TEAMSTATE_EMPTY; } if(Count(m_Core.Team(ClientID)) > 0) m_MembersCount[m_Core.Team(ClientID)]--; m_Core.Team(ClientID, Team); if(m_Core.Team(ClientID) != TEAM_SUPER) m_MembersCount[m_Core.Team(ClientID)]++; if(Team != TEAM_SUPER && m_TeamState[Team] == TEAMSTATE_EMPTY) ChangeTeamState(Team, TEAMSTATE_OPEN); for (int LoopClientID = 0; LoopClientID < MAX_CLIENTS; ++LoopClientID) { if(GetPlayer(LoopClientID) && GetPlayer(LoopClientID)->m_IsUsingDDRaceClient) SendTeamsState(LoopClientID); } } int CGameTeams::Count(int Team) const { if(Team == TEAM_SUPER) return -1; return m_MembersCount[Team]; } 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, int ExceptID, int Asker) { if(Team == TEAM_SUPER) return -1; if(m_Core.GetSolo(Asker) && ExceptID == Asker) return 0; if(m_Core.GetSolo(Asker)) return 1 << Asker; int Mask = 0; for(int i = 0; i < MAX_CLIENTS; ++i) if(i != ExceptID) if((Asker == i || !m_Core.GetSolo(i)) && ((Character(i) && (m_Core.Team(i) == Team || m_Core.Team(i) == TEAM_SUPER)) || (GetPlayer(i) && GetPlayer(i)->GetTeam() == -1))) Mask |= 1 << i; return Mask; } void CGameTeams::SendTeamsState(int ClientID) { CNetMsg_Cl_TeamsState Msg; Msg.m_Tee0 = m_Core.Team(0); Msg.m_Tee1 = m_Core.Team(1); Msg.m_Tee2 = m_Core.Team(2); Msg.m_Tee3 = m_Core.Team(3); Msg.m_Tee4 = m_Core.Team(4); Msg.m_Tee5 = m_Core.Team(5); Msg.m_Tee6 = m_Core.Team(6); Msg.m_Tee7 = m_Core.Team(7); Msg.m_Tee8 = m_Core.Team(8); Msg.m_Tee9 = m_Core.Team(9); Msg.m_Tee10 = m_Core.Team(10); Msg.m_Tee11 = m_Core.Team(11); Msg.m_Tee12 = m_Core.Team(12); Msg.m_Tee13 = m_Core.Team(13); Msg.m_Tee14 = m_Core.Team(14); Msg.m_Tee15 = m_Core.Team(15); Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, ClientID); } int CGameTeams::GetDDRaceState(CPlayer* Player) { if(!Player) return DDRACE_NONE; CCharacter* pChar = Player->GetCharacter(); if(pChar) return pChar->m_DDRaceState; else if(Player->m_InfoSaved) return Player->m_PauseInfo.m_DDRaceState; return DDRACE_NONE; } void CGameTeams::SetDDRaceState(CPlayer* Player, int DDRaceState) { if(!Player) return; CCharacter* pChar = Player->GetCharacter(); if(pChar) pChar->m_DDRaceState = DDRaceState; else if(Player->m_InfoSaved) Player->m_PauseInfo.m_DDRaceState = DDRaceState; } int CGameTeams::GetStartTime(CPlayer* Player) { if(!Player) return 0; CCharacter* pChar = Player->GetCharacter(); if(pChar) return pChar->m_StartTime; else if(Player->m_InfoSaved) return Player->m_PauseInfo.m_StartTime; return 0; } void CGameTeams::SetStartTime(CPlayer* Player, int StartTime) { if(!Player) return; CCharacter* pChar = Player->GetCharacter(); if(pChar) pChar->m_StartTime = StartTime; else if(Player->m_InfoSaved) Player->m_PauseInfo.m_StartTime = StartTime; } void CGameTeams::SetRefreshTime(CPlayer* Player, int RefreshTime) { if(!Player) return; CCharacter* pChar = Player->GetCharacter(); if(pChar) pChar->m_RefreshTime = RefreshTime; /*else if(Player->m_InfoSaved) Player->m_PauseInfo.m_RefreshTime = RefreshTime;*/ } void CGameTeams::SetCpActive(CPlayer* Player, int CpActive) { if(!Player) return; CCharacter* pChar = Player->GetCharacter(); if(pChar) pChar->m_CpActive = CpActive; else if(Player->m_InfoSaved) Player->m_PauseInfo.m_CpActive = CpActive; } float *CGameTeams::GetCpCurrent(CPlayer* Player) { if(!Player) return NULL; CCharacter* pChar = Player->GetCharacter(); if(pChar) return pChar->m_CpCurrent; else if(Player->m_InfoSaved) return Player->m_PauseInfo.m_CpCurrent; return NULL; } void CGameTeams::OnFinish(CPlayer* Player) { if(!Player || !Player->IsPlaying()) return; //TODO:DDRace:btd: this ugly float time = (float)(Server()->Tick() - GetStartTime(Player)) / ((float)Server()->TickSpeed()); if(time < 0.000001f) return; CPlayerData *pData = GameServer()->Score()->PlayerData(Player->GetCID()); char aBuf[128]; SetCpActive(Player, -2); str_format(aBuf, sizeof(aBuf), "%s finished in: %d minute(s) %5.2f second(s)", Server()->ClientName(Player->GetCID()), (int)time/60, time-((int)time/60*60)); if(g_Config.m_SvHideScore) GameServer()->SendChatTarget(Player->GetCID(), aBuf); else GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf); if(time - pData->m_BestTime < 0) { // new record \o/ str_format(aBuf, sizeof(aBuf), "New record: %5.2f second(s) better.", fabs(time - pData->m_BestTime)); if(g_Config.m_SvHideScore) GameServer()->SendChatTarget(Player->GetCID(), aBuf); else GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf); } else if(pData->m_BestTime != 0) // tee has already finished? { if(fabs(time - pData->m_BestTime) <= 0.005) { GameServer()->SendChatTarget(Player->GetCID(), "You finished with your best time."); } else { str_format(aBuf, sizeof(aBuf), "%5.2f second(s) worse, better luck next time.", fabs(pData->m_BestTime - time)); GameServer()->SendChatTarget(Player->GetCID(), aBuf);//this is private, sent only to the tee } } bool CallSaveScore = false; #if defined(CONF_SQL) CallSaveScore = g_Config.m_SvUseSQL; #endif if(!pData->m_BestTime || time < pData->m_BestTime) { // update the score pData->Set(time, GetCpCurrent(Player)); CallSaveScore = true; } if(CallSaveScore) if(str_comp_num(Server()->ClientName(Player->GetCID()), "nameless tee", 12) != 0) GameServer()->Score()->SaveScore(Player->GetCID(), time, GetCpCurrent(Player)); bool NeedToSendNewRecord = false; // update server best time if(GameServer()->m_pController->m_CurrentRecord == 0 || time < GameServer()->m_pController->m_CurrentRecord) { // check for nameless if(str_comp_num(Server()->ClientName(Player->GetCID()), "nameless tee", 12) != 0) { GameServer()->m_pController->m_CurrentRecord = time; //dbg_msg("character", "Finish"); NeedToSendNewRecord = true; } } SetDDRaceState(Player, DDRACE_FINISHED); // set player score if(!pData->m_CurrentTime || pData->m_CurrentTime > time) { pData->m_CurrentTime = time; NeedToSendNewRecord = true; for(int i = 0; i < MAX_CLIENTS; i++) { if(GetPlayer(i) && GetPlayer(i)->m_IsUsingDDRaceClient) { if(!g_Config.m_SvHideScore || i == Player->GetCID()) { CNetMsg_Sv_PlayerTime Msg; Msg.m_Time = time * 100.0; Msg.m_ClientID = Player->GetCID(); Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, i); } } } } if(NeedToSendNewRecord && Player->m_IsUsingDDRaceClient) { for(int i = 0; i < MAX_CLIENTS; i++) { if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->m_IsUsingDDRaceClient) { GameServer()->SendRecord(i); } } } if(Player->m_IsUsingDDRaceClient) { CNetMsg_Sv_DDRaceTime Msg; Msg.m_Time = (int)(time * 100.0f); Msg.m_Check = 0; Msg.m_Finish = 1; if(pData->m_BestTime) { float Diff = (time - pData->m_BestTime)*100; Msg.m_Check = (int)Diff; } Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, Player->GetCID()); } int TTime = 0-(int)time; if(Player->m_Score < TTime) Player->m_Score = TTime; }