/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */ #include "teams.h" #include "score.h" #include "teehistorian.h" #include #include "entities/character.h" #include "player.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] = TEAMSTATE_EMPTY; m_TeeFinished[i] = false; m_LastChat[i] = 0; m_TeamLocked[i] = false; m_Invited[i] = 0; m_Practice[i] = false; m_pSaveTeamResult[i] = nullptr; } } void CGameTeams::ResetSwitchers(int Team) { if(GameServer()->Collision()->m_NumSwitchers > 0) { for(int i = 0; i < GameServer()->Collision()->m_NumSwitchers + 1; ++i) { GameServer()->Collision()->m_pSwitchers[i].m_Status[Team] = GameServer()->Collision()->m_pSwitchers[i].m_Initial; GameServer()->Collision()->m_pSwitchers[i].m_EndTick[Team] = 0; GameServer()->Collision()->m_pSwitchers[i].m_Type[Team] = TILE_SWITCHOPEN; } } } void CGameTeams::OnCharacterStart(int ClientID) { int Tick = Server()->Tick(); CCharacter *pStartingChar = Character(ClientID); if(!pStartingChar) return; if((g_Config.m_SvTeam == 3 || m_Core.Team(ClientID) != TEAM_FLOCK) && pStartingChar->m_DDRaceState == DDRACE_FINISHED) return; if(g_Config.m_SvTeam != 3 && (m_Core.Team(ClientID) == TEAM_FLOCK || m_Core.Team(ClientID) == TEAM_SUPER)) { pStartingChar->m_DDRaceState = DDRACE_STARTED; pStartingChar->m_StartTime = Tick; return; } bool Waiting = false; for(int i = 0; i < MAX_CLIENTS; ++i) { if(m_Core.Team(ClientID) != m_Core.Team(i)) continue; CPlayer *pPlayer = GetPlayer(i); if(!pPlayer || !pPlayer->IsPlaying()) continue; if(GetDDRaceState(pPlayer) != DDRACE_FINISHED) continue; 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_STARTED && !Waiting) { ChangeTeamState(m_Core.Team(ClientID), TEAMSTATE_STARTED); int NumPlayers = Count(m_Core.Team(ClientID)); char aBuf[512]; str_format( aBuf, sizeof(aBuf), "Team %d started with %d player%s: ", m_Core.Team(ClientID), NumPlayers, NumPlayers == 1 ? "" : "s"); bool First = true; for(int i = 0; i < MAX_CLIENTS; ++i) { if(m_Core.Team(ClientID) == m_Core.Team(i)) { CPlayer *pPlayer = GetPlayer(i); // TODO: THE PROBLEM IS THAT THERE IS NO CHARACTER SO START TIME CAN'T BE SET! if(pPlayer && (pPlayer->IsPlaying() || TeamLocked(m_Core.Team(ClientID)))) { SetDDRaceState(pPlayer, DDRACE_STARTED); SetStartTime(pPlayer, Tick); if(First) First = false; else str_append(aBuf, ", ", sizeof(aBuf)); str_append(aBuf, GameServer()->Server()->ClientName(i), sizeof(aBuf)); } } } if(g_Config.m_SvTeam < 3 && g_Config.m_SvTeamMaxSize != 2 && g_Config.m_SvPauseable) { for(int i = 0; i < MAX_CLIENTS; ++i) { CPlayer *pPlayer = GetPlayer(i); if(m_Core.Team(ClientID) == m_Core.Team(i) && pPlayer && (pPlayer->IsPlaying() || TeamLocked(m_Core.Team(ClientID)))) { GameServer()->SendChatTarget(i, aBuf); } } } } } void CGameTeams::OnCharacterFinish(int ClientID) { if((m_Core.Team(ClientID) == TEAM_FLOCK && g_Config.m_SvTeam != 3) || m_Core.Team(ClientID) == TEAM_SUPER) { CPlayer *pPlayer = GetPlayer(ClientID); if(pPlayer && pPlayer->IsPlaying()) { float Time = (float)(Server()->Tick() - GetStartTime(pPlayer)) / ((float)Server()->TickSpeed()); if(Time < 0.000001f) return; char aTimestamp[TIMESTAMP_STR_LENGTH]; str_timestamp_format(aTimestamp, sizeof(aTimestamp), FORMAT_SPACE); // 2019-04-02 19:41:58 OnFinish(pPlayer, Time, aTimestamp); } } else { m_TeeFinished[ClientID] = true; CheckTeamFinished(m_Core.Team(ClientID)); } } void CGameTeams::CheckTeamFinished(int Team) { if(TeamFinished(Team)) { CPlayer *TeamPlayers[MAX_CLIENTS]; unsigned int PlayersCount = 0; for(int i = 0; i < MAX_CLIENTS; ++i) { if(Team == m_Core.Team(i)) { CPlayer *pPlayer = GetPlayer(i); if(pPlayer && pPlayer->IsPlaying()) { m_TeeFinished[i] = false; TeamPlayers[PlayersCount++] = pPlayer; } } } if(PlayersCount > 0) { float Time = (float)(Server()->Tick() - GetStartTime(TeamPlayers[0])) / ((float)Server()->TickSpeed()); if(Time < 0.000001f) { return; } if(m_Practice[Team]) { ChangeTeamState(Team, TEAMSTATE_FINISHED); char aBuf[256]; str_format(aBuf, sizeof(aBuf), "Your team would've finished in: %d minute(s) %5.2f second(s). Since you had practice mode enabled your rank doesn't count.", (int)Time / 60, Time - ((int)Time / 60 * 60)); for(int i = 0; i < MAX_CLIENTS; i++) { if(m_Core.Team(i) == Team && GameServer()->m_apPlayers[i]) { GameServer()->SendChatTarget(i, aBuf); } } for(unsigned int i = 0; i < PlayersCount; ++i) { SetDDRaceState(TeamPlayers[i], DDRACE_FINISHED); } return; } char aTimestamp[TIMESTAMP_STR_LENGTH]; str_timestamp_format(aTimestamp, sizeof(aTimestamp), FORMAT_SPACE); // 2019-04-02 19:41:58 for(unsigned int i = 0; i < PlayersCount; ++i) OnFinish(TeamPlayers[i], Time, aTimestamp); ChangeTeamState(Team, TEAMSTATE_FINISHED); //TODO: Make it better //ChangeTeamState(Team, TEAMSTATE_OPEN); OnTeamFinish(TeamPlayers, PlayersCount, Time, aTimestamp); } } } 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_OPEN) return false; //No need to switch team if you there if(m_Core.Team(ClientID) == Team) return false; if(!Character(ClientID)) 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 && Team != TEAM_SUPER) return false; //No cheating through noob filter with practice and then leaving team if(m_Practice[m_Core.Team(ClientID)]) return false; //you can not join a team which is currently in the process of saving, //because the save-process can fail and then the team is reset into the game if((Team != TEAM_SUPER && GetSaving(Team)) || (m_Core.Team(ClientID) != TEAM_SUPER && GetSaving(m_Core.Team(ClientID)))) return false; SetForceCharacterTeam(ClientID, Team); //GameServer()->CreatePlayerSpawn(Character(id)->m_Core.m_Pos, TeamMask()); return true; } void CGameTeams::SetForceCharacterTeam(int ClientID, int Team) { if(Team != m_Core.Team(ClientID)) ForceLeaveTeam(ClientID); else m_TeeFinished[ClientID] = false; int OldTeam = m_Core.Team(ClientID); m_Core.Team(ClientID, Team); if(OldTeam != Team) { for(int LoopClientID = 0; LoopClientID < MAX_CLIENTS; ++LoopClientID) if(GetPlayer(LoopClientID)) SendTeamsState(LoopClientID); if(GetPlayer(ClientID)) GetPlayer(ClientID)->m_VotedForPractice = false; } if(Team != TEAM_SUPER && (m_TeamState[Team] == TEAMSTATE_EMPTY || m_TeamLocked[Team])) { if(!m_TeamLocked[Team]) ChangeTeamState(Team, TEAMSTATE_OPEN); ResetSwitchers(Team); } } void CGameTeams::ForceLeaveTeam(int ClientID) { m_TeeFinished[ClientID] = false; if((m_Core.Team(ClientID) != TEAM_FLOCK || g_Config.m_SvTeam == 3) && 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; // unlock team when last player leaves SetTeamLock(m_Core.Team(ClientID), false); ResetInvited(m_Core.Team(ClientID)); m_Practice[m_Core.Team(ClientID)] = false; // do not reset SaveTeamResult, because it should be logged into teehistorian even if the team leaves } } } int CGameTeams::Count(int Team) const { if(Team == TEAM_SUPER) return -1; int Count = 0; for(int i = 0; i < MAX_CLIENTS; ++i) if(m_Core.Team(i) == Team) Count++; return Count; } 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; } int64 CGameTeams::TeamMask(int Team, int ExceptID, int Asker) { int64 Mask = 0; for(int i = 0; i < MAX_CLIENTS; ++i) { if(i == ExceptID) continue; // Explicitly excluded if(!GetPlayer(i)) continue; // Player doesn't exist if(!(GetPlayer(i)->GetTeam() == -1 || GetPlayer(i)->IsPaused())) { // Not spectator if(i != Asker) { // Actions of other players if(!Character(i)) continue; // Player is currently dead if(GetPlayer(i)->m_ShowOthers == 2) { if(m_Core.Team(i) != Team && m_Core.Team(i) != TEAM_SUPER) continue; // In different teams } else if(GetPlayer(i)->m_ShowOthers == 0) { if(m_Core.GetSolo(Asker)) continue; // When in solo part don't show others if(m_Core.GetSolo(i)) continue; // When in solo part don't show others if(m_Core.Team(i) != Team && m_Core.Team(i) != TEAM_SUPER) continue; // In different teams } } // See everything of yourself } else if(GetPlayer(i)->m_SpectatorID != SPEC_FREEVIEW) { // Spectating specific player if(GetPlayer(i)->m_SpectatorID != Asker) { // Actions of other players if(!Character(GetPlayer(i)->m_SpectatorID)) continue; // Player is currently dead if(GetPlayer(i)->m_ShowOthers == 2) { if(m_Core.Team(GetPlayer(i)->m_SpectatorID) != Team && m_Core.Team(GetPlayer(i)->m_SpectatorID) != TEAM_SUPER) continue; // In different teams } else if(GetPlayer(i)->m_ShowOthers == 0) { if(m_Core.GetSolo(Asker)) continue; // When in solo part don't show others if(m_Core.GetSolo(GetPlayer(i)->m_SpectatorID)) continue; // When in solo part don't show others if(m_Core.Team(GetPlayer(i)->m_SpectatorID) != Team && m_Core.Team(GetPlayer(i)->m_SpectatorID) != TEAM_SUPER) continue; // In different teams } } // See everything of player you're spectating } else { // Freeview if(GetPlayer(i)->m_SpecTeam) { // Show only players in own team when spectating if(m_Core.Team(i) != Team && m_Core.Team(i) != TEAM_SUPER) continue; // in different teams } } Mask |= 1LL << i; } return Mask; } void CGameTeams::SendTeamsState(int ClientID) { if(g_Config.m_SvTeam == 3) return; if(!m_pGameContext->m_apPlayers[ClientID] || m_pGameContext->m_apPlayers[ClientID]->GetClientVersion() <= VERSION_DDRACE) return; CMsgPacker Msg(NETMSGTYPE_SV_TEAMSSTATE); for(unsigned i = 0; i < MAX_CLIENTS; i++) Msg.AddInt(m_Core.Team(i)); Server()->SendMsg(&Msg, MSGFLAG_VITAL, ClientID); } int CGameTeams::GetDDRaceState(CPlayer *Player) { if(!Player) return DDRACE_NONE; CCharacter *pChar = Player->GetCharacter(); if(pChar) return pChar->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; } int CGameTeams::GetStartTime(CPlayer *Player) { if(!Player) return 0; CCharacter *pChar = Player->GetCharacter(); if(pChar) return pChar->m_StartTime; return 0; } void CGameTeams::SetStartTime(CPlayer *Player, int StartTime) { if(!Player) return; CCharacter *pChar = Player->GetCharacter(); if(pChar) pChar->m_StartTime = StartTime; } void CGameTeams::SetCpActive(CPlayer *Player, int CpActive) { if(!Player) return; CCharacter *pChar = Player->GetCharacter(); if(pChar) pChar->m_CpActive = CpActive; } float *CGameTeams::GetCpCurrent(CPlayer *Player) { if(!Player) return NULL; CCharacter *pChar = Player->GetCharacter(); if(pChar) return pChar->m_CpCurrent; return NULL; } void CGameTeams::OnTeamFinish(CPlayer **Players, unsigned int Size, float Time, const char *pTimestamp) { int PlayerCIDs[MAX_CLIENTS]; for(unsigned int i = 0; i < Size; i++) { PlayerCIDs[i] = Players[i]->GetCID(); if(g_Config.m_SvRejoinTeam0 && g_Config.m_SvTeam != 3 && (m_Core.Team(Players[i]->GetCID()) >= TEAM_SUPER || !m_TeamLocked[m_Core.Team(Players[i]->GetCID())])) { SetForceCharacterTeam(Players[i]->GetCID(), TEAM_FLOCK); char aBuf[512]; str_format(aBuf, sizeof(aBuf), "%s joined team 0", GameServer()->Server()->ClientName(Players[i]->GetCID())); GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf); } } if(Size >= 2) GameServer()->Score()->SaveTeamScore(PlayerCIDs, Size, Time, pTimestamp); } void CGameTeams::OnFinish(CPlayer *Player, float Time, const char *pTimestamp) { if(!Player || !Player->IsPlaying()) return; //TODO:DDRace:btd: this ugly const int ClientID = Player->GetCID(); CPlayerData *pData = GameServer()->Score()->PlayerData(ClientID); char aBuf[128]; SetCpActive(Player, -2); // Note that the "finished in" message is parsed by the client str_format(aBuf, sizeof(aBuf), "%s finished in: %d minute(s) %5.2f second(s)", Server()->ClientName(ClientID), (int)Time / 60, Time - ((int)Time / 60 * 60)); if(g_Config.m_SvHideScore || !g_Config.m_SvSaveWorseScores) GameServer()->SendChatTarget(ClientID, aBuf, CGameContext::CHAT_SIX); else GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf, -1., CGameContext::CHAT_SIX); float Diff = fabs(Time - pData->m_BestTime); if(Time - pData->m_BestTime < 0) { // new record \o/ Server()->SaveDemo(ClientID, Time); if(Diff >= 60) str_format(aBuf, sizeof(aBuf), "New record: %d minute(s) %5.2f second(s) better.", (int)Diff / 60, Diff - ((int)Diff / 60 * 60)); else str_format(aBuf, sizeof(aBuf), "New record: %5.2f second(s) better.", Diff); if(g_Config.m_SvHideScore || !g_Config.m_SvSaveWorseScores) GameServer()->SendChatTarget(ClientID, aBuf, CGameContext::CHAT_SIX); else GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf, CGameContext::CHAT_SIX); } else if(pData->m_BestTime != 0) // tee has already finished? { Server()->StopRecord(ClientID); if(Diff <= 0.005f) { GameServer()->SendChatTarget(ClientID, "You finished with your best time."); } else { if(Diff >= 60) str_format(aBuf, sizeof(aBuf), "%d minute(s) %5.2f second(s) worse, better luck next time.", (int)Diff / 60, Diff - ((int)Diff / 60 * 60)); else str_format(aBuf, sizeof(aBuf), "%5.2f second(s) worse, better luck next time.", Diff); GameServer()->SendChatTarget(ClientID, aBuf, CGameContext::CHAT_SIX); //this is private, sent only to the tee } } else { Server()->SaveDemo(ClientID, Time); } bool CallSaveScore = g_Config.m_SvSaveWorseScores; if(!pData->m_BestTime || Time < pData->m_BestTime) { // update the score pData->Set(Time, GetCpCurrent(Player)); CallSaveScore = true; } if(CallSaveScore) if(g_Config.m_SvNamelessScore || !str_startswith(Server()->ClientName(ClientID), "nameless tee")) GameServer()->Score()->SaveScore(ClientID, Time, pTimestamp, GetCpCurrent(Player), Player->m_NotEligibleForFinish); bool NeedToSendNewRecord = false; // update server best time if(GameServer()->m_pController->m_CurrentRecord == 0 || Time < GameServer()->m_pController->m_CurrentRecord) { // check for nameless if(g_Config.m_SvNamelessScore || !str_startswith(Server()->ClientName(ClientID), "nameless tee")) { 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; } if(NeedToSendNewRecord && Player->GetClientVersion() >= VERSION_DDRACE) { for(int i = 0; i < MAX_CLIENTS; i++) { if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetClientVersion() >= VERSION_DDRACE) { GameServer()->SendRecord(i); } } } if(Player->GetClientVersion() >= VERSION_DDRACE) { 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, ClientID); } { protocol7::CNetMsg_Sv_RaceFinish Msg; Msg.m_ClientID = ClientID; Msg.m_Time = Time * 1000; Msg.m_Diff = Diff * 1000 * (Time < pData->m_BestTime ? -1 : 1); Msg.m_RecordPersonal = Time < pData->m_BestTime; Msg.m_RecordServer = Time < GameServer()->m_pController->m_CurrentRecord; Server()->SendPackMsg(&Msg, MSGFLAG_VITAL | MSGFLAG_NORECORD, -1); } int TTime = 0 - (int)Time; if(Player->m_Score < TTime || !Player->m_HasFinishScore) { Player->m_Score = TTime; Player->m_HasFinishScore = true; } } void CGameTeams::ProcessSaveTeam() { for(int Team = 0; Team < MAX_CLIENTS; Team++) { if(m_pSaveTeamResult[Team] == nullptr || !m_pSaveTeamResult[Team]->m_Completed) continue; if(m_pSaveTeamResult[Team]->m_aBroadcast[0] != '\0') GameServer()->SendBroadcast(m_pSaveTeamResult[Team]->m_aBroadcast, -1); if(m_pSaveTeamResult[Team]->m_aMessage[0] != '\0' && m_pSaveTeamResult[Team]->m_Status != CScoreSaveResult::LOAD_FAILED) GameServer()->SendChatTeam(Team, m_pSaveTeamResult[Team]->m_aMessage); switch(m_pSaveTeamResult[Team]->m_Status) { case CScoreSaveResult::SAVE_SUCCESS: { if(GameServer()->TeeHistorianActive()) { GameServer()->TeeHistorian()->RecordTeamSaveSuccess( Team, m_pSaveTeamResult[Team]->m_SaveID, m_pSaveTeamResult[Team]->m_SavedTeam.GetString()); } ResetSavedTeam(m_pSaveTeamResult[Team]->m_RequestingPlayer, Team); char aSaveID[UUID_MAXSTRSIZE]; FormatUuid(m_pSaveTeamResult[Team]->m_SaveID, aSaveID, UUID_MAXSTRSIZE); dbg_msg("save", "Save successful: %s", aSaveID); break; } case CScoreSaveResult::SAVE_FAILED: if(GameServer()->TeeHistorianActive()) GameServer()->TeeHistorian()->RecordTeamSaveFailure(Team); if(Count(Team) > 0) { // load weak/strong order to prevent switching weak/strong while saving m_pSaveTeamResult[Team]->m_SavedTeam.load(Team, false); } break; case CScoreSaveResult::LOAD_SUCCESS: { if(GameServer()->TeeHistorianActive()) { GameServer()->TeeHistorian()->RecordTeamLoadSuccess( Team, m_pSaveTeamResult[Team]->m_SaveID, m_pSaveTeamResult[Team]->m_SavedTeam.GetString()); } if(Count(Team) > 0) { // keep current weak/strong order as on some maps there is no other way of switching m_pSaveTeamResult[Team]->m_SavedTeam.load(Team, true); } char aSaveID[UUID_MAXSTRSIZE]; FormatUuid(m_pSaveTeamResult[Team]->m_SaveID, aSaveID, UUID_MAXSTRSIZE); dbg_msg("save", "Load successful: %s", aSaveID); break; } case CScoreSaveResult::LOAD_FAILED: if(GameServer()->TeeHistorianActive()) GameServer()->TeeHistorian()->RecordTeamLoadFailure(Team); if(m_pSaveTeamResult[Team]->m_aMessage[0] != '\0') GameServer()->SendChatTarget(m_pSaveTeamResult[Team]->m_RequestingPlayer, m_pSaveTeamResult[Team]->m_aMessage); break; } m_pSaveTeamResult[Team] = nullptr; } } void CGameTeams::OnCharacterSpawn(int ClientID) { m_Core.SetSolo(ClientID, false); int Team = m_Core.Team(ClientID); if(GetSaving(Team)) return; if(m_Core.Team(ClientID) >= TEAM_SUPER || !m_TeamLocked[Team]) { if(g_Config.m_SvTeam != 3) SetForceCharacterTeam(ClientID, TEAM_FLOCK); else SetForceCharacterTeam(ClientID, ClientID); // initialize team CheckTeamFinished(Team); } } void CGameTeams::OnCharacterDeath(int ClientID, int Weapon) { m_Core.SetSolo(ClientID, false); int Team = m_Core.Team(ClientID); if(GetSaving(Team)) return; bool Locked = TeamLocked(Team) && Weapon != WEAPON_GAME; if(g_Config.m_SvTeam == 3) { ChangeTeamState(Team, CGameTeams::TEAMSTATE_OPEN); ResetSwitchers(Team); m_Practice[Team] = false; GameServer()->m_apPlayers[ClientID]->m_VotedForPractice = false; } else if(Locked) { SetForceCharacterTeam(ClientID, Team); if(GetTeamState(Team) != TEAMSTATE_OPEN) { ChangeTeamState(Team, CGameTeams::TEAMSTATE_OPEN); char aBuf[512]; str_format(aBuf, sizeof(aBuf), "Everyone in your locked team was killed because '%s' %s.", Server()->ClientName(ClientID), Weapon == WEAPON_SELF ? "killed" : "died"); m_Practice[Team] = false; for(int i = 0; i < MAX_CLIENTS; i++) if(m_Core.Team(i) == Team && GameServer()->m_apPlayers[i]) { GameServer()->m_apPlayers[i]->m_VotedForPractice = false; if(i != ClientID) { GameServer()->m_apPlayers[i]->KillCharacter(WEAPON_SELF); if(Weapon == WEAPON_SELF) GameServer()->m_apPlayers[i]->Respawn(true); // spawn the rest of team with weak hook on the killer } if(Count(Team) > 1) GameServer()->SendChatTarget(i, aBuf); } } } else { SetForceCharacterTeam(ClientID, TEAM_FLOCK); CheckTeamFinished(Team); } } void CGameTeams::SetTeamLock(int Team, bool Lock) { if(Team > TEAM_FLOCK && Team < TEAM_SUPER) m_TeamLocked[Team] = Lock; } void CGameTeams::ResetInvited(int Team) { m_Invited[Team] = 0; } void CGameTeams::SetClientInvited(int Team, int ClientID, bool Invited) { if(Team > TEAM_FLOCK && Team < TEAM_SUPER) { if(Invited) m_Invited[Team] |= 1ULL << ClientID; else m_Invited[Team] &= ~(1ULL << ClientID); } } void CGameTeams::KillSavedTeam(int ClientID, int Team) { for(int i = 0; i < MAX_CLIENTS; i++) { if(m_Core.Team(i) == Team && GameServer()->m_apPlayers[i]) { GameServer()->m_apPlayers[i]->m_VotedForPractice = false; GameServer()->m_apPlayers[i]->KillCharacter(WEAPON_SELF); } } } void CGameTeams::ResetSavedTeam(int ClientID, int Team) { if(g_Config.m_SvTeam == 3) { ChangeTeamState(Team, CGameTeams::TEAMSTATE_OPEN); ResetSwitchers(Team); m_Practice[Team] = false; } else { for(int i = 0; i < MAX_CLIENTS; i++) { if(m_Core.Team(i) == Team && GameServer()->m_apPlayers[i]) { SetForceCharacterTeam(i, TEAM_FLOCK); } } } }