#include "save.h" #include #include #include "teams.h" #include "gamemodes/DDRace.h" #include CSaveTee::CSaveTee() { } CSaveTee::~CSaveTee() { } void CSaveTee::save(CCharacter *pChr) { m_ClientID = pChr->m_pPlayer->GetCID(); str_copy(m_aName, pChr->m_pPlayer->Server()->ClientName(m_ClientID), sizeof(m_aName)); m_Alive = pChr->m_Alive; m_Paused = abs(pChr->m_pPlayer->IsPaused()); m_NeededFaketuning = pChr->m_NeededFaketuning; m_TeeFinished = pChr->Teams()->TeeFinished(m_ClientID); m_IsSolo = pChr->m_Solo; for(int i = 0; i< NUM_WEAPONS; i++) { 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; } m_LastWeapon = pChr->m_LastWeapon; m_QueuedWeapon = pChr->m_QueuedWeapon; 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; m_DeepFreeze = pChr->m_DeepFreeze; m_EndlessHook = pChr->m_EndlessHook; m_DDRaceState = pChr->m_DDRaceState; m_Hit = pChr->m_Hit; m_TuneZone = pChr->m_TuneZone; m_TuneZoneOld = pChr->m_TuneZoneOld; if(pChr->m_StartTime) m_Time = pChr->Server()->Tick() - pChr->m_StartTime; else m_Time = 0; m_Pos = pChr->m_Pos; m_PrevPos = pChr->m_PrevPos; m_TeleCheckpoint = pChr->m_TeleCheckpoint; m_LastPenalty = pChr->m_LastPenalty; if(pChr->m_CpTick) m_CpTime = pChr->Server()->Tick() - pChr->m_CpTick; m_CpActive = pChr->m_CpActive; m_CpLastBroadcast = pChr->m_CpLastBroadcast; for(int i = 0; i < 25; i++) m_aCpCurrent[i] = pChr->m_CpCurrent[i]; m_NotEligibleForFinish = pChr->m_pPlayer->m_NotEligibleForFinish; m_HasTelegunGun = pChr->m_Core.m_HasTelegunGun; m_HasTelegunGrenade = pChr->m_Core.m_HasTelegunGrenade; m_HasTelegunLaser = pChr->m_Core.m_HasTelegunLaser; // Core 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; FormatUuid(pChr->GameServer()->GameUuid(), m_aGameUuid, sizeof(m_aGameUuid)); } void CSaveTee::load(CCharacter *pChr, int Team) { pChr->m_pPlayer->Pause(m_Paused, true); pChr->m_Alive = m_Alive; pChr->m_NeededFaketuning = m_NeededFaketuning; pChr->Teams()->SetForceCharacterTeam(pChr->m_pPlayer->GetCID(), Team); pChr->Teams()->SetFinished(pChr->m_pPlayer->GetCID(), m_TeeFinished); for(int i = 0; i< NUM_WEAPONS; i++) { 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; pChr->m_aWeapons[i].m_Ammocost = m_aWeapons[i].m_Ammocost; pChr->m_aWeapons[i].m_Got = m_aWeapons[i].m_Got; } pChr->m_LastWeapon = m_LastWeapon; pChr->m_QueuedWeapon = m_QueuedWeapon; 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; pChr->m_DeepFreeze = m_DeepFreeze; pChr->m_EndlessHook = m_EndlessHook; pChr->m_DDRaceState = m_DDRaceState; pChr->m_Hit = m_Hit; pChr->m_TuneZone = m_TuneZone; pChr->m_TuneZoneOld = m_TuneZoneOld; if(m_Time) pChr->m_StartTime = pChr->Server()->Tick() - m_Time; pChr->m_Pos = m_Pos; pChr->m_PrevPos = m_PrevPos; pChr->m_TeleCheckpoint = m_TeleCheckpoint; pChr->m_LastPenalty = m_LastPenalty; if(m_CpTime) pChr->m_CpTick = pChr->Server()->Tick() - m_CpTime; pChr->m_CpActive = m_CpActive; pChr->m_CpLastBroadcast = m_CpLastBroadcast; for(int i = 0; i < 25; i++) pChr->m_CpCurrent[i] = m_aCpCurrent[i]; pChr->m_pPlayer->m_NotEligibleForFinish = pChr->m_pPlayer->m_NotEligibleForFinish || m_NotEligibleForFinish; pChr->m_Core.m_HasTelegunGun = m_HasTelegunGun; pChr->m_Core.m_HasTelegunLaser = m_HasTelegunLaser; pChr->m_Core.m_HasTelegunGrenade = m_HasTelegunGrenade; // Core 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; pChr->m_Core.m_Jumped = m_Jumped; 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; if(m_HookState == HOOK_GRABBED) { pChr->m_Core.m_HookState = HOOK_FLYING; pChr->m_Core.m_HookedPlayer = -1; } else { pChr->m_Core.m_HookState = m_HookState; } pChr->SetSolo(m_IsSolo); // Always create a rescue tee at the exact location we loaded from so that // the old one gets overwritten. pChr->SetRescue(); } char* CSaveTee::GetString() { // Add time penalty of 60 seconds (only to the database) int Time = m_Time + 60 * SERVER_TICK_SPEED; 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, 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; } int CSaveTee::LoadString(const 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. { case 96: m_NotEligibleForFinish = false; // fall through case 97: m_HasTelegunGrenade = 0; m_HasTelegunLaser = 0; m_HasTelegunGun = 0; // fall through case 100: return 0; default: dbg_msg("load", "failed to load tee-string"); dbg_msg("load", "loaded %d vars", Num); return Num + 1; // never 0 here } } CSaveTeam::CSaveTeam(IGameController* Controller) { m_pController = Controller; m_pSwitchers = 0; m_pSavedTees = 0; } CSaveTeam::~CSaveTeam() { if(m_pSwitchers) delete[] m_pSwitchers; if(m_pSavedTees) delete[] m_pSavedTees; } int CSaveTeam::save(int Team) { if(g_Config.m_SvTeam == 3 || (Team > 0 && Team < MAX_CLIENTS)) { CGameTeams* Teams = &(((CGameControllerDDRace*)m_pController)->m_Teams); m_MembersCount = Teams->Count(Team); if(m_MembersCount <= 0) { return 2; } m_TeamState = Teams->GetTeamState(Team); if(m_TeamState != CGameTeams::TEAMSTATE_STARTED) { return 4; } m_NumSwitchers = m_pController->GameServer()->Collision()->m_NumSwitchers; m_TeamLocked = Teams->TeamLocked(Team); m_Practice = Teams->IsPractice(Team); m_pSavedTees = new CSaveTee[m_MembersCount]; int j = 0; for (int i = 0; i < MAX_CLIENTS; i++) { if(Teams->m_Core.Team(i) == Team) { 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()); else return 3; j++; } } if(m_pController->GameServer()->Collision()->m_NumSwitchers) { m_pSwitchers = new SSimpleSwitchers[m_pController->GameServer()->Collision()->m_NumSwitchers+1]; 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]; 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]; else m_pSwitchers[i].m_EndTime = 0; m_pSwitchers[i].m_Type = m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Type[Team]; } } return 0; } else return 1; } bool CSaveTeam::HandleSaveError(int Result, int ClientID, CGameContext *pGameContext) { switch(Result) { 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: 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; } void CSaveTeam::load(int Team) { CGameTeams* pTeams = &(((CGameControllerDDRace*)m_pController)->m_Teams); pTeams->ChangeTeamState(Team, m_TeamState); pTeams->SetTeamLock(Team, m_TeamLocked); if(m_Practice) pTeams->EnablePractice(Team); for (int i = 0; i < m_MembersCount; i++) { int ClientID = m_pSavedTees[i].GetClientID(); if(m_pController->GameServer()->m_apPlayers[ClientID] && pTeams->m_Core.Team(ClientID) == Team) { CCharacter *pChr = MatchCharacter(m_pSavedTees[i].GetClientID(), i); m_pSavedTees[i].load(pChr, Team); } } 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; } } } CCharacter* CSaveTeam::MatchCharacter(int ClientID, int SaveID) { if(m_pController->GameServer()->m_apPlayers[ClientID]->GetCharacter()) return m_pController->GameServer()->m_apPlayers[ClientID]->GetCharacter(); else return m_pController->GameServer()->m_apPlayers[ClientID]->ForceSpawn(m_pSavedTees[SaveID].GetPos()); } 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); for(int i = 0; i < m_MembersCount; i++) { char aBuf[1024]; str_format(aBuf, sizeof(aBuf), "\n%s", m_pSavedTees[i].GetString()); str_append(m_aString, aBuf, sizeof(m_aString)); } if(m_pSwitchers && m_NumSwitchers) { 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)); } } return m_aString; } int CSaveTeam::LoadString(const char* String) { char TeamStats[MAX_CLIENTS]; 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)); while (m_aString[Pos] != '\n' && Pos < sizeof(m_aString) && m_aString[Pos]) // find next \n or \0 Pos++; CopyPos = m_aString + LastPos; StrSize = Pos - LastPos + 1; if(m_aString[Pos] == '\n') { Pos++; // skip \n LastPos = Pos; } if(StrSize <= 0) { dbg_msg("load", "savegame: wrong format (couldn't load teamstats)"); 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. { 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 } } else { dbg_msg("load", "savegame: wrong format (couldn't load teamstats, too big)"); return 1; } if(m_pSavedTees) { delete [] m_pSavedTees; m_pSavedTees = 0; } if(m_MembersCount) m_pSavedTees = new CSaveTee[m_MembersCount]; 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 Pos++; CopyPos = m_aString + LastPos; StrSize = Pos - LastPos + 1; if(m_aString[Pos] == '\n') { Pos++; // skip \n LastPos = Pos; } if(StrSize <= 0) { dbg_msg("load", "savegame: wrong format (couldn't load tee)"); return 1; } if(StrSize < sizeof(SaveTee)) { str_copy(SaveTee, CopyPos, StrSize); int Num = m_pSavedTees[n].LoadString(SaveTee); if(Num) { dbg_msg("load", "failed to load tee"); dbg_msg("load", "loaded %d vars", Num-1); return 1; } } else { dbg_msg("load", "savegame: wrong format (couldn't load tee, too big)"); return 1; } } if(m_pSwitchers) { delete [] m_pSwitchers; m_pSwitchers = 0; } if(m_NumSwitchers) m_pSwitchers = new SSimpleSwitchers[m_NumSwitchers+1]; 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 Pos++; CopyPos = m_aString + LastPos; StrSize = Pos - LastPos + 1; if(m_aString[Pos] == '\n') { Pos++; // skip \n LastPos = Pos; } if(StrSize <= 0) { dbg_msg("load", "savegame: wrong format (couldn't load switcher)"); 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)); if(Num != 3) { dbg_msg("load", "failed to load switcher"); dbg_msg("load", "loaded %d vars", Num-1); } } else { dbg_msg("load", "savegame: wrong format (couldn't load switcher, too big)"); return 1; } } return 0; } bool CSaveTeam::MatchPlayers(const char (*paNames)[MAX_NAME_LENGTH], const int *pClientID, int NumPlayer, char *pMessage, int MessageLen) { if(NumPlayer > m_MembersCount) { str_format(pMessage, MessageLen, "Too many players in this team, should be %d", m_MembersCount); return false; } // check for wrong players for(int i = 0; i < NumPlayer; i++) { int Found = false; for(int j = 0; j < m_MembersCount; j++) { if(str_comp(paNames[i], m_pSavedTees[j].GetName()) == 0) { Found = true; } } if(!Found) { str_format(pMessage, MessageLen, "'%s' don't belong to this team", paNames[i]); return false; } } // check for missing players for(int i = 0; i < m_MembersCount; i++) { int Found = false; for(int j = 0; j < NumPlayer; j++) { if(str_comp(m_pSavedTees[i].GetName(), paNames[j]) == 0) { m_pSavedTees[i].SetClientID(pClientID[j]); Found = true; break; } } if(!Found) { str_format(pMessage, MessageLen, "'%s' has to be in this team", m_pSavedTees[i].GetName()); return false; } } return true; }