#include "teams.h" #include #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; m_TeamLeader[i] = -1; m_TeeJoinTick[i] = -1; } } void CGameTeams::OnCharacterStart(int ClientID) { int Tick = Server()->Tick(); int Team = m_Core.Team(ClientID); CCharacter* StartingChar = Character(ClientID); if(!StartingChar) return; if(StartingChar->m_DDRaceState == DDRACE_FINISHED) StartingChar->m_DDRaceState = DDRACE_NONE; if(Team == TEAM_FLOCK || Team == TEAM_SUPER) { StartingChar->m_DDRaceState = DDRACE_STARTED; StartingChar->m_StartTime = Tick; StartingChar->m_RefreshTime = Tick; } else { bool Waiting = false; for(int i = 0; i < MAX_CLIENTS; ++i) { if(Team == m_Core.Team(i)) { CCharacter* pChar = Character(i); if(pChar && pChar->IsAlive() && pChar->m_DDRaceState == DDRACE_FINISHED) { Waiting = true; 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; } } else if(pChar && pChar->IsAlive() && pChar->m_DDRaceState == DDRACE_STARTED) { Waiting = true; if(m_LastChat[ClientID] + Server()->TickSpeed() + g_Config.m_SvChatDelay < Tick) { char aBuf[128]; str_format(aBuf, sizeof(aBuf), "%s has started, wait for him, ask him to kill or join another team.", Server()->ClientName(i)); GameServer()->SendChatTarget(ClientID, aBuf); m_LastChat[ClientID] = Tick; } } } } if(m_TeamState[Team] <= TEAMSTATE_CLOSED && !Waiting) { ChangeTeamState(Team, TEAMSTATE_STARTED); for(int i = 0; i < MAX_CLIENTS; ++i) { if(Team == m_Core.Team(i)) { CCharacter* pChar = Character(i); if(pChar && pChar->IsAlive()) { pChar->m_DDRaceState = DDRACE_STARTED; pChar->m_StartTime = Tick; pChar->m_RefreshTime = Tick; } } } } } } void CGameTeams::OnCharacterFinish(int ClientID) { int Team = m_Core.Team(ClientID); if(Team == TEAM_FLOCK || Team == TEAM_SUPER) { Character(ClientID)->OnFinish(); } else { m_TeeFinished[ClientID] = true; if(TeamFinished(Team)) { ChangeTeamState(Team, TEAMSTATE_OPEN); for(int i = 0; i < MAX_CLIENTS; ++i) { if(Team == m_Core.Team(i)) { CCharacter * pChar = Character(i); if(pChar != 0 && pChar->m_DDRaceState == DDRACE_STARTED) { pChar->OnFinish(); m_TeeFinished[i] = false; } } } } } } void CGameTeams::OnCharacterDeath(int ClientID) { if(g_Config.m_SvTeamStrict && m_Core.Team(ClientID) != TEAM_FLOCK && m_Core.Team(ClientID) != TEAM_SUPER) for(int LoopClientID = 0; LoopClientID < MAX_CLIENTS; ++LoopClientID) { if(m_Core.Team(ClientID) == m_Core.Team(LoopClientID)) { CCharacter* pChar = Character(LoopClientID); if(pChar) pChar->Die(ClientID, WEAPON_SELF); } } if(!g_Config.m_SvStickyTeams && m_Core.Team(ClientID) != TEAM_FLOCK && m_Core.Team(ClientID) != TEAM_SUPER) SetForceCharacterTeam(ClientID, 0); } int 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 ERROR_WRONG_PARAMS; //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 ERROR_CLOSED; //No need to switch team if you there if(m_Core.Team(ClientID) == Team) return ERROR_ALREADY_THERE; //You cannot be in TEAM_SUPER if you not super if(Team == TEAM_SUPER && !Character(ClientID)->m_Super) return ERROR_NOT_SUPER; //if you begin race if(Character(ClientID)->m_DDRaceState != DDRACE_NONE && Team != TEAM_SUPER) return ERROR_STARTED; SetForceCharacterTeam(ClientID, Team); return 0; } void CGameTeams::SetForceCharacterTeam(int ClientID, int Team) { char aBuf[64]; CServer* pServ = (CServer*)Server(); CPlayer *pPlayer = GameServer()->m_apPlayers[ClientID]; m_TeeFinished[ClientID] = false; int OldTeam = m_Core.Team(ClientID); if(OldTeam != TEAM_FLOCK && OldTeam != TEAM_SUPER && m_TeamState[OldTeam] != TEAMSTATE_EMPTY) { bool NoOneInOldTeam = true; for(int i = 0; i < MAX_CLIENTS; ++i) if(i != ClientID && OldTeam == m_Core.Team(i)) { NoOneInOldTeam = false;//all good exists someone in old team break; } if(NoOneInOldTeam) m_TeamState[OldTeam] = TEAMSTATE_EMPTY; } m_MembersCount[OldTeam]--; m_Core.Team(ClientID, Team); if(Team != TEAM_SUPER) { str_format(aBuf, sizeof(aBuf), "\'%s\' joined team %d.", pServ->ClientName(pPlayer->GetCID()), Team); GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf); } if(Count(OldTeam) > 0) m_TeeJoinTick[ClientID] = Server()->Tick(); if(Team != TEAM_SUPER) m_MembersCount[Team]++; if(Team != TEAM_SUPER && m_TeamState[Team] == TEAMSTATE_EMPTY) ChangeTeamState(Team, TEAMSTATE_OPEN); if(OldTeam != TEAM_FLOCK && OldTeam != TEAM_SUPER && ClientID == GetTeamLeader(OldTeam)) { if(Count(OldTeam) > 1) { int FirstJoinedID = -1; int Tick = Server()->Tick(); for (int LoopCID = 0; LoopCID < MAX_CLIENTS; ++LoopCID) if(m_Core.Team(LoopCID) == OldTeam) if(m_TeeJoinTick[LoopCID] < Tick) { FirstJoinedID = LoopCID; Tick = m_TeeJoinTick[LoopCID]; } if(FirstJoinedID != -1) SetTeamLeader(OldTeam, FirstJoinedID); } else if(Count(OldTeam)) { for (int LoopCID = 0; LoopCID < MAX_CLIENTS; ++LoopCID) if(m_Core.Team(LoopCID) == OldTeam) { SetTeamLeader(OldTeam, LoopCID); break; } } else SetTeamLeader(OldTeam, -1); } dbg_msg1("Teams", "Id = %d Team = %d", ClientID, Team); for (int LoopCID = 0; LoopCID < MAX_CLIENTS; ++LoopCID) { if(Character(LoopCID) && Character(LoopCID)->GetPlayer()->m_IsUsingDDRaceClient) SendTeamsState(LoopCID); } } int CGameTeams::Count(int Team) const { if(Team == TEAM_SUPER) return -1; return m_MembersCount[Team]; } bool CGameTeams::TeamFinished(int Team) { for(int i = 0; i < MAX_CLIENTS; ++i) { CCharacter *pChar = (GameServer()->m_apPlayers[i]) ? GameServer()->m_apPlayers[i]->GetCharacter() : 0; if(pChar) if(m_Core.Team(i) == Team && (!m_TeeFinished[i] && pChar->m_DDRaceState == DDRACE_STARTED)) return false; } return true; } int CGameTeams::TeamMask(int Team, int ExceptID) { if(Team == TEAM_SUPER) return -1; int Mask = 0; for(int i = 0; i < MAX_CLIENTS; ++i) if(i != ExceptID) if((Character(i) && (m_Core.Team(i) == Team || m_Core.Team(i) == TEAM_SUPER)) || (GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[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); } void CGameTeams::SetTeamLeader(int Team, int ClientID) { if(Team == TEAM_FLOCK || Team == TEAM_SUPER) return; m_TeamLeader[Team] = ClientID; if(ClientID == -1) return; char aBuf[64]; str_format(aBuf, sizeof(aBuf), "\'%s\' is now the team %d leader.", Server()->ClientName(ClientID), Team); if(Count(Team) > 1) for (int LoopClientID = 0; LoopClientID < MAX_CLIENTS; ++LoopClientID) if(LoopClientID != ClientID) if(m_Core.Team(LoopClientID) == Team) GameServer()->SendChatTarget(LoopClientID, aBuf); str_format(aBuf, sizeof(aBuf), "You are now the team %d leader.", Team); GameServer()->SendChatTarget(ClientID, aBuf); }