#include #include #include "save.h" #include "teams.h" #include "./gamemodes/DDRace.h" #include CSaveTee::CSaveTee() { } CSaveTee::~CSaveTee() { } void CSaveTee::save(CCharacter *pChr) { str_copy(m_name, pChr->m_pPlayer->Server()->ClientName(pChr->m_pPlayer->GetCID()), sizeof(m_name)); m_Alive = pChr->m_Alive; m_Paused = abs(pChr->m_pPlayer->IsPaused()); m_NeededFaketuning = pChr->m_NeededFaketuning; m_TeeFinished = pChr->Teams()->TeeFinished(pChr->m_pPlayer->GetCID()); 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 + 60 * pChr->Server()->TickSpeed(); 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_CpCurrent[i] = pChr->m_CpCurrent[i]; m_NotEligibleForFinish = pChr->m_pPlayer->m_NotEligibleForFinish; m_HasTeleGun = pChr->m_HasTeleGun; m_HasTeleGrenade = pChr->m_HasTeleGrenade; m_HasTeleLaser = pChr->m_HasTeleLaser; // 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(), aGameUuid, sizeof(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; pChr->m_aWeapons[i].m_Ammo = m_aWeapons[i].m_Ammo; 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_CpCurrent[i]; pChr->m_pPlayer->m_NotEligibleForFinish = pChr->m_pPlayer->m_NotEligibleForFinish || m_NotEligibleForFinish; pChr->m_HasTeleGun = m_HasTeleGun; pChr->m_HasTeleLaser = m_HasTeleLaser; pChr->m_HasTeleGrenade = m_HasTeleGrenade; // 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); } char* CSaveTee::GetString() { str_format(m_String, sizeof(m_String), "%s\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%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%d\t%d\t%f\t%f\t%d\t%d\t%d\t%d\t%d\t%d\t%f\t%f\t%d\t%d\t%d\t%d\t%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_name, m_Alive, m_Paused, m_NeededFaketuning, m_TeeFinished, m_IsSolo, 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, 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, (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, m_CpTime, m_CpActive, m_CpLastBroadcast, m_CpCurrent[0], m_CpCurrent[1], m_CpCurrent[2], m_CpCurrent[3], m_CpCurrent[4], m_CpCurrent[5], m_CpCurrent[6], m_CpCurrent[7], m_CpCurrent[8], m_CpCurrent[9], m_CpCurrent[10], m_CpCurrent[11], m_CpCurrent[12], m_CpCurrent[13], m_CpCurrent[14], m_CpCurrent[15], m_CpCurrent[16], m_CpCurrent[17], m_CpCurrent[18], m_CpCurrent[19], m_CpCurrent[20], m_CpCurrent[21], m_CpCurrent[22], m_CpCurrent[23], m_CpCurrent[24], m_NotEligibleForFinish, m_HasTeleGun, m_HasTeleLaser, m_HasTeleGrenade, aGameUuid); return m_String; } int CSaveTee::LoadString(char* String) { int Num; Num = sscanf(String, "%[^\t]\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%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%f\t%f\t%f\t%f\t%d\t%d\t%f\t%f\t%f\t%f\t%d\t%d\t%d\t%d\t%f\t%f\t%f\t%f\t%f\t%f\t%d\t%d\t%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%dt%d\t%d\t%d\t%*s", m_name, &m_Alive, &m_Paused, &m_NeededFaketuning, &m_TeeFinished, &m_IsSolo, &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, &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, &m_CpTime, &m_CpActive, &m_CpLastBroadcast, &m_CpCurrent[0], &m_CpCurrent[1], &m_CpCurrent[2], &m_CpCurrent[3], &m_CpCurrent[4], &m_CpCurrent[5], &m_CpCurrent[6], &m_CpCurrent[7], &m_CpCurrent[8], &m_CpCurrent[9], &m_CpCurrent[10], &m_CpCurrent[11], &m_CpCurrent[12], &m_CpCurrent[13], &m_CpCurrent[14], &m_CpCurrent[15], &m_CpCurrent[16], &m_CpCurrent[17], &m_CpCurrent[18], &m_CpCurrent[19], &m_CpCurrent[20], &m_CpCurrent[21], &m_CpCurrent[22], &m_CpCurrent[23], &m_CpCurrent[24], &m_NotEligibleForFinish, &m_HasTeleGun, &m_HasTeleLaser, &m_HasTeleGrenade); switch(Num) // Don't forget to update this when you save / load more / less. { case 96: m_NotEligibleForFinish = false; // fallthrough case 97: m_HasTeleGrenade = 0; m_HasTeleLaser = 0; m_HasTeleGun = 0; // fallthrough 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_Switchers = 0; SavedTees = 0; } CSaveTeam::~CSaveTeam() { if(m_Switchers) delete[] m_Switchers; if(SavedTees) delete[] SavedTees; } 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); SavedTees = 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()) SavedTees[j].save(m_pController->GameServer()->m_apPlayers[i]->GetCharacter()); else return 3; j++; } } if(m_pController->GameServer()->Collision()->m_NumSwitchers) { m_Switchers = new SSimpleSwitchers[m_pController->GameServer()->Collision()->m_NumSwitchers+1]; for(int i=1; i < m_pController->GameServer()->Collision()->m_NumSwitchers+1; i++) { m_Switchers[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_Switchers[i].m_EndTime = m_pController->Server()->Tick() - m_pController->GameServer()->Collision()->m_pSwitchers[i].m_EndTick[Team]; else m_Switchers[i].m_EndTime = 0; m_Switchers[i].m_Type = m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Type[Team]; } } return 0; } else return 1; } int CSaveTeam::load(int Team) { if(Team <= 0 || Team >= MAX_CLIENTS) return 1; CGameTeams* pTeams = &(((CGameControllerDDRace*)m_pController)->m_Teams); if(pTeams->Count(Team) > m_MembersCount) return 2; CCharacter *pChr; for (int i = 0; i < m_MembersCount; i++) { int ID = MatchPlayer(SavedTees[i].GetName()); if(ID == -1) // first check if team can be loaded / do not load half teams { return i+10; // +10 to leave space for other return-values } if(m_pController->GameServer()->m_apPlayers[ID] && m_pController->GameServer()->m_apPlayers[ID]->GetCharacter() && m_pController->GameServer()->m_apPlayers[ID]->GetCharacter()->m_DDRaceState) { return i+100; // +100 to leave space for other return-values } if(Team != pTeams->m_Core.Team(ID)) { return i+200; // +100 to leave space for other return-values } } pTeams->ChangeTeamState(Team, m_TeamState); pTeams->SetTeamLock(Team, m_TeamLocked); for (int i = 0; i < m_MembersCount; i++) { pChr = MatchCharacter(SavedTees[i].GetName(), i); if(pChr) { SavedTees[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_Switchers[i].m_Status; if(m_Switchers[i].m_EndTime) m_pController->GameServer()->Collision()->m_pSwitchers[i].m_EndTick[Team] = m_pController->Server()->Tick() - m_Switchers[i].m_EndTime; m_pController->GameServer()->Collision()->m_pSwitchers[i].m_Type[Team] = m_Switchers[i].m_Type; } return 0; } int CSaveTeam::MatchPlayer(char name[16]) { for (int i = 0; i < MAX_CLIENTS; i++) { if(str_comp(m_pController->Server()->ClientName(i), name) == 0) { return i; } } return -1; } CCharacter* CSaveTeam::MatchCharacter(char name[16], int SaveID) { int ID = MatchPlayer(name); if(ID >= 0 && m_pController->GameServer()->m_apPlayers[ID]) { if(m_pController->GameServer()->m_apPlayers[ID]->GetCharacter()) return m_pController->GameServer()->m_apPlayers[ID]->GetCharacter(); else return m_pController->GameServer()->m_apPlayers[ID]->ForceSpawn(SavedTees[SaveID].GetPos()); } return 0; } char* CSaveTeam::GetString() { str_format(m_String, sizeof(m_String), "%d\t%d\t%d\t%d", m_TeamState, m_MembersCount, m_NumSwitchers, m_TeamLocked); for (int i = 0; i