/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */ #ifndef GAME_SERVER_TEAMS_H #define GAME_SERVER_TEAMS_H #include #include #include #include #include class CGameTeams { // `m_TeeStarted` is used to keep track whether a given tee has hit the // start of the map yet. If a tee that leaves hasn't hit the start line // yet, the team will be marked as "not allowed to finish" // (`TEAMSTATE_STARTED_UNFINISHABLE`). If this were not the case, tees // could go around the startline on a map, leave one tee behind at // start, go to the finish line, let the tee start and kill, allowing // the team to finish instantly. bool m_TeeStarted[MAX_CLIENTS]; bool m_TeeFinished[MAX_CLIENTS]; int m_LastChat[MAX_CLIENTS]; int m_TeamState[NUM_TEAMS]; bool m_TeamLocked[NUM_TEAMS]; uint64_t m_Invited[NUM_TEAMS]; bool m_Practice[NUM_TEAMS]; std::shared_ptr m_pSaveTeamResult[NUM_TEAMS]; uint64_t m_LastSwap[NUM_TEAMS]; bool m_TeamSentStartWarning[NUM_TEAMS]; // `m_TeamUnfinishableKillTick` is -1 by default and gets set when a // team becomes unfinishable. If the team hasn't entered practice mode // by that time, it'll get killed to prevent people not understanding // the message from playing for a long time in an unfinishable team. int m_TeamUnfinishableKillTick[NUM_TEAMS]; class CGameContext *m_pGameContext; /** * Kill the whole team. * @param Team The team id to kill * @param NewStrongID The player with that id will get strong hook on everyone else, -1 will set the normal spawning order * @param ExceptID The player that should not get killed */ void KillTeam(int Team, int NewStrongID, int ExceptID = -1); bool TeamFinished(int Team); void OnTeamFinish(CPlayer **Players, unsigned int Size, float Time, const char *pTimestamp); void OnFinish(CPlayer *Player, float Time, const char *pTimestamp); public: enum { TEAMSTATE_EMPTY, TEAMSTATE_OPEN, TEAMSTATE_STARTED, // Happens when a tee that hasn't hit the start tiles leaves // the team. TEAMSTATE_STARTED_UNFINISHABLE, TEAMSTATE_FINISHED }; CTeamsCore m_Core; CGameTeams(CGameContext *pGameContext); // helper methods CCharacter *Character(int ClientID) { return GameServer()->GetPlayerChar(ClientID); } CPlayer *GetPlayer(int ClientID) { return GameServer()->m_apPlayers[ClientID]; } class CGameContext *GameServer() { return m_pGameContext; } class IServer *Server() { return m_pGameContext->Server(); } void OnCharacterStart(int ClientID); void OnCharacterFinish(int ClientID); void OnCharacterSpawn(int ClientID); void OnCharacterDeath(int ClientID, int Weapon); void Tick(); // returns nullptr if successful, error string if failed const char *SetCharacterTeam(int ClientID, int Team); void CheckTeamFinished(int ClientID); void ChangeTeamState(int Team, int State); int64_t TeamMask(int Team, int ExceptID = -1, int Asker = -1); int Count(int Team) const; // need to be very careful using this method. SERIOUSLY... void SetForceCharacterTeam(int ClientID, int Team); void Reset(); void ResetRoundState(int Team); void ResetSwitchers(int Team); void SendTeamsState(int ClientID); void SetTeamLock(int Team, bool Lock); void ResetInvited(int Team); void SetClientInvited(int Team, int ClientID, bool Invited); int GetDDRaceState(CPlayer *Player); int GetStartTime(CPlayer *Player); float *GetCpCurrent(CPlayer *Player); void SetDDRaceState(CPlayer *Player, int DDRaceState); void SetStartTime(CPlayer *Player, int StartTime); void SetCpActive(CPlayer *Player, int CpActive); void KillSavedTeam(int ClientID, int Team); void ResetSavedTeam(int ClientID, int Team); void RequestTeamSwap(CPlayer *pPlayer, CPlayer *pTargetPlayer, int Team); void SwapTeamCharacters(CPlayer *pPlayer, CPlayer *pTargetPlayer, int Team); void ProcessSaveTeam(); int GetFirstEmptyTeam() const; bool TeeStarted(int ClientID) { return m_TeeStarted[ClientID]; } bool TeeFinished(int ClientID) { return m_TeeFinished[ClientID]; } int GetTeamState(int Team) { return m_TeamState[Team]; } bool TeamLocked(int Team) { if(Team <= TEAM_FLOCK || Team >= TEAM_SUPER) return false; return m_TeamLocked[Team]; } bool IsInvited(int Team, int ClientID) { return m_Invited[Team] & 1LL << ClientID; } bool IsStarted(int Team) { return m_TeamState[Team] == CGameTeams::TEAMSTATE_STARTED; } void SetStarted(int ClientID, bool Started) { m_TeeStarted[ClientID] = Started; } void SetFinished(int ClientID, bool Finished) { m_TeeFinished[ClientID] = Finished; } void SetSaving(int TeamID, std::shared_ptr &SaveResult) { m_pSaveTeamResult[TeamID] = SaveResult; } bool GetSaving(int TeamID) { if(TeamID < TEAM_FLOCK || TeamID >= TEAM_SUPER) return false; if(g_Config.m_SvTeam != 3 && TeamID == TEAM_FLOCK) return false; return m_pSaveTeamResult[TeamID] != nullptr; } void EnablePractice(int Team) { if(Team < TEAM_FLOCK || Team >= TEAM_SUPER) return; if(g_Config.m_SvTeam != 3 && Team == TEAM_FLOCK) return; m_Practice[Team] = true; } bool IsPractice(int Team) { if(Team < TEAM_FLOCK || Team >= TEAM_SUPER) return false; if(g_Config.m_SvTeam != 3 && Team == TEAM_FLOCK) return false; return m_Practice[Team]; } }; #endif