ddnet/src/game/server/save.h
Zwelf 73b5d885fa Remove projectiles on save and load
Restructured CSaveTeam a bit, because I also needed access to CGameWorld. I don't store pointer to IGameController in CSaveTeam anymore, because we pass CSaveTeam to the database thread. If it would be accessed there, it could cause a race conditions.
2023-01-03 23:38:58 +01:00

164 lines
3.3 KiB
C++

#ifndef GAME_SERVER_SAVE_H
#define GAME_SERVER_SAVE_H
#include <base/vmath.h>
#include <engine/shared/protocol.h>
#include <game/generated/protocol.h>
class IGameController;
class CGameContext;
class CGameWorld;
class CCharacter;
class CSaveTeam;
class CSaveTee
{
public:
CSaveTee();
~CSaveTee() = default;
void Save(CCharacter *pchr);
void Load(CCharacter *pchr, int Team, bool IsSwap = false);
char *GetString(const CSaveTeam *pTeam);
int FromString(const char *pString);
void LoadHookedPlayer(const CSaveTeam *pTeam);
bool IsHooking() const;
vec2 GetPos() const { return m_Pos; }
const char *GetName() const { return m_aName; }
int GetClientID() const { return m_ClientID; }
void SetClientID(int ClientID) { m_ClientID = ClientID; }
enum
{
HIT_ALL = 0,
HAMMER_HIT_DISABLED = 1,
SHOTGUN_HIT_DISABLED = 2,
GRENADE_HIT_DISABLED = 4,
LASER_HIT_DISABLED = 8
};
private:
int m_ClientID;
char m_aString[2048];
char m_aName[16];
int m_Alive;
int m_Paused;
int m_NeededFaketuning;
// Teamstuff
int m_TeeStarted;
int m_TeeFinished;
int m_IsSolo;
struct WeaponStat
{
int m_AmmoRegenStart;
int m_Ammo;
int m_Ammocost;
int m_Got;
} m_aWeapons[NUM_WEAPONS];
int m_LastWeapon;
int m_QueuedWeapon;
int m_EndlessJump;
int m_Jetpack;
int m_NinjaJetpack;
int m_FreezeTime;
int m_FreezeStart;
int m_DeepFrozen;
int m_LiveFrozen;
int m_EndlessHook;
int m_DDRaceState;
int m_HitDisabledFlags;
int m_CollisionEnabled;
int m_TuneZone;
int m_TuneZoneOld;
int m_HookHitEnabled;
int m_Time;
vec2 m_Pos;
vec2 m_PrevPos;
int m_TeleCheckpoint;
int m_LastPenalty;
int m_TimeCpBroadcastEndTime;
int m_LastTimeCp;
int m_LastTimeCpBroadcasted;
float m_aCurrentTimeCp[MAX_CHECKPOINTS];
int m_NotEligibleForFinish;
int m_HasTelegunGun;
int m_HasTelegunGrenade;
int m_HasTelegunLaser;
// Core
vec2 m_CorePos;
vec2 m_Vel;
int m_ActiveWeapon;
int m_Jumped;
int m_JumpedTotal;
int m_Jumps;
vec2 m_HookPos;
vec2 m_HookDir;
vec2 m_HookTeleBase;
int m_HookTick;
int m_HookState;
int m_HookedPlayer;
int m_NewHook;
// player input
int m_InputDirection;
int m_InputJump;
int m_InputFire;
int m_InputHook;
int m_ReloadTimer;
char m_aGameUuid[UUID_MAXSTRSIZE];
};
class CSaveTeam
{
public:
CSaveTeam();
~CSaveTeam();
char *GetString();
int GetMembersCount() const { return m_MembersCount; }
// MatchPlayers has to be called afterwards
int FromString(const char *pString);
// returns true if a team can load, otherwise writes a nice error Message in pMessage
bool MatchPlayers(const char (*paNames)[MAX_NAME_LENGTH], const int *pClientID, int NumPlayer, char *pMessage, int MessageLen);
int Save(CGameContext *pGameServer, int Team, bool Dry = false);
void Load(CGameContext *pGameServer, int Team, bool KeepCurrentWeakStrong);
CSaveTee *m_pSavedTees = nullptr;
// returns true if an error occurred
static bool HandleSaveError(int Result, int ClientID, CGameContext *pGameContext);
private:
CCharacter *MatchCharacter(CGameContext *pGameServer, int ClientID, int SaveID, bool KeepCurrentCharacter);
char m_aString[65536];
struct SSimpleSwitchers
{
int m_Status;
int m_EndTime;
int m_Type;
};
SSimpleSwitchers *m_pSwitchers = nullptr;
int m_TeamState = 0;
int m_MembersCount = 0;
int m_HighestSwitchNumber = 0;
int m_TeamLocked = 0;
int m_Practice = 0;
};
#endif // GAME_SERVER_SAVE_H