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182 lines
4.7 KiB
C++
182 lines
4.7 KiB
C++
#include "teams.h"
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#include <engine/shared/config.h>
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CGameTeams::CGameTeams(CGameContext *pGameContext) : m_pGameContext(pGameContext) {
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Reset();
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}
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void CGameTeams::Reset() {
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m_Core.Reset();
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for(int i = 0; i < MAX_CLIENTS; ++i) {
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m_TeamState[i] = EMPTY;
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m_TeeFinished[i] = false;
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m_MembersCount[i] = 0;
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}
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}
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void CGameTeams::OnCharacterStart(int id) {
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int Tick = Server()->Tick();
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if(m_Core.Team(id) == TEAM_FLOCK || m_Core.Team(id) == TEAM_SUPER) {
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CCharacter* Char = Character(id);
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Char->m_DDRaceState = DDRACE_STARTED;
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Char->m_StartTime = Tick;
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Char->m_RefreshTime = Tick;
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} else {
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if(m_TeamState[m_Core.Team(id)] <= CLOSED) {
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ChangeTeamState(m_Core.Team(id), STARTED);
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for(int i = 0; i < MAX_CLIENTS; ++i) {
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if(m_Core.Team(id) == m_Core.Team(i)) {
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CCharacter* Char = Character(i);
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Char->m_DDRaceState = DDRACE_STARTED;
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Char->m_StartTime = Tick;
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Char->m_RefreshTime = Tick;
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}
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}
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}
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}
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}
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void CGameTeams::OnCharacterFinish(int id) {
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if(m_Core.Team(id) == TEAM_FLOCK || m_Core.Team(id) == TEAM_SUPER) {
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Character(id)->OnFinish();
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} else {
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m_TeeFinished[id] = true;
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if(TeamFinished(m_Core.Team(id))) {
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ChangeTeamState(m_Core.Team(id), FINISHED);//TODO: Make it better
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for(int i = 0; i < MAX_CLIENTS; ++i) {
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if(m_Core.Team(id) == m_Core.Team(i)) {
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CCharacter * Char = Character(i);
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if(Char != 0) {
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Char->OnFinish();
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m_TeeFinished[i] = false;
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} //else {
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// m_Core.Team(id) = 0; //i saw zomby =)
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//}
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}
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}
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}
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}
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}
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bool CGameTeams::SetCharacterTeam(int id, int Team) {
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//Check on wrong parameters. +1 for TEAM_SUPER
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if(id < 0 || id >= MAX_CLIENTS || Team < 0 || Team >= MAX_CLIENTS + 1) {
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return false;
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}
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//You can join to TEAM_SUPER at any time, but any other group you cannot if it started
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if(Team != TEAM_SUPER && m_TeamState[Team] >= CLOSED) {
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return false;
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}
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//No need to switch team if you there
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if(m_Core.Team(id) == Team) {
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return false;
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}
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//You cannot be in TEAM_SUPER if you not super
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if(Team == TEAM_SUPER && !Character(id)->m_Super) return false;
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//if you begin race
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if(Character(id)->m_DDRaceState != DDRACE_NONE) {
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//you will be killed if you try to join FLOCK
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if(Team == TEAM_FLOCK && m_Core.Team(id) != TEAM_FLOCK) {
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Character(id)->GetPlayer()->KillCharacter(WEAPON_GAME);
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} else {
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if(Team != TEAM_SUPER) {
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return false;
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}
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}
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}
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SetForceCharacterTeam(id, Team);
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//GameServer()->CreatePlayerSpawn(Character(id)->m_Core.m_Pos, TeamMask());
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return true;
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}
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void CGameTeams::SetForceCharacterTeam(int id, int Team) {
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m_TeeFinished[id] = false;
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if(m_Core.Team(id) != TEAM_FLOCK
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&& m_Core.Team(id) != TEAM_SUPER
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&& m_TeamState[m_Core.Team(id)] != EMPTY) {
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bool NoOneInOldTeam = true;
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for(int i = 0; i < MAX_CLIENTS; ++i) {
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if(i != id && m_Core.Team(id) == m_Core.Team(i)) {
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NoOneInOldTeam = false;//all good exists someone in old team
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break;
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}
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}
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if(NoOneInOldTeam) {
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m_TeamState[m_Core.Team(id)] = EMPTY;
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}
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}
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if(Count(m_Core.Team(id)) > 0) m_MembersCount[m_Core.Team(id)]--;
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m_Core.Team(id, Team);
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if(m_Core.Team(id) != TEAM_SUPER) m_MembersCount[m_Core.Team(id)]++;
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if(Team != TEAM_SUPER && m_TeamState[Team] == EMPTY) {
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ChangeTeamState(Team, OPEN);
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}
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dbg_msg1("Teams", "Id = %d Team = %d", id, Team);
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if(Character(id) && Character(id)->GetPlayer()->m_IsUsingDDRaceClient) {
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SendTeamsState(id);
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}
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}
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int CGameTeams::Count(int Team) const{
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if(Team == TEAM_SUPER) return -1;
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return m_MembersCount[Team];
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}
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void CGameTeams::ChangeTeamState(int Team, int State) {
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m_TeamState[Team] = State;
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}
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bool CGameTeams::TeamFinished(int Team) {
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for(int i = 0; i < MAX_CLIENTS; ++i) {
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if(m_Core.Team(i) == Team && !m_TeeFinished[i]) {
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return false;
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}
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}
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return true;
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}
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int CGameTeams::TeamMask(int Team) {
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if(Team == TEAM_SUPER) return -1;
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int Mask = 0;
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for(int i = 0; i < MAX_CLIENTS; ++i) {
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if((Character(i) && (m_Core.Team(i) == Team || m_Core.Team(i) == TEAM_SUPER))
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|| (GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() == -1)) {
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Mask |= 1 << i;
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}
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}
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return Mask;
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}
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void CGameTeams::SendTeamsState(int Cid) {
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CNetMsg_Cl_TeamsState Msg;
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Msg.m_Tee0 = m_Core.Team(0);
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Msg.m_Tee1 = m_Core.Team(1);
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Msg.m_Tee2 = m_Core.Team(2);
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Msg.m_Tee3 = m_Core.Team(3);
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Msg.m_Tee4 = m_Core.Team(4);
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Msg.m_Tee5 = m_Core.Team(5);
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Msg.m_Tee6 = m_Core.Team(6);
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Msg.m_Tee7 = m_Core.Team(7);
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Msg.m_Tee8 = m_Core.Team(8);
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Msg.m_Tee9 = m_Core.Team(9);
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Msg.m_Tee10 = m_Core.Team(10);
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Msg.m_Tee11 = m_Core.Team(11);
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Msg.m_Tee12 = m_Core.Team(12);
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Msg.m_Tee13 = m_Core.Team(13);
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Msg.m_Tee14 = m_Core.Team(14);
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Msg.m_Tee15 = m_Core.Team(15);
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Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, Cid);
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}
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