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733 lines
19 KiB
C++
733 lines
19 KiB
C++
/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
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#include "teams.h"
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#include "score.h"
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#include <engine/shared/config.h>
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CGameTeams::CGameTeams(CGameContext *pGameContext) :
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m_pGameContext(pGameContext)
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{
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Reset();
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}
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void CGameTeams::Reset()
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{
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m_Core.Reset();
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for (int i = 0; i < MAX_CLIENTS; ++i)
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{
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m_TeamState[i] = TEAMSTATE_EMPTY;
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m_TeeFinished[i] = false;
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m_MembersCount[i] = 0;
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m_LastChat[i] = 0;
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m_TeamLocked[i] = false;
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m_IsSaving[i] = false;
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m_Invited[i] = 0;
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}
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}
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void CGameTeams::OnCharacterStart(int ClientID)
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{
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int Tick = Server()->Tick();
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CCharacter* pStartingChar = Character(ClientID);
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if(!pStartingChar)
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return;
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if(m_Core.Team(ClientID) != TEAM_FLOCK && pStartingChar->m_DDRaceState == DDRACE_FINISHED)
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return;
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if(m_Core.Team(ClientID) == TEAM_FLOCK
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|| m_Core.Team(ClientID) == TEAM_SUPER)
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{
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pStartingChar->m_DDRaceState = DDRACE_STARTED;
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pStartingChar->m_StartTime = Tick;
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return;
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}
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bool Waiting = false;
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for(int i = 0; i < MAX_CLIENTS; ++i)
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{
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if(m_Core.Team(ClientID) != m_Core.Team(i))
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continue;
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CPlayer* pPlayer = GetPlayer(i);
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if(!pPlayer || !pPlayer->IsPlaying())
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continue;
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if(GetDDRaceState(pPlayer) != DDRACE_FINISHED)
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continue;
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Waiting = true;
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pStartingChar->m_DDRaceState = DDRACE_NONE;
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if(m_LastChat[ClientID] + Server()->TickSpeed()
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+ g_Config.m_SvChatDelay < Tick)
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{
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char aBuf[128];
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str_format(
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aBuf,
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sizeof(aBuf),
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"%s has finished and didn't go through start yet, wait for him or join another team.",
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Server()->ClientName(i));
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GameServer()->SendChatTarget(ClientID, aBuf);
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m_LastChat[ClientID] = Tick;
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}
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if(m_LastChat[i] + Server()->TickSpeed()
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+ g_Config.m_SvChatDelay < Tick)
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{
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char aBuf[128];
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str_format(
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aBuf,
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sizeof(aBuf),
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"%s wants to start a new round, kill or walk to start.",
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Server()->ClientName(ClientID));
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GameServer()->SendChatTarget(i, aBuf);
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m_LastChat[i] = Tick;
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}
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}
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if(m_TeamState[m_Core.Team(ClientID)] < TEAMSTATE_STARTED && !Waiting)
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{
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ChangeTeamState(m_Core.Team(ClientID), TEAMSTATE_STARTED);
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char aBuf[512];
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str_format(
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aBuf,
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sizeof(aBuf),
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"Team %d started with these %d players: ",
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m_Core.Team(ClientID),
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Count(m_Core.Team(ClientID)));
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bool First = true;
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for(int i = 0; i < MAX_CLIENTS; ++i)
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{
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if(m_Core.Team(ClientID) == m_Core.Team(i))
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{
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CPlayer* pPlayer = GetPlayer(i);
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// TODO: THE PROBLEM IS THAT THERE IS NO CHARACTER SO START TIME CAN'T BE SET!
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if(pPlayer && (pPlayer->IsPlaying() || TeamLocked(m_Core.Team(ClientID))))
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{
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SetDDRaceState(pPlayer, DDRACE_STARTED);
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SetStartTime(pPlayer, Tick);
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if(First)
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First = false;
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else
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str_append(aBuf, ", ", sizeof(aBuf));
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str_append(aBuf, GameServer()->Server()->ClientName(i), sizeof(aBuf));
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}
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}
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}
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if(g_Config.m_SvTeam < 3 && g_Config.m_SvTeamMaxSize != 2 && g_Config.m_SvPauseable)
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{
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for(int i = 0; i < MAX_CLIENTS; ++i)
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{
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CPlayer* pPlayer = GetPlayer(i);
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if(m_Core.Team(ClientID) == m_Core.Team(i) && pPlayer && (pPlayer->IsPlaying() || TeamLocked(m_Core.Team(ClientID))))
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{
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GameServer()->SendChatTarget(i, aBuf);
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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 ClientID)
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{
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if (m_Core.Team(ClientID) == TEAM_FLOCK
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|| m_Core.Team(ClientID) == TEAM_SUPER)
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{
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CPlayer* pPlayer = GetPlayer(ClientID);
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if (pPlayer && pPlayer->IsPlaying())
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{
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float Time = (float)(Server()->Tick() - GetStartTime(pPlayer))
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/ ((float)Server()->TickSpeed());
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if (Time < 0.000001f)
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return;
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char aTimestamp[TIMESTAMP_STR_LENGTH];
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str_timestamp_format(aTimestamp, sizeof(aTimestamp), FORMAT_SPACE); // 2019-04-02 19:41:58
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OnFinish(pPlayer, Time, aTimestamp);
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}
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}
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else
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{
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m_TeeFinished[ClientID] = true;
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CheckTeamFinished(m_Core.Team(ClientID));
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}
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}
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void CGameTeams::CheckTeamFinished(int Team)
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{
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if (TeamFinished(Team))
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{
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CPlayer *TeamPlayers[MAX_CLIENTS];
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unsigned int PlayersCount = 0;
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for (int i = 0; i < MAX_CLIENTS; ++i)
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{
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if (Team == m_Core.Team(i))
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{
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CPlayer* pPlayer = GetPlayer(i);
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if (pPlayer && pPlayer->IsPlaying())
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{
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m_TeeFinished[i] = false;
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TeamPlayers[PlayersCount++] = pPlayer;
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}
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}
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}
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if (PlayersCount > 0)
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{
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float Time = (float)(Server()->Tick() - GetStartTime(TeamPlayers[0]))
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/ ((float)Server()->TickSpeed());
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if (Time < 0.000001f)
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return;
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char aTimestamp[TIMESTAMP_STR_LENGTH];
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str_timestamp_format(aTimestamp, sizeof(aTimestamp), FORMAT_SPACE); // 2019-04-02 19:41:58
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for (unsigned int i = 0; i < PlayersCount; ++i)
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OnFinish(TeamPlayers[i], Time, aTimestamp);
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ChangeTeamState(Team, TEAMSTATE_FINISHED); //TODO: Make it better
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//ChangeTeamState(Team, TEAMSTATE_OPEN);
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OnTeamFinish(TeamPlayers, PlayersCount, Time, aTimestamp);
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}
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}
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}
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bool CGameTeams::SetCharacterTeam(int ClientID, int Team)
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{
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//Check on wrong parameters. +1 for TEAM_SUPER
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if (ClientID < 0 || ClientID >= MAX_CLIENTS || Team < 0
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|| Team >= MAX_CLIENTS + 1)
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return false;
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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] > TEAMSTATE_OPEN)
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return false;
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//No need to switch team if you there
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if (m_Core.Team(ClientID) == Team)
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return false;
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if (!Character(ClientID))
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return false;
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//You cannot be in TEAM_SUPER if you not super
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if (Team == TEAM_SUPER && !Character(ClientID)->m_Super)
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return false;
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//if you begin race
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if (Character(ClientID)->m_DDRaceState != DDRACE_NONE && Team != TEAM_SUPER)
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return false;
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SetForceCharacterTeam(ClientID, 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 ClientID, int Team)
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{
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int OldTeam = m_Core.Team(ClientID);
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if (Team != m_Core.Team(ClientID))
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ForceLeaveTeam(ClientID);
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else
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{
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m_TeeFinished[ClientID] = false;
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if (Count(m_Core.Team(ClientID)) > 0)
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m_MembersCount[m_Core.Team(ClientID)]--;
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}
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m_Core.Team(ClientID, Team);
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if (m_Core.Team(ClientID) != TEAM_SUPER)
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m_MembersCount[m_Core.Team(ClientID)]++;
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if (Team != TEAM_SUPER && (m_TeamState[Team] == TEAMSTATE_EMPTY || m_TeamLocked[Team]))
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{
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if (!m_TeamLocked[Team])
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ChangeTeamState(Team, TEAMSTATE_OPEN);
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if (GameServer()->Collision()->m_NumSwitchers > 0) {
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for (int i = 0; i < GameServer()->Collision()->m_NumSwitchers+1; ++i)
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{
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GameServer()->Collision()->m_pSwitchers[i].m_Status[Team] = GameServer()->Collision()->m_pSwitchers[i].m_Initial;
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GameServer()->Collision()->m_pSwitchers[i].m_EndTick[Team] = 0;
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GameServer()->Collision()->m_pSwitchers[i].m_Type[Team] = TILE_SWITCHOPEN;
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}
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}
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}
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if (OldTeam != Team)
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for (int LoopClientID = 0; LoopClientID < MAX_CLIENTS; ++LoopClientID)
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if (GetPlayer(LoopClientID))
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SendTeamsState(LoopClientID);
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}
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void CGameTeams::ForceLeaveTeam(int ClientID)
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{
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m_TeeFinished[ClientID] = false;
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if (m_Core.Team(ClientID) != TEAM_FLOCK
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&& m_Core.Team(ClientID) != TEAM_SUPER
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&& m_TeamState[m_Core.Team(ClientID)] != TEAMSTATE_EMPTY)
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{
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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 != ClientID && m_Core.Team(ClientID) == m_Core.Team(i))
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{
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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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if (NoOneInOldTeam)
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{
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m_TeamState[m_Core.Team(ClientID)] = TEAMSTATE_EMPTY;
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// unlock team when last player leaves
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SetTeamLock(m_Core.Team(ClientID), false);
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ResetInvited(m_Core.Team(ClientID));
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}
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}
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if (Count(m_Core.Team(ClientID)) > 0)
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m_MembersCount[m_Core.Team(ClientID)]--;
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}
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int CGameTeams::Count(int Team) const
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{
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if (Team == TEAM_SUPER)
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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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{
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int OldState = m_TeamState[Team];
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m_TeamState[Team] = State;
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onChangeTeamState(Team, State, OldState);
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}
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void CGameTeams::onChangeTeamState(int Team, int State, int OldState)
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{
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if (OldState != State && State == TEAMSTATE_STARTED)
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{
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// OnTeamStateStarting
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}
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if (OldState != State && State == TEAMSTATE_FINISHED)
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{
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// OnTeamStateFinishing
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}
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}
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bool CGameTeams::TeamFinished(int Team)
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{
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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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return true;
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}
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int64_t CGameTeams::TeamMask(int Team, int ExceptID, int Asker)
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{
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int64_t Mask = 0;
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for (int i = 0; i < MAX_CLIENTS; ++i)
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{
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if (i == ExceptID)
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continue; // Explicitly excluded
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if (!GetPlayer(i))
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continue; // Player doesn't exist
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if (!(GetPlayer(i)->GetTeam() == -1 || GetPlayer(i)->IsPaused()))
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{ // Not spectator
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if (i != Asker)
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{ // Actions of other players
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if (!Character(i))
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continue; // Player is currently dead
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if (!GetPlayer(i)->m_ShowOthers)
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{
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if (m_Core.GetSolo(Asker))
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continue; // When in solo part don't show others
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if (m_Core.GetSolo(i))
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continue; // When in solo part don't show others
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if (m_Core.Team(i) != Team && m_Core.Team(i) != TEAM_SUPER)
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continue; // In different teams
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} // ShowOthers
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} // See everything of yourself
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}
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else if (GetPlayer(i)->m_SpectatorID != SPEC_FREEVIEW)
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{ // Spectating specific player
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if (GetPlayer(i)->m_SpectatorID != Asker)
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{ // Actions of other players
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if (!Character(GetPlayer(i)->m_SpectatorID))
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continue; // Player is currently dead
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if (!GetPlayer(i)->m_ShowOthers)
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{
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if (m_Core.GetSolo(Asker))
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continue; // When in solo part don't show others
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if (m_Core.GetSolo(GetPlayer(i)->m_SpectatorID))
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continue; // When in solo part don't show others
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if (m_Core.Team(GetPlayer(i)->m_SpectatorID) != Team && m_Core.Team(GetPlayer(i)->m_SpectatorID) != TEAM_SUPER)
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continue; // In different teams
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} // ShowOthers
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} // See everything of player you're spectating
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}
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else
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{ // Freeview
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if (GetPlayer(i)->m_SpecTeam)
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{ // Show only players in own team when spectating
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if (m_Core.Team(i) != Team && m_Core.Team(i) != TEAM_SUPER)
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continue; // in different teams
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}
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}
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Mask |= 1LL << i;
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}
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return Mask;
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}
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void CGameTeams::SendTeamsState(int ClientID)
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{
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if (g_Config.m_SvTeam == 3)
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return;
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if (!m_pGameContext->m_apPlayers[ClientID] || m_pGameContext->m_apPlayers[ClientID]->m_ClientVersion <= VERSION_DDRACE)
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return;
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CMsgPacker Msg(NETMSGTYPE_SV_TEAMSSTATE);
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for(unsigned i = 0; i < MAX_CLIENTS; i++)
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Msg.AddInt(m_Core.Team(i));
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Server()->SendMsg(&Msg, MSGFLAG_VITAL, ClientID);
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}
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int CGameTeams::GetDDRaceState(CPlayer* Player)
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{
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if (!Player)
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return DDRACE_NONE;
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CCharacter* pChar = Player->GetCharacter();
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if (pChar)
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return pChar->m_DDRaceState;
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return DDRACE_NONE;
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}
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void CGameTeams::SetDDRaceState(CPlayer* Player, int DDRaceState)
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{
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if (!Player)
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return;
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CCharacter* pChar = Player->GetCharacter();
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if (pChar)
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pChar->m_DDRaceState = DDRaceState;
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}
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int CGameTeams::GetStartTime(CPlayer* Player)
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{
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if (!Player)
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return 0;
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CCharacter* pChar = Player->GetCharacter();
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if (pChar)
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return pChar->m_StartTime;
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return 0;
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}
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void CGameTeams::SetStartTime(CPlayer* Player, int StartTime)
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{
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if (!Player)
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return;
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CCharacter* pChar = Player->GetCharacter();
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if (pChar)
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pChar->m_StartTime = StartTime;
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}
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void CGameTeams::SetCpActive(CPlayer* Player, int CpActive)
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{
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if (!Player)
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return;
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CCharacter* pChar = Player->GetCharacter();
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if (pChar)
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pChar->m_CpActive = CpActive;
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}
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float *CGameTeams::GetCpCurrent(CPlayer* Player)
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{
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if (!Player)
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return NULL;
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CCharacter* pChar = Player->GetCharacter();
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if (pChar)
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return pChar->m_CpCurrent;
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return NULL;
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}
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void CGameTeams::OnTeamFinish(CPlayer** Players, unsigned int Size, float Time, const char *pTimestamp)
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{
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bool CallSaveScore = false;
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#if defined(CONF_SQL)
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CallSaveScore = g_Config.m_SvUseSQL;
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#endif
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int PlayerCIDs[MAX_CLIENTS];
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for(unsigned int i = 0; i < Size; i++)
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{
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PlayerCIDs[i] = Players[i]->GetCID();
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if(g_Config.m_SvRejoinTeam0 && g_Config.m_SvTeam != 3 && (m_Core.Team(Players[i]->GetCID()) >= TEAM_SUPER || !m_TeamLocked[m_Core.Team(Players[i]->GetCID())]))
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{
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SetForceCharacterTeam(Players[i]->GetCID(), 0);
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char aBuf[512];
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str_format(aBuf, sizeof(aBuf), "%s joined team 0",
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GameServer()->Server()->ClientName(Players[i]->GetCID()));
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GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
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}
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}
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if (CallSaveScore && Size >= 2)
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GameServer()->Score()->SaveTeamScore(PlayerCIDs, Size, Time, pTimestamp);
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}
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void CGameTeams::OnFinish(CPlayer* Player, float Time, const char *pTimestamp)
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{
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if (!Player || !Player->IsPlaying())
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return;
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//TODO:DDRace:btd: this ugly
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CPlayerData *pData = GameServer()->Score()->PlayerData(Player->GetCID());
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char aBuf[128];
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SetCpActive(Player, -2);
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str_format(aBuf, sizeof(aBuf),
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"%s finished in: %d minute(s) %5.2f second(s)",
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Server()->ClientName(Player->GetCID()), (int)Time / 60,
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Time - ((int)Time / 60 * 60));
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if (g_Config.m_SvHideScore || !g_Config.m_SvSaveWorseScores)
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GameServer()->SendChatTarget(Player->GetCID(), aBuf);
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else
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GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
|
|
|
|
float Diff = fabs(Time - pData->m_BestTime);
|
|
|
|
if (Time - pData->m_BestTime < 0)
|
|
{
|
|
// new record \o/
|
|
Server()->SaveDemo(Player->GetCID(), Time);
|
|
|
|
if (Diff >= 60)
|
|
str_format(aBuf, sizeof(aBuf), "New record: %d minute(s) %5.2f second(s) better.",
|
|
(int)Diff / 60, Diff - ((int)Diff / 60 * 60));
|
|
else
|
|
str_format(aBuf, sizeof(aBuf), "New record: %5.2f second(s) better.",
|
|
Diff);
|
|
if (g_Config.m_SvHideScore || !g_Config.m_SvSaveWorseScores)
|
|
GameServer()->SendChatTarget(Player->GetCID(), aBuf);
|
|
else
|
|
GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
|
|
}
|
|
else if (pData->m_BestTime != 0) // tee has already finished?
|
|
{
|
|
Server()->StopRecord(Player->GetCID());
|
|
|
|
if (Diff <= 0.005)
|
|
{
|
|
GameServer()->SendChatTarget(Player->GetCID(),
|
|
"You finished with your best time.");
|
|
}
|
|
else
|
|
{
|
|
if (Diff >= 60)
|
|
str_format(aBuf, sizeof(aBuf), "%d minute(s) %5.2f second(s) worse, better luck next time.",
|
|
(int)Diff / 60, Diff - ((int)Diff / 60 * 60));
|
|
else
|
|
str_format(aBuf, sizeof(aBuf),
|
|
"%5.2f second(s) worse, better luck next time.",
|
|
Diff);
|
|
GameServer()->SendChatTarget(Player->GetCID(), aBuf); //this is private, sent only to the tee
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Server()->SaveDemo(Player->GetCID(), Time);
|
|
}
|
|
|
|
bool CallSaveScore = false;
|
|
#if defined(CONF_SQL)
|
|
CallSaveScore = g_Config.m_SvUseSQL && g_Config.m_SvSaveWorseScores;
|
|
#endif
|
|
|
|
if (!pData->m_BestTime || Time < pData->m_BestTime)
|
|
{
|
|
// update the score
|
|
pData->Set(Time, GetCpCurrent(Player));
|
|
CallSaveScore = true;
|
|
}
|
|
|
|
if (CallSaveScore)
|
|
if (g_Config.m_SvNamelessScore || !str_startswith(Server()->ClientName(Player->GetCID()), "nameless tee"))
|
|
GameServer()->Score()->SaveScore(Player->GetCID(), Time, pTimestamp,
|
|
GetCpCurrent(Player), Player->m_NotEligibleForFinish);
|
|
|
|
bool NeedToSendNewRecord = false;
|
|
// update server best time
|
|
if (GameServer()->m_pController->m_CurrentRecord == 0
|
|
|| Time < GameServer()->m_pController->m_CurrentRecord)
|
|
{
|
|
// check for nameless
|
|
if (g_Config.m_SvNamelessScore || !str_startswith(Server()->ClientName(Player->GetCID()), "nameless tee"))
|
|
{
|
|
GameServer()->m_pController->m_CurrentRecord = Time;
|
|
//dbg_msg("character", "Finish");
|
|
NeedToSendNewRecord = true;
|
|
}
|
|
}
|
|
|
|
SetDDRaceState(Player, DDRACE_FINISHED);
|
|
// set player score
|
|
if (!pData->m_CurrentTime || pData->m_CurrentTime > Time)
|
|
{
|
|
pData->m_CurrentTime = Time;
|
|
NeedToSendNewRecord = true;
|
|
for (int i = 0; i < MAX_CLIENTS; i++)
|
|
{
|
|
if (GetPlayer(i) && GetPlayer(i)->m_ClientVersion >= VERSION_DDRACE)
|
|
{
|
|
if (!g_Config.m_SvHideScore || i == Player->GetCID())
|
|
{
|
|
CNetMsg_Sv_PlayerTime Msg;
|
|
Msg.m_Time = Time * 100.0;
|
|
Msg.m_ClientID = Player->GetCID();
|
|
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (NeedToSendNewRecord && Player->m_ClientVersion >= VERSION_DDRACE)
|
|
{
|
|
for (int i = 0; i < MAX_CLIENTS; i++)
|
|
{
|
|
if (GameServer()->m_apPlayers[i]
|
|
&& GameServer()->m_apPlayers[i]->m_ClientVersion >= VERSION_DDRACE)
|
|
{
|
|
GameServer()->SendRecord(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Player->m_ClientVersion >= VERSION_DDRACE)
|
|
{
|
|
CNetMsg_Sv_DDRaceTime Msg;
|
|
Msg.m_Time = (int)(Time * 100.0f);
|
|
Msg.m_Check = 0;
|
|
Msg.m_Finish = 1;
|
|
|
|
if (pData->m_BestTime)
|
|
{
|
|
float Diff = (Time - pData->m_BestTime) * 100;
|
|
Msg.m_Check = (int)Diff;
|
|
}
|
|
|
|
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, Player->GetCID());
|
|
}
|
|
|
|
int TTime = 0 - (int)Time;
|
|
if (Player->m_Score < TTime || !Player->m_HasFinishScore)
|
|
{
|
|
Player->m_Score = TTime;
|
|
Player->m_HasFinishScore = true;
|
|
}
|
|
}
|
|
|
|
void CGameTeams::OnCharacterSpawn(int ClientID)
|
|
{
|
|
m_Core.SetSolo(ClientID, false);
|
|
|
|
if (m_Core.Team(ClientID) >= TEAM_SUPER || !m_TeamLocked[m_Core.Team(ClientID)])
|
|
SetForceCharacterTeam(ClientID, 0);
|
|
}
|
|
|
|
void CGameTeams::OnCharacterDeath(int ClientID, int Weapon)
|
|
{
|
|
m_Core.SetSolo(ClientID, false);
|
|
|
|
int Team = m_Core.Team(ClientID);
|
|
bool Locked = TeamLocked(Team) && Weapon != WEAPON_GAME;
|
|
|
|
if(!Locked)
|
|
{
|
|
SetForceCharacterTeam(ClientID, 0);
|
|
CheckTeamFinished(Team);
|
|
}
|
|
else
|
|
{
|
|
SetForceCharacterTeam(ClientID, Team);
|
|
|
|
if(GetTeamState(Team) != TEAMSTATE_OPEN)
|
|
{
|
|
ChangeTeamState(Team, CGameTeams::TEAMSTATE_OPEN);
|
|
|
|
char aBuf[512];
|
|
str_format(aBuf, sizeof(aBuf), "Everyone in your locked team was killed because '%s' %s.", Server()->ClientName(ClientID), Weapon == WEAPON_SELF ? "killed" : "died");
|
|
|
|
for(int i = 0; i < MAX_CLIENTS; i++)
|
|
if(m_Core.Team(i) == Team && GameServer()->m_apPlayers[i])
|
|
{
|
|
if(i != ClientID)
|
|
{
|
|
GameServer()->m_apPlayers[i]->KillCharacter(WEAPON_SELF);
|
|
if (Weapon == WEAPON_SELF)
|
|
GameServer()->m_apPlayers[i]->Respawn(true); // spawn the rest of team with weak hook on the killer
|
|
}
|
|
if(m_MembersCount[Team] > 1)
|
|
GameServer()->SendChatTarget(i, aBuf);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameTeams::SetTeamLock(int Team, bool Lock)
|
|
{
|
|
if(Team > TEAM_FLOCK && Team < TEAM_SUPER)
|
|
m_TeamLocked[Team] = Lock;
|
|
}
|
|
|
|
void CGameTeams::ResetInvited(int Team)
|
|
{
|
|
m_Invited[Team] = 0;
|
|
}
|
|
|
|
void CGameTeams::SetClientInvited(int Team, int ClientID, bool Invited)
|
|
{
|
|
if(Team > TEAM_FLOCK && Team < TEAM_SUPER)
|
|
{
|
|
if(Invited)
|
|
m_Invited[Team] |= 1ULL << ClientID;
|
|
else
|
|
m_Invited[Team] &= ~(1ULL << ClientID);
|
|
}
|
|
}
|
|
|
|
void CGameTeams::KillSavedTeam(int Team)
|
|
{
|
|
// Set so that no finish is accidentally given to some of the players
|
|
ChangeTeamState(Team, CGameTeams::TEAMSTATE_OPEN);
|
|
|
|
for (int i = 0; i < MAX_CLIENTS; i++)
|
|
{
|
|
if(m_Core.Team(i) == Team && GameServer()->m_apPlayers[i])
|
|
{
|
|
// Set so that no finish is accidentally given to some of the players
|
|
GameServer()->m_apPlayers[i]->GetCharacter()->m_DDRaceState = DDRACE_NONE;
|
|
m_TeeFinished[i] = false;
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < MAX_CLIENTS; i++)
|
|
if(m_Core.Team(i) == Team && GameServer()->m_apPlayers[i])
|
|
GameServer()->m_apPlayers[i]->ThreadKillCharacter(-2);
|
|
|
|
ChangeTeamState(Team, CGameTeams::TEAMSTATE_EMPTY);
|
|
|
|
// unlock team when last player leaves
|
|
SetTeamLock(Team, false);
|
|
ResetInvited(Team);
|
|
}
|