ddnet/src/game/server/save.h

150 lines
2.9 KiB
C++

#ifndef GAME_SERVER_SAVE_H
#define GAME_SERVER_SAVE_H
#include <engine/shared/protocol.h>
#include <game/generated/protocol.h>
#include <game/server/gamecontroller.h>
class IGameController;
class CGameContext;
class CCharacter;
class CSaveTeam;
class CSaveTee
{
public:
CSaveTee();
~CSaveTee();
void save(CCharacter* pchr);
void load(CCharacter* pchr, int Team);
char* GetString(const CSaveTeam *pTeam);
int FromString(const char* String);
void LoadHookedPlayer(const CSaveTeam *pTeam);
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; };
private:
int m_ClientID;
char m_aString [2048];
char m_aName [16];
int m_Alive;
int m_Paused;
int m_NeededFaketuning;
// Teamstuff
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_SuperJump;
int m_Jetpack;
int m_NinjaJetpack;
int m_FreezeTime;
int m_FreezeTick;
int m_DeepFreeze;
int m_EndlessHook;
int m_DDRaceState;
int m_Hit;
int m_Collision;
int m_TuneZone;
int m_TuneZoneOld;
int m_Hook;
int m_Time;
vec2 m_Pos;
vec2 m_PrevPos;
int m_TeleCheckpoint;
int m_LastPenalty;
int m_CpTime;
int m_CpActive;
int m_CpLastBroadcast;
float m_aCpCurrent[25];
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(IGameController* Controller);
~CSaveTeam();
char* GetString();
int GetMembersCount() const { return m_MembersCount; }
// MatchPlayers has to be called afterwards
int FromString(const char* String);
// 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(int Team);
void load(int Team);
CSaveTee* m_pSavedTees;
// returns true if an error occured
static bool HandleSaveError(int Result, int ClientID, CGameContext *pGameContext);
private:
CCharacter* MatchCharacter(int ClientID, int SaveID);
IGameController* m_pController;
char m_aString[65536];
struct SSimpleSwitchers
{
int m_Status;
int m_EndTime;
int m_Type;
};
SSimpleSwitchers* m_pSwitchers;
int m_TeamState;
int m_MembersCount;
int m_NumSwitchers;
int m_TeamLocked;
int m_Practice;
};
#endif // GAME_SERVER_SAVE_H