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150 lines
2.9 KiB
C++
150 lines
2.9 KiB
C++
#ifndef GAME_SERVER_SAVE_H
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#define GAME_SERVER_SAVE_H
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#include <engine/shared/protocol.h>
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#include <game/generated/protocol.h>
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#include <game/server/gamecontroller.h>
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class IGameController;
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class CGameContext;
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class CCharacter;
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class CSaveTeam;
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class CSaveTee
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{
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public:
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CSaveTee();
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~CSaveTee();
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void save(CCharacter* pchr);
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void load(CCharacter* pchr, int Team);
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char* GetString(const CSaveTeam *pTeam);
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int FromString(const char* String);
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void LoadHookedPlayer(const CSaveTeam *pTeam);
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vec2 GetPos() const { return m_Pos; }
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const char* GetName() const { return m_aName; }
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int GetClientID() const { return m_ClientID; }
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void SetClientID(int ClientID) { m_ClientID = ClientID; };
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private:
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int m_ClientID;
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char m_aString [2048];
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char m_aName [16];
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int m_Alive;
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int m_Paused;
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int m_NeededFaketuning;
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// Teamstuff
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int m_TeeFinished;
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int m_IsSolo;
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struct WeaponStat
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{
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int m_AmmoRegenStart;
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int m_Ammo;
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int m_Ammocost;
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int m_Got;
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} m_aWeapons[NUM_WEAPONS];
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int m_LastWeapon;
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int m_QueuedWeapon;
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int m_SuperJump;
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int m_Jetpack;
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int m_NinjaJetpack;
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int m_FreezeTime;
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int m_FreezeTick;
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int m_DeepFreeze;
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int m_EndlessHook;
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int m_DDRaceState;
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int m_Hit;
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int m_Collision;
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int m_TuneZone;
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int m_TuneZoneOld;
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int m_Hook;
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int m_Time;
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vec2 m_Pos;
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vec2 m_PrevPos;
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int m_TeleCheckpoint;
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int m_LastPenalty;
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int m_CpTime;
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int m_CpActive;
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int m_CpLastBroadcast;
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float m_aCpCurrent[25];
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int m_NotEligibleForFinish;
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int m_HasTelegunGun;
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int m_HasTelegunGrenade;
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int m_HasTelegunLaser;
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// Core
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vec2 m_CorePos;
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vec2 m_Vel;
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int m_ActiveWeapon;
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int m_Jumped;
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int m_JumpedTotal;
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int m_Jumps;
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vec2 m_HookPos;
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vec2 m_HookDir;
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vec2 m_HookTeleBase;
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int m_HookTick;
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int m_HookState;
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int m_HookedPlayer;
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int m_NewHook;
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// player input
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int m_InputDirection;
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int m_InputJump;
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int m_InputFire;
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int m_InputHook;
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int m_ReloadTimer;
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char m_aGameUuid[UUID_MAXSTRSIZE];
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};
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class CSaveTeam
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{
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public:
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CSaveTeam(IGameController* Controller);
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~CSaveTeam();
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char* GetString();
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int GetMembersCount() const { return m_MembersCount; }
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// MatchPlayers has to be called afterwards
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int FromString(const char* String);
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// returns true if a team can load, otherwise writes a nice error Message in pMessage
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bool MatchPlayers(const char (*paNames)[MAX_NAME_LENGTH], const int *pClientID, int NumPlayer, char *pMessage, int MessageLen);
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int save(int Team);
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void load(int Team);
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CSaveTee* m_pSavedTees;
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// returns true if an error occured
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static bool HandleSaveError(int Result, int ClientID, CGameContext *pGameContext);
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private:
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CCharacter* MatchCharacter(int ClientID, int SaveID);
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IGameController* m_pController;
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char m_aString[65536];
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struct SSimpleSwitchers
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{
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int m_Status;
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int m_EndTime;
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int m_Type;
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};
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SSimpleSwitchers* m_pSwitchers;
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int m_TeamState;
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int m_MembersCount;
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int m_NumSwitchers;
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int m_TeamLocked;
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int m_Practice;
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};
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#endif // GAME_SERVER_SAVE_H
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