| 1 | #ifndef GAME_SERVER_SAVE_H |
| 2 | #define GAME_SERVER_SAVE_H |
| 3 | |
| 4 | #include <base/vmath.h> |
| 5 | |
| 6 | #include <engine/shared/protocol.h> |
| 7 | |
| 8 | #include <generated/protocol.h> |
| 9 | |
| 10 | #include <game/team_state.h> |
| 11 | |
| 12 | #include <optional> |
| 13 | |
| 14 | class IGameController; |
| 15 | class CGameContext; |
| 16 | class CGameWorld; |
| 17 | class CCharacter; |
| 18 | class CSaveTeam; |
| 19 | |
| 20 | enum |
| 21 | { |
| 22 | RESCUEMODE_AUTO = 0, |
| 23 | RESCUEMODE_MANUAL, |
| 24 | NUM_RESCUEMODES |
| 25 | }; |
| 26 | |
| 27 | enum class ESaveResult |
| 28 | { |
| 29 | SUCCESS, |
| 30 | TEAM_FLOCK, |
| 31 | TEAM_NOT_FOUND, |
| 32 | CHAR_NOT_FOUND, |
| 33 | NOT_STARTED, |
| 34 | TEAM_0_MODE, |
| 35 | DRAGGER_ACTIVE |
| 36 | }; |
| 37 | |
| 38 | class CSaveTee |
| 39 | { |
| 40 | public: |
| 41 | CSaveTee(); |
| 42 | ~CSaveTee() = default; |
| 43 | void Save(CCharacter *pChr, bool AddPenalty = true); |
| 44 | bool Load(CCharacter *pChr, std::optional<int> Team = std::nullopt); |
| 45 | char *GetString(const CSaveTeam *pTeam); |
| 46 | int FromString(const char *pString); |
| 47 | void LoadHookedPlayer(const CSaveTeam *pTeam); |
| 48 | bool IsHooking() const; |
| 49 | vec2 GetPos() const { return m_Pos; } |
| 50 | const char *GetName() const { return m_aName; } |
| 51 | int GetClientId() const { return m_ClientId; } |
| 52 | void SetClientId(int ClientId) { m_ClientId = ClientId; } |
| 53 | |
| 54 | enum |
| 55 | { |
| 56 | HIT_ALL = 0, |
| 57 | HAMMER_HIT_DISABLED = 1, |
| 58 | SHOTGUN_HIT_DISABLED = 2, |
| 59 | GRENADE_HIT_DISABLED = 4, |
| 60 | LASER_HIT_DISABLED = 8 |
| 61 | }; |
| 62 | |
| 63 | private: |
| 64 | int m_ClientId; |
| 65 | |
| 66 | char m_aString[2048]; |
| 67 | char m_aName[16]; |
| 68 | |
| 69 | int m_Alive; |
| 70 | int m_Paused; |
| 71 | int m_NeededFaketuning; |
| 72 | |
| 73 | // Teamstuff |
| 74 | int m_TeeStarted; |
| 75 | int m_TeeFinished; |
| 76 | int m_IsSolo; |
| 77 | |
| 78 | class CWeaponStat |
| 79 | { |
| 80 | public: |
| 81 | int m_AmmoRegenStart; |
| 82 | int m_Ammo; |
| 83 | int m_Ammocost; |
| 84 | int m_Got; |
| 85 | } m_aWeapons[NUM_WEAPONS]; |
| 86 | |
| 87 | // ninja |
| 88 | struct |
| 89 | { |
| 90 | vec2 m_ActivationDir; |
| 91 | int m_ActivationTick; |
| 92 | int m_CurrentMoveTime; |
| 93 | int m_OldVelAmount; |
| 94 | } m_Ninja; |
| 95 | |
| 96 | int m_LastWeapon; |
| 97 | int m_QueuedWeapon; |
| 98 | |
| 99 | int m_EndlessJump; |
| 100 | int m_Jetpack; |
| 101 | int m_NinjaJetpack; |
| 102 | int m_FreezeTime; |
| 103 | int m_FreezeStart; |
| 104 | int m_DeepFrozen; |
| 105 | int m_LiveFrozen; |
| 106 | int m_EndlessHook; |
| 107 | int m_DDRaceState; |
| 108 | |
| 109 | int m_HitDisabledFlags; |
| 110 | int m_CollisionEnabled; |
| 111 | int m_TuneZone; |
| 112 | int m_TuneZoneOld; |
| 113 | int m_HookHitEnabled; |
| 114 | int m_Time; |
| 115 | vec2 m_Pos; |
| 116 | vec2 m_PrevPos; |
| 117 | int m_TeleCheckpoint; |
| 118 | int m_LastPenalty; |
| 119 | |
| 120 | int m_TimeCpBroadcastEndTime; |
| 121 | int m_LastTimeCp; |
| 122 | int m_LastTimeCpBroadcasted; |
| 123 | float m_aCurrentTimeCp[MAX_CHECKPOINTS]; |
| 124 | |
| 125 | int m_NotEligibleForFinish; |
| 126 | |
| 127 | int m_HasTelegunGun; |
| 128 | int m_HasTelegunGrenade; |
| 129 | int m_HasTelegunLaser; |
| 130 | |
| 131 | // Core |
| 132 | vec2 m_CorePos; |
| 133 | vec2 m_Vel; |
| 134 | int m_ActiveWeapon; |
| 135 | int m_Jumped; |
| 136 | int m_JumpedTotal; |
| 137 | int m_Jumps; |
| 138 | vec2 m_HookPos; |
| 139 | vec2 m_HookDir; |
| 140 | vec2 m_HookTeleBase; |
| 141 | int m_HookTick; |
| 142 | int m_HookState; |
| 143 | int m_HookedPlayer; |
| 144 | int m_NewHook; |
| 145 | |
| 146 | // player input |
| 147 | int m_InputDirection; |
| 148 | int m_InputJump; |
| 149 | int m_InputFire; |
| 150 | int m_InputHook; |
| 151 | |
| 152 | int m_ReloadTimer; |
| 153 | |
| 154 | char m_aGameUuid[UUID_MAXSTRSIZE]; |
| 155 | }; |
| 156 | |
| 157 | class CSaveHotReloadTee |
| 158 | { |
| 159 | public: |
| 160 | CSaveHotReloadTee() = default; |
| 161 | ~CSaveHotReloadTee() = default; |
| 162 | void Save(CCharacter *pChr, bool AddPenalty = true); |
| 163 | bool Load(CCharacter *pChr, int Team); |
| 164 | |
| 165 | private: |
| 166 | CSaveTee m_SaveTee; |
| 167 | bool m_Super; |
| 168 | bool m_Invincible; |
| 169 | CSaveTee m_SavedTeleTee; |
| 170 | std::optional<CSaveTee> m_LastDeath; |
| 171 | }; |
| 172 | |
| 173 | class CSaveTeam |
| 174 | { |
| 175 | public: |
| 176 | CSaveTeam(); |
| 177 | ~CSaveTeam(); |
| 178 | char *GetString(); |
| 179 | int GetMembersCount() const { return m_MembersCount; } |
| 180 | // MatchPlayers has to be called afterwards |
| 181 | int FromString(const char *pString); |
| 182 | // returns true if a team can load, otherwise writes a nice error Message in pMessage |
| 183 | bool MatchPlayers(const char (*paNames)[MAX_NAME_LENGTH], const int *pClientId, int NumPlayer, char *pMessage, int MessageLen) const; |
| 184 | ESaveResult Save(CGameContext *pGameServer, int Team, bool Dry = false, bool Force = false); |
| 185 | bool Load(CGameContext *pGameServer, int Team, bool KeepCurrentWeakStrong, bool IgnorePlayers = false); |
| 186 | |
| 187 | CSaveTee *m_pSavedTees = nullptr; |
| 188 | |
| 189 | // returns true if an error occurred |
| 190 | static bool HandleSaveError(ESaveResult Result, int ClientId, CGameContext *pGameContext); |
| 191 | |
| 192 | private: |
| 193 | CCharacter *MatchCharacter(CGameContext *pGameServer, int ClientId, int SaveId, bool KeepCurrentCharacter) const; |
| 194 | |
| 195 | char m_aString[65536]; |
| 196 | |
| 197 | struct SSimpleSwitchers |
| 198 | { |
| 199 | int m_Status; |
| 200 | int m_EndTime; |
| 201 | int m_Type; |
| 202 | }; |
| 203 | SSimpleSwitchers *m_pSwitchers = nullptr; |
| 204 | |
| 205 | ETeamState m_TeamState = ETeamState::EMPTY; |
| 206 | int m_MembersCount = 0; |
| 207 | int m_HighestSwitchNumber = 0; |
| 208 | int m_TeamLocked = 0; |
| 209 | int m_Practice = 0; |
| 210 | }; |
| 211 | |
| 212 | #endif // GAME_SERVER_SAVE_H |
| 213 | |