Exemplo n.º 1
0
void C4Team::AddPlayer(C4PlayerInfo &rInfo, bool fAdjustPlayer)
{
	// must not happen!
	assert(rInfo.GetID());
	if (!rInfo.GetID()) return;
	// add player; grow vector if necessary
	if (iPlayerCount >= iPlayerCapacity)
	{
		int32_t *piNewPlayers = new int32_t[iPlayerCapacity = (iPlayerCount+4)&~3];
		if (iPlayerCount) memcpy(piNewPlayers, piPlayers, iPlayerCount*sizeof(int32_t));
		delete [] piPlayers; piPlayers = piNewPlayers;
	}
	// store new player
	piPlayers[iPlayerCount++] = rInfo.GetID();
	if (!fAdjustPlayer) return;
	// set values in info
	rInfo.SetTeam(GetID());
	if (Game.Teams.IsTeamColors()) rInfo.SetColor(GetColor());
	// and in actual player, if it is joined already
	if (rInfo.IsJoined())
	{
		C4Player *pJoinedPlr = ::Players.GetByInfoID(rInfo.GetID());
		assert(pJoinedPlr || (rInfo.GetType() == C4PT_Script));
		if (pJoinedPlr)
		{
			pJoinedPlr->Team = GetID();
			if (Game.Teams.IsTeamColors()) pJoinedPlr->SetPlayerColor(GetColor());
		}
	}
}
Exemplo n.º 2
0
bool C4PlayerList::Save(C4Group &hGroup, bool fStoreTiny, const C4PlayerInfoList &rStoreList)
{
	StdStrBuf sTempFilename;
	bool fSuccess = true;
	// Save to external player files and add to group
	for (C4Player *pPlr=First; pPlr; pPlr=pPlr->Next)
	{
		// save only those in the list, and only those with a filename
		C4PlayerInfo *pNfo = rStoreList.GetPlayerInfoByID(pPlr->ID);
		if (!pNfo) continue;
		if (!pNfo->GetFilename() || !*pNfo->GetFilename()) continue;;
		// save over original file?
		bool fStoreOnOriginal = (!fStoreTiny && pNfo->GetType() == C4PT_User);
		// Create temporary file
		sTempFilename.Copy(Config.AtTempPath(pNfo->GetFilename()));
		if (fStoreOnOriginal)
			if (!C4Group_CopyItem(pPlr->Filename, sTempFilename.getData()))
				return false;
		// Open group
		C4Group PlrGroup;
		if (!PlrGroup.Open(sTempFilename.getData(), !fStoreOnOriginal))
			return false;
		// Save player
		if (!pPlr->Save(PlrGroup, true, fStoreOnOriginal)) return false;
		PlrGroup.Close();
		// Add temp file to group
		if (!hGroup.Move(sTempFilename.getData(), pNfo->GetFilename())) return false;
	}
	return fSuccess;
}
void C4Network2Players::JoinUnjoinedPlayersInControlQueue(C4ClientPlayerInfos *pNewPacket)
{
	// only host may join any players to the queue
	assert(::Network.isHost());
	// check all players
	int i=0; C4PlayerInfo *pInfo;
	while ((pInfo = pNewPacket->GetPlayerInfo(i++)))
		// not yet joined and no savegame assignment?
		if (!pInfo->HasJoinIssued()) if (!pInfo->GetAssociatedSavegamePlayerID())
			{
				// join will be marked when queue is executed (C4Player::Join)
				// but better mark join now already to prevent permanent sending overkill
				pInfo->SetJoinIssued();
				// do so!
				C4Network2Res *pPlrRes = pInfo->GetRes();
				C4Network2Client *pClient = ::Network.Clients.GetClientByID(pNewPacket->GetClientID());
				if (!pPlrRes || (!pClient && pNewPacket->GetClientID() != ::Control.ClientID()))
					if (pInfo->GetType() != C4PT_Script)
					{
						// failure: Non-script players must have a res to join from!
						const char *szPlrName = pInfo->GetName(); if (!szPlrName) szPlrName="???";
						LogF("Network: C4Network2Players::JoinUnjoinedPlayersInControlQueue failed to join player %s!", szPlrName);
						continue;
					}
				if (pPlrRes)
				{
					// join with resource
					Game.Input.Add(CID_JoinPlr,
					               new C4ControlJoinPlayer(pPlrRes->getFile(), pNewPacket->GetClientID(), pInfo->GetID(), pPlrRes->getCore()));
				}
				else
				{
					// join without resource (script player)
					Game.Input.Add(CID_JoinPlr,
					               new C4ControlJoinPlayer(NULL, pNewPacket->GetClientID(), pInfo->GetID()));
				}
			}
}
Exemplo n.º 4
0
bool C4TeamList::RecheckPlayerInfoTeams(C4PlayerInfo &rNewJoin, bool fByHost)
{
	// only if enabled
	assert(IsMultiTeams());
	if (!IsMultiTeams()) return false;
	// check whether a new team is to be assigned first
	C4Team *pCurrentTeam = GetTeamByPlayerID(rNewJoin.GetID());
	int32_t idCurrentTeam = pCurrentTeam ? pCurrentTeam->GetID() : 0;
	if (rNewJoin.GetTeam())
	{
		// was that team a change to the current team?
		// no change anyway: OK, skip this info
		if (idCurrentTeam == rNewJoin.GetTeam()) return true;
		// the player had a different team assigned: Check if changes are allowed at all
		if (eTeamDist == TEAMDIST_Free || (eTeamDist == TEAMDIST_Host && fByHost))
			// also make sure that selecting this team is allowed, e.g. doesn't break the team limit
			// this also checks whether the team number is a valid team - but it would accept TEAMID_New, which shouldn't be used in player infos!
			if (rNewJoin.GetTeam() != TEAMID_New && IsJoin2TeamAllowed(rNewJoin.GetTeam()))
				// okay; accept change
				return true;
		// Reject change by reassigning the current team
		rNewJoin.SetTeam(idCurrentTeam);
		// and determine a new team, if none has been assigned yet
		if (idCurrentTeam) return true;
	}
	// new team assignment
	// teams are always needed in the lobby, so there's a team preset to change
	// for runtime joins, teams are needed if specified by teams.txt or if any teams have been created before (to avoid mixed team-noteam-scenarios)
	// but only assign teams in runtime join if the player won't pick it himself
	bool fWillHaveLobby = ::Network.isEnabled() && !::Network.Status.isPastLobby() && Game.fLobby;
	bool fHasOrWillHaveLobby = ::Network.isLobbyActive() || fWillHaveLobby;
	bool fCanPickTeamAtRuntime = !IsRandomTeam() && (rNewJoin.GetType() == C4PT_User) && IsRuntimeJoinTeamChoice();
	bool fIsTeamNeeded = IsRuntimeJoinTeamChoice() || GetTeamCount();
	if (!fHasOrWillHaveLobby && (!fIsTeamNeeded || fCanPickTeamAtRuntime)) return false;
	// get least-used team
	C4Team *pAssignTeam=NULL;
	C4Team *pLowestTeam = GetRandomSmallestTeam();
	// melee mode
	if (IsAutoGenerateTeams() && !IsRandomTeam())
	{
		// reuse old team only if it's empty
		if (pLowestTeam && !pLowestTeam->GetPlayerCount())
			pAssignTeam = pLowestTeam;
		else
		{
			// no empty team: generate new
			GenerateDefaultTeams(iLastTeamID+1);
			pAssignTeam = GetTeamByID(iLastTeamID);
		}
	}
	else
	{
		if (!pLowestTeam)
		{
			// not enough teams defined in teamwork mode?
			// then create two teams as default
			if (!GetTeamByIndex(1))
				GenerateDefaultTeams(2);
			else
				// otherwise, all defined teams are full. This is a scenario error, because MaxPlayer should have been adjusted
				return false;
			pLowestTeam = GetTeamByIndex(0);
		}
		pAssignTeam = pLowestTeam;
	}
	// assign it
	if (!pAssignTeam) return false;
	pAssignTeam->AddPlayer(rNewJoin, true);
	return true;
}