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https://github.com/scp-fs2open/fs2open.github.com.git
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854 lines
22 KiB
C++
854 lines
22 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "network/multi_team.h"
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#include "globalincs/linklist.h"
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#include "iff_defs/iff_defs.h"
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#include "network/multi.h"
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#include "network/multi_endgame.h"
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#include "network/multi_pmsg.h"
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#include "network/multimsgs.h"
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#include "network/multiutil.h"
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#include "object/object.h"
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#include "playerman/player.h"
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#include "ship/ship.h"
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#include "stats/scoring.h"
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// ------------------------------------------------------------------------------------
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// MULTIPLAYER TEAMPLAY DEFINES/VARS
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//
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// packet codes
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#define MT_CODE_TEAM_UPDATE 0 // send a full team update on a player-per-player basis
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#define MT_CODE_TEAM_REQUEST 1 // a request sent to the host to be be on a given team
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//XSTR:OFF
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// score for teams for this mission
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int Multi_team_score[MAX_TVT_TEAMS];
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// ------------------------------------------------------------------------------------
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// MULTIPLAYER TEAMPLAY FORWARD DECLARATIONS
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//
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// process a request to change a team
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void multi_team_process_team_change_request(net_player *pl,net_player *who_from,int team);
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// send a packet to the host requesting to change my team
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void multi_team_send_team_request(net_player *pl,int team);
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// have the netgame host assign default teams
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void multi_team_host_assign_default_teams();
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// check to make sure all teams have a proper captain.
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void multi_team_sync_captains();
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// process a team update packet, return bytes processed
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int multi_team_process_team_update(ubyte *data);
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// ------------------------------------------------------------------------------------
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// MULTIPLAYER TEAMPLAY FUNCTIONS
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//
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// call before level load (pre-sync)
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void multi_team_level_init()
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{
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// score for teams 0 and 1 for this mission
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for (int i = 0; i < MAX_TVT_TEAMS; i++)
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Multi_team_score[i] = 0;
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}
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// call to determine who won the sw match, -1 == tie, 0 == team 0, 1 == team 1
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int multi_team_winner()
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{
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int i, num_equal = 0, winner=-1, highest = -1;
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// determine highest score
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for (i = 0; i < Num_teams; i++)
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{
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if (Multi_team_score[i] > highest)
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{
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highest = Multi_team_score[i];
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winner = i;
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}
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}
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// see if there are any ties
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for (i = 0; i < Num_teams; i++)
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{
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if (Multi_team_score[i] == highest)
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num_equal++;
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}
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// tie situation?
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if (num_equal > 1)
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return -1;
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return winner;
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}
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// call to add score to a team
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void multi_team_maybe_add_score(int points, int team)
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{
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// if we're not in multiplayer mode
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if(!(Game_mode & GM_MULTIPLAYER)){
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return;
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}
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// if not squad war
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if(!(Netgame.type_flags & NG_TYPE_TEAM)){
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return;
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}
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// if i'm not the server of the game, bail here
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if(!MULTIPLAYER_MASTER){
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return;
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}
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// add team score
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Multi_team_score[team] += (int)(points * scoring_get_scale_factor());
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nprintf(("Network", "TVT : adding %d points to team %d (total == %d)\n", points, team, Multi_team_score[team]));
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}
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// reset all players and assign them to default teams
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void multi_team_reset()
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{
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int idx;
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nprintf(("Network","MULTI TEAM : resetting\n"));
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// unset everyone's captaincy and locked flags
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for(idx=0;idx<MAX_PLAYERS;idx++){
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if(MULTI_CONNECTED(Net_players[idx])){
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Net_players[idx].p_info.team = 0;
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Net_players[idx].flags &= ~(NETINFO_FLAG_TEAM_LOCKED | NETINFO_FLAG_TEAM_CAPTAIN);
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}
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}
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// host should divvy up the teams, send a reset notice to all players and assign captains
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if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
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// divvy up the teams here
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multi_team_host_assign_default_teams();
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}
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}
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// set the captaincy status of this player
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void multi_team_set_captain(net_player *pl,int set)
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{
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// only the host should ever get here!
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Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
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// set the player flags as being a captain and notify everyone else of this
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if(set){
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nprintf(("Network","MULTI TEAM : Server setting player %s team %d captain\n",pl->m_player->callsign,pl->p_info.team));
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pl->flags |= NETINFO_FLAG_TEAM_CAPTAIN;
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} else {
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nprintf(("Network","MULTI TEAM : Server unsetting player %s as team %d captain\n",pl->m_player->callsign,pl->p_info.team));
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pl->flags &= ~(NETINFO_FLAG_TEAM_CAPTAIN);
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}
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}
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// set the team of this given player (if called by the host, the player becomes locked, cnad only the host can modify him from thereon)
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void multi_team_set_team(net_player *pl,int team)
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{
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// if i'm the server of the game, do it now
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if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
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nprintf(("Network","MULTI TEAM : Server/Host setting player %s to team %d and locking\n",pl->m_player->callsign,team));
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pl->p_info.team = team;
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if(Net_player->flags & NETINFO_FLAG_GAME_HOST){
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pl->flags |= NETINFO_FLAG_TEAM_LOCKED;
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}
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pl->flags &= ~(NETINFO_FLAG_TEAM_CAPTAIN);
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// check to see if the resulting team rosters need a captain
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multi_team_sync_captains();
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} else {
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nprintf(("Network","MULTI TEAM : Sending team change request to server\n"));
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multi_team_send_team_request(pl,team);
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}
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// verify that we have valid team stuff
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multi_team_verify();
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}
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// process a request to change a team
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void multi_team_process_team_change_request(net_player *pl,net_player *who_from,int team)
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{
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// if this player has already been locked, don't do anything
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if((pl->flags & NETINFO_FLAG_TEAM_LOCKED) && !(who_from->flags & NETINFO_FLAG_GAME_HOST)){
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nprintf(("Network","MULTI TEAM : Server ignoring team change request because player is locked\n"));
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return;
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}
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// otherwise set the team for the player and send an update
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nprintf(("Network","MULTI TEAM : Server changing player %s to team %d from client request\n",pl->m_player->callsign,team));
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pl->p_info.team = team;
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pl->flags &= ~(NETINFO_FLAG_TEAM_CAPTAIN);
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// if this came from the host, lock the player down
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if(who_from->flags & NETINFO_FLAG_GAME_HOST){
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pl->flags |= NETINFO_FLAG_TEAM_LOCKED;
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}
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// check to see if the resulting team rosters need a captain
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multi_team_sync_captains();
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// send a team update
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multi_team_send_update();
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// verify that we have valid team stuff
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multi_team_verify();
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}
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// have the netgame host assign default teams
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void multi_team_host_assign_default_teams()
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{
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int player_count,idx;
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int team0_count;
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// first determine how many players there are in the game
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player_count = 0;
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for(idx=0;idx<MAX_PLAYERS;idx++){
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// count anyone except the standalone server (if applicable)
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if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx])){
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player_count++;
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}
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}
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// determine how many players should be stuck on team 0
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if(player_count < 2){
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team0_count = 1;
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} else {
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team0_count = player_count / 2;
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}
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// assign the players to team 0
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idx = 0;
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while(team0_count > 0){
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if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx])){
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Net_players[idx].p_info.team = 0;
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Net_players[idx].flags &= ~(NETINFO_FLAG_TEAM_LOCKED);
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Net_players[idx].flags &= ~(NETINFO_FLAG_TEAM_CAPTAIN);
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team0_count--;
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}
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idx++;
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}
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// assign the remaining players to team 1
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while(idx < MAX_PLAYERS){
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if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx])){
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Net_players[idx].p_info.team = 1;
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Net_players[idx].flags &= ~(NETINFO_FLAG_TEAM_LOCKED);
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Net_players[idx].flags &= ~(NETINFO_FLAG_TEAM_CAPTAIN);
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}
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idx++;
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}
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// sync captains up
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multi_team_sync_captains();
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// send a full update to all players
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multi_team_send_update();
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// verify that we have valid team stuff
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multi_team_verify();
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}
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// check to see if the team this player on needs a captain and assign him if so
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void multi_team_sync_captains()
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{
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int idx;
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int team0_cap,team1_cap;
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// if I'm not the server, bail
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if(!MULTIPLAYER_MASTER){
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return;
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}
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// determine if any team now needs a captain
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team0_cap = 0;
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team1_cap = 0;
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for(idx=0;idx<MAX_PLAYERS;idx++){
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if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && (Net_players[idx].flags & NETINFO_FLAG_TEAM_CAPTAIN)){
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switch(Net_players[idx].p_info.team){
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case 0 :
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team0_cap = 1;
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break;
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case 1 :
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team1_cap = 1;
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break;
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}
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}
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}
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// if team 0 needs a captain, get one
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if(!team0_cap){
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for(idx=0;idx<MAX_PLAYERS;idx++){
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if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && (Net_players[idx].p_info.team == 0) && !(Net_players[idx].flags & NETINFO_FLAG_TEAM_CAPTAIN)){
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multi_team_set_captain(&Net_players[idx],1);
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break;
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}
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}
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}
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// if team 1 needs a captain, get one
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if(!team1_cap){
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for(idx=0;idx<MAX_PLAYERS;idx++){
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if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && (Net_players[idx].p_info.team == 1) && !(Net_players[idx].flags & NETINFO_FLAG_TEAM_CAPTAIN)){
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multi_team_set_captain(&Net_players[idx],1);
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break;
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}
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}
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}
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}
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// is it ok for the host to hit commit
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int multi_team_ok_to_commit()
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{
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int team0_captains,team1_captains;
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int team0_count,team1_count;
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int idx;
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// verify that we have valid team stuff
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multi_team_verify();
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// check to see if both teams have a captain
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team0_captains = 0;
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team1_captains = 0;
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for(idx=0;idx<MAX_PLAYERS;idx++){
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if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx])){
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// if this is team 0's captain
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if((Net_players[idx].p_info.team == 0) && (Net_players[idx].flags & NETINFO_FLAG_TEAM_CAPTAIN)){
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team0_captains++;
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} else if((Net_players[idx].p_info.team == 1) && (Net_players[idx].flags & NETINFO_FLAG_TEAM_CAPTAIN)){
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team1_captains++;
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}
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}
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}
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// check to see if both teams has <= 4 players
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multi_team_get_player_counts(&team0_count,&team1_count);
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team0_count = ((team0_count <= 4) && (team0_count > 0)) ? 1 : 0;
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team1_count = ((team1_count <= 4) && (team1_count > 0)) ? 1 : 0;
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return ((team0_captains == 1) && (team1_captains == 1) && team0_count && team1_count) ? 1 : 0;
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}
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// handle a player drop
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void multi_team_handle_drop()
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{
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int idx;
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int team0_cap, team1_cap;
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// if I'm not the server, bail
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if(!MULTIPLAYER_MASTER){
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return;
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}
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// if we're not in a team vs team situation, we don't care
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if(!(Netgame.type_flags & NG_TYPE_TEAM)){
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return;
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}
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// is either team at 0 players, ingame?
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if(Game_mode & GM_IN_MISSION){
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int team0_count, team1_count;
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multi_team_get_player_counts(&team0_count, &team1_count);
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if(team0_count <= 0){
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multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_TEAM0_EMPTY);
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return;
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}
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if(team1_count <= 0){
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multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_TEAM1_EMPTY);
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return;
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}
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}
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// check to see if a team captain has left the game
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team0_cap = 0;
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team1_cap = 0;
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for(idx=0;idx<MAX_PLAYERS;idx++){
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if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && (Net_players[idx].flags & NETINFO_FLAG_TEAM_CAPTAIN)){
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switch(Net_players[idx].p_info.team){
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case 0 :
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team0_cap = 1;
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break;
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case 1 :
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team1_cap = 1;
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break;
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}
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}
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}
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// if we have lost a team captain and we're not in the forming state, abort the game
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if((!team0_cap || !team1_cap) && (Netgame.game_state != NETGAME_STATE_FORMING)){
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// if we're in-mission, just sync up captains
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if(Game_mode & GM_IN_MISSION){
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// sync up captains
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multi_team_sync_captains();
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// send a team update
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multi_team_send_update();
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// find the player who is the new captain
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int team_check = team0_cap ? 1 : 0;
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for(idx=0; idx<MAX_PLAYERS; idx++){
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if(MULTI_CONNECTED(Net_players[idx]) && (Net_players[idx].flags & NETINFO_FLAG_TEAM_CAPTAIN) && (Net_players[idx].p_info.team == team_check)){
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send_host_captain_change_packet(Net_players[idx].player_id, true);
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}
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}
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return;
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}
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// quit the game
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multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CAPTAIN_LEFT);
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}
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// otherwise sync things up and be done with it.
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else {
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// sync up team captains
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multi_team_sync_captains();
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// send a team update
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multi_team_send_update();
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// verify that we have valid team stuff
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multi_team_verify();
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}
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}
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// handle a player join
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void multi_team_handle_join(net_player *pl)
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{
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int team0_count,team1_count,idx,team_select;
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// if we're not in a team vs team situation, we don't care
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if(!(Netgame.type_flags & NG_TYPE_TEAM)){
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return;
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}
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// if the joining player is joining as an observer, don't put him on a team
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if(pl->flags & NETINFO_FLAG_OBSERVER){
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return;
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}
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// only the host should ever do this
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Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
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if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
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return;
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}
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// count the # of players on each time
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team0_count = 0;
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team1_count = 0;
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for(idx=0;idx<MAX_PLAYERS;idx++){
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if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx])){
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// player is on team 0
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if(Net_players[idx].p_info.team == 0){
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team0_count++;
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}
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// player is on team 1
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else if(Net_players[idx].p_info.team == 1){
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team1_count++;
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}
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// some other case - should never happen
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else {
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Int3();
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}
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}
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}
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// determine what team he should be on
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if((team0_count == team1_count) || (team0_count < team1_count)){
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team_select = 0;
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} else {
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team_select = 1;
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}
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// place him on the team, but don't lock him yet
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multi_team_set_team(pl,team_select);
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pl->flags &= ~(NETINFO_FLAG_TEAM_LOCKED);
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// send a team update
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multi_team_send_update();
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// verify that we have valid team stuff
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multi_team_verify();
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}
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// set all ships in the mission to be marked as the proper team (TEAM_HOSTILE, TEAM_FRIENLY)
|
|
void multi_team_mark_all_ships()
|
|
{
|
|
ship_obj *moveup;
|
|
|
|
// look through all ships in the mission
|
|
moveup = GET_FIRST(&Ship_obj_list);
|
|
while(moveup!=END_OF_LIST(&Ship_obj_list)){
|
|
multi_team_mark_ship(&Ships[Objects[moveup->objnum].instance]);
|
|
|
|
moveup = GET_NEXT(moveup);
|
|
}
|
|
|
|
// verify that we have valid team stuff
|
|
multi_team_verify();
|
|
}
|
|
|
|
// set the proper team for the passed in ship
|
|
void multi_team_mark_ship(ship *sp)
|
|
{
|
|
int i;
|
|
|
|
// look through TVT wings... each wing corresponds to a team
|
|
for (i = 0; i < MAX_TVT_WINGS; i++)
|
|
{
|
|
if (sp->wingnum == TVT_wings[i])
|
|
sp->team = i;
|
|
}
|
|
|
|
// verify that we have valid team stuff
|
|
multi_team_verify();
|
|
}
|
|
|
|
// host locks all players into their teams
|
|
void multi_team_host_lock_all()
|
|
{
|
|
int idx;
|
|
|
|
// lock all players down
|
|
for(idx=0;idx<MAX_PLAYERS;idx++){
|
|
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx])){
|
|
Net_players[idx].flags |= NETINFO_FLAG_TEAM_LOCKED;
|
|
}
|
|
}
|
|
|
|
// verify that we have valid team stuff
|
|
multi_team_verify();
|
|
}
|
|
|
|
// get the player counts for team 0 and team 1 (NULL values are valid)
|
|
void multi_team_get_player_counts(int *team0, int *team1)
|
|
{
|
|
int idx;
|
|
|
|
// initialize the values
|
|
if(team0 != NULL){
|
|
(*team0) = 0;
|
|
}
|
|
if(team1 != NULL){
|
|
(*team1) = 0;
|
|
}
|
|
|
|
// check all players
|
|
for(idx=0;idx<MAX_PLAYERS;idx++){
|
|
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx])){
|
|
if((Net_players[idx].p_info.team == 0) && (team0 != NULL)){
|
|
(*team0)++;
|
|
} else if((Net_players[idx].p_info.team == 1) && (team1 != NULL)){
|
|
(*team1)++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// report on the winner/loser of the game via chat text
|
|
#define SEND_AND_DISPLAY(mesg) do { send_game_chat_packet(Net_player, mesg, MULTI_MSG_ALL, NULL, NULL, 1); multi_display_chat_msg(mesg, 0, 0); } while(false);
|
|
void multi_team_report()
|
|
{
|
|
int i;
|
|
char report[400] = "";
|
|
|
|
// a little header
|
|
SEND_AND_DISPLAY("----****");
|
|
|
|
// display scores
|
|
for (i = 0; i < Num_teams && i < MAX_TVT_TEAMS; i++)
|
|
{
|
|
// Retail FS2 teams (i.e red or green)
|
|
if (i < 2)
|
|
{
|
|
sprintf(report, XSTR("<Team %d had %d points>", (1275+i)), Multi_team_score[i]);
|
|
}
|
|
// Karajorma - If the SCP has added more teams we won't have a XSTR to handle it. So just output in english for now
|
|
else
|
|
{
|
|
sprintf(report, "Team %d had %d points>", (i+1), Multi_team_score[i]);
|
|
}
|
|
|
|
SEND_AND_DISPLAY(report);
|
|
}
|
|
|
|
// display winner
|
|
switch(multi_team_winner())
|
|
{
|
|
case -1:
|
|
SEND_AND_DISPLAY(XSTR("<Match was a tie>", 1277));
|
|
break;
|
|
|
|
case 0:
|
|
SEND_AND_DISPLAY(XSTR("<Team 1 (green) is the winner>", 1278));
|
|
break;
|
|
|
|
case 1:
|
|
SEND_AND_DISPLAY(XSTR("<Team 2 (red) is the winner>", 1279));
|
|
break;
|
|
|
|
default:
|
|
// need to come up with a new message here
|
|
Int3();
|
|
break;
|
|
}
|
|
|
|
// a little header
|
|
SEND_AND_DISPLAY("----****");
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------
|
|
// MULTIPLAYER TEAMPLAY PACKET HANDLERS
|
|
//
|
|
|
|
// process an incoming team update packet
|
|
void multi_team_process_packet(unsigned char *data, header *hinfo)
|
|
{
|
|
ubyte code;
|
|
int player_index;
|
|
int offset = HEADER_LENGTH;
|
|
|
|
// find out who is sending this data
|
|
player_index = find_player_id(hinfo->id);
|
|
|
|
// get the packet opcode
|
|
GET_DATA(code);
|
|
|
|
// take action absed upon the opcode
|
|
switch((int)code){
|
|
// a request to set the team for a player
|
|
case MT_CODE_TEAM_REQUEST:
|
|
ushort player_id;
|
|
int req_index,req_team;
|
|
|
|
Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
|
|
|
|
// get the packet data
|
|
GET_USHORT(player_id);
|
|
GET_INT(req_team);
|
|
|
|
// if i'm the host of the game, process here
|
|
req_index = find_player_id(player_id);
|
|
if( (req_index == -1) || (player_index == -1) ){
|
|
nprintf(("Network","Could not find player to process team change request !\n"));
|
|
} else {
|
|
multi_team_process_team_change_request(&Net_players[req_index],&Net_players[player_index],req_team);
|
|
}
|
|
break;
|
|
|
|
// a full team update
|
|
case MT_CODE_TEAM_UPDATE:
|
|
offset += multi_team_process_team_update(data+offset);
|
|
break;
|
|
}
|
|
|
|
PACKET_SET_SIZE();
|
|
|
|
// verify that we have valid team stuff
|
|
multi_team_verify();
|
|
}
|
|
|
|
// send a packet to the host requesting to change my team
|
|
void multi_team_send_team_request(net_player *pl, int team)
|
|
{
|
|
ubyte data[MAX_PACKET_SIZE],code;
|
|
int packet_size = 0;
|
|
|
|
// build the header and add the opcode
|
|
BUILD_HEADER(TEAM_UPDATE);
|
|
code = MT_CODE_TEAM_REQUEST;
|
|
ADD_DATA(code);
|
|
|
|
// add the address of the guy we want to change
|
|
ADD_SHORT(pl->player_id);
|
|
|
|
// add the team I want to be on
|
|
ADD_INT(team);
|
|
|
|
// send to the server of the game (will be routed to host if in a standalone situation)
|
|
multi_io_send_reliable(Net_player, data, packet_size);
|
|
}
|
|
|
|
// send a full update on a player-per-player basis (should call this to update all players after other relevant function calls)
|
|
void multi_team_send_update()
|
|
{
|
|
ubyte data[MAX_PACKET_SIZE],val,stop;
|
|
int idx;
|
|
int packet_size = 0;
|
|
|
|
// if I'm not the server, bail
|
|
if(!MULTIPLAYER_MASTER){
|
|
return;
|
|
}
|
|
|
|
// first, verify that we have valid settings
|
|
multi_team_verify();
|
|
|
|
// build the header and add the opcode
|
|
BUILD_HEADER(TEAM_UPDATE);
|
|
val = MT_CODE_TEAM_UPDATE;
|
|
ADD_DATA(val);
|
|
|
|
// add the info for all players;
|
|
for(idx=0;idx<MAX_PLAYERS;idx++){
|
|
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
|
|
// add a stop byte
|
|
stop = 0x0;
|
|
ADD_DATA(stop);
|
|
|
|
// add this guy's id
|
|
ADD_SHORT(Net_players[idx].player_id);
|
|
|
|
// pack all his data into a byte
|
|
val = 0x0;
|
|
|
|
// set bit 0 if he's on team 1
|
|
if(Net_players[idx].p_info.team == 1){
|
|
val |= (1<<0);
|
|
}
|
|
|
|
// set bit 1 if he's a team captain
|
|
if(Net_players[idx].flags & NETINFO_FLAG_TEAM_CAPTAIN){
|
|
val |= (1<<1);
|
|
}
|
|
ADD_DATA(val);
|
|
}
|
|
}
|
|
|
|
// add the final stop byte
|
|
stop = 0xff;
|
|
ADD_DATA(stop);
|
|
|
|
// if i'm the server, I should broadcast to this to all players, otherwise I should send it to the standalone
|
|
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
|
|
multi_io_send_to_all_reliable(data, packet_size);
|
|
} else {
|
|
multi_io_send_reliable(Net_player, data, packet_size);
|
|
}
|
|
}
|
|
|
|
// process a team update packet, return bytes processed
|
|
int multi_team_process_team_update(ubyte *data)
|
|
{
|
|
ubyte stop,flags;
|
|
short player_id;
|
|
int player_index;
|
|
int offset = 0;
|
|
|
|
// if I'm the server, bail
|
|
Assert(!MULTIPLAYER_MASTER);
|
|
|
|
// process all players
|
|
GET_DATA(stop);
|
|
while(stop != 0xff){
|
|
// get the net address and flags for the guy
|
|
GET_SHORT(player_id);
|
|
GET_DATA(flags);
|
|
|
|
// do a player lookup
|
|
if(!MULTIPLAYER_MASTER){
|
|
player_index = find_player_id(player_id);
|
|
if(player_index != -1){
|
|
// set his team correctly
|
|
if(flags & (1<<0)){
|
|
Net_players[player_index].p_info.team = 1;
|
|
} else {
|
|
Net_players[player_index].p_info.team = 0;
|
|
}
|
|
|
|
// set his captaincy flag correctly
|
|
Net_players[player_index].flags &= ~(NETINFO_FLAG_TEAM_CAPTAIN);
|
|
if(flags & (1<<1)){
|
|
Net_players[player_index].flags |= NETINFO_FLAG_TEAM_CAPTAIN;
|
|
}
|
|
}
|
|
}
|
|
|
|
// get the next stop byte
|
|
GET_DATA(stop);
|
|
}
|
|
|
|
// verify that we have valid team stuff
|
|
multi_team_verify();
|
|
|
|
// return bytes processed
|
|
return offset;
|
|
}
|
|
|
|
// verify that we have valid team stuff
|
|
void multi_team_verify()
|
|
{
|
|
#ifndef NDEBUG
|
|
int team0_count,team0_cap;
|
|
int team1_count,team1_cap;
|
|
int idx;
|
|
|
|
// determine how many players we have on team 0 and if they have a captain
|
|
team0_count = 0;
|
|
team0_cap = 0;
|
|
for(idx=0;idx<MAX_PLAYERS;idx++){
|
|
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
|
|
// if he's on team 0
|
|
if(Net_players[idx].p_info.team == 0){
|
|
team0_count++;
|
|
|
|
// if he's a captain
|
|
if(Net_players[idx].flags & NETINFO_FLAG_TEAM_CAPTAIN){
|
|
team0_cap++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// if the team has members
|
|
if(team0_count > 0){
|
|
// make sure it also has a captain
|
|
Assert(team0_cap > 0);
|
|
|
|
// make sure it only has 1 captain
|
|
Assert(team0_cap == 1);
|
|
}
|
|
|
|
// determine how many players we have on team 1 and if they have a captain
|
|
team1_count = 0;
|
|
team1_cap = 0;
|
|
for(idx=0;idx<MAX_PLAYERS;idx++){
|
|
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
|
|
// if he's on team 1
|
|
if(Net_players[idx].p_info.team == 1){
|
|
team1_count++;
|
|
|
|
// if he's a captain
|
|
if(Net_players[idx].flags & NETINFO_FLAG_TEAM_CAPTAIN){
|
|
team1_cap++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// if the team has members
|
|
if(team1_count > 0){
|
|
// make sure it also has a captain
|
|
Assert(team1_cap > 0);
|
|
|
|
// make sure it only has 1 captain
|
|
Assert(team1_cap == 1);
|
|
}
|
|
#endif
|
|
}
|