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https://github.com/scp-fs2open/fs2open.github.com.git
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157 lines
4.6 KiB
C
157 lines
4.6 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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/*
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* $Logfile: /Freespace2/code/Network/multi_team.h $
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* $Revision: 2.3 $
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* $Date: 2006-01-13 03:31:09 $
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* $Author: Goober5000 $
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*
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* $Log: not supported by cvs2svn $
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* Revision 2.2 2005/07/13 03:35:33 Goober5000
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* remove PreProcDefine #includes in FS2
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* --Goober5000
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*
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* Revision 2.1 2004/08/11 05:06:29 Kazan
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* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
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*
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* Revision 2.0 2002/06/03 04:02:26 penguin
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* Warpcore CVS sync
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*
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* Revision 1.1 2002/05/02 18:03:11 mharris
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* Initial checkin - converted filenames and includes to lower case
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*
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*
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* 5 9/04/99 1:54p Dave
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* externed team scores.
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*
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* 4 4/09/99 2:21p Dave
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* Multiplayer beta stuff. CD checking.
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*
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* 3 2/17/99 2:11p Dave
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* First full run of squad war. All freespace and tracker side stuff
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* works.
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*
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* 2 10/07/98 10:53a Dave
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* Initial checkin.
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*
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* 1 10/07/98 10:50a Dave
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*
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* 8 5/22/98 9:35p Dave
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* Put in channel based support for PXO. Put in "shutdown" button for
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* standalone. UI tweaks for TvT
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*
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* 7 5/15/98 5:16p Dave
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* Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy
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* status for team vs. team. Put in asserts to check for invalid team vs.
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* team situations.
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*
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* 6 4/08/98 2:51p Dave
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* Fixed pilot image xfer once again. Solidify team selection process in
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* pre-briefing multiplayer.
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*
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* 5 3/31/98 4:51p Dave
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* Removed medals screen and multiplayer buttons from demo version. Put in
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* new pilot popup screen. Make ships in mp team vs. team have proper team
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* ids. Make mp respawns a permanent option saved in the player file.
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*
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* 4 3/10/98 4:26p Dave
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* Second pass at furball mode. Fixed several team vs. team bugs.
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*
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* 3 3/09/98 5:54p Dave
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* Fixed stats to take asteroid hits into account. Polished up UI stuff in
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* team select. Finished up pilot info popup. Tracked down and fixed
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* double click bug.
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*
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* 2 3/03/98 8:55p Dave
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* Finished pre-briefing team vs. team support.
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*
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* 1 3/03/98 5:09p Dave
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*
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* $NoKeywords: $
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*/
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#ifndef _MULTI_TEAMPLAY_HEADER_FILE
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#define _MULTI_TEAMPLAY_HEADER_FILE
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#include <globalincs/globals.h>
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// ------------------------------------------------------------------------------------
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// MULTIPLAYER TEAMPLAY DEFINES/VARS
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//
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// prototypes
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struct header;
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struct net_player;
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struct ship;
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// score for teams for this mission
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extern int Multi_team_score[MAX_TVT_TEAMS];
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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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// 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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// 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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// reset all players and assign them to default teams
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void multi_team_reset();
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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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// 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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// is it ok for the host to hit commit
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int multi_team_ok_to_commit();
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// handle a player drop
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void multi_team_handle_drop();
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// handle a player join
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void multi_team_handle_join(net_player *pl);
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// send a full update on a player-per-player basis (should call this to update all players after other relevant function calls)
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void multi_team_send_update();
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// set all ships in the mission to be marked as the proper team (TEAM_HOSTILE, TEAM_FRIENLY)
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void multi_team_mark_all_ships();
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// set the proper team for the passed in ship
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void multi_team_mark_ship(ship *sp);
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// host locks all players into their teams
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void multi_team_host_lock_all();
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// verify that we have valid team stuff
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void multi_team_verify();
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// get the player counts for team 0 and team 1 (NULL values are valid)
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void multi_team_get_player_counts(int *team0,int *team1);
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// report on the winner/loser of the game via chat text
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void multi_team_report();
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// ------------------------------------------------------------------------------------
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// MULTIPLAYER TEAMPLAY PACKET HANDLERS
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//
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// process an incoming team update packet
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void multi_team_process_packet(unsigned char *data,header *hinfo);
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#endif
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