Example #1
0
C4Team *C4TeamList::GetGenerateTeamByID(int32_t iID)
{
	// only if enabled
	if (!IsMultiTeams()) return NULL;
	// new team?
	if (iID == TEAMID_New) iID = GetLargestTeamID()+1;
	// find in list
	C4Team *pTeam = GetTeamByID(iID);
	if (pTeam) return pTeam;
	// not found: Generate
	GenerateDefaultTeams(iID);
	return GetTeamByID(iID);
}
Example #2
0
bool C4TeamList::IsJoin2TeamAllowed(int32_t idTeam)
{
	// join to new team: Only if new teams can be created
	if (idTeam == TEAMID_New) return IsAutoGenerateTeams();
	// team number must be valid
	C4Team *pTeam = GetTeamByID(idTeam);
	if (!pTeam) return false;
	// team player count must not exceed the limit
	return !pTeam->IsFull();
}
Example #3
0
bool C4TeamList::IsJoin2TeamAllowed(int32_t idTeam, C4PlayerType plrType)
{
	// join to new team: Only if new teams can be created
	if (idTeam == TEAMID_New) return IsAutoGenerateTeams();
	// team number must be valid
	C4Team *pTeam = GetTeamByID(idTeam);
	if (!pTeam) return false;
	// team player count must not exceed the limit, unless it is a script player
	return !pTeam->IsFull() || plrType == C4PT_Script;
}
Example #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;
}