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IntelCapture.c
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IntelCapture.c
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#include <Server/Server.h>
#include <Util/Checks/PlayerChecks.h>
void send_intel_capture(server_t* server, uint8_t player_id, uint8_t winning)
{
if (server->protocol.num_players == 0) {
return;
}
uint8_t team;
player_t* player = &server->player[player_id];
if (player->team == 0) {
team = 1;
} else {
team = 0;
}
if (player->has_intel == 0 || server->protocol.gamemode.intel_held[team] == 0) {
return;
}
ENetPacket* packet = enet_packet_create(NULL, 3, ENET_PACKET_FLAG_RELIABLE);
stream_t stream = {packet->data, packet->dataLength, 0};
stream_write_u8(&stream, PACKET_TYPE_INTEL_CAPTURE);
stream_write_u8(&stream, player_id);
stream_write_u8(&stream, winning);
player->has_intel = 0;
server->protocol.gamemode.intel_held[team] = 0;
uint8_t sent = 0;
for (int player = 0; player < server->protocol.max_players; ++player) {
if (is_past_state_data(server, player)) {
if (enet_peer_send(server->player[player].peer, 0, packet) == 0) {
sent = 1;
}
}
}
if (sent == 0) {
enet_packet_destroy(packet);
}
}