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CnC_Renegade/Code/Commando/warpevent.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Commando/warpevent.cpp $*
* *
* $Author:: Tom_s $*
* *
* $Modtime:: 10/10/01 7:53p $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "warpevent.h"
#include <stdio.h>
#include <stdlib.h>
#include "networkobjectfactory.h"
#include "cnetwork.h"
#include "networkobjectmgr.h"
#include "gameobjmanager.h"
#include "apppackettypes.h"
#include "playermanager.h"
DECLARE_NETWORKOBJECT_FACTORY(cWarpEvent, NETCLASSID_WARPEVENT);
//-----------------------------------------------------------------------------
cWarpEvent::cWarpEvent(void)
{
SenderId = 0;
Set_App_Packet_Type(APPPACKETTYPE_WARPEVENT);
}
//-----------------------------------------------------------------------------
void
cWarpEvent::Init(WideStringClass & player_name)
{
WWASSERT(cNetwork::I_Am_Client());
SenderId = cNetwork::Get_My_Id();
PlayerName = player_name;
Set_Network_ID(NetworkObjectMgrClass::Get_New_Client_ID());
if (cNetwork::I_Am_Server()) {
Act();
} else {
Set_Object_Dirty_Bit(0, BIT_CREATION, true);
}
}
//-----------------------------------------------------------------------------
void
cWarpEvent::Act(void)
{
WWASSERT(cNetwork::I_Am_Server());
SoldierGameObj * p_warp_soldier = GameObjManager::Find_Soldier_Of_Client_ID(SenderId);
if (p_warp_soldier != NULL) {
SoldierGameObj * p_other_soldier = NULL;
if (PlayerName.Is_Empty())
{
p_other_soldier = GameObjManager::Find_Different_Player_Soldier(SenderId);
}
else
{
cPlayer * p_player = cPlayerManager::Find_Player(PlayerName);
if (p_player != NULL)
{
p_other_soldier = GameObjManager::Find_Soldier_Of_Client_ID(p_player->Get_Id());
}
}
if (p_other_soldier != NULL) {
Matrix3D soldier_tm = p_other_soldier->Get_Transform();
p_warp_soldier->Set_Transform(soldier_tm);
p_warp_soldier->Perturb_Position(2);
WWDEBUG_SAY(("Client %d warped.\n", SenderId));
}
}
Set_Delete_Pending();
}
//-----------------------------------------------------------------------------
void
cWarpEvent::Export_Creation(BitStreamClass & packet)
{
WWASSERT(cNetwork::I_Am_Client());
cNetEvent::Export_Creation(packet);
WWASSERT(SenderId > 0);
packet.Add(SenderId);
packet.Add_Wide_Terminated_String(PlayerName, true);
Set_Delete_Pending();
}
//-----------------------------------------------------------------------------
void
cWarpEvent::Import_Creation(BitStreamClass & packet)
{
cNetEvent::Import_Creation(packet);
WWASSERT(cNetwork::I_Am_Server());
packet.Get(SenderId);
packet.Get_Wide_Terminated_String(PlayerName.Get_Buffer(256), 256, true);
WWASSERT(SenderId > 0);
Act();
}