/*
** 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 .
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/commando/changeteamevent.cpp $*
* *
* $Author:: Patrick $*
* *
* $Modtime:: 1/17/02 3:30p $*
* *
* $Revision:: 22 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "changeteamevent.h"
#include
#include
#include "networkobjectfactory.h"
#include "cnetwork.h"
#include "networkobjectmgr.h"
#include "playertype.h"
#include "playermanager.h"
#include "gamemode.h"
#include "gamedata.h"
#include "gameobjmanager.h"
#include "spawn.h"
#include "apppackettypes.h"
#include "sctextobj.h"
#include "translatedb.h"
#include "string_ids.h"
#include "c4.h"
#include "beacongameobj.h"
#include "weaponview.h"
DECLARE_NETWORKOBJECT_FACTORY(cChangeTeamEvent, NETCLASSID_CHANGETEAMEVENT);
//-----------------------------------------------------------------------------
cChangeTeamEvent::cChangeTeamEvent(void)
{
SenderId = 0;
Set_App_Packet_Type(APPPACKETTYPE_CHANGETEAMEVENT);
}
//-----------------------------------------------------------------------------
void
cChangeTeamEvent::Init(void)
{
WWASSERT(cNetwork::I_Am_Client());
SenderId = cNetwork::Get_My_Id();
Set_Network_ID(NetworkObjectMgrClass::Get_New_Client_ID());
if (cNetwork::I_Am_Server()) {
Act();
} else {
Set_Object_Dirty_Bit(0, BIT_CREATION, true);
}
}
//-----------------------------------------------------------------------------
void
cChangeTeamEvent::Act(void)
{
WWASSERT(cNetwork::I_Am_Server());
cPlayer * p_player = cPlayerManager::Find_Player(SenderId);
if (p_player != NULL &&
The_Game() != NULL &&
//The_Game()->Is_Team_Game() &&
(The_Game()->IsTeamChangingAllowed.Is_True() || p_player->Invulnerable.Is_True()))
{
int team = p_player->Get_Player_Type();
WWASSERT(team == PLAYERTYPE_NOD || team == PLAYERTYPE_GDI);
int new_team = PLAYERTYPE_NOD;
if (team == PLAYERTYPE_NOD)
{
new_team = PLAYERTYPE_GDI;
}
else
{
new_team = PLAYERTYPE_NOD;
}
p_player->Set_Player_Type(new_team);
WWDEBUG_SAY(("Client %d changed team.\n", SenderId));
//
// Only reset the player's cash if they've changed teams after 60 seconds
// have elapsed.
//
DWORD playing_time = (TIMEGETTIME() - p_player->Get_Join_Time ());
if (playing_time > 30000) {
p_player->Set_Score(0);
p_player->Set_Money(0);
}
SoldierGameObj * p_soldier = GameObjManager::Find_Soldier_Of_Client_ID(SenderId);
if (p_soldier != NULL)
{
if ( COMBAT_STAR == p_soldier ) {
WeaponViewClass::Reset();
}
// Defuse all C4 belonging to this guy
SLNode *objnode;
for ( objnode = GameObjManager::Get_Game_Obj_List()->Head(); objnode; objnode = objnode->Next()) {
PhysicalGameObj *obj = objnode->Data()->As_PhysicalGameObj();
if ( obj && obj->As_C4GameObj() ) {
if ( obj->As_C4GameObj()->Get_Owner() == p_soldier ) {
obj->As_C4GameObj()->Defuse();
}
}
if ( obj && obj->As_BeaconGameObj() ) {
if ( obj->As_BeaconGameObj()->Get_Owner() == p_soldier ) {
// disarm C4
OffenseObjectClass unused (0.0F, 0);
obj->As_BeaconGameObj()->Completely_Damaged( unused );
}
}
}
//
// We have to respawn him and possibly change his model...
// let's just destroy the soldier and leave the rest up to God.
//
p_soldier->Set_Delete_Pending();
}
//
// Tell everyone
//
WideStringClass text;
//text.Format(L"_%s_changed_teams!_", p_player->Get_Name());
text.Format(L"%s %s", p_player->Get_Name(), TRANSLATE(IDS_MP_CHANGED_TEAMS));
cScTextObj * p_message = new cScTextObj;
p_message->Init(text, TEXT_MESSAGE_PUBLIC, false, HOST_TEXT_SENDER, -1);
}
Set_Delete_Pending();
}
//-----------------------------------------------------------------------------
void
cChangeTeamEvent::Export_Creation(BitStreamClass & packet)
{
WWASSERT(cNetwork::I_Am_Only_Client());
cNetEvent::Export_Creation(packet);
WWASSERT(SenderId > 0);
packet.Add(SenderId);
Set_Delete_Pending();
}
//-----------------------------------------------------------------------------
void
cChangeTeamEvent::Import_Creation(BitStreamClass & packet)
{
WWASSERT(cNetwork::I_Am_Server());
cNetEvent::Import_Creation(packet);
packet.Get(SenderId);
WWASSERT(SenderId > 0);
Act();
}
//-----------------------------------------------------------------------------
bool
cChangeTeamEvent::Is_Change_Team_Possible(void)
{
return
cNetwork::I_Am_Client() &&
GameModeManager::Find("Combat") != NULL &&
GameModeManager::Find("Combat")->Is_Active() &&
The_Game() != NULL &&
//The_Game()->Is_Team_Game() &&
The_Game()->IsTeamChangingAllowed.Is_True();
}