/* ** 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(); }