/* ** 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/warpevent.cpp $* * * * $Author:: Tom_s $* * * * $Modtime:: 10/10/01 7:53p $* * * * $Revision:: 5 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "warpevent.h" #include #include #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(); }