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CnC_Renegade/Code/Combat/csdamageevent.cpp

191 lines
5.8 KiB
C++

/*
** 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/Combat/csdamageevent.cpp $*
* *
* $Author:: Tom_s $*
* *
* $Modtime:: 11/24/01 10:36a $*
* *
* $Revision:: 6 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "csdamageevent.h"
#include <stdio.h>
#include <stdlib.h>
#include "networkobjectfactory.h"
#include "combat.h"
#include "networkobjectmgr.h"
#include "gameobjmanager.h"
#include "apppackettypes.h"
#include "damage.h"
#include "armedgameobj.h"
#include "debug.h"
DECLARE_NETWORKOBJECT_FACTORY(cCsDamageEvent, NETCLASSID_CSDAMAGEEVENT);
//
// Class statics
//
bool cCsDamageEvent::AreClientsTrusted = true;
//-----------------------------------------------------------------------------
cCsDamageEvent::cCsDamageEvent(void)
{
SenderId = 0;
DamagerGOID = 0;
DamageeGOID = 0;
Damage = 0;
Warhead = 0;
Set_App_Packet_Type(APPPACKETTYPE_CSDAMAGEEVENT);
Set_Unreliable_Override(true);
}
//-----------------------------------------------------------------------------
void
cCsDamageEvent::Init
(
int damager_go_id,
int damagee_go_id,
float damage,
int warhead
)
{
WWASSERT(CombatManager::I_Am_Only_Client());
WWASSERT(AreClientsTrusted);
SenderId = CombatManager::Get_My_Id();
DamagerGOID = damager_go_id;
DamageeGOID = damagee_go_id;
Damage = damage;
Warhead = warhead;
Set_Network_ID(NetworkObjectMgrClass::Get_New_Client_ID());
Set_Object_Dirty_Bit(0, BIT_CREATION, true);
}
//-----------------------------------------------------------------------------
void
cCsDamageEvent::Act
(
void
)
{
WWASSERT(CombatManager::I_Am_Server());
if (AreClientsTrusted)
{
// process the member data here. Include sanity checks.
// Find the gameobj with the damagee id
PhysicalGameObj * obj = GameObjManager::Find_PhysicalGameObj( DamageeGOID );
if ( obj ) {
// Make an offense object
PhysicalGameObj * damager = GameObjManager::Find_PhysicalGameObj( DamagerGOID );
if ( damager != NULL && damager->As_ArmedGameObj() != NULL ) {
OffenseObjectClass offense( Damage, Warhead, damager->As_ArmedGameObj());
// obj->Get_Defense_Object()->Do_Damage( offense );
// We need to use apply damage extended in order to allow things to die.
offense.ForceServerDamage = true;
#if 0
// guess at the damage direction
Vector3 direction;
Vector3 pos;
damager->Get_Position( &pos );
obj->Get_Position( &direction );
direction -= pos;
direction.Normalize();
obj->Apply_Damage_Extended( offense, 1.0f, direction );
#else
obj->Apply_Damage_Extended( offense );
#endif
// Debug_Say(( "Applying Client damage of %f from %d to %d\n", Damage, DamagerGOID, DamageeGOID ));
} else {
// Debug_Say(( "Error: Client damage Damagee %d not found\n", DamageeGOID ));
}
} else {
// Debug_Say(( "Error: Client damage Damagee %d not found\n", DamageeGOID ));
}
} else {
Debug_Say(( "Error: Receiving Client damage when clients are not trusted\n" ));
}
Set_Delete_Pending();
}
//-----------------------------------------------------------------------------
void
cCsDamageEvent::Export_Creation
(
BitStreamClass & packet
)
{
WWASSERT(CombatManager::I_Am_Only_Client());
NetworkObjectClass::Export_Creation(packet);
WWASSERT(SenderId > 0);
packet.Add(SenderId);
packet.Add(DamagerGOID);
packet.Add(DamageeGOID);
packet.Add(Damage);
packet.Add(Warhead);
Set_Delete_Pending();
}
//-----------------------------------------------------------------------------
void
cCsDamageEvent::Import_Creation
(
BitStreamClass & packet
)
{
WWASSERT(CombatManager::I_Am_Server());
NetworkObjectClass::Import_Creation(packet);
packet.Get(SenderId);
packet.Get(DamagerGOID);
packet.Get(DamageeGOID);
packet.Get(Damage);
packet.Get(Warhead);
WWASSERT(SenderId > 0);
Act();
}