195 lines
6 KiB
C++
195 lines
6 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Commando/nethandler.cpp $*
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* *
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* $Author:: Tom_s $*
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* *
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* $Modtime:: 1/08/02 4:01p $*
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* *
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* $Revision:: 70 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "nethandler.h"
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#include "cnetwork.h"
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#include "playermanager.h"
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#include "playerkill.h"
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//-----------------------------------------------------------------------------
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bool GameCombatNetworkHandlerClass::Can_Damage(ArmedGameObj * p_armed_damager,
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PhysicalGameObj * p_phys_victim)
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{
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WWASSERT(p_phys_victim != NULL);
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WWASSERT(PTheGameData != NULL);
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if (!The_Game()->Is_Gameplay_Permitted()) {
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return false;
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}
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SmartGameObj * p_victim_obj = p_phys_victim->As_SmartGameObj();
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if (p_victim_obj != NULL && p_victim_obj->Has_Player()) {
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cPlayer * p_player = cPlayerManager::Find_Player(p_victim_obj->Get_Control_Owner());
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if (p_player && p_player->Invulnerable.Is_True()) {
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return false;
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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float GameCombatNetworkHandlerClass::Get_Damage_Factor
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(
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ArmedGameObj * p_armed_damager,
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PhysicalGameObj * p_phys_victim
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)
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{
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float factor = 1.0f;
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SmartGameObj * p_victim_obj = p_phys_victim->As_SmartGameObj();
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if (p_victim_obj != NULL && p_victim_obj->Has_Player()) {
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cPlayer * p_player = cPlayerManager::Find_Player(p_victim_obj->Get_Control_Owner());
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if (p_player && p_player->Get_Damage_Scale_Factor() < 100) {
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factor = p_player->Get_Damage_Scale_Factor() / 100.0f;
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}
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}
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return factor;
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}
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//-----------------------------------------------------------------------------
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void GameCombatNetworkHandlerClass::On_Soldier_Kill(SoldierGameObj * p_soldier, SoldierGameObj * p_victim)
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{
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WWASSERT(p_soldier != NULL);
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WWASSERT(p_victim != NULL);
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WWASSERT(cNetwork::I_Am_Server());
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int killer_id = p_soldier->Get_Control_Owner();
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int victim_id = p_victim->Get_Control_Owner();
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if (p_soldier != p_victim) {
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cPlayer * p_soldier_player = NULL;
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if (p_soldier->Has_Player()) {
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p_soldier_player = cPlayerManager::Find_Player(killer_id);
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if (p_soldier_player != NULL) {
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p_soldier_player->Increment_Kills();
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}
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}
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cPlayer * p_victim_player = NULL;
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if (p_victim->Has_Player()) {
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p_victim_player = cPlayerManager::Find_Player(victim_id);
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}
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//
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// Send A killed B message (handled independently from scoring changes)
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// This presently includes AI killings
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//
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if (p_soldier_player != NULL && p_victim_player != NULL) {
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cPlayerKill * p_player_kill = new cPlayerKill;
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p_player_kill->Init(killer_id, victim_id);
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}
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if (p_soldier->Is_Team_Player()) {
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cTeam * p_team = cTeamManager::Find_Team(p_soldier->Get_Player_Type());
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WWASSERT(p_team != NULL);
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p_team->Increment_Kills();
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}
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}
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}
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//-----------------------------------------------------------------------------
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void GameCombatNetworkHandlerClass::On_Soldier_Death(SoldierGameObj * p_soldier)
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{
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WWASSERT(p_soldier != NULL);
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WWASSERT(cNetwork::I_Am_Server());
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if (p_soldier->Has_Player()) {
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cPlayer * p_player = cPlayerManager::Find_Player(p_soldier->Get_Control_Owner());
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if (p_player != NULL) {
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p_player->Increment_Deaths();
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}
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}
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if (p_soldier->Is_Team_Player()) {
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cTeam * p_team = cTeamManager::Find_Team(p_soldier->Get_Player_Type());
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WWASSERT(p_team != NULL);
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p_team->Increment_Deaths();
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}
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}
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//-----------------------------------------------------------------------------
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bool GameCombatNetworkHandlerClass::Is_Gameplay_Permitted(void)
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{
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WWASSERT(The_Game() != NULL);
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return The_Game()->Is_Gameplay_Permitted();
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}
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/*
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if (p_soldier->Has_Player()) {
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cPlayer * p_player = cPlayerManager::Find_Player(p_soldier->Get_Control_Owner());
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if (p_player != NULL) {
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p_player->Increment_Deaths();
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if (p_player->Is_Team_Player()) {
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cTeam * p_team = cTeamManager::Find_Team(p_player->Get_Player_Type());
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if (p_team != NULL) {
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p_team->Increment_Deaths();
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}
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}
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}
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}
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*/
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