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CnC_Renegade/Code/Commando/nethandler.cpp

195 lines
6 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/Commando/nethandler.cpp $*
* *
* $Author:: Tom_s $*
* *
* $Modtime:: 1/08/02 4:01p $*
* *
* $Revision:: 70 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "nethandler.h"
#include "cnetwork.h"
#include "playermanager.h"
#include "playerkill.h"
//-----------------------------------------------------------------------------
bool GameCombatNetworkHandlerClass::Can_Damage(ArmedGameObj * p_armed_damager,
PhysicalGameObj * p_phys_victim)
{
WWASSERT(p_phys_victim != NULL);
WWASSERT(PTheGameData != NULL);
if (!The_Game()->Is_Gameplay_Permitted()) {
return false;
}
SmartGameObj * p_victim_obj = p_phys_victim->As_SmartGameObj();
if (p_victim_obj != NULL && p_victim_obj->Has_Player()) {
cPlayer * p_player = cPlayerManager::Find_Player(p_victim_obj->Get_Control_Owner());
if (p_player && p_player->Invulnerable.Is_True()) {
return false;
}
}
return true;
}
//-----------------------------------------------------------------------------
float GameCombatNetworkHandlerClass::Get_Damage_Factor
(
ArmedGameObj * p_armed_damager,
PhysicalGameObj * p_phys_victim
)
{
float factor = 1.0f;
SmartGameObj * p_victim_obj = p_phys_victim->As_SmartGameObj();
if (p_victim_obj != NULL && p_victim_obj->Has_Player()) {
cPlayer * p_player = cPlayerManager::Find_Player(p_victim_obj->Get_Control_Owner());
if (p_player && p_player->Get_Damage_Scale_Factor() < 100) {
factor = p_player->Get_Damage_Scale_Factor() / 100.0f;
}
}
return factor;
}
//-----------------------------------------------------------------------------
void GameCombatNetworkHandlerClass::On_Soldier_Kill(SoldierGameObj * p_soldier, SoldierGameObj * p_victim)
{
WWASSERT(p_soldier != NULL);
WWASSERT(p_victim != NULL);
WWASSERT(cNetwork::I_Am_Server());
int killer_id = p_soldier->Get_Control_Owner();
int victim_id = p_victim->Get_Control_Owner();
if (p_soldier != p_victim) {
cPlayer * p_soldier_player = NULL;
if (p_soldier->Has_Player()) {
p_soldier_player = cPlayerManager::Find_Player(killer_id);
if (p_soldier_player != NULL) {
p_soldier_player->Increment_Kills();
}
}
cPlayer * p_victim_player = NULL;
if (p_victim->Has_Player()) {
p_victim_player = cPlayerManager::Find_Player(victim_id);
}
//
// Send A killed B message (handled independently from scoring changes)
// This presently includes AI killings
//
if (p_soldier_player != NULL && p_victim_player != NULL) {
cPlayerKill * p_player_kill = new cPlayerKill;
p_player_kill->Init(killer_id, victim_id);
}
if (p_soldier->Is_Team_Player()) {
cTeam * p_team = cTeamManager::Find_Team(p_soldier->Get_Player_Type());
WWASSERT(p_team != NULL);
p_team->Increment_Kills();
}
}
}
//-----------------------------------------------------------------------------
void GameCombatNetworkHandlerClass::On_Soldier_Death(SoldierGameObj * p_soldier)
{
WWASSERT(p_soldier != NULL);
WWASSERT(cNetwork::I_Am_Server());
if (p_soldier->Has_Player()) {
cPlayer * p_player = cPlayerManager::Find_Player(p_soldier->Get_Control_Owner());
if (p_player != NULL) {
p_player->Increment_Deaths();
}
}
if (p_soldier->Is_Team_Player()) {
cTeam * p_team = cTeamManager::Find_Team(p_soldier->Get_Player_Type());
WWASSERT(p_team != NULL);
p_team->Increment_Deaths();
}
}
//-----------------------------------------------------------------------------
bool GameCombatNetworkHandlerClass::Is_Gameplay_Permitted(void)
{
WWASSERT(The_Game() != NULL);
return The_Game()->Is_Gameplay_Permitted();
}
/*
if (p_soldier->Has_Player()) {
cPlayer * p_player = cPlayerManager::Find_Player(p_soldier->Get_Control_Owner());
if (p_player != NULL) {
p_player->Increment_Deaths();
if (p_player->Is_Team_Player()) {
cTeam * p_team = cTeamManager::Find_Team(p_player->Get_Player_Type());
if (p_team != NULL) {
p_team->Increment_Deaths();
}
}
}
}
*/