| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145 |
- /*
- ** 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/warpevent.cpp $*
- * *
- * $Author:: Tom_s $*
- * *
- * $Modtime:: 10/10/01 7:53p $*
- * *
- * $Revision:: 5 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "warpevent.h"
- #include <stdio.h>
- #include <stdlib.h>
- #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();
- }
|