warpevent.cpp 4.8 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** Confidential - Westwood Studios ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : Commando *
  23. * *
  24. * $Archive:: /Commando/Code/Commando/warpevent.cpp $*
  25. * *
  26. * $Author:: Tom_s $*
  27. * *
  28. * $Modtime:: 10/10/01 7:53p $*
  29. * *
  30. * $Revision:: 5 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #include "warpevent.h"
  36. #include <stdio.h>
  37. #include <stdlib.h>
  38. #include "networkobjectfactory.h"
  39. #include "cnetwork.h"
  40. #include "networkobjectmgr.h"
  41. #include "gameobjmanager.h"
  42. #include "apppackettypes.h"
  43. #include "playermanager.h"
  44. DECLARE_NETWORKOBJECT_FACTORY(cWarpEvent, NETCLASSID_WARPEVENT);
  45. //-----------------------------------------------------------------------------
  46. cWarpEvent::cWarpEvent(void)
  47. {
  48. SenderId = 0;
  49. Set_App_Packet_Type(APPPACKETTYPE_WARPEVENT);
  50. }
  51. //-----------------------------------------------------------------------------
  52. void
  53. cWarpEvent::Init(WideStringClass & player_name)
  54. {
  55. WWASSERT(cNetwork::I_Am_Client());
  56. SenderId = cNetwork::Get_My_Id();
  57. PlayerName = player_name;
  58. Set_Network_ID(NetworkObjectMgrClass::Get_New_Client_ID());
  59. if (cNetwork::I_Am_Server()) {
  60. Act();
  61. } else {
  62. Set_Object_Dirty_Bit(0, BIT_CREATION, true);
  63. }
  64. }
  65. //-----------------------------------------------------------------------------
  66. void
  67. cWarpEvent::Act(void)
  68. {
  69. WWASSERT(cNetwork::I_Am_Server());
  70. SoldierGameObj * p_warp_soldier = GameObjManager::Find_Soldier_Of_Client_ID(SenderId);
  71. if (p_warp_soldier != NULL) {
  72. SoldierGameObj * p_other_soldier = NULL;
  73. if (PlayerName.Is_Empty())
  74. {
  75. p_other_soldier = GameObjManager::Find_Different_Player_Soldier(SenderId);
  76. }
  77. else
  78. {
  79. cPlayer * p_player = cPlayerManager::Find_Player(PlayerName);
  80. if (p_player != NULL)
  81. {
  82. p_other_soldier = GameObjManager::Find_Soldier_Of_Client_ID(p_player->Get_Id());
  83. }
  84. }
  85. if (p_other_soldier != NULL) {
  86. Matrix3D soldier_tm = p_other_soldier->Get_Transform();
  87. p_warp_soldier->Set_Transform(soldier_tm);
  88. p_warp_soldier->Perturb_Position(2);
  89. WWDEBUG_SAY(("Client %d warped.\n", SenderId));
  90. }
  91. }
  92. Set_Delete_Pending();
  93. }
  94. //-----------------------------------------------------------------------------
  95. void
  96. cWarpEvent::Export_Creation(BitStreamClass & packet)
  97. {
  98. WWASSERT(cNetwork::I_Am_Client());
  99. cNetEvent::Export_Creation(packet);
  100. WWASSERT(SenderId > 0);
  101. packet.Add(SenderId);
  102. packet.Add_Wide_Terminated_String(PlayerName, true);
  103. Set_Delete_Pending();
  104. }
  105. //-----------------------------------------------------------------------------
  106. void
  107. cWarpEvent::Import_Creation(BitStreamClass & packet)
  108. {
  109. cNetEvent::Import_Creation(packet);
  110. WWASSERT(cNetwork::I_Am_Server());
  111. packet.Get(SenderId);
  112. packet.Get_Wide_Terminated_String(PlayerName.Get_Buffer(256), 256, true);
  113. WWASSERT(SenderId > 0);
  114. Act();
  115. }