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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
233
Code/Commando/changeteamevent.cpp
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233
Code/Commando/changeteamevent.cpp
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/*
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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/changeteamevent.cpp $*
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* *
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* $Author:: Patrick $*
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* *
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* $Modtime:: 1/17/02 3:30p $*
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* *
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* $Revision:: 22 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "changeteamevent.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include "networkobjectfactory.h"
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#include "cnetwork.h"
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#include "networkobjectmgr.h"
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#include "playertype.h"
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#include "playermanager.h"
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#include "gamemode.h"
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#include "gamedata.h"
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#include "gameobjmanager.h"
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#include "spawn.h"
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#include "apppackettypes.h"
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#include "sctextobj.h"
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#include "translatedb.h"
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#include "string_ids.h"
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#include "c4.h"
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#include "beacongameobj.h"
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#include "weaponview.h"
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DECLARE_NETWORKOBJECT_FACTORY(cChangeTeamEvent, NETCLASSID_CHANGETEAMEVENT);
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//-----------------------------------------------------------------------------
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cChangeTeamEvent::cChangeTeamEvent(void)
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{
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SenderId = 0;
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Set_App_Packet_Type(APPPACKETTYPE_CHANGETEAMEVENT);
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}
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//-----------------------------------------------------------------------------
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void
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cChangeTeamEvent::Init(void)
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{
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WWASSERT(cNetwork::I_Am_Client());
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SenderId = cNetwork::Get_My_Id();
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Set_Network_ID(NetworkObjectMgrClass::Get_New_Client_ID());
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if (cNetwork::I_Am_Server()) {
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Act();
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} else {
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Set_Object_Dirty_Bit(0, BIT_CREATION, true);
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}
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}
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//-----------------------------------------------------------------------------
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void
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cChangeTeamEvent::Act(void)
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{
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WWASSERT(cNetwork::I_Am_Server());
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cPlayer * p_player = cPlayerManager::Find_Player(SenderId);
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if (p_player != NULL &&
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The_Game() != NULL &&
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//The_Game()->Is_Team_Game() &&
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(The_Game()->IsTeamChangingAllowed.Is_True() || p_player->Invulnerable.Is_True()))
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{
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int team = p_player->Get_Player_Type();
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WWASSERT(team == PLAYERTYPE_NOD || team == PLAYERTYPE_GDI);
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int new_team = PLAYERTYPE_NOD;
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if (team == PLAYERTYPE_NOD)
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{
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new_team = PLAYERTYPE_GDI;
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}
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else
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{
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new_team = PLAYERTYPE_NOD;
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}
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p_player->Set_Player_Type(new_team);
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WWDEBUG_SAY(("Client %d changed team.\n", SenderId));
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//
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// Only reset the player's cash if they've changed teams after 60 seconds
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// have elapsed.
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//
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DWORD playing_time = (TIMEGETTIME() - p_player->Get_Join_Time ());
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if (playing_time > 30000) {
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p_player->Set_Score(0);
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p_player->Set_Money(0);
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}
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SoldierGameObj * p_soldier = GameObjManager::Find_Soldier_Of_Client_ID(SenderId);
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if (p_soldier != NULL)
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{
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if ( COMBAT_STAR == p_soldier ) {
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WeaponViewClass::Reset();
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}
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// Defuse all C4 belonging to this guy
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SLNode<BaseGameObj> *objnode;
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for ( objnode = GameObjManager::Get_Game_Obj_List()->Head(); objnode; objnode = objnode->Next()) {
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PhysicalGameObj *obj = objnode->Data()->As_PhysicalGameObj();
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if ( obj && obj->As_C4GameObj() ) {
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if ( obj->As_C4GameObj()->Get_Owner() == p_soldier ) {
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obj->As_C4GameObj()->Defuse();
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}
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}
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if ( obj && obj->As_BeaconGameObj() ) {
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if ( obj->As_BeaconGameObj()->Get_Owner() == p_soldier ) {
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// disarm C4
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OffenseObjectClass unused (0.0F, 0);
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obj->As_BeaconGameObj()->Completely_Damaged( unused );
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}
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}
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}
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//
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// We have to respawn him and possibly change his model...
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// let's just destroy the soldier and leave the rest up to God.
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//
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p_soldier->Set_Delete_Pending();
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}
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//
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// Tell everyone
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//
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WideStringClass text;
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//text.Format(L"_%s_changed_teams!_", p_player->Get_Name());
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text.Format(L"%s %s", p_player->Get_Name(), TRANSLATE(IDS_MP_CHANGED_TEAMS));
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cScTextObj * p_message = new cScTextObj;
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p_message->Init(text, TEXT_MESSAGE_PUBLIC, false, HOST_TEXT_SENDER, -1);
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}
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Set_Delete_Pending();
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}
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//-----------------------------------------------------------------------------
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void
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cChangeTeamEvent::Export_Creation(BitStreamClass & packet)
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{
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WWASSERT(cNetwork::I_Am_Only_Client());
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cNetEvent::Export_Creation(packet);
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WWASSERT(SenderId > 0);
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packet.Add(SenderId);
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Set_Delete_Pending();
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}
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//-----------------------------------------------------------------------------
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void
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cChangeTeamEvent::Import_Creation(BitStreamClass & packet)
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{
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WWASSERT(cNetwork::I_Am_Server());
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cNetEvent::Import_Creation(packet);
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packet.Get(SenderId);
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WWASSERT(SenderId > 0);
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Act();
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}
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//-----------------------------------------------------------------------------
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bool
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cChangeTeamEvent::Is_Change_Team_Possible(void)
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{
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return
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cNetwork::I_Am_Client() &&
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GameModeManager::Find("Combat") != NULL &&
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GameModeManager::Find("Combat")->Is_Active() &&
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The_Game() != NULL &&
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//The_Game()->Is_Team_Game() &&
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The_Game()->IsTeamChangingAllowed.Is_True();
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}
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