consolecommandevent.cpp 4.2 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/consolecommandevent.cpp $*
  25. * *
  26. * $Author:: Tom_s $*
  27. * *
  28. * $Modtime:: 10/10/01 7:39p $*
  29. * *
  30. * $Revision:: 5 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #include "consolecommandevent.h"
  36. #include <stdio.h>
  37. #include <stdlib.h>
  38. #include "networkobjectfactory.h"
  39. #include "gamemode.h"
  40. #include "cnetwork.h"
  41. #include "consolefunction.h"
  42. #include "apppackettypes.h"
  43. DECLARE_NETWORKOBJECT_FACTORY(cConsoleCommandEvent, NETCLASSID_CONSOLECOMMANDEVENT);
  44. //-----------------------------------------------------------------------------
  45. cConsoleCommandEvent::cConsoleCommandEvent(void)
  46. {
  47. ::strcpy(Command, "");
  48. Set_App_Packet_Type(APPPACKETTYPE_CONSOLECOMMANDEVENT);
  49. }
  50. //-----------------------------------------------------------------------------
  51. void
  52. cConsoleCommandEvent::Init(LPCSTR command)
  53. {
  54. WWASSERT(cNetwork::I_Am_Server());
  55. WWASSERT(command != NULL);
  56. WWASSERT(::strlen(command) > 0);
  57. WWASSERT(::strlen(command) < sizeof(Command));
  58. ::strcpy(Command, command);
  59. Set_Object_Dirty_Bit(BIT_CREATION, true);
  60. if (cNetwork::I_Am_Client()) {
  61. Act();
  62. }
  63. }
  64. //-----------------------------------------------------------------------------
  65. void
  66. cConsoleCommandEvent::Act(void)
  67. {
  68. WWASSERT(cNetwork::I_Am_Client());
  69. if (GameModeManager::Find("Combat")->Is_Active()) {
  70. ConsoleFunctionManager::Parse_Input(Command);
  71. }
  72. }
  73. //-----------------------------------------------------------------------------
  74. void
  75. cConsoleCommandEvent::Export_Creation(BitStreamClass & packet)
  76. {
  77. WWASSERT(cNetwork::I_Am_Server());
  78. cNetEvent::Export_Creation(packet);
  79. packet.Add_Terminated_String(Command);
  80. //
  81. // TSS101001
  82. // Even though this object is reflected to all clients, we can set delete here because
  83. // TCADN is immediate and reliable.
  84. //
  85. Set_Delete_Pending();
  86. }
  87. //-----------------------------------------------------------------------------
  88. void
  89. cConsoleCommandEvent::Import_Creation(BitStreamClass & packet)
  90. {
  91. WWASSERT(cNetwork::I_Am_Only_Client());
  92. cNetEvent::Import_Creation(packet);
  93. packet.Get_Terminated_String(Command, sizeof(Command));
  94. Act();
  95. Set_Delete_Pending();
  96. }