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- /*
- ** 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/Combat/clientcontrol.cpp $*
- * *
- * $Author:: Tom_s $*
- * *
- * $Modtime:: 9/21/01 10:44a $*
- * *
- * $Revision:: 6 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "clientcontrol.h"
- #include "networkobjectfactory.h"
- #include "combat.h"
- #include "smartgameobj.h"
- #include "gameobjmanager.h"
- #include "apppackettypes.h"
- CClientControl * PClientControl = NULL;
- DECLARE_NETWORKOBJECT_FACTORY(CClientControl, NETCLASSID_CLIENTCONTROL);
- #pragma message("(TSS) high priority for me to fix this CClientControl bug...")
- //
- // TSS2001 problem: destruction of this object on the server. Quitting and rejoining
- // a game will crash the server.
- //
- //-----------------------------------------------------------------------------
- CClientControl::CClientControl(void)
- {
- ClientId = -1;
- SmartObjId = -1;
- Set_App_Packet_Type(APPPACKETTYPE_CLIENTCONTROL);
- }
- //-----------------------------------------------------------------------------
- CClientControl::~CClientControl(void)
- {
- }
- //-----------------------------------------------------------------------------
- void
- CClientControl::Init(void)
- {
- WWASSERT(CombatManager::I_Am_Client());
- ClientId = CombatManager::Get_My_Id();
- Set_Network_ID(NetworkObjectMgrClass::Get_New_Client_ID());
- Set_Object_Dirty_Bit(0, NetworkObjectClass::BIT_CREATION, true);
- }
- //-----------------------------------------------------------------------------
- void
- CClientControl::Set_Update_Flag(int id)
- {
- WWASSERT(CombatManager::I_Am_Client());
- SmartObjId = id;
- if (id != -1) {
- Set_Object_Dirty_Bit(0, NetworkObjectClass::BIT_FREQUENT, true);
- }
- }
- //-----------------------------------------------------------------------------
- void
- CClientControl::Export_Creation(BitStreamClass & packet)
- {
- WWASSERT(CombatManager::I_Am_Client());
- NetworkObjectClass::Export_Creation(packet);
- packet.Add(ClientId);
- }
- //-----------------------------------------------------------------------------
- void
- CClientControl::Import_Creation(BitStreamClass & packet)
- {
- WWASSERT(CombatManager::I_Am_Server());
- NetworkObjectClass::Import_Creation(packet);
- packet.Get(ClientId);
- }
- //-----------------------------------------------------------------------------
- void
- CClientControl::Export_Frequent(BitStreamClass & packet)
- {
- WWASSERT(CombatManager::I_Am_Client());
- /*
- packet.Add(SmartObjId);
- if (SmartObjId != -1) {
- SmartGameObj * p_smart_go = GameObjManager::Find_SmartGameObj(SmartObjId);
- WWASSERT(p_smart_go != NULL);
- p_smart_go->Export_Control_Cs(packet);
- p_smart_go->Export_State_Cs(packet);
- }
- */
- SmartGameObj * p_smart_go = NULL;
- if (SmartObjId != -1) {
- p_smart_go = GameObjManager::Find_SmartGameObj(SmartObjId);
- if (p_smart_go == NULL) {
- SmartObjId = -1;
- }
- }
- packet.Add(SmartObjId);
- if (SmartObjId != -1) {
- WWASSERT(p_smart_go != NULL);
- p_smart_go->Export_Control_Cs(packet);
- p_smart_go->Export_State_Cs(packet);
- }
-
- SmartObjId = -1;//hack
- }
- //-----------------------------------------------------------------------------
- void
- CClientControl::Import_Frequent(BitStreamClass & packet)
- {
- WWASSERT(CombatManager::I_Am_Server());
- packet.Get(SmartObjId);
- if (SmartObjId != -1) {
- SmartGameObj * p_smart_go = GameObjManager::Find_SmartGameObj(SmartObjId);
- //WWASSERT(p_smart_go != NULL);
- if (p_smart_go == NULL) {
- packet.Flush();
- } else {
- p_smart_go->Import_Control_Cs(packet);
-
- //
- // Note: org code had control owner test here, reapply if problems arise.
- //
- p_smart_go->Import_State_Cs(packet);
- }
- }
- }
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