| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154 |
- /*
- ** 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/cstextobj.cpp $*
- * *
- * $Author:: Patrick $*
- * *
- * $Modtime:: 1/10/02 11:13a $*
- * *
- * $Revision:: 9 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "cstextobj.h"
- #include <stdio.h>
- #include <stdlib.h>
- #include "debug.h"
- #include "networkobjectfactory.h"
- #include "gamemode.h"
- #include "cnetwork.h"
- #include "networkobjectmgr.h"
- #include "apppackettypes.h"
- #include "floodprotectionmgr.h"
- DECLARE_NETWORKOBJECT_FACTORY(cCsTextObj, NETCLASSID_CSTEXTOBJ);
- //-----------------------------------------------------------------------------
- cCsTextObj::cCsTextObj(void)
- {
- SenderId = HOST_TEXT_SENDER;
- Type = TEXT_MESSAGE_PUBLIC;
- Recipient = HOST_TEXT_SENDER;
- Set_App_Packet_Type(APPPACKETTYPE_CSTEXTOBJ);
- }
- //-----------------------------------------------------------------------------
- void
- cCsTextObj::Init(WideStringClass & text, TextMessageEnum type, int sender_id, int recipient)
- {
- WWASSERT(sender_id >= 0);
- WWASSERT(cNetwork::I_Am_Client());
- /*
- if (type == TEXT_MESSAGE_PRIVATE) {
- WWASSERT(recipient != -1);
- }
- */
- Text = text;
- Type = type;
- SenderId = sender_id;
- Recipient = recipient;
- Set_Network_ID(NetworkObjectMgrClass::Get_New_Client_ID());
- //
- // Is this user "flooding" the server with text?
- //
- if (FloodProtectionMgrClass::Detect_Flooding (text) == false) {
- //
- // Not flooding, so proceed as normal
- //
- if (cNetwork::I_Am_Server()) {
- Act();
- } else {
- Set_Object_Dirty_Bit(0, BIT_CREATION, true);
- }
- } else {
- //
- // Flooding detected -- don't send the message
- //
- Set_Delete_Pending();
- }
- return ;
- }
- //-----------------------------------------------------------------------------
- void
- cCsTextObj::Act(void)
- {
- WWASSERT(cNetwork::I_Am_Server());
- if (GameModeManager::Find("Combat")->Is_Active()) {
- cScTextObj * p_test_obj = new cScTextObj;
- p_test_obj->Init(Text, Type, false, SenderId, Recipient);
- }
- Set_Delete_Pending();
- }
- //-----------------------------------------------------------------------------
- void
- cCsTextObj::Export_Creation(BitStreamClass & packet)
- {
- WWASSERT(cNetwork::I_Am_Only_Client());
- cNetEvent::Export_Creation(packet);
- packet.Add(SenderId);
- packet.Add((BYTE) Type);
- packet.Add_Wide_Terminated_String(Text);
- packet.Add(Recipient);
- Set_Delete_Pending();
- }
- //-----------------------------------------------------------------------------
- void
- cCsTextObj::Import_Creation(BitStreamClass & packet)
- {
- WWASSERT(cNetwork::I_Am_Server());
- cNetEvent::Import_Creation(packet);
- packet.Get(SenderId);
- BYTE type = packet.Get(type);
- Type = (TextMessageEnum) type;
- packet.Get_Wide_Terminated_String(Text.Get_Buffer(256), 256);
- packet.Get(Recipient);
- Act();
- }
|