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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/Commando/loadingevent.cpp $*
- * *
- * $Author:: Steve_t $*
- * *
- * $Modtime:: 12/04/01 12:30a $*
- * *
- * $Revision:: 12 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "loadingevent.h"
- #include <stdio.h>
- #include <stdlib.h>
- #include "networkobjectfactory.h"
- #include "cnetwork.h"
- #include "networkobjectmgr.h"
- #include "playermanager.h"
- #include "apppackettypes.h"
- #include "gamedataupdateevent.h"
- DECLARE_NETWORKOBJECT_FACTORY(cLoadingEvent, NETCLASSID_LOADINGEVENT);
- //-----------------------------------------------------------------------------
- cLoadingEvent::cLoadingEvent(void)
- {
- SenderId = 0;
- IsLoading = false;
- Set_App_Packet_Type(APPPACKETTYPE_LOADINGEVENT);
- }
- //-----------------------------------------------------------------------------
- void
- cLoadingEvent::Init(bool flag)
- {
- WWASSERT(cNetwork::I_Am_Client());
- SenderId = cNetwork::Get_My_Id();
- IsLoading = flag;
- Set_Network_ID(NetworkObjectMgrClass::Get_New_Client_ID());
- if (cNetwork::I_Am_Server()) {
- Act();
- } else {
- Set_Object_Dirty_Bit(0, BIT_CREATION, true);
- }
- }
- //-----------------------------------------------------------------------------
- void
- cLoadingEvent::Act(void)
- {
- WWASSERT(cNetwork::I_Am_Server());
- cPlayer * p_player = cPlayerManager::Find_Player(SenderId);
- if (p_player != NULL)
- {
- p_player->Set_Is_In_Game(!IsLoading);
- p_player->Mark_As_Modified();
- if (p_player->Get_Is_In_Game().Is_True())
- {
- if (cNetwork::PServerConnection != NULL) {
- cNetwork::PServerConnection->Set_Rhost_Expect_Packet_Flood(p_player->Get_Id(), true);
- cNetwork::PServerConnection->Set_Rhost_Is_In_Game(p_player->Get_Id(), true);
- }
- //
- // This client has just finished loading.
- // Update him about any dynamic game data parameters.
- //
- cGameDataUpdateEvent * p_event = new cGameDataUpdateEvent();
- p_event->Init(p_player->Get_Id());
- }
- }
- Set_Delete_Pending();
- }
- //-----------------------------------------------------------------------------
- void
- cLoadingEvent::Export_Creation(BitStreamClass & packet)
- {
- WWASSERT(cNetwork::I_Am_Client());
- //WWDEBUG_SAY(("cLoadingEvent::Export_Creation (%d)\n", IsLoading));
- cNetEvent::Export_Creation(packet);
- WWASSERT(SenderId > 0);
- packet.Add(SenderId);
- packet.Add(IsLoading);
- Set_Delete_Pending();
- }
- //-----------------------------------------------------------------------------
- void
- cLoadingEvent::Import_Creation(BitStreamClass & packet)
- {
- //WWDEBUG_SAY(("cLoadingEvent::Import_Creation\n"));
- cNetEvent::Import_Creation(packet);
- WWASSERT(cNetwork::I_Am_Server());
- packet.Get(SenderId);
- packet.Get(IsLoading);
- WWASSERT(SenderId > 0);
- Act();
- }
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