loadingevent.cpp 4.7 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/loadingevent.cpp $*
  25. * *
  26. * $Author:: Steve_t $*
  27. * *
  28. * $Modtime:: 12/04/01 12:30a $*
  29. * *
  30. * $Revision:: 12 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #include "loadingevent.h"
  36. #include <stdio.h>
  37. #include <stdlib.h>
  38. #include "networkobjectfactory.h"
  39. #include "cnetwork.h"
  40. #include "networkobjectmgr.h"
  41. #include "playermanager.h"
  42. #include "apppackettypes.h"
  43. #include "gamedataupdateevent.h"
  44. DECLARE_NETWORKOBJECT_FACTORY(cLoadingEvent, NETCLASSID_LOADINGEVENT);
  45. //-----------------------------------------------------------------------------
  46. cLoadingEvent::cLoadingEvent(void)
  47. {
  48. SenderId = 0;
  49. IsLoading = false;
  50. Set_App_Packet_Type(APPPACKETTYPE_LOADINGEVENT);
  51. }
  52. //-----------------------------------------------------------------------------
  53. void
  54. cLoadingEvent::Init(bool flag)
  55. {
  56. WWASSERT(cNetwork::I_Am_Client());
  57. SenderId = cNetwork::Get_My_Id();
  58. IsLoading = flag;
  59. Set_Network_ID(NetworkObjectMgrClass::Get_New_Client_ID());
  60. if (cNetwork::I_Am_Server()) {
  61. Act();
  62. } else {
  63. Set_Object_Dirty_Bit(0, BIT_CREATION, true);
  64. }
  65. }
  66. //-----------------------------------------------------------------------------
  67. void
  68. cLoadingEvent::Act(void)
  69. {
  70. WWASSERT(cNetwork::I_Am_Server());
  71. cPlayer * p_player = cPlayerManager::Find_Player(SenderId);
  72. if (p_player != NULL)
  73. {
  74. p_player->Set_Is_In_Game(!IsLoading);
  75. p_player->Mark_As_Modified();
  76. if (p_player->Get_Is_In_Game().Is_True())
  77. {
  78. if (cNetwork::PServerConnection != NULL) {
  79. cNetwork::PServerConnection->Set_Rhost_Expect_Packet_Flood(p_player->Get_Id(), true);
  80. cNetwork::PServerConnection->Set_Rhost_Is_In_Game(p_player->Get_Id(), true);
  81. }
  82. //
  83. // This client has just finished loading.
  84. // Update him about any dynamic game data parameters.
  85. //
  86. cGameDataUpdateEvent * p_event = new cGameDataUpdateEvent();
  87. p_event->Init(p_player->Get_Id());
  88. }
  89. }
  90. Set_Delete_Pending();
  91. }
  92. //-----------------------------------------------------------------------------
  93. void
  94. cLoadingEvent::Export_Creation(BitStreamClass & packet)
  95. {
  96. WWASSERT(cNetwork::I_Am_Client());
  97. //WWDEBUG_SAY(("cLoadingEvent::Export_Creation (%d)\n", IsLoading));
  98. cNetEvent::Export_Creation(packet);
  99. WWASSERT(SenderId > 0);
  100. packet.Add(SenderId);
  101. packet.Add(IsLoading);
  102. Set_Delete_Pending();
  103. }
  104. //-----------------------------------------------------------------------------
  105. void
  106. cLoadingEvent::Import_Creation(BitStreamClass & packet)
  107. {
  108. //WWDEBUG_SAY(("cLoadingEvent::Import_Creation\n"));
  109. cNetEvent::Import_Creation(packet);
  110. WWASSERT(cNetwork::I_Am_Server());
  111. packet.Get(SenderId);
  112. packet.Get(IsLoading);
  113. WWASSERT(SenderId > 0);
  114. Act();
  115. }