Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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/*
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** Command & Conquer Generals Zero Hour(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// FILE: .cpp /////////////////////////////////////////////////////////////////////////////////////
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// Author: Colin Day
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// Description: Game Client message dispatcher
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
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#include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
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#include "Common/MessageStream.h"
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#include "GameClient/GameClient.h"
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//-------------------------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------------------------
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/** The Client message dispatcher, this is the last "translator" on the message
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* stream before the messages go to the network for processing. It gives
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* the client itself the opportunity to respond to any messages on the stream
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* or create new ones to pass along to the network and logic */
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GameMessageDisposition GameClientMessageDispatcher::translateGameMessage(const GameMessage *msg)
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{
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if (msg->getType() >= GameMessage::MSG_BEGIN_NETWORK_MESSAGES && msg->getType() <= GameMessage::MSG_END_NETWORK_MESSAGES)
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return KEEP_MESSAGE;
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if (msg->getType() == GameMessage::MSG_NEW_GAME || msg->getType() == GameMessage::MSG_CLEAR_GAME_DATA)
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return KEEP_MESSAGE;
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if (msg->getType() == GameMessage::MSG_FRAME_TICK)
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return KEEP_MESSAGE;
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//DEBUG_LOG(("GameClientMessageDispatcher::translateGameMessage() - eating a %s on frame %d\n",
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//((GameMessage *)msg)->getCommandAsAsciiString().str(), TheGameClient->getFrame()));
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return DESTROY_MESSAGE;
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} // end clientMessageDispatcher
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