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CnC_Renegade/Code/Commando/bioevent.cpp

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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/bioevent.cpp $*
* *
* $Author:: Steve_t $*
* *
* $Modtime:: 2/20/02 11:01p $*
* *
* $Revision:: 26 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "bioevent.h"
#include <stdio.h>
#include <stdlib.h>
#include "networkobjectfactory.h"
#include "cnetwork.h"
#include "networkobjectmgr.h"
#include "evictionevent.h"
#include "playermanager.h"
#include "god.h"
#include "gametype.h"
#include "apppackettypes.h"
#include "gamedataupdateevent.h"
#include "consolemode.h"
#include "winevent.h"
#include "gamespyadmin.h"
DECLARE_NETWORKOBJECT_FACTORY(cBioEvent, NETCLASSID_BIOEVENT);
//-----------------------------------------------------------------------------
cBioEvent::cBioEvent(void) :
SenderId(0),
TeamChoice(-1),
ClanID(0)
{
Set_App_Packet_Type(APPPACKETTYPE_BIOEVENT);
}
//-----------------------------------------------------------------------------
void
cBioEvent::Init(int teamChoice, unsigned long clanID)
{
WWASSERT(cNetwork::I_Am_Client());
SenderId = cNetwork::Get_My_Id();
Nickname = cNetInterface::Get_Nickname();
TeamChoice = teamChoice;
ClanID = clanID;
strcpy(MapName, The_Game()->Get_Map_Name().Peek_Buffer());
Set_Network_ID(NetworkObjectMgrClass::Get_New_Client_ID());
if (cNetwork::I_Am_Server()) {
Act();
} else {
Set_Object_Dirty_Bit(0, BIT_CREATION, true);
}
}
//-----------------------------------------------------------------------------
void
cBioEvent::Act(void)
{
WWASSERT(cNetwork::I_Am_Server());
//
// This is where we validate a player. If we don't want him to play,
// for whichever reason, after learning all about him, evict him here.
// Note that the server has already seen the player name in
// cNetwork::Application_Acceptance_Handler.
// Now the server will see additional data.
//
bool is_accepted = true;
EvictionCodeEnum eviction_code = EVICTION_POOR_BANDWIDTH;
if (is_accepted) {
//
// Tell the new guy about all existing players
//
for (SLNode<cPlayer> * player_node = cPlayerManager::Get_Player_Object_List()->Head();
player_node;
player_node = player_node->Next()) {
cPlayer * p_player = player_node->Data();
WWASSERT(p_player != NULL);
cNetwork::Send_Object_Update(p_player, SenderId);
}
//GAMESPY
if (cGameSpyAdmin::Is_Gamespy_Game() &&
cGameSpyAdmin::Is_Nickname_Collision(Nickname)) {
WideStringClass new_nickname;
int count = 1;
do {
new_nickname.Format(L"%s(%d)", Nickname, count++);
} while (cGameSpyAdmin::Is_Nickname_Collision(new_nickname));
Nickname = new_nickname;
}
cPlayer * p_player = cGod::Create_Player(SenderId, Nickname, TeamChoice, ClanID);
WWASSERT(p_player != NULL);
if (!IS_SOLOPLAY) {
//
// Record his IP address for diagnostic purposes
//
WWASSERT(cNetwork::Get_Server_Rhost(SenderId) != NULL);
SOCKADDR_IN & address = cNetwork::Get_Server_Rhost(SenderId)->Get_Address();
p_player->Set_Ip_Address(address.sin_addr.s_addr);
//
// Tell the remote host object to expect a lot of temporary extra bandwidth.
//
if (cNetwork::PServerConnection != NULL) {
cNetwork::PServerConnection->Set_Rhost_Expect_Packet_Flood(p_player->Get_Id(), true);
}
//
// Update him about any dynamic game data parameters.
//
WWDEBUG_SAY(("BioEvent acting\n"));
cGameDataUpdateEvent * p_event = new cGameDataUpdateEvent();
p_event->Init(p_player->Get_Id());
StringClass str(128, true);
Nickname.Convert_To(str);
ConsoleBox.Print_Maybe("Player %s joined the game\n", str.Peek_Buffer());
//
// If we (the server) are already in intermission mode then deactivate the player until the next map starts. The player
// will have already loaded the next map. ST - 1/17/2002 7:43PM
//
if (The_Game()->IsIntermission.Is_True()) {
//
// If the new player has the old map loaded (which can happen if the intermission starts after the client has
// started loading the old map) then send him a wineven so he knows to load the next map.
//
if (stricmp(MapName, The_Game()->Get_Map_Name().Peek_Buffer()) != 0) {
cWinEvent * p_win = new cWinEvent;
p_win->Init(The_Game()->Get_Winner_ID(), SenderId, The_Game()->Is_Map_Cycle_Over());
cNetwork::Send_Object_Update(p_win, SenderId);
} else {
p_player->Set_Is_In_Game(false);
p_player->Set_Is_Waiting_For_Intermission(true);
}
}
}
} else {
cEvictionEvent * p_event = new cEvictionEvent;
p_event->Init(SenderId, eviction_code);
cNetwork::Flush();
cNetwork::Server_Kill_Connection(SenderId);
}
Set_Delete_Pending();
}
//-----------------------------------------------------------------------------
void
cBioEvent::Export_Creation(BitStreamClass & packet)
{
cNetEvent::Export_Creation(packet);
WWASSERT(cNetwork::I_Am_Only_Client());
WWASSERT(SenderId > 0);
packet.Add(SenderId);
packet.Add_Wide_Terminated_String(Nickname);
packet.Add(TeamChoice);
packet.Add(ClanID);
packet.Add_Terminated_String(MapName, false);
WWDEBUG_SAY(("cBioEvent sent\n"));
Set_Delete_Pending();
}
//-----------------------------------------------------------------------------
void
cBioEvent::Import_Creation(BitStreamClass & packet)
{
cNetEvent::Import_Creation(packet);
WWASSERT(cNetwork::I_Am_Server());
packet.Get(SenderId);
packet.Get_Wide_Terminated_String(Nickname.Get_Buffer(256), 256, true);
packet.Get(TeamChoice);
packet.Get(ClanID);
packet.Get_Terminated_String(MapName, sizeof(MapName), false);
WWASSERT(SenderId > 0);
WWDEBUG_SAY(("cBioEvent recd\n"));
Act();
}