194 lines
6.2 KiB
C++
194 lines
6.2 KiB
C++
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/*
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** Command & Conquer Renegade(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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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Commando/gameoptionsevent.cpp $*
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* *
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* $Author:: Bhayes $*
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* *
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* $Modtime:: 3/29/02 4:36p $*
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* *
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* $Revision:: 24 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "gameoptionsevent.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include "networkobjectfactory.h"
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#include "gamemode.h"
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#include "cnetwork.h"
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#include "gametype.h"
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#include "dialogbase.h"
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#include "dialogmgr.h"
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#include "dlgmpconnect.h"
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#include "dialogresource.h"
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#include "resource.h"
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#include "apppackettypes.h"
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#include "modpackagemgr.h"
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#include "specialbuilds.h"
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#include "dlgmpconnectionrefused.h"
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#include "translatedb.h"
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#include "string_ids.h"
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#include <WWLib\RealCRC.h>
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DECLARE_NETWORKOBJECT_FACTORY(cGameOptionsEvent, NETCLASSID_GAMEOPTIONSEVENT);
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//-----------------------------------------------------------------------------
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cGameOptionsEvent::cGameOptionsEvent(void)
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{
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Set_App_Packet_Type(APPPACKETTYPE_GAMEOPTIONSEVENT);
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HostedGameNumber = -1;
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}
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//-----------------------------------------------------------------------------
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void
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cGameOptionsEvent::Init(int client_id)
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{
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WWASSERT(cNetwork::I_Am_Server());
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WWASSERT(The_Game() != NULL);
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HostedGameNumber = The_Game()->Get_Hosted_Game_Number();
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Set_Object_Dirty_Bit(client_id, BIT_CREATION, true);
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}
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//-----------------------------------------------------------------------------
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void
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cGameOptionsEvent::Act(void)
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{
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WWASSERT(cNetwork::I_Am_Only_Client());
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WWASSERT(The_Game() != NULL);
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The_Game()->Set_Hosted_Game_Number(HostedGameNumber);
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if (!IS_SOLOPLAY) {
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DialogBaseClass* dialog = DialogMgrClass::Find_Dialog(IDD_MULTIPLAY_CONNECTING);
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if (dialog != NULL) {
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((DlgMPConnect*)dialog)->Connected(The_Game());
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}
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}
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}
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//-----------------------------------------------------------------------------
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void
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cGameOptionsEvent::Export_Creation(BitStreamClass & packet)
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{
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WWASSERT(cNetwork::I_Am_Server());
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cNetEvent::Export_Creation(packet);
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WWASSERT(PTheGameData != NULL);
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//GAMESPY
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//
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// Due to gamespy support, we can no longer assume that the client exe
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// knows about tier 1 options, so transmit them.
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//
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The_Game()->Export_Tier_1_Data((cPacket &) packet);
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The_Game()->Export_Tier_2_Data((cPacket &) packet);
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packet.Add(The_Game()->Get_Time_Remaining_Seconds());
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packet.Add(HostedGameNumber);
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#ifndef MULTIPLAYERDEMO
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packet.Add(CRC_Stringi(The_Game()->Get_Mod_Name()));
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packet.Add(CRC_Stringi(The_Game()->Get_Map_Name()));
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#endif // MULTIPLAYERDEMO
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WWDEBUG_SAY(("cGameOptionsEvent sent\n"));
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Set_Delete_Pending();
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}
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//-----------------------------------------------------------------------------
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void
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cGameOptionsEvent::Import_Creation(BitStreamClass & packet)
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{
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cNetEvent::Import_Creation(packet);
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WWASSERT(cNetwork::I_Am_Only_Client());
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WWASSERT(PTheGameData != NULL);
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The_Game()->Import_Tier_1_Data((cPacket &) packet);
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The_Game()->Import_Tier_2_Data((cPacket &) packet);
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float time_remaining_seconds = packet.Get(time_remaining_seconds);
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The_Game()->Set_Time_Remaining_Seconds(time_remaining_seconds);
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packet.Get(HostedGameNumber);
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bool act = true;
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#ifndef MULTIPLAYERDEMO
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//
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// TSS103001...n.b. need test that Find_Map_Name succeeds...
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//
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ULONG mod_name_crc = packet.Get(mod_name_crc);
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ULONG map_name_crc = packet.Get(map_name_crc);
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// Find the mod and map names from their CRC
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StringClass mod_name(0, true);
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StringClass map_name(0, true);
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ModPackageMgrClass::Get_Mod_Map_Name_From_CRC (mod_name_crc, map_name_crc, &mod_name, &map_name);
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The_Game()->Set_Mod_Name(mod_name);
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The_Game()->Set_Map_Name(map_name);
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if (!IS_SOLOPLAY) {
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if (!The_Game()->Is_Map_Valid()) {
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DialogBaseClass* dialog = DialogMgrClass::Find_Dialog(IDD_MULTIPLAY_CONNECTING);
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if (dialog != NULL) {
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((DlgMPConnect*)dialog)->Failed_To_Connect();
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act = false;
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}
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WideStringClass tval;
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tval.Format(L"%s %s", TRANSLATE(IDS_MP_CONNECTION_REFUSED_BY_APPLICATION),
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TRANSLATE(IDS_MENU_MISSING_MAP));
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DlgMPConnectionRefused::DoDialog(tval, false);
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}
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}
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#endif // MULTIPLAYERDEMO
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WWDEBUG_SAY(("cGameOptionsEvent recd\n"));
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if (act) {
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Act();
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}
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Set_Delete_Pending();
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}
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