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