/*
** 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 .
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Commando/consolecommandevent.cpp $*
* *
* $Author:: Tom_s $*
* *
* $Modtime:: 10/10/01 7:39p $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "consolecommandevent.h"
#include
#include
#include "networkobjectfactory.h"
#include "gamemode.h"
#include "cnetwork.h"
#include "consolefunction.h"
#include "apppackettypes.h"
DECLARE_NETWORKOBJECT_FACTORY(cConsoleCommandEvent, NETCLASSID_CONSOLECOMMANDEVENT);
//-----------------------------------------------------------------------------
cConsoleCommandEvent::cConsoleCommandEvent(void)
{
::strcpy(Command, "");
Set_App_Packet_Type(APPPACKETTYPE_CONSOLECOMMANDEVENT);
}
//-----------------------------------------------------------------------------
void
cConsoleCommandEvent::Init(LPCSTR command)
{
WWASSERT(cNetwork::I_Am_Server());
WWASSERT(command != NULL);
WWASSERT(::strlen(command) > 0);
WWASSERT(::strlen(command) < sizeof(Command));
::strcpy(Command, command);
Set_Object_Dirty_Bit(BIT_CREATION, true);
if (cNetwork::I_Am_Client()) {
Act();
}
}
//-----------------------------------------------------------------------------
void
cConsoleCommandEvent::Act(void)
{
WWASSERT(cNetwork::I_Am_Client());
if (GameModeManager::Find("Combat")->Is_Active()) {
ConsoleFunctionManager::Parse_Input(Command);
}
}
//-----------------------------------------------------------------------------
void
cConsoleCommandEvent::Export_Creation(BitStreamClass & packet)
{
WWASSERT(cNetwork::I_Am_Server());
cNetEvent::Export_Creation(packet);
packet.Add_Terminated_String(Command);
//
// TSS101001
// Even though this object is reflected to all clients, we can set delete here because
// TCADN is immediate and reliable.
//
Set_Delete_Pending();
}
//-----------------------------------------------------------------------------
void
cConsoleCommandEvent::Import_Creation(BitStreamClass & packet)
{
WWASSERT(cNetwork::I_Am_Only_Client());
cNetEvent::Import_Creation(packet);
packet.Get_Terminated_String(Command, sizeof(Command));
Act();
Set_Delete_Pending();
}