/* ** 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/gamedataupdateevent.cpp $* * * * $Author:: Steve_t $* * * * $Modtime:: 1/17/02 8:32p $* * * * $Revision:: 6 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "gamedataupdateevent.h" #include "networkobjectfactory.h" #include "cnetwork.h" #include "apppackettypes.h" DECLARE_NETWORKOBJECT_FACTORY(cGameDataUpdateEvent, NETCLASSID_GAMEDATAUPDATEEVENT); //----------------------------------------------------------------------------- cGameDataUpdateEvent::cGameDataUpdateEvent(void) { Set_App_Packet_Type(APPPACKETTYPE_GAMEDATAUPDATEEVENT); TimeRemainingSeconds = 0; //ServerIsGameplayPermitted = true; } //----------------------------------------------------------------------------- void cGameDataUpdateEvent::Init(int client_id) { WWASSERT(cNetwork::I_Am_Server()); //WWASSERT(client_id >= 0); cGameDataUpdateEvent::cGameDataUpdateEvent(); WWASSERT(The_Game() != NULL); TimeRemainingSeconds = (int) The_Game()->Get_Time_Remaining_Seconds(); //ServerIsGameplayPermitted = The_Game()->Get_Server_Is_Gameplay_Permitted(); HostedGameNumber = The_Game()->Get_Hosted_Game_Number(); if (client_id == -1) { Set_Object_Dirty_Bit(BIT_CREATION, true); } else { Set_Object_Dirty_Bit(client_id, BIT_CREATION, true); } } //----------------------------------------------------------------------------- void cGameDataUpdateEvent::Act(void) { WWASSERT(cNetwork::I_Am_Only_Client()); if (The_Game() != NULL && TimeRemainingSeconds > 0) { The_Game()->Set_Time_Remaining_Seconds(TimeRemainingSeconds); //The_Game()->Set_Server_Is_Gameplay_Permitted(ServerIsGameplayPermitted); } The_Game()->Set_Hosted_Game_Number(HostedGameNumber); //Set_Delete_Pending(); } //----------------------------------------------------------------------------- void cGameDataUpdateEvent::Export_Creation(BitStreamClass & packet) { WWASSERT(cNetwork::I_Am_Server()); cNetEvent::Export_Creation(packet); packet.Add(TimeRemainingSeconds); //packet.Add(ServerIsGameplayPermitted); packet.Add(HostedGameNumber); Set_Delete_Pending(); } //----------------------------------------------------------------------------- void cGameDataUpdateEvent::Import_Creation(BitStreamClass & packet) { WWASSERT(cNetwork::I_Am_Only_Client()); cNetEvent::Import_Creation(packet); packet.Get(TimeRemainingSeconds); //packet.Get(ServerIsGameplayPermitted); packet.Get(HostedGameNumber); Act(); Set_Delete_Pending(); }