/*
** 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/loadingevent.cpp $*
* *
* $Author:: Steve_t $*
* *
* $Modtime:: 12/04/01 12:30a $*
* *
* $Revision:: 12 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "loadingevent.h"
#include
#include
#include "networkobjectfactory.h"
#include "cnetwork.h"
#include "networkobjectmgr.h"
#include "playermanager.h"
#include "apppackettypes.h"
#include "gamedataupdateevent.h"
DECLARE_NETWORKOBJECT_FACTORY(cLoadingEvent, NETCLASSID_LOADINGEVENT);
//-----------------------------------------------------------------------------
cLoadingEvent::cLoadingEvent(void)
{
SenderId = 0;
IsLoading = false;
Set_App_Packet_Type(APPPACKETTYPE_LOADINGEVENT);
}
//-----------------------------------------------------------------------------
void
cLoadingEvent::Init(bool flag)
{
WWASSERT(cNetwork::I_Am_Client());
SenderId = cNetwork::Get_My_Id();
IsLoading = flag;
Set_Network_ID(NetworkObjectMgrClass::Get_New_Client_ID());
if (cNetwork::I_Am_Server()) {
Act();
} else {
Set_Object_Dirty_Bit(0, BIT_CREATION, true);
}
}
//-----------------------------------------------------------------------------
void
cLoadingEvent::Act(void)
{
WWASSERT(cNetwork::I_Am_Server());
cPlayer * p_player = cPlayerManager::Find_Player(SenderId);
if (p_player != NULL)
{
p_player->Set_Is_In_Game(!IsLoading);
p_player->Mark_As_Modified();
if (p_player->Get_Is_In_Game().Is_True())
{
if (cNetwork::PServerConnection != NULL) {
cNetwork::PServerConnection->Set_Rhost_Expect_Packet_Flood(p_player->Get_Id(), true);
cNetwork::PServerConnection->Set_Rhost_Is_In_Game(p_player->Get_Id(), true);
}
//
// This client has just finished loading.
// Update him about any dynamic game data parameters.
//
cGameDataUpdateEvent * p_event = new cGameDataUpdateEvent();
p_event->Init(p_player->Get_Id());
}
}
Set_Delete_Pending();
}
//-----------------------------------------------------------------------------
void
cLoadingEvent::Export_Creation(BitStreamClass & packet)
{
WWASSERT(cNetwork::I_Am_Client());
//WWDEBUG_SAY(("cLoadingEvent::Export_Creation (%d)\n", IsLoading));
cNetEvent::Export_Creation(packet);
WWASSERT(SenderId > 0);
packet.Add(SenderId);
packet.Add(IsLoading);
Set_Delete_Pending();
}
//-----------------------------------------------------------------------------
void
cLoadingEvent::Import_Creation(BitStreamClass & packet)
{
//WWDEBUG_SAY(("cLoadingEvent::Import_Creation\n"));
cNetEvent::Import_Creation(packet);
WWASSERT(cNetwork::I_Am_Server());
packet.Get(SenderId);
packet.Get(IsLoading);
WWASSERT(SenderId > 0);
Act();
}