This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/Combat/clientcontrol.cpp

179 lines
5.6 KiB
C++

/*
** 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/Combat/clientcontrol.cpp $*
* *
* $Author:: Tom_s $*
* *
* $Modtime:: 9/21/01 10:44a $*
* *
* $Revision:: 6 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "clientcontrol.h"
#include "networkobjectfactory.h"
#include "combat.h"
#include "smartgameobj.h"
#include "gameobjmanager.h"
#include "apppackettypes.h"
CClientControl * PClientControl = NULL;
DECLARE_NETWORKOBJECT_FACTORY(CClientControl, NETCLASSID_CLIENTCONTROL);
#pragma message("(TSS) high priority for me to fix this CClientControl bug...")
//
// TSS2001 problem: destruction of this object on the server. Quitting and rejoining
// a game will crash the server.
//
//-----------------------------------------------------------------------------
CClientControl::CClientControl(void)
{
ClientId = -1;
SmartObjId = -1;
Set_App_Packet_Type(APPPACKETTYPE_CLIENTCONTROL);
}
//-----------------------------------------------------------------------------
CClientControl::~CClientControl(void)
{
}
//-----------------------------------------------------------------------------
void
CClientControl::Init(void)
{
WWASSERT(CombatManager::I_Am_Client());
ClientId = CombatManager::Get_My_Id();
Set_Network_ID(NetworkObjectMgrClass::Get_New_Client_ID());
Set_Object_Dirty_Bit(0, NetworkObjectClass::BIT_CREATION, true);
}
//-----------------------------------------------------------------------------
void
CClientControl::Set_Update_Flag(int id)
{
WWASSERT(CombatManager::I_Am_Client());
SmartObjId = id;
if (id != -1) {
Set_Object_Dirty_Bit(0, NetworkObjectClass::BIT_FREQUENT, true);
}
}
//-----------------------------------------------------------------------------
void
CClientControl::Export_Creation(BitStreamClass & packet)
{
WWASSERT(CombatManager::I_Am_Client());
NetworkObjectClass::Export_Creation(packet);
packet.Add(ClientId);
}
//-----------------------------------------------------------------------------
void
CClientControl::Import_Creation(BitStreamClass & packet)
{
WWASSERT(CombatManager::I_Am_Server());
NetworkObjectClass::Import_Creation(packet);
packet.Get(ClientId);
}
//-----------------------------------------------------------------------------
void
CClientControl::Export_Frequent(BitStreamClass & packet)
{
WWASSERT(CombatManager::I_Am_Client());
/*
packet.Add(SmartObjId);
if (SmartObjId != -1) {
SmartGameObj * p_smart_go = GameObjManager::Find_SmartGameObj(SmartObjId);
WWASSERT(p_smart_go != NULL);
p_smart_go->Export_Control_Cs(packet);
p_smart_go->Export_State_Cs(packet);
}
*/
SmartGameObj * p_smart_go = NULL;
if (SmartObjId != -1) {
p_smart_go = GameObjManager::Find_SmartGameObj(SmartObjId);
if (p_smart_go == NULL) {
SmartObjId = -1;
}
}
packet.Add(SmartObjId);
if (SmartObjId != -1) {
WWASSERT(p_smart_go != NULL);
p_smart_go->Export_Control_Cs(packet);
p_smart_go->Export_State_Cs(packet);
}
SmartObjId = -1;//hack
}
//-----------------------------------------------------------------------------
void
CClientControl::Import_Frequent(BitStreamClass & packet)
{
WWASSERT(CombatManager::I_Am_Server());
packet.Get(SmartObjId);
if (SmartObjId != -1) {
SmartGameObj * p_smart_go = GameObjManager::Find_SmartGameObj(SmartObjId);
//WWASSERT(p_smart_go != NULL);
if (p_smart_go == NULL) {
packet.Flush();
} else {
p_smart_go->Import_Control_Cs(packet);
//
// Note: org code had control owner test here, reapply if problems arise.
//
p_smart_go->Import_State_Cs(packet);
}
}
}