179 lines
5.6 KiB
C++
179 lines
5.6 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/clientcontrol.cpp $*
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* *
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* $Author:: Tom_s $*
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* *
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* $Modtime:: 9/21/01 10:44a $*
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* *
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* $Revision:: 6 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "clientcontrol.h"
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#include "networkobjectfactory.h"
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#include "combat.h"
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#include "smartgameobj.h"
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#include "gameobjmanager.h"
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#include "apppackettypes.h"
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CClientControl * PClientControl = NULL;
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DECLARE_NETWORKOBJECT_FACTORY(CClientControl, NETCLASSID_CLIENTCONTROL);
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#pragma message("(TSS) high priority for me to fix this CClientControl bug...")
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//
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// TSS2001 problem: destruction of this object on the server. Quitting and rejoining
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// a game will crash the server.
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//
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//-----------------------------------------------------------------------------
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CClientControl::CClientControl(void)
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{
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ClientId = -1;
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SmartObjId = -1;
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Set_App_Packet_Type(APPPACKETTYPE_CLIENTCONTROL);
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}
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//-----------------------------------------------------------------------------
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CClientControl::~CClientControl(void)
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{
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}
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//-----------------------------------------------------------------------------
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void
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CClientControl::Init(void)
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{
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WWASSERT(CombatManager::I_Am_Client());
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ClientId = CombatManager::Get_My_Id();
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Set_Network_ID(NetworkObjectMgrClass::Get_New_Client_ID());
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Set_Object_Dirty_Bit(0, NetworkObjectClass::BIT_CREATION, true);
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}
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//-----------------------------------------------------------------------------
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void
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CClientControl::Set_Update_Flag(int id)
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{
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WWASSERT(CombatManager::I_Am_Client());
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SmartObjId = id;
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if (id != -1) {
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Set_Object_Dirty_Bit(0, NetworkObjectClass::BIT_FREQUENT, true);
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}
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}
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//-----------------------------------------------------------------------------
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void
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CClientControl::Export_Creation(BitStreamClass & packet)
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{
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WWASSERT(CombatManager::I_Am_Client());
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NetworkObjectClass::Export_Creation(packet);
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packet.Add(ClientId);
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}
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//-----------------------------------------------------------------------------
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void
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CClientControl::Import_Creation(BitStreamClass & packet)
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{
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WWASSERT(CombatManager::I_Am_Server());
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NetworkObjectClass::Import_Creation(packet);
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packet.Get(ClientId);
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}
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//-----------------------------------------------------------------------------
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void
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CClientControl::Export_Frequent(BitStreamClass & packet)
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{
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WWASSERT(CombatManager::I_Am_Client());
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/*
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packet.Add(SmartObjId);
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if (SmartObjId != -1) {
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SmartGameObj * p_smart_go = GameObjManager::Find_SmartGameObj(SmartObjId);
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WWASSERT(p_smart_go != NULL);
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p_smart_go->Export_Control_Cs(packet);
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p_smart_go->Export_State_Cs(packet);
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}
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*/
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SmartGameObj * p_smart_go = NULL;
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if (SmartObjId != -1) {
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p_smart_go = GameObjManager::Find_SmartGameObj(SmartObjId);
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if (p_smart_go == NULL) {
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SmartObjId = -1;
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}
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}
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packet.Add(SmartObjId);
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if (SmartObjId != -1) {
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WWASSERT(p_smart_go != NULL);
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p_smart_go->Export_Control_Cs(packet);
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p_smart_go->Export_State_Cs(packet);
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}
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SmartObjId = -1;//hack
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}
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//-----------------------------------------------------------------------------
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void
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CClientControl::Import_Frequent(BitStreamClass & packet)
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{
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WWASSERT(CombatManager::I_Am_Server());
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packet.Get(SmartObjId);
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if (SmartObjId != -1) {
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SmartGameObj * p_smart_go = GameObjManager::Find_SmartGameObj(SmartObjId);
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//WWASSERT(p_smart_go != NULL);
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if (p_smart_go == NULL) {
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packet.Flush();
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} else {
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p_smart_go->Import_Control_Cs(packet);
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//
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// Note: org code had control owner test here, reapply if problems arise.
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//
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p_smart_go->Import_State_Cs(packet);
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}
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}
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}
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