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CnC_Renegade/Code/Commando/AnnounceEvent.cpp

343 lines
7.4 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/>.
*/
/******************************************************************************
*
* FILE
* $Archive: /Commando/Code/Commando/AnnounceEvent.cpp $
*
* DESCRIPTION
* Client announcement
*
* PROGRAMMER
* Denzil E. Long, Jr.
* $Author: Denzil_l $
*
* VERSION INFO
* $Revision: 9 $
* $Modtime: 1/12/02 9:33p $
*
******************************************************************************/
#include "announceevent.h"
#include "networkobjectfactory.h"
#include "apppackettypes.h"
#include "networkobjectmgr.h"
#include "cnetwork.h"
#include "gamemode.h"
#include "playertype.h"
#include "translateobj.h"
#include "translatedb.h"
#include "wwaudio.h"
#include "messagewindow.h"
#include <wwlib\widestring.h>
#include "cncmodesettings.h"
#include "floodprotectionmgr.h"
DECLARE_NETWORKOBJECT_FACTORY(CSAnnouncement, NETCLASSID_CSANNOUNCEMENT);
CSAnnouncement::CSAnnouncement(void) :
mFromID(-1),
mToID(-1),
mAnnouncementID(0),
mRadioCmdID(-1),
mType(ANNOUNCEMENT_PUBLIC)
{
Set_App_Packet_Type(APPPACKETTYPE_CSANNOUNCEMENT);
}
CSAnnouncement::~CSAnnouncement()
{
}
void CSAnnouncement::Init(int to_id, int announcementID, AnnouncementEnum type, int radio_cmd_id)
{
WWASSERT(cNetwork::I_Am_Client());
mToID = to_id;
mFromID = cNetwork::Get_My_Id();
mAnnouncementID = announcementID;
mRadioCmdID = radio_cmd_id;
mType = type;
Set_Network_ID(NetworkObjectMgrClass::Get_New_Client_ID());
//
// Is this user "flooding" the server with text?
//
if (FloodProtectionMgrClass::Detect_Flooding (L"") == false)
{
if (cNetwork::I_Am_Server())
{
Act();
}
else
{
Set_Object_Dirty_Bit(0, BIT_CREATION, true);
}
}
else
{
//
// Flooding detected -- don't send the message
//
Set_Delete_Pending();
}
}
void CSAnnouncement::Act(void)
{
WWASSERT(cNetwork::I_Am_Server());
if (GameModeManager::Find("Combat")->Is_Active())
{
SCAnnouncement* announce = new SCAnnouncement;
announce->Init(mToID, mFromID, mAnnouncementID, mType, mRadioCmdID);
}
Set_Delete_Pending();
}
void CSAnnouncement::Export_Creation(BitStreamClass& packet)
{
WWASSERT(cNetwork::I_Am_Only_Client());
cNetEvent::Export_Creation(packet);
packet.Add(mToID);
packet.Add(mFromID);
packet.Add(mAnnouncementID);
packet.Add(mRadioCmdID);
packet.Add((BYTE)mType);
Set_Delete_Pending();
}
void CSAnnouncement::Import_Creation(BitStreamClass& packet)
{
WWASSERT(cNetwork::I_Am_Server());
cNetEvent::Import_Creation(packet);
packet.Get(mToID);
packet.Get(mFromID);
packet.Get(mAnnouncementID);
packet.Get(mRadioCmdID);
BYTE type = 0;
packet.Get(type);
mType = (AnnouncementEnum)type;
Act();
}
//-----------------------------------------------------------------------------
DECLARE_NETWORKOBJECT_FACTORY(SCAnnouncement, NETCLASSID_SCANNOUNCEMENT);
SCAnnouncement::SCAnnouncement(void) :
mToID(-1),
mFromID(-1),
mAnnouncementID(0),
mRadioCmdID(-1),
mType(ANNOUNCEMENT_PUBLIC)
{
Set_App_Packet_Type(APPPACKETTYPE_SCANNOUNCEMENT);
}
SCAnnouncement::~SCAnnouncement()
{
}
void SCAnnouncement::Init(int to_id, int from_id, int announcementID, AnnouncementEnum type, int radio_cmd_id)
{
WWASSERT(cNetwork::I_Am_Server());
mToID = to_id;
mFromID = from_id;
mAnnouncementID = announcementID;
mRadioCmdID = radio_cmd_id;
mType = type;
switch (type)
{
case ANNOUNCEMENT_PUBLIC:
Set_Object_Dirty_Bit(BIT_CREATION, true);
break;
case ANNOUNCEMENT_TEAM:
if (mToID >= 0)
{
Set_Dirty_Bit_For_Team(BIT_CREATION, mToID);
}
break;
case ANNOUNCEMENT_PRIVATE:
if (mToID >= 0)
{
Set_Object_Dirty_Bit(mToID, BIT_CREATION, true);
}
break;
default:
break;
}
// Explicitly show the message on the server if he is among the recipients.
if (cNetwork::I_Am_Client() && Is_Client_Dirty(cNetwork::Get_My_Id()))
{
Act();
}
}
void SCAnnouncement::Set_Dirty_Bit_For_Team(DIRTY_BIT bit, int team)
{
WWASSERT(team == PLAYERTYPE_NOD || team == PLAYERTYPE_GDI);
SList<cPlayer>* playerList = cPlayerManager::Get_Player_Object_List();
if (playerList)
{
SLNode<cPlayer>* playerNode = playerList->Head();
while (playerNode)
{
cPlayer* player = playerNode->Data();
if (player && player->Is_Active() && (player->Get_Player_Type() == team))
{
Set_Object_Dirty_Bit(player->Get_Id(), bit, true);
}
playerNode = playerNode->Next();
}
}
}
void SCAnnouncement::Act(void)
{
if (mAnnouncementID > 0)
{
// Lookup the translation object from the strings database
TDBObjClass* translateObj = TranslateDBClass::Find_Object(mAnnouncementID);
cPlayer* sender = cPlayerManager::Find_Player(mFromID);
//
// Display the emot icon as ncessary
//
if (sender != NULL && mRadioCmdID != -1)
{
//
// Dig the soldier game object out from the player data
//
SmartGameObj *game_obj = sender->Get_GameObj();
if (game_obj != NULL && game_obj->As_SoldierGameObj () != NULL)
{
CNCModeSettingsDef* cncDef = CNCModeSettingsDef::Get_Instance();
if (cncDef != NULL)
{
//
// Display the emot icon
//
const float EMOT_ICON_DURATION = 2.0F;
const char *emot_icon_name = cncDef->Get_Radio_Command_Emot_Icon (mRadioCmdID);
game_obj->As_SoldierGameObj ()->Set_Emot_Icon (emot_icon_name, EMOT_ICON_DURATION);
}
}
}
if (translateObj)
{
// Display the text on the screen
const WCHAR* string = translateObj->Get_String();
if (string)
{
if (sender)
{
WideStringClass message(0, true);
message.Format(L"%s: %s", sender->Get_Name(), string);
CombatManager::Get_Message_Window()->Add_Message(message, sender->Get_Color());
}
else
{
CombatManager::Get_Message_Window()->Add_Message(string, Vector3(1,1,1));
}
}
// Play the sound effect
int soundID = (int)translateObj->Get_Sound_ID();
if (soundID > 0)
{
WWAudioClass::Get_Instance()->Create_Instant_Sound(soundID, Matrix3D(1));
}
}
}
Set_Delete_Pending();
}
//-----------------------------------------------------------------------------
void SCAnnouncement::Export_Creation(BitStreamClass& packet)
{
cNetEvent::Export_Creation(packet);
packet.Add(mToID);
packet.Add(mFromID);
packet.Add(mAnnouncementID);
packet.Add(mRadioCmdID);
packet.Add((BYTE)mType);
Set_Delete_Pending();
}
//-----------------------------------------------------------------------------
void SCAnnouncement::Import_Creation(BitStreamClass& packet)
{
cNetEvent::Import_Creation(packet);
WWASSERT(cNetwork::I_Am_Only_Client());
packet.Get(mToID);
packet.Get(mFromID);
packet.Get(mAnnouncementID);
packet.Add(mRadioCmdID);
BYTE type = 0;
packet.Get(type);
mType = (AnnouncementEnum)type;
Act();
}