This repository has been archived on 2025-02-27.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/Commando/purchaseresponseevent.cpp

154 lines
5.3 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/Commando/purchaseresponseevent.cpp $*
* *
* $Author:: Tom_s $*
* *
* $Modtime:: 12/20/01 2:57p $*
* *
* $Revision:: 10 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "purchaseresponseevent.h"
#include <stdio.h>
#include <stdlib.h>
#include "networkobjectfactory.h"
#include "gamemode.h"
#include "cnetwork.h"
#include "consolefunction.h"
#include "vendor.h"
#include "translatedb.h"
#include "string_ids.h"
#include "textdisplay.h"
#include "apppackettypes.h"
#include "messagewindow.h"
#include "wwaudio.h"
DECLARE_NETWORKOBJECT_FACTORY(cPurchaseResponseEvent, NETCLASSID_PURCHASERESPONSEEVENT);
//-----------------------------------------------------------------------------
cPurchaseResponseEvent::cPurchaseResponseEvent(void)
{
PurchaserId = -1;
ResponseId = -1;
Set_App_Packet_Type(APPPACKETTYPE_PURCHASERESPONSEEVENT);
}
//-----------------------------------------------------------------------------
void
cPurchaseResponseEvent::Init(int response_id, int client_id)
{
WWASSERT(cNetwork::I_Am_Server());
PurchaserId = client_id;
ResponseId = response_id;
if (cNetwork::I_Am_Client() && PurchaserId == cNetwork::Get_My_Id())
{
Act();
}
else
{
Set_Object_Dirty_Bit(client_id, BIT_CREATION, true);
}
}
//-----------------------------------------------------------------------------
void
cPurchaseResponseEvent::Act(void)
{
if (!GameModeManager::Find("Combat")->Is_Active()) {
return;
}
WWASSERT(cNetwork::I_Am_Client());
/*
if (PurchaserId != cNetwork::Get_My_Id()) {
return;
}
*/
WWASSERT(PurchaserId == cNetwork::Get_My_Id());
WideStringClass wide_string;
if ( ResponseId == VendorClass::PERR_SUCCESS ) {
wide_string.Format( L"%s\n", TRANSLATION(IDS_MP_CNC_PURCHASE_GRANTED) );
//
// Play a custom SFX for feedback
//
WWASSERT(WWAudioClass::Get_Instance() != NULL);
WWAudioClass::Get_Instance()->Create_Instant_Sound("Purchase_Granted", Matrix3D(1));
} else if ( ResponseId == VendorClass::PERR_NO_FUNDS ) {
wide_string.Format( L"%s\n", TRANSLATION(IDS_MP_CNC_INSUFFICIENT_FUNDS) );
} else if ( ResponseId == VendorClass::PERR_NO_FACTORY ) {
wide_string.Format( L"%s\n", TRANSLATION(IDS_MP_CNC_FACTORY_UNAVAILABLE) );
} else if ( ResponseId == VendorClass::PERR_OPERATION_PENDING ) {
wide_string.Format( L"%s\n", TRANSLATION(IDS_MP_CNC_TRANSACTION_PENDING) );
} else if ( ResponseId == VendorClass::PERR_NOT_IN_STOCK ) {
wide_string.Format( L"%s\n", TRANSLATION(IDS_MP_CNC_NOT_IN_STOCK) );
}
//
// Display the message...
//
CombatManager::Get_Message_Window ()->Add_Message (wide_string, Vector3 (0.7F, 0.7F, 0.7F));
Set_Delete_Pending();
}
//-----------------------------------------------------------------------------
void
cPurchaseResponseEvent::Export_Creation(BitStreamClass & packet)
{
WWASSERT(cNetwork::I_Am_Server());
cNetEvent::Export_Creation(packet);
packet.Add(PurchaserId);
packet.Add(ResponseId);
Set_Delete_Pending();
}
//-----------------------------------------------------------------------------
void
cPurchaseResponseEvent::Import_Creation(BitStreamClass & packet)
{
WWASSERT(cNetwork::I_Am_Only_Client());
cNetEvent::Import_Creation(packet);
packet.Get(PurchaserId);
packet.Get(ResponseId);
Act();
}