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CnC_Renegade/Code/Commando/svrgoodbyeevent.cpp

185 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/svrgoodbyeevent.cpp $*
* *
* $Author:: Tom_s $*
* *
* $Modtime:: 2/14/02 3:10p $*
* *
* $Revision:: 19 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "svrgoodbyeevent.h"
#include <stdio.h>
#include <stdlib.h>
#include "networkobjectfactory.h"
#include "gamemode.h"
#include "cnetwork.h"
#include "translatedb.h"
#include "string_ids.h"
#include "textdisplay.h"
#include "wwaudio.h"
#include "devoptions.h"
//#include "helptext.h"
#include "dlgmessagebox.h"
#include "apppackettypes.h"
#include "string_ids.h"
#include "dlgcncwinscreen.h"
#include "gamespyadmin.h"
#include "dlgmpconnectionrefused.h"
#include "specialbuilds.h"
#include "gamespyadmin.h"
//
// TSS2001 Problem - we have lost the unreliable multiblast effect for this message
//
DECLARE_NETWORKOBJECT_FACTORY(cSvrGoodbyeEvent, NETCLASSID_SVRGOODBYEEVENT);
//-----------------------------------------------------------------------------
cSvrGoodbyeEvent::cSvrGoodbyeEvent(void)
{
IsQuickFullExitRequested = false;
Set_App_Packet_Type(APPPACKETTYPE_SVRGOODBYEEVENT);
}
//-----------------------------------------------------------------------------
void
cSvrGoodbyeEvent::Init(bool flag)
{
WWASSERT(cNetwork::I_Am_Server());
IsQuickFullExitRequested = flag;
Set_Object_Dirty_Bit(BIT_CREATION, true);
/*
if (cNetwork::I_Am_Client())
{
Act();
}
*/
}
//-----------------------------------------------------------------------------
void
cSvrGoodbyeEvent::Act(void)
{
if (cNetwork::I_Am_Only_Client()) {
cNetwork::PClientConnection->Destroy_Connection(0); // destroy connection to server
if (cGameSpyAdmin::Get_Is_Launched_From_Gamespy()) {
DlgMPConnectionRefused::DoDialog(TRANSLATION(IDS_MP_SERVER_SHUT_DOWN), true);
} else {
DlgMsgBox::DoDialog(TRANSLATION(IDS_MENU_SERVER_MESSAGE_TITLE), TRANSLATION(IDS_MP_SERVER_SHUT_DOWN));
}
//
// Close out the win screen dialog (if its up)
//
CNCWinScreenMenuClass::Close_Dialog ();
WWAudioClass::Get_Instance()->Create_Instant_Sound("System_Message", Matrix3D(1));
if (IsQuickFullExitRequested)
{
WWDEBUG_SAY(("Quick full exit instructed from server.\n"));
cDevOptions::QuickFullExit.Set(true);
}
else
{
//TSS090401
//
// The client needs to quit back to the game list
//
if (!cGameSpyAdmin::Get_Is_Launched_From_Gamespy()) {
extern bool g_client_quit;
g_client_quit = true;
}
}
}
Set_Delete_Pending();
}
//-----------------------------------------------------------------------------
void
cSvrGoodbyeEvent::Export_Creation(BitStreamClass & packet)
{
WWASSERT(cNetwork::I_Am_Server());
cNetEvent::Export_Creation(packet);
packet.Add(IsQuickFullExitRequested);
Set_Delete_Pending();
}
//-----------------------------------------------------------------------------
void
cSvrGoodbyeEvent::Import_Creation(BitStreamClass & packet)
{
cNetEvent::Import_Creation(packet);
WWASSERT(cNetwork::I_Am_Only_Client());
packet.Get(IsQuickFullExitRequested);
Act();
}
/*
else if (cGameSpyAdmin::Get_Is_Launched_From_Gamespy())
{
extern void Stop_Main_Loop (int);
Stop_Main_Loop(EXIT_SUCCESS);
}
*/