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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
154
Code/Commando/cstextobj.cpp
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154
Code/Commando/cstextobj.cpp
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/*
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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/commando/cstextobj.cpp $*
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* *
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* $Author:: Patrick $*
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* *
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* $Modtime:: 1/10/02 11:13a $*
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* *
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* $Revision:: 9 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "cstextobj.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include "debug.h"
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#include "networkobjectfactory.h"
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#include "gamemode.h"
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#include "cnetwork.h"
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#include "networkobjectmgr.h"
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#include "apppackettypes.h"
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#include "floodprotectionmgr.h"
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DECLARE_NETWORKOBJECT_FACTORY(cCsTextObj, NETCLASSID_CSTEXTOBJ);
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//-----------------------------------------------------------------------------
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cCsTextObj::cCsTextObj(void)
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{
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SenderId = HOST_TEXT_SENDER;
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Type = TEXT_MESSAGE_PUBLIC;
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Recipient = HOST_TEXT_SENDER;
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Set_App_Packet_Type(APPPACKETTYPE_CSTEXTOBJ);
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}
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//-----------------------------------------------------------------------------
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void
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cCsTextObj::Init(WideStringClass & text, TextMessageEnum type, int sender_id, int recipient)
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{
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WWASSERT(sender_id >= 0);
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WWASSERT(cNetwork::I_Am_Client());
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/*
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if (type == TEXT_MESSAGE_PRIVATE) {
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WWASSERT(recipient != -1);
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}
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*/
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Text = text;
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Type = type;
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SenderId = sender_id;
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Recipient = recipient;
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Set_Network_ID(NetworkObjectMgrClass::Get_New_Client_ID());
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//
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// Is this user "flooding" the server with text?
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//
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if (FloodProtectionMgrClass::Detect_Flooding (text) == false) {
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//
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// Not flooding, so proceed as normal
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//
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if (cNetwork::I_Am_Server()) {
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Act();
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} else {
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Set_Object_Dirty_Bit(0, BIT_CREATION, true);
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}
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} else {
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//
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// Flooding detected -- don't send the message
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//
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Set_Delete_Pending();
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}
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return ;
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}
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//-----------------------------------------------------------------------------
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void
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cCsTextObj::Act(void)
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{
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WWASSERT(cNetwork::I_Am_Server());
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if (GameModeManager::Find("Combat")->Is_Active()) {
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cScTextObj * p_test_obj = new cScTextObj;
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p_test_obj->Init(Text, Type, false, SenderId, Recipient);
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}
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Set_Delete_Pending();
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}
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//-----------------------------------------------------------------------------
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void
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cCsTextObj::Export_Creation(BitStreamClass & packet)
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{
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WWASSERT(cNetwork::I_Am_Only_Client());
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cNetEvent::Export_Creation(packet);
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packet.Add(SenderId);
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packet.Add((BYTE) Type);
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packet.Add_Wide_Terminated_String(Text);
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packet.Add(Recipient);
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Set_Delete_Pending();
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}
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//-----------------------------------------------------------------------------
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void
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cCsTextObj::Import_Creation(BitStreamClass & packet)
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{
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WWASSERT(cNetwork::I_Am_Server());
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cNetEvent::Import_Creation(packet);
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packet.Get(SenderId);
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BYTE type = packet.Get(type);
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Type = (TextMessageEnum) type;
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packet.Get_Wide_Terminated_String(Text.Get_Buffer(256), 256);
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packet.Get(Recipient);
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Act();
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}
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