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Initial commit of Command & Conquer Renegade source code.
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185
Code/Commando/wolgmode.h
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185
Code/Commando/wolgmode.h
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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/wolgmode.h $*
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* *
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* $Author:: Steve_t $*
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* *
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* $Modtime:: 10/13/02 10:05p $*
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* *
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* $Revision:: 36 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSV_VER)
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#pragma once
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#endif
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#ifndef __WOLGMODE_H__
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#define __WOLGMODE_H__
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#include "GameMode.h"
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#include "WOLBuddyMgr.h"
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#include <WWOnline\RefPtr.h>
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#include <WWLib\Notify.h>
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#include <WWLib\Signaler.h>
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class cGameData;
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class cPlayer;
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class WOLChatMgr;
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class WOLQuickMatch;
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class DlgWOLWaitEvent;
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namespace WWOnline
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{
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class Session;
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class ChannelData;
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class UserData;
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class GameStartEvent;
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class GameOptionsMessage;
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class ChannelEvent;
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class UserEvent;
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class LadderInfoEvent;
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enum ConnectionStatus;
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class ServerError;
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}
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// Game Mode to do WWOnline (Internet) games
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class WolGameModeClass :
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public GameModeClass,
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public Signaler<WolGameModeClass>,
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public Observer<DlgWOLWaitEvent>,
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public Observer<WWOnline::GameStartEvent>,
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public Observer<WWOnline::GameOptionsMessage>,
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public Observer<WWOnline::ChannelEvent>,
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public Observer<WWOnline::UserEvent>,
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public Observer<WWOnline::LadderInfoEvent>,
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public Observer<WOLPagedEvent>,
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public Observer<WWOnline::ConnectionStatus>,
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public Observer<WWOnline::ServerError>
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{
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public:
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WolGameModeClass();
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~WolGameModeClass();
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inline const char* Name(void)
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{return "WOL";}
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void Init(void);
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void Shutdown(void);
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void Think(void);
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void Render(void) {}
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void Create_Game(cGameData*);
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void Leave_Game(void);
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void Start_Game(cGameData*);
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void End_Game(void);
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void Accept_Actions(void);
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void Refusal_Actions(void);
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void Init_WOL_Player(cPlayer* player);
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RefPtr<WWOnline::UserData> Get_WOL_User_Data(const wchar_t* name);
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void Page_WOL_User(const wchar_t* name, const wchar_t* msg);
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void Reply_Last_Page(const wchar_t* msg);
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void Locate_WOL_User(const wchar_t* name);
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void Invite_WOL_User(const wchar_t* name, const wchar_t* msg);
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void Join_WOL_User(const wchar_t* name);
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bool Kick_Player(const wchar_t* name);
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void Ban_Player(const wchar_t* name, unsigned long ip);
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bool Is_Banned(const char *player_name, unsigned long ip);
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void Read_Kick_List(void);
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void Auto_Kick(void);
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void System_Timer_Reset(void);
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inline cGameData* Get_Game(void) const
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{return mTheGame;}
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inline bool Channel_Create_OK(void)
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{return mChannelCreateSuccessFlag;}
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void Set_Quiet_Mode(bool quiet)
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{mQuietMode = quiet;}
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bool Post_Game_Check(void);
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static void Game_Start_Timeout_Callback(void);
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protected:
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void Evaluate_Clans(cGameData* theGame);
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void Update_Channel_Settings(cGameData* theGame, const RefPtr<WWOnline::ChannelData>& channel);
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void Quit_And_Restart(void);
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void Handle_Disconnect(void);
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void Game_Start_Timed_Out(void);
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void HandleNotification(DlgWOLWaitEvent&);
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void HandleNotification(WWOnline::GameStartEvent&);
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void HandleNotification(WWOnline::GameOptionsMessage&);
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void HandleNotification(WWOnline::ChannelEvent&);
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void HandleNotification(WWOnline::UserEvent&);
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void HandleNotification(WWOnline::LadderInfoEvent&);
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void HandleNotification(WOLPagedEvent&);
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void HandleNotification(WWOnline::ServerError&);
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void HandleNotification(WWOnline::ConnectionStatus&);
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private:
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RefPtr<WWOnline::Session> mWOLSession;
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WOLChatMgr* mWOLChatMgr;
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WOLBuddyMgr* mWOLBuddyMgr;
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WOLQuickMatch* mQuickMatch;
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cGameData* mTheGame;
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unsigned long mGameID;
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bool mGameInProgress;
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unsigned long mSendServerInfoTime;
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bool mQuietMode;
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bool mConnected;
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unsigned long mLastPatchCheckTime;
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unsigned long mStartQuitProcessTime;
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bool mPatchAvailable;
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bool mMonitorConnection;
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// This flag is set to true when we successfully create a game channel.
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// Used in conjunction with signalling to indicate completion status.
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bool mChannelCreateSuccessFlag;
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DynamicVectorClass<StringClass> KickNameList;
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DynamicVectorClass<unsigned long> KickIPList;
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DynamicVectorClass<StringClass> IdleKickNameList;
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DynamicVectorClass<unsigned int> IdleKickTimeList;
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};
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#endif // __WOLGMODE_H__
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