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+/* Starshatter OpenSource Distribution
+ Copyright (c) 1997-2004, Destroyer Studios LLC.
+ All Rights Reserved.
+
+ Redistribution and use in source and binary forms, with or without
+ modification, are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+ * Neither the name "Destroyer Studios" nor the names of its contributors
+ may be used to endorse or promote products derived from this software
+ without specific prior written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ POSSIBILITY OF SUCH DAMAGE.
+
+ SUBSYSTEM: Stars.exe
+ FILE: NetGame.h
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Network Game Manager class
+*/
+
+#ifndef NetGame_h
+#define NetGame_h
+
+#include "Types.h"
+#include "Geometry.h"
+#include "NetLink.h"
+#include "Director.h"
+#include "List.h"
+
+// +--------------------------------------------------------------------+
+
+class Sim;
+class Ship;
+class Shot;
+class NetData;
+class NetMsg;
+class NetPlayer;
+
+// +--------------------------------------------------------------------+
+
+class NetGame
+{
+public:
+ static const char* TYPENAME() { return "NetGame"; }
+
+ enum { SHIP, SHOT };
+
+ NetGame();
+ virtual ~NetGame();
+
+ virtual bool IsClient() const { return false; }
+ virtual bool IsServer() const { return false; }
+ virtual bool IsActive() const { return active; }
+
+ virtual DWORD GetNetID() const { return netid; }
+ virtual DWORD GetObjID() const;
+
+ virtual void ExecFrame();
+ virtual void Recv();
+ virtual void Send();
+
+ virtual void SendData(NetData* data) { }
+
+ virtual NetPlayer* FindPlayerByName(const char* name);
+ virtual NetPlayer* FindPlayerByNetID(DWORD netid);
+ virtual NetPlayer* FindPlayerByObjID(DWORD objid);
+ virtual Ship* FindShipByObjID(DWORD objid);
+ virtual Shot* FindShotByObjID(DWORD objid);
+
+ virtual NetPeer* GetPeer(NetPlayer* player);
+
+ virtual void Respawn(DWORD objid, Ship* spawn);
+
+ static NetGame* Create();
+ static NetGame* GetInstance();
+ static bool IsNetGame();
+ static bool IsNetGameClient();
+ static bool IsNetGameServer();
+ static int NumPlayers();
+
+ static DWORD GetNextObjID(int type=SHIP);
+
+protected:
+ virtual void DoJoinRequest(NetMsg* msg) { }
+ virtual void DoJoinAnnounce(NetMsg* msg) { }
+ virtual void DoQuitRequest(NetMsg* msg) { }
+ virtual void DoQuitAnnounce(NetMsg* msg) { }
+ virtual void DoGameOver(NetMsg* msg) { }
+ virtual void DoDisconnect(NetMsg* msg) { }
+
+ virtual void DoObjLoc(NetMsg* msg) { }
+ virtual void DoObjDamage(NetMsg* msg) { }
+ virtual void DoObjKill(NetMsg* msg) { }
+ virtual void DoObjSpawn(NetMsg* msg) { }
+ virtual void DoObjHyper(NetMsg* msg) { }
+ virtual void DoObjTarget(NetMsg* msg) { }
+ virtual void DoObjEmcon(NetMsg* msg) { }
+ virtual void DoSysDamage(NetMsg* msg) { }
+ virtual void DoSysStatus(NetMsg* msg) { }
+
+ virtual void DoElemCreate(NetMsg* msg) { }
+ virtual void DoElemRequest(NetMsg* msg) { }
+ virtual void DoShipLaunch(NetMsg* msg) { }
+ virtual void DoNavData(NetMsg* msg) { }
+ virtual void DoNavDelete(NetMsg* msg) { }
+
+ virtual void DoWepTrigger(NetMsg* msg) { }
+ virtual void DoWepRelease(NetMsg* msg) { }
+ virtual void DoWepDestroy(NetMsg* msg) { }
+
+ virtual void DoCommMsg(NetMsg* msg) { }
+ virtual void DoChatMsg(NetMsg* msg) { }
+ virtual void DoSelfDestruct(NetMsg* msg) { }
+
+ List<NetPlayer> players;
+ NetLink* link;
+
+ DWORD objid;
+ DWORD netid;
+ Ship* local_player;
+ Text player_name;
+ Text player_pass;
+ Ship* target;
+ Sim* sim;
+ bool active;
+
+ DWORD last_send_time;
+};
+
+// +--------------------------------------------------------------------+
+
+#endif NetGame_h
+