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-rw-r--r--Stars45/NetGameClient.h198
1 files changed, 111 insertions, 87 deletions
diff --git a/Stars45/NetGameClient.h b/Stars45/NetGameClient.h
index ecb4ba7..1cc8397 100644
--- a/Stars45/NetGameClient.h
+++ b/Stars45/NetGameClient.h
@@ -1,87 +1,111 @@
-/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: NetGameClient.h
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- Network Game Manager class
-*/
-
-#ifndef NetGameClient_h
-#define NetGameClient_h
-
-#include "NetGame.h"
-#include "SimObject.h"
-
-// +--------------------------------------------------------------------+
-
-class NetJoinAnnounce;
-
-// +--------------------------------------------------------------------+
-
-class NetGameClient : public NetGame, public SimObserver
-{
-public:
- NetGameClient();
- virtual ~NetGameClient();
-
- virtual bool IsClient() const { return true; }
- virtual bool IsServer() const { return false; }
-
- virtual void ExecFrame();
- virtual void Send();
- virtual void SendData(NetData* data);
- virtual void Respawn(DWORD objid, Ship* spawn);
-
- virtual bool Update(SimObject* obj);
- virtual const char* GetObserverName() const;
-
-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 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);
-
- virtual void SendJoinRequest();
-
- virtual bool DoJoinBacklog(NetJoinAnnounce* join_ann);
-
- DWORD server_id;
- DWORD join_req_time;
- List<NetJoinAnnounce> join_backlog;
-};
-
-// +--------------------------------------------------------------------+
-
-#endif NetGameClient_h
-
+/* 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: NetGameClient.h
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Network Game Manager class
+*/
+
+#ifndef NetGameClient_h
+#define NetGameClient_h
+
+#include "NetGame.h"
+#include "SimObject.h"
+
+// +--------------------------------------------------------------------+
+
+class NetJoinAnnounce;
+
+// +--------------------------------------------------------------------+
+
+class NetGameClient : public NetGame, public SimObserver
+{
+public:
+ NetGameClient();
+ virtual ~NetGameClient();
+
+ virtual bool IsClient() const { return true; }
+ virtual bool IsServer() const { return false; }
+
+ virtual void ExecFrame();
+ virtual void Send();
+ virtual void SendData(NetData* data);
+ virtual void Respawn(DWORD objid, Ship* spawn);
+
+ virtual bool Update(SimObject* obj);
+ virtual const char* GetObserverName() const;
+
+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 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);
+
+ virtual void SendJoinRequest();
+
+ virtual bool DoJoinBacklog(NetJoinAnnounce* join_ann);
+
+ DWORD server_id;
+ DWORD join_req_time;
+ List<NetJoinAnnounce> join_backlog;
+};
+
+// +--------------------------------------------------------------------+
+
+#endif NetGameClient_h
+