/* Starshatter: The Open Source Project Copyright (c) 2021-2024, Starshatter: The Open Source Project Contributors Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors Copyright (c) 1997-2006, Destroyer Studios LLC. 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 join_backlog; }; // +--------------------------------------------------------------------+ #endif // NetGameClient_h