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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
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