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/*  Project Starshatter 4.5
    Destroyer Studios LLC
    Copyright © 1997-2004. All Rights Reserved.

    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