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/*  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