summaryrefslogtreecommitdiffhomepage
path: root/Stars45/NetGameServer.h
blob: 12b58272eedc09864e7942262e186b712c6b8248 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, 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
    ========
    Server-Side Network Game Manager class
*/

#ifndef NetGameServer_h
#define NetGameServer_h

#include "NetGame.h"
#include "SimObject.h"

// +--------------------------------------------------------------------+

class NetChatMsg;

// +--------------------------------------------------------------------+

class NetGameServer : public NetGame, public SimObserver
{
public:
    NetGameServer();
    virtual ~NetGameServer();

    virtual bool         IsClient() const { return false; }
    virtual bool         IsServer() const { return true; }

    virtual void         ExecFrame();
    virtual void         CheckSessions();

    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;

    virtual void         RouteChatMsg(NetChatMsg& chat_msg);

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         DoElemRequest(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 NetPlayer*   FindZombieByObjID(DWORD objid);
    virtual void         SendDisconnect(NetPlayer* zombie);

    List<Ship>           ships;
    List<NetPlayer>      zombies;
};

// +--------------------------------------------------------------------+

#endif  // NetGameServer_h