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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: NetLobby.h
AUTHOR: John DiCamillo
OVERVIEW
========
Base Class for Multiplayer Game Lobby classes
*/
#ifndef NetLobby_h
#define NetLobby_h
#include "Types.h"
#include "NetLink.h"
#include "List.h"
#define NET_CAMPAIGN_SHIFT 12
#define NET_MISSION_MASK 0xfff
#define NET_DISCONNECT_TIME 30
// +-------------------------------------------------------------------+
class Campaign;
class Mission;
class MissionElement;
class MissionInfo;
class NetCampaignInfo;
class NetChatEntry;
class NetUser;
class NetUnitEntry;
class NetLobbyParam;
class ModInfo;
// +--------------------------------------------------------------------+
class NetLobby
{
public:
static const char* TYPENAME() { return "NetLobby"; }
NetLobby(bool temporary = false);
virtual ~NetLobby();
virtual bool IsClient() const { return false; }
virtual bool IsServer() const { return false; }
virtual bool IsActive() const { return active; }
virtual void ExecFrame();
virtual void Recv();
virtual void Send();
virtual int GetLastError() const { return 0; }
virtual NetUser* FindUserByAddr(const NetAddr& addr);
virtual NetUser* FindUserByName(const char* name);
virtual NetUser* FindUserByNetID(DWORD id);
virtual void BanUser(NetUser* user);
virtual void AddUser(NetUser* user);
virtual void DelUser(NetUser* user);
virtual bool SetUserHost(NetUser* user, bool host);
virtual int NumUsers();
virtual NetUser* GetHost();
virtual bool HasHost();
virtual bool IsHost() const { return false; }
virtual List<NetUser>& GetUsers();
virtual List<ModInfo>& GetServerMods();
virtual NetUser* GetLocalUser();
virtual void SetLocalUser(NetUser* user);
virtual int GetStatus() const { return status; }
virtual void SetStatus(int s) { status = s; }
virtual void AddChat(NetUser* user, const char* msg, bool route=true);
virtual List<NetChatEntry>&
GetChat();
virtual void ClearChat();
virtual void SaveChat() { }
virtual DWORD GetStartTime() const { return start_time; }
virtual List<NetCampaignInfo>&
GetCampaigns();
virtual void AddUnitMap(MissionElement* elem, int index=0);
virtual List<NetUnitEntry>&
GetUnitMap();
virtual void ClearUnitMap();
virtual void MapUnit(int n, const char* user, bool lock=false);
virtual void UnmapUnit(const char* user);
virtual bool IsMapped(const char* user);
virtual Mission* GetSelectedMission() { return mission; }
virtual DWORD GetSelectedMissionID() const { return selected_mission; }
virtual void SelectMission(DWORD id);
virtual const Text& GetMachineInfo() { return machine_info; }
virtual WORD GetGamePort() { return 0; }
// actions:
virtual bool Ping();
virtual void GameStart() { }
virtual void GameStop() { }
virtual DWORD GetLag();
// instance management:
static NetLobby* GetInstance();
static bool IsNetLobbyClient();
static bool IsNetLobbyServer();
protected:
virtual void DoPing(NetPeer* peer, Text msg) { }
virtual void DoServerInfo(NetPeer* peer, Text msg) { }
virtual void DoServerMods(NetPeer* peer, Text msg) { }
virtual void DoLogin(NetPeer* peer, Text msg) { }
virtual void DoLogout(NetPeer* peer, Text msg) { }
virtual void DoAuthUser(NetPeer* peer, Text msg) { }
virtual void DoUserAuth(NetPeer* peer, Text msg) { }
virtual void DoChat(NetPeer* peer, Text msg) { }
virtual void DoUserList(NetPeer* peer, Text msg) { }
virtual void DoBanUser(NetPeer* peer, Text msg) { }
virtual void DoMissionList(NetPeer* peer, Text msg) { }
virtual void DoMissionSelect(NetPeer* peer, Text msg) { }
virtual void DoMissionData(NetPeer* peer, Text msg) { }
virtual void DoUnitList(NetPeer* peer, Text msg) { }
virtual void DoMapUnit(NetPeer* peer, Text msg) { }
virtual void DoGameStart(NetPeer* peer, Text msg) { }
virtual void DoGameStop(NetPeer* peer, Text msg) { }
virtual void DoExit(NetPeer* peer, Text msg) { }
virtual void ParseMsg(Text msg, List<NetLobbyParam>& params);
NetLink* link;
NetUser* local_user;
List<NetUser> users;
List<NetChatEntry> chat_log;
List<NetCampaignInfo> campaigns;
List<NetUnitEntry> unit_map;
Text machine_info;
List<ModInfo> server_mods;
bool active;
DWORD last_send_time;
DWORD start_time;
DWORD selected_mission;
Mission* mission;
int status;
};
// +-------------------------------------------------------------------+
class NetLobbyParam
{
public:
static const char* TYPENAME() { return "NetLobbyParam"; }
NetLobbyParam(const char* n, const char* v) : name(n), value(v) { }
int operator == (const NetLobbyParam& p) const { return name == p.name; }
Text name;
Text value;
};
// +-------------------------------------------------------------------+
class NetUnitEntry
{
public:
static const char* TYPENAME() { return "NetUnitEntry"; }
NetUnitEntry(MissionElement* elem, int index=0);
NetUnitEntry(const char* elem, const char* design, int iff, int index=0);
~NetUnitEntry();
int operator == (const NetUnitEntry& e) const { return (elem == e.elem) && (index == e.index); }
Text GetDescription() const;
const Text& GetUserName() const { return user; }
const Text& GetElemName() const { return elem; }
const Text& GetDesign() const { return design; }
int GetIFF() const { return iff; }
int GetIndex() const { return index; }
int GetLives() const { return lives; }
int GetIntegrity() const { return hull; }
int GetMissionRole() const { return role; }
bool GetLocked() const { return lock; }
void SetUserName(const char* u) { user = u; }
void SetElemName(const char* e) { elem = e; }
void SetDesign(const char* d) { design = d; }
void SetIFF(int i) { iff = i; }
void SetIndex(int i) { index = i; }
void SetLives(int i) { lives = i; }
void SetIntegrity(int i) { hull = i; }
void SetMissionRole(int i) { role = i; }
void SetLock(bool l) { lock = l; }
private:
Text user;
Text elem;
Text design;
int iff;
int index;
int lives;
int hull;
int role;
bool lock;
};
// +--------------------------------------------------------------------+
class NetServerInfo
{
public:
static const char* TYPENAME() { return "NetServerInfo"; }
enum STATUS { OFFLINE, LOBBY, BRIEFING, ACTIVE, DEBRIEFING, PERSISTENT };
NetServerInfo();
Text name;
Text hostname;
Text password;
Text type;
NetAddr addr;
WORD port;
WORD gameport;
bool save;
Text version;
Text machine_info;
int nplayers;
int hosted;
int status;
DWORD ping_time;
};
// +--------------------------------------------------------------------+
class NetCampaignInfo
{
public:
static const char* TYPENAME() { return "NetCampaignInfo"; }
NetCampaignInfo() : id(0) { }
~NetCampaignInfo() { }
int id;
Text name;
List<MissionInfo> missions;
};
// +--------------------------------------------------------------------+
enum NET_LOBBY_MESSAGES {
NET_LOBBY_PING = 0x10,
NET_LOBBY_SERVER_INFO,
NET_LOBBY_SERVER_MODS,
NET_LOBBY_LOGIN,
NET_LOBBY_LOGOUT,
NET_LOBBY_CHAT,
NET_LOBBY_USER_LIST,
NET_LOBBY_BAN_USER,
NET_LOBBY_MISSION_LIST,
NET_LOBBY_MISSION_SELECT,
NET_LOBBY_MISSION_DATA,
NET_LOBBY_UNIT_LIST,
NET_LOBBY_MAP_UNIT,
NET_LOBBY_AUTH_USER,
NET_LOBBY_USER_AUTH,
NET_LOBBY_GAME_START,
NET_LOBBY_GAME_STOP,
NET_LOBBY_EXIT
};
// +--------------------------------------------------------------------+
#endif // NetLobby_h
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