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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: NetUser.h
AUTHOR: John DiCamillo
OVERVIEW
========
This class represents a user connecting to the multiplayer lobby
*/
#ifndef NetUser_h
#define NetUser_h
#include "Types.h"
#include "NetAddr.h"
#include "NetLobby.h"
#include "Color.h"
// +-------------------------------------------------------------------+
class Player;
// +-------------------------------------------------------------------+
class NetUser
{
public:
static const char* TYPENAME() { return "NetUser"; }
NetUser(const char* name);
NetUser(const Player* player);
virtual ~NetUser();
int operator == (const NetUser& u) const { return this == &u; }
const Text& Name() const { return name; }
const Text& Pass() const { return pass; }
const NetAddr& GetAddress() const { return addr; }
Color GetColor() const { return color; }
const Text& GetSessionID() const { return session_id; }
DWORD GetNetID() const { return netid; }
bool IsHost() const { return host; }
int AuthLevel() const { return auth_level; }
int AuthState() const { return auth_state; }
const char* Salt() const { return salt; }
bool IsAuthOK() const;
const Text& Squadron() const { return squadron; }
const Text& Signature() const { return signature; }
int Rank() const { return rank; }
int FlightTime() const { return flight_time; }
int Missions() const { return missions; }
int Kills() const { return kills; }
int Losses() const { return losses; }
void SetName(const char* n) { name = n; }
void SetPass(const char* p) { pass = p; }
void SetAddress(const NetAddr& a)
{ addr = a; }
void SetColor(Color c) { color = c; }
void SetNetID(DWORD id) { netid = id; }
void SetSessionID(Text s) { session_id = s; }
void SetHost(bool h) { host = h; }
void SetAuthLevel(int n) { auth_level = n; }
void SetAuthState(int n) { auth_state = n; }
void SetSalt(const char* s) { strcpy_s(salt, s);}
void SetSquadron(const char* s) { squadron = s; }
void SetSignature(const char* s){ signature = s; }
void SetRank(int n) { rank = n; }
void SetFlightTime(int n) { flight_time = n;}
void SetMissions(int n) { missions = n; }
void SetKills(int n) { kills = n; }
void SetLosses(int n) { losses = n; }
Text GetDescription();
protected:
Text name;
Text pass;
Text session_id;
NetAddr addr;
DWORD netid;
Color color;
bool host;
// authentication:
int auth_state;
int auth_level;
char salt[33];
// stats:
Text squadron;
Text signature;
int rank;
int flight_time;
int missions;
int kills;
int losses;
};
// +-------------------------------------------------------------------+
#endif // NetUser_h
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