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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2024, 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
    ========
    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