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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
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