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/*  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
    ========
    Network Game Manager class
*/

#ifndef NetGameClient_h
#define NetGameClient_h

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

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

class NetJoinAnnounce;

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

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

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

    virtual void         ExecFrame();
    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;

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         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 void         SendJoinRequest();

    virtual bool         DoJoinBacklog(NetJoinAnnounce* join_ann);

    DWORD                server_id;
    DWORD                join_req_time;
    List<NetJoinAnnounce>   join_backlog;
};

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

#endif  // NetGameClient_h