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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
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