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source: code/branches/questsystem/src/network/Client.h @ 2255

Last change on this file since 2255 was 1735, checked in by scheusso, 16 years ago

network branch merged into trunk

  • Property svn:eol-style set to native
File size: 2.7 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Oliver Scheuss, (C) 2007
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29//
30// C++ Interface: Client
31//
32// Description:
33//
34//
35// Author:  Oliver Scheuss, (C) 2007
36//
37// Copyright: See COPYING file that comes with this distribution
38//
39//
40
41#ifndef _Client_H__
42#define _Client_H__
43
44#include "NetworkPrereqs.h"
45
46#include <string>
47
48#include "Host.h"
49#include "packet/Chat.h"
50#include "ClientConnection.h"
51#include "GamestateClient.h"
52//#include "NetworkFrameListener.h"
53
54
55
56namespace network
57{
58  /**
59  network::Client *client;
60  * The network/Client class
61  * This class implements all necessary function for the network communication
62  * It is the root class of the network module
63  *
64  */
65  class _NetworkExport Client : public Host{
66  public:
67    Client();
68    Client(std::string address, int port);
69    Client(const char *address, int port);
70    ~Client();
71   
72    bool establishConnection();
73    bool closeConnection();
74    bool queuePacket(ENetPacket *packet, int clientID);
75    bool processChat(packet::Chat *message, unsigned int clientID);
76    //bool sendChat(packet::Chat *chat);
77   
78//    static void Chat( std::string message );
79   
80    unsigned int shipID(){return shipID_;}
81    int playerID(){return clientID_;}
82    //static void setShipID( unsigned int shipID){ dynamic_cast<Client *>(instance_)->shipID_=shipID; }
83    static void setClientID( unsigned int clientID){ dynamic_cast<Client *>(instance_)->clientID_=clientID; }
84   
85    void tick(float time);
86
87  private:
88   
89    ClientConnection client_connection;
90    GamestateClient gamestate;
91    bool isConnected;
92    bool isSynched_;
93
94    bool sendChat( std::string message );
95   
96    // implement data processing functions of PacketDecoder
97//     void processChat( chat *data, int clientId );
98    int clientID_;     // this is the id the server gave to us
99    int shipID_;
100    bool gameStateFailure_;
101  };
102
103
104}
105
106#endif /* _Client_H__ */
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