ddnet/src/engine/client.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef ENGINE_CLIENT_H
#define ENGINE_CLIENT_H
#include "kernel.h"
#include "message.h"
class IClient : public IInterface
{
MACRO_INTERFACE("client", 0)
protected:
// quick access to state of the client
int m_State;
// quick access to time variables
int m_PrevGameTick;
int m_CurGameTick;
float m_GameIntraTick;
float m_GameTickTime;
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int m_CurMenuTick;
int64 m_MenuStartTime;
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int m_PredTick;
float m_PredIntraTick;
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float m_LocalTime;
float m_RenderFrameTime;
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int m_GameTickSpeed;
public:
class CSnapItem
{
public:
int m_Type;
int m_ID;
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int m_DataSize;
};
/* Constants: Client States
STATE_OFFLINE - The client is offline.
STATE_CONNECTING - The client is trying to connect to a server.
STATE_LOADING - The client has connected to a server and is loading resources.
STATE_ONLINE - The client is connected to a server and running the game.
STATE_DEMOPLAYBACK - The client is playing a demo
STATE_QUITING - The client is quiting.
*/
enum
{
STATE_OFFLINE=0,
STATE_CONNECTING,
STATE_LOADING,
STATE_ONLINE,
STATE_DEMOPLAYBACK,
STATE_QUITING,
};
//
inline int State() const { return m_State; }
// tick time access
inline int PrevGameTick() const { return m_PrevGameTick; }
inline int GameTick() const { return m_CurGameTick; }
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inline int MenuTick() const { return m_CurMenuTick; }
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inline int PredGameTick() const { return m_PredTick; }
inline float IntraGameTick() const { return m_GameIntraTick; }
inline float PredIntraGameTick() const { return m_PredIntraTick; }
inline float GameTickTime() const { return m_GameTickTime; }
inline int GameTickSpeed() const { return m_GameTickSpeed; }
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// other time access
inline float RenderFrameTime() const { return m_RenderFrameTime; }
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inline float LocalTime() const { return m_LocalTime; }
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// actions
virtual void Connect(const char *pAddress) = 0;
virtual void Disconnect() = 0;
virtual void Quit() = 0;
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virtual const char *DemoPlayer_Play(const char *pFilename, int StorageType) = 0;
virtual void DemoRecorder_Start(const char *pFilename, bool WithTimestamp) = 0;
virtual void DemoRecorder_HandleAutoStart() = 0;
virtual void DemoRecorder_Stop() = 0;
virtual void RecordGameMessage(bool State) = 0;
virtual void AutoScreenshot_Start() = 0;
virtual void ServerBrowserUpdate() = 0;
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// networking
virtual void EnterGame() = 0;
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virtual bool MapLoaded() = 0;
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//
virtual int MapDownloadAmount() = 0;
virtual int MapDownloadTotalsize() = 0;
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// input
virtual int *GetInput(int Tick) = 0;
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// remote console
virtual void RconAuth(const char *pUsername, const char *pPassword) = 0;
virtual bool RconAuthed() = 0;
virtual bool UseTempRconCommands() = 0;
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virtual void Rcon(const char *pLine) = 0;
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// server info
virtual void GetServerInfo(class CServerInfo *pServerInfo) = 0;
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// snapshot interface
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enum
{
SNAP_CURRENT=0,
SNAP_PREV=1
};
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// TODO: Refactor: should redo this a bit i think, too many virtual calls
virtual int SnapNumItems(int SnapID) = 0;
virtual void *SnapFindItem(int SnapID, int Type, int ID) = 0;
virtual void *SnapGetItem(int SnapID, int Index, CSnapItem *pItem) = 0;
virtual void SnapInvalidateItem(int SnapID, int Index) = 0;
virtual void *SnapNewItem(int Type, int ID, int Size) = 0;
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virtual void SnapSetStaticsize(int ItemType, int Size) = 0;
virtual int SendMsg(CMsgPacker *pMsg, int Flags) = 0;
template<class T>
int SendPackMsg(T *pMsg, int Flags)
{
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CMsgPacker Packer(pMsg->MsgID(), false);
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if(pMsg->Pack(&Packer))
return -1;
return SendMsg(&Packer, Flags);
}
//
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virtual const char *ErrorString() = 0;
virtual const char *LatestVersion() = 0;
virtual bool ConnectionProblems() = 0;
virtual bool SoundInitFailed() = 0;
virtual int GetDebugFont() = 0;
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};
class IGameClient : public IInterface
{
MACRO_INTERFACE("gameclient", 0)
protected:
public:
virtual void OnConsoleInit() = 0;
virtual void OnRconLine(const char *pLine) = 0;
virtual void OnInit() = 0;
virtual void OnNewSnapshot() = 0;
virtual void OnDemoRecSnap() = 0;
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virtual void OnEnterGame() = 0;
virtual void OnShutdown() = 0;
virtual void OnRender() = 0;
virtual void OnStateChange(int NewState, int OldState) = 0;
virtual void OnConnected() = 0;
virtual void OnMessage(int MsgID, CUnpacker *pUnpacker) = 0;
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virtual void OnPredict() = 0;
virtual void OnActivateEditor() = 0;
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virtual int OnSnapInput(int *pData) = 0;
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virtual const char *GetItemName(int Type) = 0;
virtual const char *Version() = 0;
virtual const char *NetVersion() = 0;
};
extern IGameClient *CreateGameClient();
#endif