| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185 |
- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: LANGameInfo.h //////////////////////////////////////////////////////
- // Generals LAN game setup information
- // Author: Matthew D. Campbell, December 2001
- #pragma once
- #ifndef __LANGAMEINFO_H__
- #define __LANGAMEINFO_H__
- #include "GameNetwork/GameInfo.h"
- #include "GameNetwork/LANPlayer.h"
- class GameWindow;
- /**
- * LANGameSlot class - maintains information about the contents of a
- * game slot. This persists throughout the game.
- */
- class LANGameSlot : public GameSlot
- {
- public:
- LANGameSlot();
- LANPlayer *getUser( void ); ///< Get the User structure associated with the slot (NULL for non-humans)
- // Various tests
- Bool isUser( LANPlayer *user ); ///< Does this slot contain the given user? Based off user->name
- Bool isUser( UnicodeString userName ); ///< Does this slot contain the given user?
- Bool isLocalPlayer( void ) const; ///< Is this slot me?
- inline void setLogin( UnicodeString name ) { m_user.setLogin(name); }
- inline void setLogin( AsciiString name ) { m_user.setLogin(name); }
- inline void setHost( UnicodeString name ) { m_user.setHost(name); }
- inline void setHost( AsciiString name ) { m_user.setHost(name); }
- inline void setSerial( AsciiString serial ) { m_serial = serial; }
- inline AsciiString getSerial( void ) { return m_serial; }
- inline void setLastHeard( UnsignedInt t ) { m_lastHeard = t; }
- inline UnsignedInt getLastHeard( void ) { return m_lastHeard; }
- //LANGameSlot& operator=(const LANGameSlot& src);
- private:
- LANPlayer m_user; ///< filled in for each getUser() call
- AsciiString m_serial;
- UnsignedInt m_lastHeard;
- };
- /**
- * LANGameInfo class - maintains information about the LAN game and
- * the contents of its slot list hroughout the game.
- */
- class LANGameInfo : public GameInfo
- {
- private:
- LANGameSlot m_LANSlot[MAX_SLOTS]; ///< The Lan Games Slot List
- public:
- LANGameInfo();
- void setSlot( Int slotNum, LANGameSlot slotInfo ); ///< Set the slot state (human, open, AI, etc)
- LANGameSlot* getLANSlot( Int slotNum ); ///< Get the slot
- const LANGameSlot* getConstLANSlot( Int slotNum ) const; ///< Get the slot
- virtual Int getLocalSlotNum( void ) const; ///< Get the local slot number, or -1 if we're not present
- Int getSlotNum( UnicodeString userName ); ///< Get the slot number corresponding to a specific user, or -1 if he's not present
-
- inline UnsignedInt getLastHeard( void ) { return m_lastHeard; }
- inline void setLastHeard( UnsignedInt lastHeard ) { m_lastHeard = lastHeard; }
- inline LANGameInfo *getNext( void ) { return m_next; }
- inline void setNext( LANGameInfo *next ) { m_next = next; }
-
- // Game options
- void setMap( AsciiString mapName ); ///< Set the map to play on
- void setSeed( Int seed ); ///< Set the random seed for the game
-
- inline void setName( UnicodeString name ) { m_gameName = name; } ///< Set the Name of the Game
- inline UnicodeString getName( void ) { return m_gameName; } ///< Get the Name of the Game
- // Convinience functions that interface with the LANPlayer held in the slot list
- virtual void resetAccepted(void); ///< Reset the accepted flag on all players
- Bool amIHost( void ); ///< Convenience function - is the local player the game host?
- /// Get the IP of selected player or return 0
- inline UnsignedInt getIP( int who )
- {
- return m_LANSlot[who].getIP();
- }
-
- /// Set the IP of the Selected Player
- inline void setIP( int who, UnsignedInt IP )
- {
- m_LANSlot[who].setIP(IP);
- }
- /// set whether or not this is a direct connect game or not.
- inline void setIsDirectConnect(Bool isDirectConnect)
- {
- m_isDirectConnect = isDirectConnect;
- }
- /// returns whether or not this is a direct connect game or not.
- inline Bool getIsDirectConnect()
- {
- return m_isDirectConnect;
- }
-
- /// Set the Player Name
- inline void setPlayerName( int who, UnicodeString name )
- {
- m_LANSlot[who].setName(name);
- }
- /// Return the Player name or TheEmptyString
- inline UnicodeString getPlayerName(int who)
- {
- return m_LANSlot[who].getName();
- }
-
- /// Return the time the player was heard from last, or 0
- inline UnsignedInt getPlayerLastHeard( int who )
- {
- if (m_LANSlot[who].isHuman())
- return m_LANSlot[who].getLastHeard();
- return 0;
- }
- /// Set the last time we heard from the player
- inline void setPlayerLastHeard( int who, UnsignedInt lastHeard )
- {
- DEBUG_LOG(("LANGameInfo::setPlayerLastHeard - changing player %d last heard from %d to %d\n", who, getPlayerLastHeard(who), lastHeard));
- if (m_LANSlot[who].isHuman())
- m_LANSlot[who].setLastHeard(lastHeard);
- }
- /// Return the hosts IP or 0
- UnsignedInt getHostIP(void)
- {
- if (m_LANSlot[0].isHuman())
- return m_LANSlot[0].getIP();
- return 0;
- }
-
- private:
- LANGameInfo *m_next; ///< Pointer for linked list
- UnsignedInt m_lastHeard; ///< The last time we heard from this game (for timeout purposes)
- UnicodeString m_gameName; ///< Game name. @todo: are game names based off of host player names?
- Bool m_isDirectConnect; ///< Is this game a direct connect game, or a LAN game?
- };
- void LANDisplayGameList( GameWindow *gameListbox, LANGameInfo *gameList ); ///< Displays the list of games in a listbox, preserving selections
- void LANEnableStartButton(Bool enabled);
- void LANDisplaySlotList( void ); ///< Displays the slot list according to TheLANGameInfo
- void LANDisplayGameOptions( void ); ///< Displays the game options according to TheLANGameInfo
- AsciiString GenerateGameOptionsString( void );
- Bool ParseGameOptionsString(LANGameInfo *game, AsciiString options);
- #endif // __LANGAMEINFO_H__
|