/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD 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, version 2. * OpenTTD 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 OpenTTD. If not, see . */ /** @file network_client.h Client part of the network protocol. */ #ifndef NETWORK_CLIENT_H #define NETWORK_CLIENT_H #ifdef ENABLE_NETWORK #include "network_internal.h" /** Class for handling the client side of the game connection. */ class ClientNetworkGameSocketHandler : public NetworkGameSocketHandler { protected: DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE); public: ClientNetworkGameSocketHandler(SOCKET s); }; DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GAME_INFO); DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO); DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(const CommandPacket *cp); DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno); DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)(); DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType desttype, int dest, const char *msg, int64 data); DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_GAME_PASSWORD)(const char *password); DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMPANY_PASSWORD)(const char *password); DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password); DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name); DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK); DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command); DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_MOVE)(CompanyID company, const char *pass); void NetworkClient_Connected(); extern CompanyID _network_join_as; extern const char *_network_join_server_password; extern const char *_network_join_company_password; #endif /* ENABLE_NETWORK */ #endif /* NETWORK_CLIENT_H */