00001 /* 00002 * client-game-logic.h 00003 * 00004 * Copyright (C) 2009,2010 Thomas A. Vaughan 00005 * All rights reserved. 00006 * 00007 * 00008 * Redistribution and use in source and binary forms, with or without 00009 * modification, are permitted provided that the following conditions are met: 00010 * * Redistributions of source code must retain the above copyright 00011 * notice, this list of conditions and the following disclaimer. 00012 * * Redistributions in binary form must reproduce the above copyright 00013 * notice, this list of conditions and the following disclaimer in the 00014 * documentation and/or other materials provided with the distribution. 00015 * * Neither the name of the <organization> nor the 00016 * names of its contributors may be used to endorse or promote products 00017 * derived from this software without specific prior written permission. 00018 * 00019 * THIS SOFTWARE IS PROVIDED BY THOMAS A. VAUGHAN ''AS IS'' AND ANY 00020 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 00021 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 00022 * DISCLAIMED. IN NO EVENT SHALL THOMAS A. VAUGHAN BE LIABLE FOR ANY 00023 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 00024 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 00025 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 00026 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 00027 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 00028 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 00029 */ 00030 00031 #ifndef GLUT_APP_GAME_LOGIC_H__ 00032 #define GLUT_APP_GAME_LOGIC_H__ 00033 00034 // includes -------------------------------------------------------------------- 00035 #include "events.h" 00036 00037 #include "typeinst/typeinst.h" // for placement data 00038 #include "xdrbuf/xdrbuf.h" 00039 00040 00041 namespace aesop { 00042 00043 // forward declarations 00044 class MapDynamics; 00045 00046 00047 00048 /// \ingroup glut_app 00049 /*@{*/ 00050 00051 00052 class ClientGameLogicHost { 00053 public: 00054 // aesop::ClientGameLogicHost class interface methods ------------------ 00055 00056 /// given a player ID, return the map they are in (can be null!) 00057 virtual MapDynamics * getMapForPlayer(IN int playerId) = 0; 00058 00059 /// given a player ID, return their position and orientation 00060 virtual bool getPlacement(IN int playerId, 00061 OUT placement_t& placement) = 0; 00062 00063 /// given a player ID, return the Instance representing them 00064 virtual smart_ptr<Instance> getPlayerInstance(IN int playerId) = 0; 00065 00066 00067 protected: 00068 // protected destructor -- cannot delete through this interface -------- 00069 virtual ~ClientGameLogicHost(void) throw(); 00070 }; 00071 00072 00073 00074 /// This interface is used by the application to delegate decisions and 00075 /// routing to game-specific logic. A user of this library must provide an 00076 /// object that implements this interface. 00077 /// 00078 /// This means that client game logic depends somewhat on client-specific 00079 /// implementation details such as input events! But practically, that is 00080 /// going to be true of any game. 00081 /// 00082 /// This interface breakdown (Application vs ClientGameLogic) is intended 00083 /// to keep the coupling to a minimum, and to allow people to override 00084 /// the reference game logic and provide their own, without having to 00085 /// change the Application. 00086 /// 00087 /// Developers needing larger changes (different rendering/input libraries 00088 /// entirely) may want to override behavior at the Application level (or 00089 /// even the aesop::ClientHost interface), in which case they may not need 00090 /// this interface at all. 00091 /// 00092 /// What does client-side game logic do? After all, a lot of game logic 00093 /// should actually run on the server. 00094 /// 00095 /// Client-side game logic will: 00096 /// 00097 /// - take player input (button presses, etc.) and translate that into 00098 /// meaningful game events (throw something, activate a switch, ...) 00099 /// 00100 /// - send and receive UDP streams to the server. This is not custom 00101 /// UDP messages, but a subset of the general client/server UDP 00102 /// message. The core AESOP client/server libraries provide for a 00103 /// channel whereby the client/server game logic libraries can send 00104 /// and receive UDP data. This is handy to communicate game events 00105 /// to the server. 00106 class ClientGameLogic { 00107 public: 00108 // virtual destructor -------------------------------------------------- 00109 virtual ~ClientGameLogic(void) throw(); 00110 00111 // aesop::ClientGameLogic class interface methods ---------------------- 00112 virtual void setHost(IN ClientGameLogicHost * host) = 0; 00113 virtual bool localPlayerJoined(IN int playerId) = 0; 00114 virtual void localPlayerLeft(IN int playerId) = 0; 00115 virtual void notifyInput(IN int playerId, 00116 IN const event_t& event) = 0; 00117 virtual void tick(IN float dt) = 0; 00118 virtual void appendGameData(IN xdrbuf::Output * outbuf) = 0; 00119 }; 00120 00121 00122 00123 }; // aesop namespace 00124 00125 #endif // GLUT_APP_GAME_LOGIC_H__ 00126