glut-app/client-game-logic.h

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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