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// Protocol.h

// Interfaces to the cProtocol class representing the generic interface that a protocol
// parser and serializer must implement





#pragma once

#include "Defines.h"




class cPlayer;
class cEntity;
class cWindow;
class cInventory;
class cPawn;
class cPickup;
class cMonster;
class cChunkDataSerializer;





class cProtocol
{
public:
	cProtocol(cClientHandle * a_Client) :
		m_Client(a_Client)
	{
	}
	
	/// Called when client sends some data
	virtual void DataReceived(const char * a_Data, int a_Size) = 0;
	
	// Sending stuff to clients:
	virtual void SendDisconnect       (const AString & a_Reason) = 0;
	virtual void SendLogin            (const cPlayer & a_Player) = 0;
	virtual void SendHandshake        (const AString & a_ServerName) = 0;
	virtual void SendInventorySlot    (int a_WindowID, short a_SlotNum, const cItem & a_Item) = 0;
	virtual void SendChat             (const AString & a_Message) = 0;
	virtual void SendPlayerAnimation  (const cPlayer & a_Player, char a_Animation) = 0;
	virtual void SendEntityEquipment  (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item) = 0;
	virtual void SendWindowOpen       (char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots) = 0;
	virtual void SendWindowClose      (char a_WindowID) = 0;
	virtual void SendWholeInventory   (const cInventory & a_Inventory) = 0;
	virtual void SendWholeInventory   (const cWindow    & a_Window) = 0;
	virtual void SendTeleportEntity   (const cEntity & a_Entity) = 0;
	virtual void SendPlayerListItem   (const cPlayer & a_Player, bool a_IsOnline) = 0;
	virtual void SendPlayerPosition   (void) = 0;
	virtual void SendRelEntMoveLook   (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ) = 0;
	virtual void SendRelEntMove       (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ) = 0;
	virtual void SendEntLook          (const cEntity & a_Entity) = 0;
	virtual void SendEntHeadLook      (const cEntity & a_Entity) = 0;
	virtual void SendBlockAction      (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2) = 0;
	virtual void SendHealth           (void) = 0;
	virtual void SendRespawn          (void) = 0;
	virtual void SendGameMode         (eGameMode a_GameMode) = 0;
	virtual void SendDestroyEntity    (const cEntity & a_Entity) = 0;
	virtual void SendPlayerMoveLook   (void) = 0;
	virtual void SendEntityStatus     (const cEntity & a_Entity, char a_Status) = 0;
	virtual void SendMetadata         (const cPawn & a_Entity) = 0;
	virtual void SendInventoryProgress(char a_WindowID, short a_Progressbar, short a_Value) = 0;
	virtual void SendPlayerSpawn      (const cPlayer & a_Player) = 0;
	virtual void SendPickupSpawn      (const cPickup & a_Pickup) = 0;
	virtual void SendSpawnMob         (const cMonster & a_Mob) = 0;
	virtual void SendUpdateSign       (int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4) = 0;
	virtual void SendCollectPickup    (const cPickup & a_Pickup, const cPlayer & a_Player) = 0;
	virtual void SendBlockChange      (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) = 0;
	virtual void SendBlockChanges     (int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes) = 0;
	virtual void SendUnloadChunk      (int a_ChunkX, int a_ChunkZ) = 0;
	virtual void SendWeather          (eWeather a_Weather) = 0;
	virtual void SendTimeUpdate       (Int64 a_WorldTime) = 0;
	virtual void SendThunderbolt      (int a_BlockX, int a_BlockY, int a_BlockZ) = 0;
	virtual void SendChunkData        (int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer) = 0;
	virtual void SendKeepAlive        (int a_PingID) = 0;

protected:
	cClientHandle * m_Client;
	cCriticalSection m_CSPacket;  //< Each SendXYZ() function must acquire this CS in order to send the whole packet at once
	
	/// A generic data-sending routine, all outgoing packet data needs to be routed through this so that descendants may override it
	virtual void SendData(const char * a_Data, int a_Size) = 0;
} ;