project_files/frontlib/net/netconn_internal.h
author unC0Rr
Thu, 19 Dec 2024 12:40:48 +0100
branchtransitional_engine
changeset 16079 624b74443b53
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permissions -rw-r--r--
Make FPNum use saturating calculations
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (C) 2012 Simeon Maxein <smaxein@googlemail.com>
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
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 */
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/**
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 * Common definitions needed by netconn functions, to allow splitting them into several files.
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 */
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#ifndef NETCONN_INTERNAL_H_
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#define NETCONN_INTERNAL_H_
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#include "netconn.h"
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#include "netbase.h"
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#include "../model/map.h"
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#include "../model/team.h"
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#include "../model/weapon.h"
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#include "../model/room.h"
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#include <stdbool.h>
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#include <stdint.h>
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#include <stddef.h>
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struct _flib_netconn {
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    flib_netbase *netBase;
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    char *playerName;
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    char *dataDirPath;
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    int netconnState;           //!< One of the NETCONN_STATE constants
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    bool isChief;               //!< Player can modify the current room
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    flib_map *map;
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    flib_teamlist pendingTeamlist;
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    flib_teamlist teamlist;
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    flib_scheme *scheme;
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    char *style;
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    flib_weaponset *weaponset;
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    void (*onMessageCb)(void *context, int msgtype, const char *msg);
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    void *onMessageCtx;
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    void (*onConnectedCb)(void *context);
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    void *onConnectedCtx;
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    void (*onDisconnectedCb)(void *context, int reason, const char *message);
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    void *onDisconnectedCtx;
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    void (*onRoomlistCb)(void *context, const flib_room **rooms, int roomCount);
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    void *onRoomlistCtx;
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    void (*onRoomAddCb)(void *context, const flib_room *room);
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    void *onRoomAddCtx;
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    void (*onRoomDeleteCb)(void *context, const char *name);
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    void *onRoomDeleteCtx;
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    void (*onRoomUpdateCb)(void *context, const char *oldName, const flib_room *room);
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    void *onRoomUpdateCtx;
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    void (*onClientFlagsCb)(void *context, const char *nick, const char *flags, bool newFlagState);
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    void *onClientFlagsCtx;
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    void (*onChatCb)(void *context, const char *nick, const char *msg);
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    void *onChatCtx;
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    void (*onLobbyJoinCb)(void *context, const char *nick);
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    void *onLobbyJoinCtx;
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    void (*onLobbyLeaveCb)(void *context, const char *nick, const char *partMessage);
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    void *onLobbyLeaveCtx;
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    void (*onRoomJoinCb)(void *context, const char *nick);
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    void *onRoomJoinCtx;
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    void (*onRoomLeaveCb)(void *context, const char *nick, const char *partMessage);
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    void *onRoomLeaveCtx;
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    void (*onNickTakenCb)(void *context, const char *nick);
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    void *onNickTakenCtx;
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    void (*onPasswordRequestCb)(void *context, const char *nick);
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    void *onPasswordRequestCtx;
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    void (*onEnterRoomCb)(void *context, bool chief);
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    void *onEnterRoomCtx;
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    void (*onLeaveRoomCb)(void *context, int reason, const char *message);
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    void *onLeaveRoomCtx;
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    void (*onTeamAddCb)(void *context, const flib_team *team);
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    void *onTeamAddCtx;
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    void (*onTeamDeleteCb)(void *context, const char *teamname);
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    void *onTeamDeleteCtx;
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    void (*onRunGameCb)(void *context);
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    void *onRunGameCtx;
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    void (*onTeamAcceptedCb)(void *context, const char *teamName);
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    void *onTeamAcceptedCtx;
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    void (*onHogCountChangedCb)(void *context, const char *teamName, int hogs);
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    void *onHogCountChangedCtx;
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    void (*onTeamColorChangedCb)(void *context, const char *teamName, int colorIndex);
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    void *onTeamColorChangedCtx;
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    void (*onEngineMessageCb)(void *context, const uint8_t *message, size_t size);
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    void *onEngineMessageCtx;
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    void (*onSchemeChangedCb)(void *context, const flib_scheme *scheme);
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    void *onSchemeChangedCtx;
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    void (*onMapChangedCb)(void *context, const flib_map *map, int changetype);
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    void *onMapChangedCtx;
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    void (*onScriptChangedCb)(void *context, const char *script);
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    void *onScriptChangedCtx;
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    void (*onWeaponsetChangedCb)(void *context, const flib_weaponset *weaponset);
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    void *onWeaponsetChangedCtx;
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    void (*onServerVarCb)(void *context, const char *name, const char *value);
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    void *onServerVarCtx;
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    bool running;
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    bool destroyRequested;
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};
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void netconn_clearCallbacks(flib_netconn *conn);
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void netconn_leaveRoom(flib_netconn *conn);
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void netconn_setMap(flib_netconn *conn, const flib_map *map);
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void netconn_setWeaponset(flib_netconn *conn, const flib_weaponset *weaponset);
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void netconn_setScript(flib_netconn *conn, const char *script);
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void netconn_setScheme(flib_netconn *conn, const flib_scheme *scheme);
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#endif