frontlib: Improved and unified parameter checking, moved the cmdlineClient out
of the frontlib code.
/*
* Hedgewars, a free turn based strategy game
* Copyright (C) 2012 Simeon Maxein <smaxein@googlemail.com>
*
* This program 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; either version 2
* of the License, or (at your option) any later version.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef GAMECONN_H_
#define GAMECONN_H_
#include "../model/gamesetup.h"
#include <stddef.h>
#include <stdint.h>
#include <stdbool.h>
#define GAME_END_FINISHED 0
#define GAME_END_INTERRUPTED 1
#define GAME_END_HALTED 2
#define GAME_END_ERROR 3
typedef struct _flib_gameconn flib_gameconn;
flib_gameconn *flib_gameconn_create(const char *playerName, const flib_gamesetup *setup, bool netgame);
flib_gameconn *flib_gameconn_create_playdemo(const uint8_t *demo, size_t size);
flib_gameconn *flib_gameconn_create_loadgame(const char *playerName, const uint8_t *save, size_t size);
flib_gameconn *flib_gameconn_create_campaign(const char *playerName, const char *seed, const char *script);
void flib_gameconn_destroy(flib_gameconn *conn);
/**
* Returns the port on which the gameconn is listening. Only fails if you
* pass NULL (not allowed), in that case 0 is returned.
*/
int flib_gameconn_getport(flib_gameconn *conn);
/**
* Perform I/O operations and call callbacks if something interesting happens.
* Should be called regularly.
*/
void flib_gameconn_tick(flib_gameconn *conn);
int flib_gameconn_send_enginemsg(flib_gameconn *conn, const uint8_t *data, size_t len);
int flib_gameconn_send_textmsg(flib_gameconn *conn, int msgtype, const char *msg);
int flib_gameconn_send_chatmsg(flib_gameconn *conn, const char *playername, const char *msg);
/**
* handleConnect(void *context)
*/
void flib_gameconn_onConnect(flib_gameconn *conn, void (*callback)(void* context), void* context);
/**
* handleDisconnect(void *context, int reason)
*/
void flib_gameconn_onDisconnect(flib_gameconn *conn, void (*callback)(void* context, int reason), void* context);
/**
* Receives error messages sent by the engine
* handleErrorMessage(void* context, const char *msg)
*/
void flib_gameconn_onErrorMessage(flib_gameconn *conn, void (*callback)(void* context, const char *msg), void* context);
/**
* handleChat(void* context, const char *msg, bool teamchat)
*/
void flib_gameconn_onChat(flib_gameconn *conn, void (*callback)(void* context, const char *msg, bool teamchat), void* context);
/**
* Called when the game ends
* handleGameRecorded(void *context, const uint8_t *record, int size, bool isSavegame)
*/
void flib_gameconn_onGameRecorded(flib_gameconn *conn, void (*callback)(void *context, const uint8_t *record, int size, bool isSavegame), void* context);
/**
* Called when the game ends
* TODO handleStats(???)
*/
/**
* ...needs to be passed on to the server in a net game
* handleEngineMessage(void *context, const uint8_t *em, size_t size)
*/
void flib_gameconn_onEngineMessage(flib_gameconn *conn, void (*callback)(void *context, const uint8_t *em, size_t size), void* context);
// TODO efinish
#endif