author | Medo <smaxein@googlemail.com> |
Sat, 18 Aug 2012 01:12:03 +0200 | |
changeset 7552 | 1209e1c3c620 |
parent 7482 | d70a5b0d1190 |
child 7576 | 65d29988fd3d |
permissions | -rw-r--r-- |
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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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* This file contains functions for starting and interacting with a game run by the engine. |
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* The general usage is to first create a gameconn object by calling one of the flib_gameconn_create |
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* functions. That will cause the frontlib to listen on a random port which can be queried using |
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* flib_gameconn_getport(). You should also register your callback functions right at the start |
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* to ensure you don't miss any callbacks. |
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* |
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* Next, start the engine (that part is up to you) with the appropriate command line arguments |
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* for starting a game. |
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* |
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* In order to allow the gameconn to run, you should regularly call flib_gameconn_tick(), which |
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* performs network I/O and calls your callbacks on interesting events. |
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* |
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* Once the engine connects, the gameconn will send it the required commands for starting the |
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* game you requested in your flib_gameconn_create call. |
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* |
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* When the game is finished (or the connection is lost), you will receive the onDisconnect |
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* message. This is the signal to destroy the gameconn and stop calling tick(). |
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*/ |
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#ifndef GAMECONN_H_ |
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#define GAMECONN_H_ |
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#include "../model/gamesetup.h" |
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#include <stddef.h> |
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#include <stdint.h> |
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#include <stdbool.h> |
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/* |
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* Different reasons for a disconnect. Only GAME_END_FINISHED signals a correctly completed game. |
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*/ |
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#define GAME_END_FINISHED 0 |
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#define GAME_END_INTERRUPTED 1 |
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#define GAME_END_HALTED 2 |
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#define GAME_END_ERROR 3 |
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typedef struct _flib_gameconn flib_gameconn; |
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/** |
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* Create a gameconn that will start a local or network game with the indicated configuration. |
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*/ |
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flib_gameconn *flib_gameconn_create(const char *playerName, const flib_gamesetup *setup, bool netgame); |
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/** |
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* Create a gameconn that will play back a demo. |
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*/ |
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flib_gameconn *flib_gameconn_create_playdemo(const uint8_t *demoFileContent, size_t size); |
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/** |
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* Create a gameconn that will continue from a saved game. |
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*/ |
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flib_gameconn *flib_gameconn_create_loadgame(const char *playerName, const uint8_t *saveFileContent, size_t size); |
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/** |
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* Create a gameconn that will start a campaign or training mission with the indicated script. |
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* seed is the random seed to use as entropy source (any string). |
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* script is the path and filename of a Campaign or Training script, relative to the Data directory |
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* (e.g. "Missions/Training/Basic_Training_-_Bazooka.lua") |
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*/ |
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flib_gameconn *flib_gameconn_create_campaign(const char *playerName, const char *seed, const char *script); |
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/** |
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* Release all resources of this gameconn, including the network connection, and free its memory. |
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* It is safe to call this function from a callback. |
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*/ |
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void flib_gameconn_destroy(flib_gameconn *conn); |
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/** |
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* Returns the port on which the gameconn is listening. Only fails if you |
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* pass NULL (not allowed), in that case 0 is returned. |
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*/ |
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int flib_gameconn_getport(flib_gameconn *conn); |
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/** |
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* Perform I/O operations and call callbacks if something interesting happens. |
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* Should be called regularly. |
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*/ |
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void flib_gameconn_tick(flib_gameconn *conn); |
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/** |
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* Send an engine message to the engine. Only needed in net games, where you receive engine |
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* messages from the server and have to pass them here. |
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*/ |
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int flib_gameconn_send_enginemsg(flib_gameconn *conn, const uint8_t *data, size_t len); |
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/** |
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* Send an info message to the engine that will be displayed in the game's chatlog. |
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* The msgtype determines the color of the message; in the QTFrontend, info messages and |
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* normal chat messages use 1, emote-messages (those starting with /me) use 2, and |
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* join/leave messages use 3. You should use flib_gameconn_send_chatmsg for chat messages |
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* though because it automatically formats /me messages. |
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* |
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* Generally only needed in net games. |
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*/ |
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int flib_gameconn_send_textmsg(flib_gameconn *conn, int msgtype, const char *msg); |
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/** |
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* Send a chat message to be displayed in the game's chatlog. Messages starting with /me are |
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* automatically formatted correctly. |
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* |
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* Generally only needed in net games. |
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*/ |
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int flib_gameconn_send_chatmsg(flib_gameconn *conn, const char *playername, const char *msg); |
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/** |
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* Request the engine to stop the game. |
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* You can use this to shut down a game early without directly killing the engine process. |
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*/ |
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int flib_gameconn_send_quit(flib_gameconn *conn); |
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/** |
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* Expected callback signature: void handleConnect(void *context) |
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* The engine has successfully connected. You don't have to react to this in any way. |
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*/ |
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void flib_gameconn_onConnect(flib_gameconn *conn, void (*callback)(void* context), void* context); |
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/** |
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* Expected callback signature: void handleDisconnect(void *context, int reason) |
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* The connection to the engine was closed, either because the game has ended normally, or |
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* because it was interrupted/halted, or because of an error. The reason is provided as one |
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* of the GAME_END_xxx constants. |
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* |
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* You should destroy the gameconn and - in a netgame - notify the server that the game has ended. |
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*/ |
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void flib_gameconn_onDisconnect(flib_gameconn *conn, void (*callback)(void* context, int reason), void* context); |
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/** |
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* Expected callback signature: void handleErrorMessage(void* context, const char *msg) |
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* The engine sent an error message, you should probably display it to the user or at least log it. |
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*/ |
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void flib_gameconn_onErrorMessage(flib_gameconn *conn, void (*callback)(void* context, const char *msg), void* context); |
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/** |
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* Expected callback signature: void handleChat(void* context, const char *msg, bool teamchat) |
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* The player entered a chat or teamchat message. In a netgame, you should send it on to the server. |
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*/ |
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void flib_gameconn_onChat(flib_gameconn *conn, void (*callback)(void* context, const char *msg, bool teamchat), void* context); |
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/** |
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* Expected callback signature: void handleGameRecorded(void *context, const uint8_t *record, size_t size, bool isSavegame) |
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* The game has stopped, and a demo or savegame is available. You can store it in a file and later pass it back |
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* to the engine to either watch a replay (if it's a demo) or to continue playing (if it's a savegame). |
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*/ |
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void flib_gameconn_onGameRecorded(flib_gameconn *conn, void (*callback)(void *context, const uint8_t *record, size_t size, bool isSavegame), void* context); |
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/** |
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* Expected callback signature: void handleEngineMessage(void *context, const uint8_t *em, size_t size) |
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* The engine has generated a message with player input. In a netgame, you should send it on to the server. |
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*/ |
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void flib_gameconn_onEngineMessage(flib_gameconn *conn, void (*callback)(void *context, const uint8_t *em, size_t size), void* context); |
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#endif |