Allow vgtBigExplosion in low quality mode
Rationale: We already allow vgtExplosion, which is a smaller version. Without vgtBigExplosion, there is not *any* explosion effect.
/*
* 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.
*/
/**
* This file contains functions for starting and interacting with a game run by the engine.
* The general usage is to first create a gameconn object by calling one of the flib_gameconn_create
* functions. That will cause the frontlib to listen on a random port which can be queried using
* flib_gameconn_getport(). You should also register your callback functions right at the start
* to ensure you don't miss any callbacks.
*
* Next, start the engine (that part is up to you) with the appropriate command line arguments
* for starting a game.
*
* In order to allow the gameconn to run, you should regularly call flib_gameconn_tick(), which
* performs network I/O and calls your callbacks on interesting events.
*
* Once the engine connects, the gameconn will send it the required commands for starting the
* game you requested in your flib_gameconn_create call.
*
* When the game is finished (or the connection is lost), you will receive the onDisconnect
* message. This is the signal to destroy the gameconn and stop calling tick().
*/
#ifndef GAMECONN_H_
#define GAMECONN_H_
#include "../model/gamesetup.h"
#include <stddef.h>
#include <stdint.h>
#include <stdbool.h>
/*
* Different reasons for a disconnect. Only GAME_END_FINISHED signals a correctly completed game.
*/
#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;
/**
* Create a gameconn that will start a local or network game with the indicated configuration.
*/
flib_gameconn *flib_gameconn_create(const char *playerName, const flib_gamesetup *setup, bool netgame);
/**
* Create a gameconn that will play back a demo.
*/
flib_gameconn *flib_gameconn_create_playdemo(const uint8_t *demoFileContent, size_t size);
/**
* Create a gameconn that will continue from a saved game.
*/
flib_gameconn *flib_gameconn_create_loadgame(const char *playerName, const uint8_t *saveFileContent, size_t size);
/**
* Create a gameconn that will start a campaign or training mission with the indicated script.
* seed is the random seed to use as entropy source (any string).
* script is the path and filename of a Campaign or Training script, relative to the Data directory
* (e.g. "Missions/Training/Basic_Training_-_Bazooka.lua")
*/
flib_gameconn *flib_gameconn_create_campaign(const char *playerName, const char *seed, const char *script);
/**
* Release all resources of this gameconn, including the network connection, and free its memory.
* It is safe to call this function from a callback.
*/
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);
/**
* Send an engine message to the engine. Only needed in net games, where you receive engine
* messages from the server and have to pass them here.
*/
int flib_gameconn_send_enginemsg(flib_gameconn *conn, const uint8_t *data, size_t len);
/**
* Send an info message to the engine that will be displayed in the game's chatlog.
* The msgtype determines the color of the message; in the QTFrontend, info messages and
* normal chat messages use 1, emote-messages (those starting with /me) use 2, and
* join/leave messages use 3. You should use flib_gameconn_send_chatmsg for chat messages
* though because it automatically formats /me messages.
*
* Generally only needed in net games.
*/
int flib_gameconn_send_textmsg(flib_gameconn *conn, int msgtype, const char *msg);
/**
* Send a chat message to be displayed in the game's chatlog. Messages starting with /me are
* automatically formatted correctly.
*
* Generally only needed in net games.
*/
int flib_gameconn_send_chatmsg(flib_gameconn *conn, const char *playername, const char *msg);
/**
* Request the engine to stop the game (efinish).
* You can use this to shut down a game early without directly killing the engine process.
*/
int flib_gameconn_send_quit(flib_gameconn *conn);
/**
* Send an arbitrary command to the engine, e.g. "eforcequit" to shut down the engine
* quickly. Commands prefixed with "e" will be processed by the engine's ProcessCommand
* method (with the e removed, so e.g. efinish will be parsed as finish).
*/
int flib_gameconn_send_cmd(flib_gameconn *conn, const char *cmdString);
/**
* Expected callback signature: void handleConnect(void *context)
* The engine has successfully connected. You don't have to react to this in any way.
*/
void flib_gameconn_onConnect(flib_gameconn *conn, void (*callback)(void* context), void* context);
/**
* Expected callback signature: void handleDisconnect(void *context, int reason)
* The connection to the engine was closed, either because the game has ended normally, or
* because it was interrupted/halted, or because of an error. The reason is provided as one
* of the GAME_END_xxx constants.
*
* You should destroy the gameconn and - in a netgame - notify the server that the game has ended.
*/
void flib_gameconn_onDisconnect(flib_gameconn *conn, void (*callback)(void* context, int reason), void* context);
/**
* Expected callback signature: void handleErrorMessage(void* context, const char *msg)
* The engine sent an error message, you should probably display it to the user or at least log it.
*/
void flib_gameconn_onErrorMessage(flib_gameconn *conn, void (*callback)(void* context, const char *msg), void* context);
/**
* Expected callback signature: void handleChat(void* context, const char *msg, bool teamchat)
* The player entered a chat or teamchat message. In a netgame, you should send it on to the server.
*/
void flib_gameconn_onChat(flib_gameconn *conn, void (*callback)(void* context, const char *msg, bool teamchat), void* context);
/**
* Expected callback signature: void handleGameRecorded(void *context, const uint8_t *record, size_t size, bool isSavegame)
* The game has stopped, and a demo or savegame is available. You can store it in a file and later pass it back
* to the engine to either watch a replay (if it's a demo) or to continue playing (if it's a savegame).
*/
void flib_gameconn_onGameRecorded(flib_gameconn *conn, void (*callback)(void *context, const uint8_t *record, size_t size, bool isSavegame), void* context);
/**
* Expected callback signature: void handleEngineMessage(void *context, const uint8_t *em, size_t size)
* The engine has generated a message with player input. In a netgame, you should send it on to the server.
*/
void flib_gameconn_onEngineMessage(flib_gameconn *conn, void (*callback)(void *context, const uint8_t *em, size_t size), void* context);
#endif