project_files/frontlib/net/netconn_internal.h
author Wuzzy <almikes@aol.com>
Mon, 25 Sep 2017 20:09:33 +0200
changeset 12520 22f2a586b9ca
parent 10017 de822cd3df3a
permissions -rw-r--r--
Remove checkpoints in ASA: Getting to the device This means the player now must win this mission in one go. Justification: There were many ways for the mission to be saved in an unwinnable state, there are many ways to win this mission and the checkpoints try to "force" one particular way. Also, this mission isn't too long anyway.

/*
 * 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.
 */

/**
 * Common definitions needed by netconn functions, to allow splitting them into several files.
 */

#ifndef NETCONN_INTERNAL_H_
#define NETCONN_INTERNAL_H_

#include "netconn.h"
#include "netbase.h"
#include "../model/map.h"
#include "../model/team.h"
#include "../model/weapon.h"
#include "../model/room.h"

#include <stdbool.h>
#include <stdint.h>
#include <stddef.h>

struct _flib_netconn {
    flib_netbase *netBase;
    char *playerName;
    char *dataDirPath;

    int netconnState;           //!< One of the NETCONN_STATE constants

    bool isChief;               //!< Player can modify the current room
    flib_map *map;
    flib_teamlist pendingTeamlist;
    flib_teamlist teamlist;
    flib_scheme *scheme;
    char *style;
    flib_weaponset *weaponset;

    void (*onMessageCb)(void *context, int msgtype, const char *msg);
    void *onMessageCtx;

    void (*onConnectedCb)(void *context);
    void *onConnectedCtx;

    void (*onDisconnectedCb)(void *context, int reason, const char *message);
    void *onDisconnectedCtx;

    void (*onRoomlistCb)(void *context, const flib_room **rooms, int roomCount);
    void *onRoomlistCtx;

    void (*onRoomAddCb)(void *context, const flib_room *room);
    void *onRoomAddCtx;

    void (*onRoomDeleteCb)(void *context, const char *name);
    void *onRoomDeleteCtx;

    void (*onRoomUpdateCb)(void *context, const char *oldName, const flib_room *room);
    void *onRoomUpdateCtx;

    void (*onClientFlagsCb)(void *context, const char *nick, const char *flags, bool newFlagState);
    void *onClientFlagsCtx;

    void (*onChatCb)(void *context, const char *nick, const char *msg);
    void *onChatCtx;

    void (*onLobbyJoinCb)(void *context, const char *nick);
    void *onLobbyJoinCtx;

    void (*onLobbyLeaveCb)(void *context, const char *nick, const char *partMessage);
    void *onLobbyLeaveCtx;

    void (*onRoomJoinCb)(void *context, const char *nick);
    void *onRoomJoinCtx;

    void (*onRoomLeaveCb)(void *context, const char *nick, const char *partMessage);
    void *onRoomLeaveCtx;

    void (*onNickTakenCb)(void *context, const char *nick);
    void *onNickTakenCtx;

    void (*onPasswordRequestCb)(void *context, const char *nick);
    void *onPasswordRequestCtx;

    void (*onEnterRoomCb)(void *context, bool chief);
    void *onEnterRoomCtx;

    void (*onLeaveRoomCb)(void *context, int reason, const char *message);
    void *onLeaveRoomCtx;

    void (*onTeamAddCb)(void *context, const flib_team *team);
    void *onTeamAddCtx;

    void (*onTeamDeleteCb)(void *context, const char *teamname);
    void *onTeamDeleteCtx;

    void (*onRunGameCb)(void *context);
    void *onRunGameCtx;

    void (*onTeamAcceptedCb)(void *context, const char *teamName);
    void *onTeamAcceptedCtx;

    void (*onHogCountChangedCb)(void *context, const char *teamName, int hogs);
    void *onHogCountChangedCtx;

    void (*onTeamColorChangedCb)(void *context, const char *teamName, int colorIndex);
    void *onTeamColorChangedCtx;

    void (*onEngineMessageCb)(void *context, const uint8_t *message, size_t size);
    void *onEngineMessageCtx;

    void (*onSchemeChangedCb)(void *context, const flib_scheme *scheme);
    void *onSchemeChangedCtx;

    void (*onMapChangedCb)(void *context, const flib_map *map, int changetype);
    void *onMapChangedCtx;

    void (*onScriptChangedCb)(void *context, const char *script);
    void *onScriptChangedCtx;

    void (*onWeaponsetChangedCb)(void *context, const flib_weaponset *weaponset);
    void *onWeaponsetChangedCtx;

    void (*onServerVarCb)(void *context, const char *name, const char *value);
    void *onServerVarCtx;

    bool running;
    bool destroyRequested;
};

void netconn_clearCallbacks(flib_netconn *conn);
void netconn_leaveRoom(flib_netconn *conn);
void netconn_setMap(flib_netconn *conn, const flib_map *map);
void netconn_setWeaponset(flib_netconn *conn, const flib_weaponset *weaponset);
void netconn_setScript(flib_netconn *conn, const char *script);
void netconn_setScheme(flib_netconn *conn, const flib_scheme *scheme);

#endif