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1 /** |
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2 * Models the list of rooms on a server for netplay. |
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3 */ |
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4 |
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5 #ifndef ROOMLIST_H_ |
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6 #define ROOMLIST_H_ |
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7 |
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8 #include <stdbool.h> |
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9 |
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10 typedef struct { |
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11 bool inProgress; // true if the game is running |
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12 char *name; |
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13 int playerCount; |
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14 int teamCount; |
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15 char *owner; |
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16 char *map; // This is either a map name, or one of +rnd+, +maze+ or +drawn+. |
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17 char *scheme; |
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18 char *weapons; |
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19 } flib_roomlist_room; |
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20 |
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21 typedef struct { |
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22 int roomCount; |
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23 flib_roomlist_room **rooms; |
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24 } flib_roomlist; |
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25 |
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26 flib_roomlist *flib_roomlist_create(); |
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27 |
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28 void flib_roomlist_destroy(flib_roomlist *list); |
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29 |
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30 /** |
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31 * Insert a new room at the start of the list. The room is defined by the params-array, |
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32 * which must consist of 8 non-null strings, as sent by the server in netplay. |
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33 * |
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34 * Returns 0 on success. |
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35 */ |
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36 int flib_roomlist_add(flib_roomlist *list, char **params); |
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37 |
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38 /** |
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39 * Update the room with the name [name] with parameters sent by the server. |
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40 * |
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41 * Returns 0 on success. |
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42 */ |
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43 int flib_roomlist_update(flib_roomlist *list, const char *name, char **params); |
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44 |
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45 /** |
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46 * Returns the room with the name [name] from the list if it exists, NULL otherwise |
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47 */ |
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48 flib_roomlist_room *flib_roomlist_find(flib_roomlist *list, const char *name); |
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49 |
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50 /** |
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51 * Removes all rooms from the list |
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52 */ |
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53 void flib_roomlist_clear(flib_roomlist *list); |
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54 |
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55 /** |
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56 * Delete the room with the name [name] from the room list. |
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57 * Returns 0 on success. |
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58 */ |
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59 int flib_roomlist_delete(flib_roomlist *list, const char *name); |
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60 |
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61 #endif |