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1 #ifndef GAMECONN_H_ |
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2 #define GAMECONN_H_ |
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3 |
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4 #include "../util/buffer.h" |
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5 #include "../model/gamesetup.h" |
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6 |
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7 #include <stddef.h> |
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8 #include <stdint.h> |
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9 #include <stdbool.h> |
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10 |
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11 #define GAME_END_FINISHED 0 |
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12 #define GAME_END_INTERRUPTED 1 |
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13 #define GAME_END_HALTED 2 |
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14 #define GAME_END_ERROR 3 |
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15 |
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16 struct _flib_gameconn; |
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17 typedef struct _flib_gameconn flib_gameconn; |
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18 |
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19 flib_gameconn *flib_gameconn_create(const char *playerName, flib_cfg_meta *metaconf, flib_gamesetup *setup, bool netgame); |
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20 flib_gameconn *flib_gameconn_create_playdemo(const uint8_t *demo, int size); |
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21 flib_gameconn *flib_gameconn_create_loadgame(const char *playerName, const uint8_t *save, int size); |
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22 void flib_gameconn_destroy(flib_gameconn *conn); |
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23 |
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24 /** |
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25 * Returns the port on which the gameconn is listening. Only fails if you |
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26 * pass NULL (not allowed), in that case 0 is returned. |
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27 */ |
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28 int flib_gameconn_getport(flib_gameconn *conn); |
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29 |
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30 /** |
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31 * Perform I/O operations and call callbacks if something interesting happens. |
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32 * Should be called regularly. |
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33 */ |
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34 void flib_gameconn_tick(flib_gameconn *conn); |
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35 |
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36 // TODO: Not needed yet, only for netgames |
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37 /* |
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38 flib_gameconn_send_enginemsg(flib_gameconn conn, uint8_t *data, int len); |
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39 flib_gameconn_send_textmsg(flib_gameconn conn, int msgtype, const char *msg); |
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40 flib_gameconn_send_chatmsg(flib_gameconn conn, const char *playername, const char *msg); |
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41 */ |
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42 |
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43 /** |
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44 * handleConnect(void *context) |
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45 */ |
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46 void flib_gameconn_onConnect(flib_gameconn *conn, void (*callback)(void* context), void* context); |
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47 |
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48 /** |
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49 * handleDisconnect(void *context, int reason) |
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50 */ |
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51 void flib_gameconn_onDisconnect(flib_gameconn *conn, void (*callback)(void* context, int reason), void* context); |
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52 |
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53 /** |
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54 * Receives error messages sent by the engine |
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55 * handleErrorMessage(void* context, const char *msg) |
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56 */ |
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57 void flib_gameconn_onErrorMessage(flib_gameconn *conn, void (*callback)(void* context, const char *msg), void* context); |
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58 |
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59 /** |
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60 * handleChat(void* context, const char *msg, bool teamchat) |
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61 */ |
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62 void flib_gameconn_onChat(flib_gameconn *conn, void (*callback)(void* context, const char *msg, bool teamchat), void* context); |
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63 |
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64 /** |
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65 * Called when the game ends |
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66 * handleGameRecorded(void *context, const uint8_t *record, int size, bool isSavegame) |
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67 */ |
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68 void flib_gameconn_onGameRecorded(flib_gameconn *conn, void (*callback)(void *context, const uint8_t *record, int size, bool isSavegame), void* context); |
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69 |
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70 /** |
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71 * Called when the game ends |
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72 * TODO handleStats(???) |
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73 */ |
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74 |
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75 /** |
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76 * ...needs to be passed on to the server in a net game |
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77 * handleEngineMessage(void *context, const uint8_t *em, int size) |
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78 */ |
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79 void flib_gameconn_onNetMessage(flib_gameconn *conn, void (*callback)(void *context, const uint8_t *em, int size), void* context); |
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80 |
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81 #endif |