project_files/frontlib/net/netconn_internal.h
author Medo <smaxein@googlemail.com>
Thu, 19 Jul 2012 17:56:38 +0200
changeset 7338 1ed603a54ebd
parent 7320 e704706008d4
child 7482 d70a5b0d1190
permissions -rw-r--r--
frontlib: - Removed automatic roomlist handling, since the server doesn't inform of every change after all - Added flib_netconn_get_playername - Added a callback mechanism for logging

/*
 * 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 isAdmin;				// Player is server administrator

	flib_metascheme *metaCfg;

	bool isChief;				// Player can modify the current room
	flib_map *map;
	flib_teamlist pendingTeamlist;
	flib_teamlist teamlist;
	flib_scheme *scheme;
	char *script;
	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 (*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 (*onRoomChiefStatusCb)(void *context, bool isChief);
	void *onRoomChiefStatusCtx;

	void (*onReadyStateCb)(void *context, const char *nick, bool ready);
	void *onReadyStateCtx;

	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 (*onCfgSchemeCb)(void *context, const flib_scheme *scheme);
	void *onCfgSchemeCtx;

	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 (*onAdminAccessCb)(void *context);
	void *onAdminAccessCtx;

	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