project_files/frontlib/ipc/mapconn.h
author Wuzzy <Wuzzy2@mail.ru>
Mon, 08 Jul 2019 21:44:26 +0200
changeset 15220 ceb289e8a582
parent 10017 de822cd3df3a
permissions -rw-r--r--
King Mode: Fix king placement phase not working correctly with multiple teams in a clan New king placement phase rules: * Before the game begins, each team can walk with their king and teleport for free, everything else is disabled * This special round does not count towards the round counter, like in gfPlaceHog * TotalRounds is set to -1 during this round, like in gfPlaceHog Under the old rules, this was much more hacky. The delay of all delay-less weapons was just set to 1 The problem with the old rules was that if any clan had more than 1 team, eventually the weapon delay will time out before all kings have been placed.

/*
 * 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.
 */

/**
 * Functions for querying a map preview from the engine, which includes both a two-color image
 * and the number of hogs this map is suitable for.
 *
 * The general usage is to first create a mapconn object by calling flib_mapconn_create.
 * That will cause the frontlib to listen on a random port which can be queried using
 * flib_mapconn_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 a map preview request.
 *
 * In order to allow the mapconn to run, you should regularly call flib_mapconn_tick(), which
 * performs network I/O and calls your callbacks if the map has been generated or an error
 * has occurred. Once either the onSuccess or onFailure callback is called, you should destroy
 * the mapconn and stop calling tick().
 */

#ifndef IPC_MAPCONN_H_
#define IPC_MAPCONN_H_

#include "../model/map.h"

#include <stdint.h>

#define MAPIMAGE_WIDTH 256
#define MAPIMAGE_HEIGHT 128
#define MAPIMAGE_BYTES (MAPIMAGE_WIDTH/8*MAPIMAGE_HEIGHT)

typedef struct _flib_mapconn flib_mapconn;

/**
 * Start a new map rendering connection (mapconn). This means a listening socket
 * will be started on a random unused port, waiting for a connection from the
 * engine process. Once this connection is established, the required information
 * will be sent to the engine, and the reply is read.
 *
 * The map must be a regular, maze or drawn map - for a preview of a named map,
 * use the preview images in the map's directory, and for the hog count read the
 * map information (e.g. using flib_mapcfg_read).
 *
 * No NULL parameters allowed, returns NULL on failure.
 * Use flib_mapconn_destroy to free the returned object.
 */
flib_mapconn *flib_mapconn_create(const flib_map *mapdesc);

/**
 * Destroy the mapconn object. Passing NULL is allowed and does nothing.
 * flib_mapconn_destroy may be called from inside a callback function.
 */
void flib_mapconn_destroy(flib_mapconn *conn);

/**
 * Returns the port on which the mapconn is listening. Only fails if you
 * pass NULL (not allowed), in that case 0 is returned.
 */
int flib_mapconn_getport(flib_mapconn *conn);

/**
 * Set a callback which will receive the rendered map if the rendering succeeds.
 *
 * Expected callback signature:
 * void handleSuccess(void *context, const uint8_t *bitmap, int numHedgehogs)
 *
 * The context passed to the callback is the same pointer you provided when
 * registering the callback. bitmap is a pointer to a buffer of size MAPIMAGE_BYTES
 * containing a bit-packed image of size MAPIMAGE_WIDTH * MAPIMAGE_HEIGHT.
 * numHedgehogs is the number of hogs that fit on this map.
 *
 * The bitmap pointer passed to the callback belongs to the caller,
 * so it should not be stored elsewhere. Note that it remains valid
 * inside the callback method even if flib_mapconn_destroy is called.
 */
void flib_mapconn_onSuccess(flib_mapconn *conn, void (*callback)(void* context, const uint8_t *bitmap, int numHedgehogs), void *context);

/**
 * Set a callback which will receive an error message if rendering fails.
 *
 * Expected callback signature:
 * void handleFailure(void *context, const char *errormessage)
 *
 * The context passed to the callback is the same pointer you provided when
 * registering the callback.
 *
 * The error message passed to the callback belongs to the caller,
 * so it should not be stored elsewhere. Note that it remains valid
 * inside the callback method even if flib_mapconn_destroy is called.
 */
void flib_mapconn_onFailure(flib_mapconn *conn, void (*callback)(void* context, const char *errormessage), void *context);

/**
 * Perform I/O operations and call callbacks if something interesting happens.
 * Should be called regularly.
 */
void flib_mapconn_tick(flib_mapconn *conn);

#endif