TrophyRace: Fix game never eliminating any hogs after a hog skipped or ran out of time
Warning: This commit _might_ invalidate past records, but I'm not sure if
this is actually the case. Note that only the eliminiation part of the
script is touched, not the actual race logic.
Even if records are actually broken by this, I and sheepluva have decided that
it's more imporant to fix this very, VERY stupid and old bug than to preserve
records.
/*
* 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.
*/
/**
* This file contains functions for starting and interacting with a game run by the engine.
* The general usage is to first create a gameconn object by calling one of the flib_gameconn_create
* functions. That will cause the frontlib to listen on a random port which can be queried using
* flib_gameconn_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 starting a game.
*
* In order to allow the gameconn to run, you should regularly call flib_gameconn_tick(), which
* performs network I/O and calls your callbacks on interesting events.
*
* Once the engine connects, the gameconn will send it the required commands for starting the
* game you requested in your flib_gameconn_create call.
*
* When the game is finished (or the connection is lost), you will receive the onDisconnect
* message. This is the signal to destroy the gameconn and stop calling tick().
*/
#ifndef GAMECONN_H_
#define GAMECONN_H_
#include "../model/gamesetup.h"
#include <stddef.h>
#include <stdint.h>
#include <stdbool.h>
/*
* Different reasons for a disconnect. Only GAME_END_FINISHED signals a correctly completed game.
*/
#define GAME_END_FINISHED 0
#define GAME_END_INTERRUPTED 1
#define GAME_END_HALTED 2
#define GAME_END_ERROR 3
typedef struct _flib_gameconn flib_gameconn;
/**
* Create a gameconn that will start a local or network game with the indicated configuration.
*/
flib_gameconn *flib_gameconn_create(const char *playerName, const flib_gamesetup *setup, bool netgame);
/**
* Create a gameconn that will play back a demo.
*/
flib_gameconn *flib_gameconn_create_playdemo(const uint8_t *demoFileContent, size_t size);
/**
* Create a gameconn that will continue from a saved game.
*/
flib_gameconn *flib_gameconn_create_loadgame(const char *playerName, const uint8_t *saveFileContent, size_t size);
/**
* Create a gameconn that will start a campaign or training mission with the indicated script.
* seed is the random seed to use as entropy source (any string).
* script is the path and filename of a Campaign or Training script, relative to the Data directory
* (e.g. "Missions/Training/Basic_Training_-_Bazooka.lua")
*/
flib_gameconn *flib_gameconn_create_campaign(const char *playerName, const char *seed, const char *script);
/**
* Release all resources of this gameconn, including the network connection, and free its memory.
* It is safe to call this function from a callback.
*/
void flib_gameconn_destroy(flib_gameconn *conn);
/**
* Returns the port on which the gameconn is listening. Only fails if you
* pass NULL (not allowed), in that case 0 is returned.
*/
int flib_gameconn_getport(flib_gameconn *conn);
/**
* Perform I/O operations and call callbacks if something interesting happens.
* Should be called regularly.
*/
void flib_gameconn_tick(flib_gameconn *conn);
/**
* Send an engine message to the engine. Only needed in net games, where you receive engine
* messages from the server and have to pass them here.
*/
int flib_gameconn_send_enginemsg(flib_gameconn *conn, const uint8_t *data, size_t len);
/**
* Send an info message to the engine that will be displayed in the game's chatlog.
* The msgtype determines the color of the message; in the QTFrontend, info messages and
* normal chat messages use 1, emote-messages (those starting with /me) use 2, and
* join/leave messages use 3. You should use flib_gameconn_send_chatmsg for chat messages
* though because it automatically formats /me messages.
*
* Generally only needed in net games.
*/
int flib_gameconn_send_textmsg(flib_gameconn *conn, int msgtype, const char *msg);
/**
* Send a chat message to be displayed in the game's chatlog. Messages starting with /me are
* automatically formatted correctly.
*
* Generally only needed in net games.
*/
int flib_gameconn_send_chatmsg(flib_gameconn *conn, const char *playername, const char *msg);
/**
* Request the engine to stop the game (efinish).
* You can use this to shut down a game early without directly killing the engine process.
*/
int flib_gameconn_send_quit(flib_gameconn *conn);
/**
* Send an arbitrary command to the engine, e.g. "eforcequit" to shut down the engine
* quickly. Commands prefixed with "e" will be processed by the engine's ProcessCommand
* method (with the e removed, so e.g. efinish will be parsed as finish).
*/
int flib_gameconn_send_cmd(flib_gameconn *conn, const char *cmdString);
/**
* Expected callback signature: void handleConnect(void *context)
* The engine has successfully connected. You don't have to react to this in any way.
*/
void flib_gameconn_onConnect(flib_gameconn *conn, void (*callback)(void* context), void* context);
/**
* Expected callback signature: void handleDisconnect(void *context, int reason)
* The connection to the engine was closed, either because the game has ended normally, or
* because it was interrupted/halted, or because of an error. The reason is provided as one
* of the GAME_END_xxx constants.
*
* You should destroy the gameconn and - in a netgame - notify the server that the game has ended.
*/
void flib_gameconn_onDisconnect(flib_gameconn *conn, void (*callback)(void* context, int reason), void* context);
/**
* Expected callback signature: void handleErrorMessage(void* context, const char *msg)
* The engine sent an error message, you should probably display it to the user or at least log it.
*/
void flib_gameconn_onErrorMessage(flib_gameconn *conn, void (*callback)(void* context, const char *msg), void* context);
/**
* Expected callback signature: void handleChat(void* context, const char *msg, bool teamchat)
* The player entered a chat or teamchat message. In a netgame, you should send it on to the server.
*/
void flib_gameconn_onChat(flib_gameconn *conn, void (*callback)(void* context, const char *msg, bool teamchat), void* context);
/**
* Expected callback signature: void handleGameRecorded(void *context, const uint8_t *record, size_t size, bool isSavegame)
* The game has stopped, and a demo or savegame is available. You can store it in a file and later pass it back
* to the engine to either watch a replay (if it's a demo) or to continue playing (if it's a savegame).
*/
void flib_gameconn_onGameRecorded(flib_gameconn *conn, void (*callback)(void *context, const uint8_t *record, size_t size, bool isSavegame), void* context);
/**
* Expected callback signature: void handleEngineMessage(void *context, const uint8_t *em, size_t size)
* The engine has generated a message with player input. In a netgame, you should send it on to the server.
*/
void flib_gameconn_onEngineMessage(flib_gameconn *conn, void (*callback)(void *context, const uint8_t *em, size_t size), void* context);
#endif