/* * Hedgewars, a free turn based strategy game * Copyright (C) 2012 Simeon Maxein * * 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. */ #include #include #include #include #include #include #include #include #include #include #include #define ENGINE_DIR ".\\" #define CONFIG_DIR "..\\share\\hedgewars" #define DATA_DIR CONFIG_DIR"\\Data" static flib_netconn *netconn; static flib_gameconn *gameconn; static flib_mapconn *mapconn; static char nickname[128]; static flib_metascheme *metacfg; static bool netConnected = false; // Callback function that will be called when the map is rendered static void handleMapGenerated(void *context, const uint8_t *bitmap, int numHedgehogs) { printf("Drawing map for %i brave little hogs...", numHedgehogs); // Draw the map as ASCII art for(int y=0; y>3] & (1<<(7-(pixelnum&7))); printf(pixel ? "#" : " "); } printf("\n"); } flib_mapconn_destroy(mapconn); mapconn = NULL; } static void onGameDisconnect(void *context, int reason) { flib_log_i("Connection closed. Reason: %i", reason); flib_gameconn_destroy(gameconn); gameconn = NULL; if(netconn) { flib_netconn_send_roundfinished(netconn, reason==GAME_END_FINISHED); } } // Callback function that will be called on error static void handleMapFailure(void *context, const char *errormessage) { flib_log_e("Map rendering failed: %s", errormessage); flib_mapconn_destroy(mapconn); mapconn = NULL; } static void startEngineMap(int port) { char cmdbuffer[255]; char argbuffer[255]; snprintf(cmdbuffer, 255, "%shwengine.exe", ENGINE_DIR); snprintf(argbuffer, 255, "%s %i landpreview", CONFIG_DIR, port); ShellExecute(NULL, NULL, cmdbuffer, argbuffer, NULL, SW_HIDE); } static void startEngineGame(int port) { char cmdbuffer[255]; char argbuffer[255]; char base64PlayerName[255]; base64_encode(nickname, strlen(nickname), base64PlayerName, sizeof(base64PlayerName)); snprintf(cmdbuffer, 255, "%shwengine.exe", ENGINE_DIR); snprintf(argbuffer, 255, "%s 1024 768 32 %i 0 0 0 10 10 %s 0 0 %s 0 0 en.txt", CONFIG_DIR, port, DATA_DIR, base64PlayerName); ShellExecute(NULL, NULL, cmdbuffer, argbuffer, NULL, SW_HIDE); } void handleNetDisconnect(void *context, int reason, const char *message) { printf("Disconnected: %s", message); flib_netconn_destroy(netconn); netconn = NULL; } /*void printRoomList() { const flib_roomlist *roomlist = flib_netconn_get_roomlist(netconn); if(roomlist) { if(roomlist->roomCount>0) { for(int i=0; iroomCount; i++) { if(i>0) { printf(", "); } flib_room *room = roomlist->rooms[i]; printf("%s", room->name); } } else { puts("Unfortunately, there are no rooms at the moment."); } } else { puts("Sorry, due to an error the room list is not available."); } puts("\n"); }*/ void printTeamList() { flib_gamesetup *setup = flib_netconn_create_gamesetup(netconn); if(setup) { puts("The following teams are in this room:"); for(int i=0; iteamlist->teamCount; i++) { if(i>0) { printf(", "); } printf("%s", setup->teamlist->teams[i]->name); } puts("\n"); } else { puts("Sorry, due to an error the team list is not available."); } flib_gamesetup_destroy(setup); } void handleNetConnected(void *context) { printf("You enter the lobby of a strange house inhabited by hedgehogs. Looking around, you see hallways branching off to these rooms:\n"); //printRoomList(); printf("\n\nNow, you can chat by just entering text, or join a room with /join ."); printf(" You can also /quit or let me /describe . Once in a room, you can /add and set yourself /ready. You can also /list the available rooms (in the lobby) or the teams (in a room).\n"); netConnected = true; } void handleChat(void *context, const char *nick, const char *msg) { if(gameconn) { flib_gameconn_send_chatmsg(gameconn, nick, msg); } printf("%s: %s\n", nick, msg); } void handleEnterRoom(void *context, bool isChief) { puts("You have entered the room."); } void handleRoomJoin(void *context, const char *nick) { if(strcmp(nick, nickname)) { printf("%s is here.\n", nick); } } void handleRoomLeave(void *context, const char *nick, const char *partmsg) { if(strcmp(nick, nickname)) { printf("%s leaves.\n", nick); } } void handleReady(void *context, const char *nick, bool ready) { if(strcmp(nick, nickname)) { if(ready) { printf("%s is ready to go.\n", nick); } else { printf("%s is not ready.\n", nick); } } else { if(ready) { printf("You are ready to go.\n"); } else { printf("You are not ready.\n"); } } } void handleEmFromNet(void *context, const uint8_t *em, size_t size) { if(gameconn) { flib_gameconn_send_enginemsg(gameconn, em, size); } } void handleEmFromEngine(void *context, const uint8_t *em, size_t size) { if(netconn) { flib_netconn_send_engineMessage(netconn, em, size); } } void handleChatFromGame(void *context, const char *message, bool teamchat) { if(netconn) { if(teamchat) { flib_netconn_send_teamchat(netconn, message); } else { flib_netconn_send_chat(netconn, message); } } } void handleRunGame(void *context) { flib_gamesetup *gamesetup = flib_netconn_create_gamesetup(netconn); if(gameconn) { flib_log_e("Request to start game, but a game is already running."); } else if(gamesetup) { gameconn = flib_gameconn_create(nickname, gamesetup, true); flib_gameconn_onEngineMessage(gameconn, handleEmFromEngine, NULL); flib_gameconn_onDisconnect(gameconn, onGameDisconnect, NULL); flib_gameconn_onChat(gameconn, handleChatFromGame, NULL); startEngineGame(flib_gameconn_getport(gameconn)); } flib_gamesetup_destroy(gamesetup); } void handleNickTaken(void *context, const char *nick) { printf("The nickname %s is already in use, please choose a different one:\n", nick); flib_gets(nickname, sizeof(nickname)); flib_netconn_send_nick(netconn, nickname); } void handlePwRequest(void *context, const char *nick) { printf("A password is required to log in as %s, please enter (warning: shown in cleartext):\n", nick); char password[256]; flib_gets(password, sizeof(password)); flib_netconn_send_password(netconn, password); } void handleMessage(void *context, int type, const char *msg) { if(gameconn) { flib_gameconn_send_textmsg(gameconn, 1, msg); } printf("*** %s\n", msg); } void handleTeamAccepted(void *context, const char *teamname) { printf("The team %s has been accepted.\n", teamname); } void handleMapChanged(void *context, const flib_map *map, int changetype) { if(map->mapgen != MAPGEN_NAMED && changetype != NETCONN_MAPCHANGE_THEME) { if(mapconn) { flib_mapconn_destroy(mapconn); mapconn = NULL; } mapconn = flib_mapconn_create(map); if(mapconn) { flib_mapconn_onSuccess(mapconn, handleMapGenerated, NULL); flib_mapconn_onFailure(mapconn, handleMapFailure, NULL); startEngineMap(flib_mapconn_getport(mapconn)); } } else if(map->mapgen == MAPGEN_NAMED) { printf("The map %s has been selected.\n", map->name); } } void handleLeaveRoom(void *context, int reason, const char *msg) { if(reason == NETCONN_ROOMLEAVE_ABANDONED) { printf("The chief has abandoned the room."); } else if(reason == NETCONN_ROOMLEAVE_KICKED) { printf("You have been kicked from the room."); } if(msg) { printf(" (%s)", msg); } puts(" You are back in the lobby."); } void handleSchemeChanged(void *context, const flib_scheme *scheme) { printf("Game scheme: %s.\n", scheme->name); } void handleWeaponsetChanged(void *context, const flib_weaponset *weaponset) { printf("Weaponset: %s.\n", weaponset->name); } void handleHogcountChanged(void *context, const char *team, int count) { printf("Team %s will send %i hogs into the fight.\n", team, count); } void handleRoomAdd(void *context, const flib_room *room) { printf("%s created a new room called %s.\n", room->owner, room->name); } void handleRoomDelete(void *context, const char *roomName) { printf("The room %s has collapsed.\n", roomName); } void handleScriptChanged(void *context, const char *script) { printf("Game Type: %s\n", script); } void handleTeamAdd(void *context, const flib_team *team) { printf("%s puts the team %s to the planning board.\n", team->ownerName, team->name); } void handleTeamDelete(void *context, const char *teamName) { printf("The team %s decided not to fight this battle after all.\n", teamName); } void handleTeamColorChanged(void *context, const char *name, int colorIndex) { static const char* colorNames[] = {"red", "blue", "teal", "purple", "pink", "green", "orange", "brown", "yellow"}; const char *colorName = "strange"; if(colorIndex>=0 && colorIndex < 9) { colorName = colorNames[colorIndex]; } printf("The team %s will wear %s uniforms today.\n", name, colorName); } void tick() { if(gameconn) { flib_gameconn_tick(gameconn); } if(netconn) { flib_netconn_tick(netconn); } if(mapconn) { flib_mapconn_tick(mapconn); } } static HANDLE hStdin; static int init() { hStdin = GetStdHandle(STD_INPUT_HANDLE); if(hStdin == INVALID_HANDLE_VALUE) { flib_log_e("Unable to get stdin handle"); return 1; } if(!flib_init(0)) { flib_log_setLevel(FLIB_LOGLEVEL_WARNING); freopen( "CON", "w", stdout ); freopen( "CON", "w", stderr ); metacfg = flib_metascheme_from_ini("metasettings.ini"); if(!metacfg) { flib_quit(); return -1; } else { return 0; } } return -1; } int main(int argc, char *argv[]) { if(init()) { return -1; } puts("Please enter a nickname:"); flib_gets(nickname, sizeof(nickname)); netconn = flib_netconn_create(nickname, metacfg, DATA_DIR"\\", "140.247.62.101", 46631); if(!netconn) { flib_quit(); return -1; } flib_netconn_onConnected(netconn, handleNetConnected, NULL); flib_netconn_onDisconnected(netconn, handleNetDisconnect, NULL); flib_netconn_onChat(netconn, handleChat, NULL); flib_netconn_onEnterRoom(netconn, handleEnterRoom, NULL); flib_netconn_onRunGame(netconn, handleRunGame, NULL); flib_netconn_onEngineMessage(netconn, handleEmFromNet, NULL); flib_netconn_onRoomJoin(netconn, handleRoomJoin, NULL); flib_netconn_onRoomLeave(netconn, handleRoomLeave, NULL); flib_netconn_onReadyState(netconn, handleReady, NULL); flib_netconn_onNickTaken(netconn, handleNickTaken, NULL); flib_netconn_onPasswordRequest(netconn, handlePwRequest, NULL); flib_netconn_onMessage(netconn, handleMessage, NULL); flib_netconn_onTeamAccepted(netconn, handleTeamAccepted, NULL); flib_netconn_onMapChanged(netconn, handleMapChanged, NULL); flib_netconn_onLeaveRoom(netconn, handleLeaveRoom, NULL); flib_netconn_onCfgScheme(netconn, handleSchemeChanged, NULL); flib_netconn_onWeaponsetChanged(netconn, handleWeaponsetChanged, NULL); flib_netconn_onHogCountChanged(netconn, handleHogcountChanged, NULL); flib_netconn_onRoomAdd(netconn, handleRoomAdd, NULL); flib_netconn_onRoomDelete(netconn, handleRoomDelete, NULL); flib_netconn_onScriptChanged(netconn, handleScriptChanged, NULL); flib_netconn_onTeamAdd(netconn, handleTeamAdd, NULL); flib_netconn_onTeamDelete(netconn, handleTeamDelete, NULL); flib_netconn_onTeamColorChanged(netconn, handleTeamColorChanged, NULL); INPUT_RECORD inputRecord; DWORD eventCount = 0; while(netconn || gameconn) { tick(); if(netconn && netConnected) { while(PeekConsoleInput(hStdin, &inputRecord, 1, &eventCount) && eventCount>0) { if(inputRecord.EventType != KEY_EVENT) { ReadConsoleInput(hStdin, &inputRecord, 1, &eventCount); } else { printf("%s: ", nickname); char input[256]; if(!flib_gets(input, sizeof(input))) { if(!memcmp("/quit", input, strlen("/quit"))) { flib_netconn_send_quit(netconn, "Player quit."); } else if(!memcmp("/describe ", input, strlen("/describe "))) { const char *roomname = input+strlen("/describe "); /*const flib_roomlist *roomlist = flib_netconn_get_roomlist(netconn); flib_room *room = flib_roomlist_find(roomlist, roomname); if(!room) { puts("Unknown room."); } else { char *text = flib_asprintf( "%s is a room created by %s, where %i players (%i teams) are %s on %s%s, using the %s scheme and %s weaponset.", room->name, room->owner, room->playerCount, room->teamCount, room->inProgress ? "fighting" : "preparing to fight", room->map[0]=='+' ? "" : "the map ", !strcmp("+rnd+", room->map) ? "a random map" : !strcmp("+maze+", room->map) ? "a random maze" : !strcmp("+drawn+", room->map) ? "a hand-drawn map" : room->map, room->scheme, room->weapons); if(text) { puts(text); } free(text); }*/ } else if(!memcmp("/join ", input, strlen("/join "))) { const char *roomname = input+strlen("/join "); flib_netconn_send_joinRoom(netconn, roomname); } else if(!memcmp("/ready", input, strlen("/ready"))) { flib_netconn_send_toggleReady(netconn); } else if(!memcmp("/loglevel ", input, strlen("/loglevel "))) { int loglevel = atoi(input+strlen("/loglevel ")); flib_log_setLevel(loglevel); } else if(!memcmp("/list", input, strlen("/list"))) { if(flib_netconn_is_in_room_context(netconn)) { printTeamList(); } else { puts("From this big and expansive lobby, hallways branch off to these rooms:"); //printRoomList(); } } else if(!memcmp("/addteam ", input, strlen("/addteam "))) { const char *teamname = input+strlen("/addteam "); if(!flib_contains_dir_separator(teamname)) { char *teamfilename = flib_asprintf("%s.hwt", teamname); if(teamfilename) { flib_team *team = flib_team_from_ini(teamfilename); if(team) { flib_netconn_send_addTeam(netconn, team); } else { printf("Teamfile %s not found.\n", teamfilename); } flib_team_destroy(team); } free(teamfilename); } } else if(strlen(input)>0) { flib_netconn_send_chat(netconn, input); } } } } } fflush(stdout); Sleep(10); } flib_metascheme_release(metacfg); return 0; }