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401 lines
11 KiB
C
401 lines
11 KiB
C
/* game_base.h
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*
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*
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* Copyright (C) 2020 Toxic All Rights Reserved.
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*
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* This file is part of Toxic.
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*
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* Toxic is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Toxic is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Toxic. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef GAME_BASE
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#define GAME_BASE
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#include <ncurses.h>
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#include <time.h>
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#include <tox/tox.h>
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#include "game_util.h"
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#include "windows.h"
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#define GAME_BORDER_COLOUR BAR_SOLID
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/* Max size of a default square game window */
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#define GAME_MAX_SQUARE_Y_DEFAULT 26
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#define GAME_MAX_SQUARE_X_DEFAULT (GAME_MAX_SQUARE_Y_DEFAULT * 2)
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/* Max size of a large square game window */
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#define GAME_MAX_SQUARE_Y_LARGE 52
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#define GAME_MAX_SQUARE_X_LARGE (GAME_MAX_SQUARE_Y_LARGE * 2)
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/* Max size of a default size rectangle game window */
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#define GAME_MAX_RECT_Y_DEFAULT 24
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#define GAME_MAX_RECT_X_DEFAULT (GAME_MAX_RECT_Y_DEFAULT * 4)
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/* Max size of a large rectangle game window */
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#define GAME_MAX_RECT_Y_LARGE 52
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#define GAME_MAX_RECT_X_LARGE (GAME_MAX_RECT_Y_LARGE * 4)
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/* Maximum length of a game message set with game_set_message() */
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#define GAME_MAX_MESSAGE_SIZE 64
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/* Default number of seconds a game message is displayed for */
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#define GAME_MESSAGE_DEFAULT_TIMEOUT 3
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/***** START NETWORKING CONSTANTS *****/
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/* Header starts after custom packet type byte. Comprised of: NetworkVersion (1b) + GameType (1b) + id (4b) */
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#define GAME_PACKET_HEADER_SIZE (1 + 1 + sizeof(uint32_t))
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/* Max size of a game packet including the header */
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#define GAME_MAX_PACKET_SIZE 1024
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/* Max size of a game packet payload */
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#define GAME_MAX_DATA_SIZE (GAME_MAX_PACKET_SIZE - GAME_PACKET_HEADER_SIZE - 1)
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/* Current version of networking protocol */
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#define GAME_NETWORKING_VERSION 0x01
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/***** END NETWORKING CONSTANTS *****/
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typedef void cb_game_update_state(GameData *game, void *cb_data);
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typedef void cb_game_render_window(GameData *game, WINDOW *window, void *cb_data);
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typedef void cb_game_kill(GameData *game, void *cb_data);
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typedef void cb_game_pause(GameData *game, bool is_paused, void *cb_data);
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typedef void cb_game_key_press(GameData *game, int key, void *cb_data);
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typedef void cb_game_on_packet(GameData *game, const uint8_t *data, size_t length, void *cb_data);
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typedef enum GamePacketType {
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GP_Invite = 0u,
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GP_Data,
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} GamePacketType;
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typedef enum GameWindowShape {
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GW_ShapeSquare = 0u,
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GW_ShapeSquareLarge,
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GW_ShapeRectangle,
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GW_ShapeRectangleLarge,
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GW_ShapeInvalid,
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} GameWindowShape;
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typedef enum GameStatus {
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GS_None = 0u,
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GS_Paused,
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GS_Running,
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GS_Finished,
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GS_Invalid,
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} GameStatus;
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typedef enum GameType {
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GT_Centipede = 0u,
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GT_Chess,
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GT_Life,
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GT_Snake,
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GT_Invalid,
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} GameType;
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typedef struct GameMessage {
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char message[GAME_MAX_MESSAGE_SIZE + 1];
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size_t length;
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const Coords *coords; // pointer to coords so we can track movement
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Coords original_coords; // static coords at time of being set
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time_t timeout;
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time_t set_time;
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int attributes;
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int colour;
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Direction direction;
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bool sticky;
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bool priority;
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} GameMessage;
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struct GameData {
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TIME_MS last_frame_time;
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TIME_MS update_interval; // determines the refresh rate (lower means faster)
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long int score;
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size_t high_score;
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int lives;
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size_t level;
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GameStatus status;
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GameType type;
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bool is_multiplayer;
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bool show_lives;
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bool show_score;
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bool show_high_score;
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bool show_level;
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GameMessage *messages;
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size_t messages_size;
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int game_max_x; // max dimensions of game window
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int game_max_y;
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int parent_max_x; // max dimensions of parent window
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int parent_max_y;
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int window_id;
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WINDOW *window;
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Tox *tox; // must be locked with Winthread mutex
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GameWindowShape window_shape;
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uint32_t id; // indentifies multiplayer instance
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uint32_t friend_number; // friendnumber associated with parent window
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cb_game_update_state *cb_game_update_state;
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void *cb_game_update_state_data;
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cb_game_render_window *cb_game_render_window;
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void *cb_game_render_window_data;
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cb_game_kill *cb_game_kill;
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void *cb_game_kill_data;
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cb_game_pause *cb_game_pause;
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void *cb_game_pause_data;
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cb_game_key_press *cb_game_key_press;
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void *cb_game_key_press_data;
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cb_game_on_packet *cb_game_on_packet;
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void *cb_game_on_packet_data;
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};
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/*
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* Sets the callback for game state updates.
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*/
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void game_set_cb_update_state(GameData *game, cb_game_update_state *func, void *cb_data);
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/*
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* Sets the callback for frame rendering.
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*/
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void game_set_cb_render_window(GameData *game, cb_game_render_window *func, void *cb_data);
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/*
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* Sets the callback for game termination.
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*/
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void game_set_cb_kill(GameData *game, cb_game_kill *func, void *cb_data);
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/*
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* Sets the callback for the game pause event.
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*/
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void game_set_cb_on_pause(GameData *game, cb_game_pause *func, void *cb_data);
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/*
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* Sets the callback for the key press event.
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*/
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void game_set_cb_on_keypress(GameData *game, cb_game_key_press *func, void *cb_data);
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/*
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* Sets the callback for the game packet event.
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*/
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void game_set_cb_on_packet(GameData *game, cb_game_on_packet *func, void *cb_data);
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/*
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* Initializes game instance.
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*
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* `type` must be a valid GameType.
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*
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* `id` should be a unique integer to indentify the game instance. If we're being invited to a game
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* this identifier should be sent via the invite packet.
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*
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* if `multiplayer_data` is non-null this indicates that we accepted a game invite from a contact.
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* The data contains any information we need to initialize the game state.
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*
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* Return 0 on success.
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* Return -1 if screen is too small.
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* Return -2 on network related error.
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* Return -3 if multiplayer game is being initialized outside of a contact's window.
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* Return -4 on other failure.
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*/
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int game_initialize(const ToxWindow *self, Tox *m, GameType type, uint32_t id, const uint8_t *multiplayer_data,
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size_t length);
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/*
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* Sets game window to `shape`.
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*
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* This must be called on game initialization.
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*
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* Return 0 on success.
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* Return -1 if window is too small or shape is invalid.
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* Return -2 if function is called while the game state is valid.
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*/
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int game_set_window_shape(GameData *game, GameWindowShape shape);
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/*
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* Returns the GameType associated with `game_string`.
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*/
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GameType game_get_type(const char *game_string);
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/*
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* Returns the name represented as a string associated with `type`.
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*/
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const char *game_get_name_string(GameType type);
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/*
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* Prints all available games to window associated with `self`.
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*/
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void game_list_print(ToxWindow *self);
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/*
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* Return true if game `type` has a multiplayer mode.
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*/
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bool game_type_is_multiplayer(GameType type);
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/*
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* Returns true if coordinates designated by `x` and `y` are within the game window boundaries.
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*/
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bool game_coordinates_in_bounds(const GameData *game, int x, int y);
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/*
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* Put random coordinates that fit within the game window in `coords`.
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*/
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void game_random_coords(const GameData *game, Coords *coords);
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/*
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* Gets the current max dimensions of the game window.
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*/
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void game_max_x_y(const GameData *game, int *x, int *y);
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/*
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* Returns the respective coordinate boundary of the game window.
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*/
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int game_y_bottom_bound(const GameData *game);
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int game_y_top_bound(const GameData *game);
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int game_x_right_bound(const GameData *game);
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int game_x_left_bound(const GameData *game);
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/*
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* Toggle whether the respective game info is shown around the game window.
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*/
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void game_show_score(GameData *game, bool show_score);
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void game_show_high_score(GameData *game, bool show_high_score);
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void game_show_lives(GameData *game, bool show_lives);
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void game_show_level(GameData *game, bool show_level);
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/*
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* Sends a notification to the window associated with `game`.
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*
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* `message` - the notification message that will be displayed.
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*/
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void game_window_notify(const GameData *game, const char *message);
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/*
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* Updates game score.
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*/
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void game_update_score(GameData *game, long int points);
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/*
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* Sets game score to `val`.
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*/
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void game_set_score(GameData *game, long int score);
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/*
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* Returns the game's current score.
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*/
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long int game_get_score(const GameData *game);
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/*
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* Increments level.
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*
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* This function should be called on initialization if game wishes to display level.
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*/
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void game_increment_level(GameData *game);
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/*
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* Updates lives with `amount`.
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*
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* If lives becomes negative the lives counter will not be drawn.
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*/
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void game_update_lives(GameData *game, int amount);
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/*
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* Returns the remaining number of lives for the game.
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*/
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int game_get_lives(const GameData *game);
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/*
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* Returns the current level.
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*/
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size_t game_get_current_level(const GameData *game);
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/*
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* Sets the game status to `status`.
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*/
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void game_set_status(GameData *game, GameStatus status);
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/*
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* Sets the game base update interval.
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*
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* Lower values of `update_interval` make the game faster, where 1 is the fastest and 50 is slowest.
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* If this function is never called the game chooses a reasonable default.
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*/
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void game_set_update_interval(GameData *game, TIME_MS update_interval);
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/*
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* Creates a message `message` of size `length` to be displayed at `coords` for `timeout` seconds.
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*
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* Message must be no greater than GAME_MAX_MESSAGE_SIZE bytes in length.
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*
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* If `sticky` is true the message will follow coords if they move.
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*
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* If `dir` is a valid direction, the message will be positioned a few squares away from `coords`
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* so as to not overlap with its associated object.
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*
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* If `timeout` is zero, the default timeout value will be used.
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*
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* If `priority` true, messages will be printed on top of game objects.
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*
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* Return 0 on success.
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* Return -1 on failure.
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*/
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int game_set_message(GameData *game, const char *message, size_t length, Direction dir, int attributes, int colour,
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time_t timeout, const Coords *coords, bool sticky, bool priority);
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/*
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* Returns true if game should update an object's state according to its last moved time and current speed.
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*
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* This is used to independently control the speed of various game objects.
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*/
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bool game_do_object_state_update(const GameData *game, TIME_MS current_time, TIME_MS last_moved_time, TIME_MS speed);
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/*
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* Returns the current wall time in milliseconds.
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*/
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TIME_MS get_time_millis(void);
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/*
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* Ends game associated with `self` and cleans up.
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*/
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void game_kill(ToxWindow *self);
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/*
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* Sends a packet containing payload `data` of size `length` to the friendnumber associated with the game's
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* parent window.
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*
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* `length` must not exceed GAME_MAX_DATA_SIZE bytes.
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*
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* `packet_type` should be GP_Invite for an invite packet or GP_Data for all other game data.
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*/
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int game_packet_send(const GameData *game, const uint8_t *data, size_t length, GamePacketType packet_type);
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#endif // GAME_BASE
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