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160 lines
3.8 KiB

#include "../types.h"
BOOL STORMAPI SNetReceiveMessage(int *senderplayerid, char **data, int *databytes)
{
if (!devilution_net::inst->SNetReceiveMessage(senderplayerid, data, databytes)) {
SErrSetLastError(STORM_ERROR_NO_MESSAGES_WAITING);
return FALSE;
}
return TRUE;
}
BOOL STORMAPI SNetSendMessage(int playerID, void *data, unsigned int databytes)
{
return devilution_net::inst->SNetSendMessage(playerID, data, databytes);
}
BOOL STORMAPI SNetReceiveTurns(int a1, int arraysize, char **arraydata, unsigned int *arraydatabytes,
DWORD *arrayplayerstatus)
{
if (a1 != 0)
UNIMPLEMENTED();
if (arraysize != MAX_PLRS)
UNIMPLEMENTED();
return devilution_net::inst->SNetReceiveTurns(arraydata, arraydatabytes, arrayplayerstatus);
}
BOOL STORMAPI SNetSendTurn(char *data, unsigned int databytes)
{
return devilution_net::inst->SNetSendTurn(data, databytes);
}
BOOL STORMAPI SNetDestroy()
{
DUMMY();
return TRUE;
}
BOOL STORMAPI SNetDropPlayer(int playerid, DWORD flags)
{
UNIMPLEMENTED();
}
BOOL STORMAPI SNetGetGameInfo(int type, void *dst, unsigned int length, unsigned int *byteswritten)
{
DUMMY();
return TRUE;
}
BOOL STORMAPI SNetLeaveGame(int type)
{
DUMMY();
return TRUE;
}
BOOL STORMAPI SNetSendServerChatCommand(const char *command)
{
DUMMY();
return TRUE;
}
void *__stdcall SNetUnregisterEventHandler(int evtype, void(__stdcall *func)(struct _SNETEVENT *))
{
DUMMY();
return NULL;
}
void *__stdcall SNetRegisterEventHandler(int evtype, void(__stdcall *func)(struct _SNETEVENT *))
{
// need to handle:
// EVENT_TYPE_PLAYER_LEAVE_GAME
// EVENT_TYPE_PLAYER_CREATE_GAME (raised during SNetCreateGame?)
// EVENT_TYPE_PLAYER_MESSAGE
// all by the same function
DUMMY();
return (void *)func;
}
int __stdcall SNetGetProviderCaps(struct _SNETCAPS *caps)
{
return devilution_net::inst->SNetGetProviderCaps(caps);
}
/**
* @brief Called by engine for single, called by ui for multi
* @param provider BNET, IPXN, MODM, SCBL or UDPN
* @param fileinfo Ignore
*/
int __stdcall SNetInitializeProvider(unsigned long provider, struct _SNETPROGRAMDATA *client_info,
struct _SNETPLAYERDATA *user_info, struct _SNETUIDATA *ui_info,
struct _SNETVERSIONDATA *fileinfo)
{
if (provider == 'UDPN')
devilution_net::inst = std::make_unique<devilution_net_udp>();
else if (provider == 'SCBL' || provider == 0)
devilution_net::inst = std::make_unique<devilution_net_single>();
else
ABORT();
char *cname;
char *cdesc;
BOOL *multi;
ui_info->selectnamecallback(client_info, user_info, ui_info, fileinfo, 0, cname, 0, cdesc, 0, multi);
return TRUE;
}
/**
* @brief Called by engine for single, called by ui for multi
*/
BOOL STORMAPI SNetCreateGame(const char *pszGameName, const char *pszGamePassword, const char *pszGameStatString,
DWORD dwGameType, char *GameTemplateData, int GameTemplateSize, int playerCount,
char *creatorName, char *a11, int *playerID)
{
// hack: cannot create game until UI is ready
// first instance will create, second will join
int ret;
if (ret = devilution_net::inst->create("0.0.0.0", "mypass") == -1)
ret = devilution_net::inst->join("127.0.0.1", "mypass");
*playerID = ret;
return TRUE;
}
/**
* @brief Is this the mirror image of SNetGetTurnsInTransit?
*/
BOOL __stdcall SNetGetOwnerTurnsWaiting(DWORD *turns)
{
*turns = 0;
return TRUE;
}
BOOL STORMAPI SNetGetTurnsInTransit(int *turns)
{
*turns = 0; // We do not queue turns at all
return TRUE;
}
/**
* @brief engine calls this only once with argument 1
*/
BOOLEAN __stdcall SNetSetBasePlayer(int)
{
return TRUE;
}
/**
* @brief since we never signal STORM_ERROR_REQUIRES_UPGRADE the engine will not call this function
*/
BOOL STORMAPI SNetPerformUpgrade(DWORD *upgradestatus)
{
UNIMPLEMENTED();
}
/**
* @brief not called from engine
*/
BOOL STORMAPI SNetSetGameMode(DWORD modeFlags, bool makePublic)
{
UNIMPLEMENTED();
return TRUE;
}