/* * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef UQM_BATTLECONTROLS_H_ #define UQM_BATTLECONTROLS_H_ typedef struct BattleInputHandlers BattleInputHandlers; typedef struct InputContext InputContext; typedef struct ComputerInputContext ComputerInputContext; typedef struct HumanInputContext HumanInputContext; #ifdef NETPLAY typedef struct NetworkInputContext NetworkInputContext; #endif /* NETPLAY */ #include "controls.h" #include "supermelee/pickmele.h" #include "races.h" #include "libs/compiler.h" #if defined(__cplusplus) extern "C" { #endif typedef BATTLE_INPUT_STATE (*BattleFrameInputFunction) ( InputContext *context, STARSHIP *StarShipPtr); typedef BOOLEAN (*SelectShipFunction) (InputContext *context, GETMELEE_STATE *gms); typedef bool (*BattleEndReadyFunction) (InputContext *context); typedef void (*DeleteInputContextFunction) (InputContext *context); struct BattleInputHandlers { BattleFrameInputFunction frameInput; SelectShipFunction selectShip; BattleEndReadyFunction battleEndReady; DeleteInputContextFunction deleteContext; }; #define INPUT_CONTEXT_COMMON \ BattleInputHandlers *handlers; \ COUNT playerNr; // Base "class" for all ...InputContext structures struct InputContext { INPUT_CONTEXT_COMMON }; struct ComputerInputContext { INPUT_CONTEXT_COMMON // TODO: Put RNG Context used for the AI here. }; struct HumanInputContext { INPUT_CONTEXT_COMMON }; #ifdef NETPLAY struct NetworkInputContext { INPUT_CONTEXT_COMMON // TODO: put NetworkConnection for this player here. }; #endif /* NETPLAY */ ComputerInputContext *ComputerInputContext_new (COUNT playerNr); HumanInputContext *HumanInputContext_new (COUNT playerNr); #ifdef NETPLAY NetworkInputContext *NetworkInputContext_new (COUNT playerNr); #endif /* NETPLAY */ extern InputContext *PlayerInput[]; BATTLE_INPUT_STATE frameInputHuman (HumanInputContext *context, STARSHIP *StarShipPtr); void InputContext_init(InputContext *context, BattleInputHandlers *handlers, COUNT playerNr); void InputContext_delete (InputContext *context); // Do not call directly, only from the FreeInputContextFunction. // Call InputContext->handlers->freeContext() to release an // InputContext. #if defined(__cplusplus) } #endif #endif /* UQM_BATTLECONTROLS_H_ */