/* * Copyright 2006 Serge van den Boom * * 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_SUPERMELEE_NETPLAY_NETSTATE_H_ #define UQM_SUPERMELEE_NETPLAY_NETSTATE_H_ #include "port.h" #if defined(__cplusplus) extern "C" { #endif typedef struct NetConnectionStateData NetConnectionStateData; // State of a NetConnection. typedef enum { NetState_unconnected, /* No connection initiated */ NetState_connecting, /* Connection being setup */ NetState_init, /* Initialising the connection */ NetState_inSetup, /* In the network game setup */ NetState_preBattle, /* Pre-battle initialisations */ NetState_interBattle, /* Negotiations between battles. */ NetState_selectShip, /* Selecting a ship in battle */ NetState_inBattle, /* Battle has started */ NetState_endingBattle, /* Both sides are prepared to end */ NetState_endingBattle2, /* Waiting for the final synchronisation */ } NetState; #if defined(__cplusplus) } #endif #include "types.h" #if defined(__cplusplus) extern "C" { #endif typedef struct { const char *name; } NetStateData; extern NetStateData netStateData[]; typedef void (*NetConnectionStateData_ReleaseFunction)( NetConnectionStateData *stateData); #define NETCONNECTION_STATE_DATA_COMMON \ NetConnectionStateData_ReleaseFunction releaseFunction; struct NetConnectionStateData { NETCONNECTION_STATE_DATA_COMMON }; void NetConnectionStateData_release(NetConnectionStateData *stateData); static inline bool NetState_battleActive(NetState state) { return state == NetState_inBattle || state == NetState_endingBattle || state == NetState_endingBattle2; } #if defined(__cplusplus) } #endif #endif /* UQM_SUPERMELEE_NETPLAY_NETSTATE_H_ */