/* * 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 */ // This files contains functions that notify the other side of local // changes. #define NETCONNECTION_INTERNAL #include "netplay.h" #include "notify.h" #include "packetsenders.h" // Convert a local player number to a side indication relative to this // party. static inline NetplaySide netSide(NetConnection *conn, int side) { if (side == conn->player) return NetplaySide_remote; return NetplaySide_local; } void Netplay_Notify_shipSelected(NetConnection *conn, FleetShipIndex index) { assert(NetConnection_getState(conn) == NetState_selectShip); sendSelectShip(conn, index); } void Netplay_Notify_battleInput(NetConnection *conn, BATTLE_INPUT_STATE input) { assert(NetConnection_getState(conn) == NetState_inBattle || NetConnection_getState(conn) == NetState_endingBattle || NetConnection_getState(conn) == NetState_endingBattle2); sendBattleInput(conn, input); } void Netplay_Notify_setTeamName(NetConnection *conn, int player, const char *name, size_t len) { assert(NetConnection_getState(conn) == NetState_inSetup); assert(!conn->stateFlags.handshake.localOk); sendTeamName(conn, netSide(conn, player), name, len); } // On initialisation, or load. void Netplay_Notify_setFleet(NetConnection *conn, int player, const MeleeShip *fleet, size_t fleetSize) { assert(NetConnection_getState(conn) == NetState_inSetup); assert(!conn->stateFlags.handshake.localOk); sendFleet(conn, netSide(conn, player), fleet, fleetSize); } void Netplay_Notify_setShip(NetConnection *conn, int player, FleetShipIndex index, MeleeShip ship) { assert(NetConnection_getState(conn) == NetState_inSetup); assert(!conn->stateFlags.handshake.localOk); sendFleetShip(conn, netSide(conn, player), index, ship); } void Netplay_Notify_seedRandom(NetConnection *conn, uint32 seed) { assert(NetConnection_getState(conn) == NetState_preBattle); sendSeedRandom(conn, seed); conn->stateFlags.agreement.randomSeed = true; } void Netplay_Notify_inputDelay(NetConnection *conn, uint32 delay) { assert(NetConnection_getState(conn) == NetState_preBattle); sendInputDelay(conn, delay); } void Netplay_Notify_frameCount(NetConnection *conn, BattleFrameCounter frameCount) { assert(NetConnection_getState(conn) == NetState_endingBattle); sendFrameCount(conn, frameCount); } #ifdef NETPLAY_CHECKSUM void Netplay_Notify_checksum(NetConnection *conn, BattleFrameCounter frameNr, Checksum checksum) { assert(NetState_battleActive(NetConnection_getState(conn))); sendChecksum(conn, frameNr, checksum); } #endif /* NETPLAY_CHECKSUM */