/* * 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_PACKETSENDERS_H_ #define UQM_SUPERMELEE_NETPLAY_PACKETSENDERS_H_ #include "types.h" #include "netconnection.h" #include "packet.h" #include "../../controls.h" // for BATTLE_INPUT_STATE #include "../meleeship.h" // for MeleeShip #include "../meleesetup.h" // for FleetShipIndex #if defined(__cplusplus) extern "C" { #endif void sendInit(NetConnection *conn); void sendPing(NetConnection *conn, uint32 id); void sendAck(NetConnection *conn, uint32 id); void sendReady(NetConnection *conn); void sendHandshake0(NetConnection *conn); void sendHandshake1(NetConnection *conn); void sendHandshakeCancel(NetConnection *conn); void sendHandshakeCancelAck(NetConnection *conn); void sendTeamName(NetConnection *conn, NetplaySide side, const char *name, size_t len); void sendFleet(NetConnection *conn, NetplaySide side, const MeleeShip *ships, size_t numShips); void sendFleetShip(NetConnection *conn, NetplaySide player, FleetShipIndex shipIndex, MeleeShip ship); void sendSeedRandom(NetConnection *conn, uint32 seed); void sendInputDelay(NetConnection *conn, uint32 delay); void sendSelectShip(NetConnection *conn, FleetShipIndex index); void sendBattleInput(NetConnection *conn, BATTLE_INPUT_STATE input); void sendFrameCount(NetConnection *conn, BattleFrameCounter frameCount); void sendChecksum(NetConnection *conn, BattleFrameCounter frameNr, Checksum checksum); void sendAbort(NetConnection *conn, NetplayAbortReason reason); void sendReset(NetConnection *conn, NetplayResetReason reason); #if defined(__cplusplus) } #endif #endif /* UQM_SUPERMELEE_NETPLAY_PACKETSENDERS_H_ */