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/*
* 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
*/
#include "battlecontrols.h"
#include "intel.h"
// For computer_intelligence()
#include "tactrans.h"
// For battleEndReady*
#include "init.h"
// For NUM_PLAYERS
#include "libs/memlib.h"
// For HMalloc(), HFree()
#ifdef NETPLAY
# include "supermelee/netplay/netmelee.h"
#endif /* NETPLAY */
InputContext *PlayerInput[NUM_PLAYERS];
BattleInputHandlers ComputerInputHandlers = {
/* .frameInput = */ (BattleFrameInputFunction) computer_intelligence,
/* .selectShip = */ (SelectShipFunction) selectShipComputer,
/* .battleEndReady = */ (BattleEndReadyFunction) battleEndReadyComputer,
/* .deleteContext = */ InputContext_delete,
};
BattleInputHandlers HumanInputHandlers = {
/* .frameInput = */ (BattleFrameInputFunction) frameInputHuman,
/* .selectShip = */ (SelectShipFunction) selectShipHuman,
/* .battleEndReady = */ (BattleEndReadyFunction) battleEndReadyHuman,
/* .deleteContext = */ InputContext_delete,
};
#ifdef NETPLAY
BattleInputHandlers NetworkInputHandlers = {
/* .frameInput = */ (BattleFrameInputFunction) networkBattleInput,
/* .selectShip = */ (SelectShipFunction) selectShipNetwork,
/* .battleEndReady = */ (BattleEndReadyFunction) battleEndReadyNetwork,
/* .deleteContext = */ InputContext_delete,
};
#endif
void
InputContext_init (InputContext *context, BattleInputHandlers *handlers,
COUNT playerNr)
{
context->handlers = handlers;
context->playerNr = playerNr;
}
void
InputContext_delete (InputContext *context)
{
HFree (context);
}
ComputerInputContext *
ComputerInputContext_new (COUNT playerNr)
{
ComputerInputContext *result = HMalloc (sizeof (ComputerInputContext));
InputContext_init ((InputContext *) result,
&ComputerInputHandlers, playerNr);
return result;
}
HumanInputContext *
HumanInputContext_new (COUNT playerNr)
{
HumanInputContext *result = HMalloc (sizeof (HumanInputContext));
InputContext_init ((InputContext *) result,
&HumanInputHandlers, playerNr);
return result;
}
#ifdef NETPLAY
NetworkInputContext *
NetworkInputContext_new (COUNT playerNr)
{
NetworkInputContext *result = HMalloc (sizeof (NetworkInputContext));
InputContext_init ((InputContext *) result,
&NetworkInputHandlers, playerNr);
return result;
}
#endif
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