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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.
*/
#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_ */
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