1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
|
/*
* Copyright 2006 Serge van den Boom <svdb@stack.nl>
*
* 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_ */
|