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/*
* 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
*/
// 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 */
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