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#include <stdlib.h>
#include "netlem_state_machine.h"
#include "events.h"
#include "netgame.h"
#include "utils.h"
//FIXME #include netlem.h ?
extern int startLoadLevel();
state_t _getOrChangeState(state_t newState, TCPsocket sockClient) {
const event_t evReady = {0,0,0,eReady,0,0,NULL,NULL};
static state_t state=eLaunching;
int result;
switch(newState) {
case eNull:
break;
case eMultiLoading:
//TODO : check current state before switching
if (state != eMultiWaitLoading && state != eLaunching) {
return eNull;
}
result=startLoadLevel();
if (result!=0) {
logs2(LOG_ERROR, "getOrChangeState()", SDL_GetError());
return eNull;
}
state=newState;
logs2(LOG_INFO, "changing state", "eMultiLoading");
break;
case eMultiWaitLoading:
//TODO : check current state before switching
// Say to the server that we are ready to start the game and wait game start
result=sendEvent(sockClient, &evReady);
if (result!=0) return eNull;
state=newState;
logs2(LOG_INFO, "changing state", "eMultiWaitLoading");
break;
case eMultiGame:
//TODO : check current state before switching
state=newState;
logs2(LOG_INFO, "changing state", "eMultiGame");
break;
case eEnd:
state=newState;
logs2(LOG_INFO, "changing state", "eEnd");
break;
default:
return eNull;
}
return state;
}
state_t getState() {
return _getOrChangeState(eNull, NULL);
}
state_t changeState(state_t newState) {
return _getOrChangeState(newState, NULL);
}
state_t changeStateAndNotify(state_t newState, TCPsocket sockClient) {
return _getOrChangeState(newState, sockClient);
}
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