Wifi game fsm
Works with multiplayer (tested with 8cf86645 on test/wifi_fsm)
Right now, a new round is initiated on any player action input (see #12)
Quick copy paste on player action requests we defined back in the day:
typedef enum
{
REQ_ACTION_ATTACK,
REQ_ACTION_SPECIAL_ATTACK,
REQ_ACTION_BLOCK,
REQ_ACTION_JUMP,
REQ_ACTION_NONE // <- not this, then new round
} RequestedAction;
Any thoughts on code style/implementation/bugs/improvements etc.?
Moving forward, I'm gonna make sure that it doesnt break when switching to singleplayer. After that I will need access to the newest header files for graphics, io, sound, storage, so that I can include them into the main game architecture