/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011  Cyan Worlds, Inc.

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 3 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, see <http://www.gnu.org/licenses/>.

Additional permissions under GNU GPL version 3 section 7

If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.

You can contact Cyan Worlds, Inc. by email legal@cyan.com
 or by snail mail at:
      Cyan Worlds, Inc.
      14617 N Newport Hwy
      Mead, WA   99021

*==LICENSE==*/
/*****************************************************************************
*
*   $/Plasma20/Sources/Plasma/FeatureLib/pfGameMgr/TicTacToe/pfGmTicTacToe.cpp
*   
***/

#define USES_GAME_HEEK
#include "../Pch.h"
#pragma hdrstop


/*****************************************************************************
*
*   Local types
*
***/

struct IHeek {
    pfGmHeek *      gameCli;

    IHeek (pfGmHeek * gameCli);

    // pfGameCli event notification handlers
    void Recv           (GameMsgHeader * msg, void * param);
    void OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg);
    void OnPlayerLeft   (const Srv2Cli_Game_PlayerLeft & msg);
    void OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg);
    void OnOwnerChange  (const Srv2Cli_Game_OwnerChange & msg);

    // Heek network message handlers    
    void RecvPlayGame       (const Srv2Cli_Heek_PlayGame & msg, void * param);
    void RecvGoodbye        (const Srv2Cli_Heek_Goodbye & msg, void * param);
    void RecvWelcome        (const Srv2Cli_Heek_Welcome & msg, void * param);
    void RecvDrop           (const Srv2Cli_Heek_Drop & msg, void * param);
    void RecvSetup          (const Srv2Cli_Heek_Setup & msg, void * param);
    void RecvLightState     (const Srv2Cli_Heek_LightState & msg, void * param);
    void RecvInterfaceState (const Srv2Cli_Heek_InterfaceState & msg, void * param);
    void RecvCountdownState (const Srv2Cli_Heek_CountdownState & msg, void * param);
    void RecvWinLose        (const Srv2Cli_Heek_WinLose & msg, void * param);
    void RecvGameWin        (const Srv2Cli_Heek_GameWin & msg, void * param);
    void RecvPointUpdate    (const Srv2Cli_Heek_PointUpdate & msg, void * param);
};


/*****************************************************************************
*
*   Factory functions
*
***/

//============================================================================
static pfGameCli * HeekFactory (
unsigned    gameId,
plKey       receiver
) {
    return NEWZERO(pfGmHeek)(gameId, receiver);
}

//============================================================================
AUTO_INIT_FUNC(RegisterHeek) {
    static GameTypeReg reg = {
        HeekFactory,
        kGameTypeId_Heek,
        L"Heek"
    };

    GameMgrRegisterGameType(reg);
}


/*****************************************************************************
*
*   IHeek
*
***/

//============================================================================
IHeek::IHeek (pfGmHeek * gameCli)
:   gameCli(gameCli)
{
}

//============================================================================
void IHeek::OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg) {
    pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
    gameCliMsg->Set(gameCli, msg);
    gameCliMsg->Send(gameCli->GetReceiver());
}

//============================================================================
void IHeek::OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg) {
    pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
    gameCliMsg->Set(gameCli, msg);
    gameCliMsg->Send(gameCli->GetReceiver());
}

//============================================================================
void IHeek::OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg) {
    pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
    gameCliMsg->Set(gameCli, msg);
    gameCliMsg->Send(gameCli->GetReceiver());
}

//============================================================================
void IHeek::OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg) {
    pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
    gameCliMsg->Set(gameCli, msg);
    gameCliMsg->Send(gameCli->GetReceiver());
}

//============================================================================
void IHeek::RecvPlayGame (const Srv2Cli_Heek_PlayGame & msg, void * param) {
    pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
    gameCliMsg->Set(gameCli, msg);
    gameCliMsg->Send(gameCli->GetReceiver());
}

//============================================================================
void IHeek::RecvGoodbye (const Srv2Cli_Heek_Goodbye & msg, void * param) {
    pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
    gameCliMsg->Set(gameCli, msg);
    gameCliMsg->Send(gameCli->GetReceiver());
}

//============================================================================
void IHeek::RecvWelcome (const Srv2Cli_Heek_Welcome & msg, void * param) {
    pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
    gameCliMsg->Set(gameCli, msg);
    gameCliMsg->Send(gameCli->GetReceiver());
}

//============================================================================
void IHeek::RecvDrop (const Srv2Cli_Heek_Drop & msg, void * param) {
    pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
    gameCliMsg->Set(gameCli, msg);
    gameCliMsg->Send(gameCli->GetReceiver());
}

//============================================================================
void IHeek::RecvSetup (const Srv2Cli_Heek_Setup & msg, void * param) {
    pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
    gameCliMsg->Set(gameCli, msg);
    gameCliMsg->Send(gameCli->GetReceiver());
}

//============================================================================
void IHeek::RecvLightState (const Srv2Cli_Heek_LightState & msg, void * param) {
    pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
    gameCliMsg->Set(gameCli, msg);
    gameCliMsg->Send(gameCli->GetReceiver());
}

//============================================================================
void IHeek::RecvInterfaceState (const Srv2Cli_Heek_InterfaceState & msg, void * param) {
    pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
    gameCliMsg->Set(gameCli, msg);
    gameCliMsg->Send(gameCli->GetReceiver());
}

//============================================================================
void IHeek::RecvCountdownState (const Srv2Cli_Heek_CountdownState & msg, void * param) {
    pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
    gameCliMsg->Set(gameCli, msg);
    gameCliMsg->Send(gameCli->GetReceiver());
}

//============================================================================
void IHeek::RecvWinLose (const Srv2Cli_Heek_WinLose & msg, void * param) {
    pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
    gameCliMsg->Set(gameCli, msg);
    gameCliMsg->Send(gameCli->GetReceiver());
}

//============================================================================
void IHeek::RecvGameWin (const Srv2Cli_Heek_GameWin & msg, void * param) {
    pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
    gameCliMsg->Set(gameCli, msg);
    gameCliMsg->Send(gameCli->GetReceiver());
}

//============================================================================
void IHeek::RecvPointUpdate (const Srv2Cli_Heek_PointUpdate & msg, void * param) {
    pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
    gameCliMsg->Set(gameCli, msg);
    gameCliMsg->Send(gameCli->GetReceiver());
}


/*****************************************************************************
*
*   pfGmHeek
*
***/

//============================================================================
pfGmHeek::pfGmHeek (
    unsigned    gameId,
    plKey       receiver
)
:   pfGameCli(gameId, receiver)
{
    internal = NEWZERO(IHeek)(this);
}

//============================================================================
pfGmHeek::~pfGmHeek () {
    delete internal;
}

//============================================================================
void pfGmHeek::Recv (GameMsgHeader * msg, void * param) {
#define DISPATCH(a) case kSrv2Cli_Heek_##a: {                                       \
                        const Srv2Cli_Heek_##a & m = *(const Srv2Cli_Heek_##a *)msg;    \
                        internal->Recv##a(m, param);                                \
                    }                                                               \
                    break;

    switch (msg->messageId) {
        DISPATCH(PlayGame);
        DISPATCH(Goodbye);
        DISPATCH(Welcome);
        DISPATCH(Drop);
        DISPATCH(Setup);
        DISPATCH(LightState);
        DISPATCH(InterfaceState);
        DISPATCH(CountdownState);
        DISPATCH(WinLose);
        DISPATCH(GameWin);
        DISPATCH(PointUpdate);
        DEFAULT_FATAL(msg->messageId);
    }
#undef DISPATCH
}

//============================================================================
void pfGmHeek::OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg) {
    internal->OnPlayerJoined(msg);
}

//============================================================================
void pfGmHeek::OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg) {
    internal->OnPlayerLeft(msg);
}

//============================================================================
void pfGmHeek::OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg) {
    internal->OnInviteFailed(msg);
}

//============================================================================
void pfGmHeek::OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg) {
    internal->OnOwnerChange(msg);
}

//============================================================================
void pfGmHeek::PlayGame (unsigned position, uint32_t points, const wchar_t name[]) {
    Cli2Srv_Heek_PlayGame msg;
    msg.messageId       = kCli2Srv_Heek_PlayGame;
    msg.messageBytes    = sizeof(msg);
    msg.recvGameId      = GetGameId();  // send to GameSrv on server
    msg.transId         = 0;

    msg.position        = (uint8_t)position;
    msg.points          = points;
    StrCopy(msg.name, name, arrsize(msg.name));

    GameMgrSend(&msg);
}

//============================================================================
void pfGmHeek::LeaveGame () {
    Cli2Srv_Heek_LeaveGame msg;
    msg.messageId       = kCli2Srv_Heek_LeaveGame;
    msg.messageBytes    = sizeof(msg);
    msg.recvGameId      = GetGameId();  // send to GameSrv on server
    msg.transId         = 0;

    GameMgrSend(&msg);
}

//============================================================================
void pfGmHeek::Choose (EHeekChoice choice) {
    Cli2Srv_Heek_Choose msg;
    msg.messageId       = kCli2Srv_Heek_Choose;
    msg.messageBytes    = sizeof(msg);
    msg.recvGameId      = GetGameId();  // send to GameSrv on server
    msg.transId         = 0;

    msg.choice = (uint8_t)choice;

    GameMgrSend(&msg);
}

//============================================================================
void pfGmHeek::SequenceFinished (EHeekSeqFinished seq) {
    Cli2Srv_Heek_SeqFinished msg;
    msg.messageId       = kCli2Srv_Heek_SeqFinished;
    msg.messageBytes    = sizeof(msg);
    msg.recvGameId      = GetGameId();  // send to GameSrv on server
    msg.transId         = 0;

    msg.seqFinished = (uint8_t)seq;

    GameMgrSend(&msg);
}
