/*==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 3 ds 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 , 3 ds 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_TICTACTOE
# include "../Pch.h"
# pragma hdrstop
/*****************************************************************************
*
* Local types
*
* * */
struct ITicTacToe {
pfGmTicTacToe * gameCli ;
char board [ 3 ] [ 3 ] ;
char myself ;
char other ;
ITicTacToe ( pfGmTicTacToe * 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 ) ;
// TicTacToe network message handlers
void RecvGameStarted ( const Srv2Cli_TTT_GameStarted & msg , void * param ) ;
void RecvGameOver ( const Srv2Cli_TTT_GameOver & msg , void * param ) ;
void RecvMoveMade ( const Srv2Cli_TTT_MoveMade & msg , void * param ) ;
} ;
/*****************************************************************************
*
* Factory functions
*
* * */
//============================================================================
static pfGameCli * TicTacToeFactory (
unsigned gameId ,
plKey receiver
) {
return NEWZERO ( pfGmTicTacToe ) ( gameId , receiver ) ;
}
//============================================================================
AUTO_INIT_FUNC ( RegisterTicTacToeFactory ) {
static GameTypeReg reg = {
TicTacToeFactory ,
kGameTypeId_TicTacToe ,
L " Tic-Tac-Toe "
} ;
GameMgrRegisterGameType ( reg ) ;
}
/*****************************************************************************
*
* ITicTacToe
*
* * */
//============================================================================
ITicTacToe : : ITicTacToe ( pfGmTicTacToe * gameCli )
: gameCli ( gameCli )
{
// Fill the board with space chars
MemSet ( board , ' ' , sizeof ( board ) ) ;
}
//============================================================================
void ITicTacToe : : OnPlayerJoined ( const Srv2Cli_Game_PlayerJoined & msg ) {
pfGameCliMsg * gameCliMsg = NEWZERO ( pfGameCliMsg ) ;
gameCliMsg - > Set ( gameCli , msg ) ;
gameCliMsg - > Send ( gameCli - > GetReceiver ( ) ) ;
}
//============================================================================
void ITicTacToe : : OnPlayerLeft ( const Srv2Cli_Game_PlayerLeft & msg ) {
pfGameCliMsg * gameCliMsg = NEWZERO ( pfGameCliMsg ) ;
gameCliMsg - > Set ( gameCli , msg ) ;
gameCliMsg - > Send ( gameCli - > GetReceiver ( ) ) ;
}
//============================================================================
void ITicTacToe : : OnInviteFailed ( const Srv2Cli_Game_InviteFailed & msg ) {
pfGameCliMsg * gameCliMsg = NEWZERO ( pfGameCliMsg ) ;
gameCliMsg - > Set ( gameCli , msg ) ;
gameCliMsg - > Send ( gameCli - > GetReceiver ( ) ) ;
}
//============================================================================
void ITicTacToe : : OnOwnerChange ( const Srv2Cli_Game_OwnerChange & msg ) {
pfGameCliMsg * gameCliMsg = NEWZERO ( pfGameCliMsg ) ;
gameCliMsg - > Set ( gameCli , msg ) ;
gameCliMsg - > Send ( gameCli - > GetReceiver ( ) ) ;
}
//============================================================================
void ITicTacToe : : RecvGameStarted ( const Srv2Cli_TTT_GameStarted & msg , void * param ) {
REF ( param ) ;
// player that goes first is shown as X's.
if ( msg . yourTurn ) {
myself = ' X ' ;
other = ' O ' ;
}
else {
myself = ' O ' ;
other = ' X ' ;
}
pfGameCliMsg * gameCliMsg = NEWZERO ( pfGameCliMsg ) ;
gameCliMsg - > Set ( gameCli , msg ) ;
gameCliMsg - > Send ( gameCli - > GetReceiver ( ) ) ;
}
//============================================================================
void ITicTacToe : : RecvGameOver ( const Srv2Cli_TTT_GameOver & msg , void * param ) {
REF ( param ) ;
pfGameCliMsg * gameCliMsg = NEWZERO ( pfGameCliMsg ) ;
gameCliMsg - > Set ( gameCli , msg ) ;
gameCliMsg - > Send ( gameCli - > GetReceiver ( ) ) ;
DEL ( gameCli ) ; // we're done
}
//============================================================================
void ITicTacToe : : RecvMoveMade ( const Srv2Cli_TTT_MoveMade & msg , void * param ) {
REF ( param ) ;
// Update the board with the appropriate piece
if ( msg . playerId = = NetCommGetPlayer ( ) - > playerInt )
board [ msg . row ] [ msg . col ] = myself ;
else
board [ msg . row ] [ msg . col ] = other ;
pfGameCliMsg * gameCliMsg = NEWZERO ( pfGameCliMsg ) ;
gameCliMsg - > Set ( gameCli , msg ) ;
gameCliMsg - > Send ( gameCli - > GetReceiver ( ) ) ;
}
/*****************************************************************************
*
* pfGmTicTacToe
*
* * */
//============================================================================
pfGmTicTacToe : : pfGmTicTacToe (
unsigned gameId ,
plKey receiver
)
: pfGameCli ( gameId , receiver )
{
internal = NEWZERO ( ITicTacToe ) ( this ) ;
}
//============================================================================
pfGmTicTacToe : : ~ pfGmTicTacToe ( ) {
DEL ( internal ) ;
}
//============================================================================
void pfGmTicTacToe : : Recv ( GameMsgHeader * msg , void * param ) {
# define DISPATCH(a) case kSrv2Cli_TTT_##a: { \
const Srv2Cli_TTT_ # # a & m = * ( const Srv2Cli_TTT_ # # a * ) msg ; \
internal - > Recv # # a ( m , param ) ; \
} \
break ; //
switch ( msg - > messageId ) {
DISPATCH ( GameStarted ) ;
DISPATCH ( GameOver ) ;
DISPATCH ( MoveMade ) ;
DEFAULT_FATAL ( msg - > messageId ) ;
}
# undef DISPATCH
}
//============================================================================
void pfGmTicTacToe : : OnPlayerJoined ( const Srv2Cli_Game_PlayerJoined & msg ) {
internal - > OnPlayerJoined ( msg ) ;
}
//============================================================================
void pfGmTicTacToe : : OnPlayerLeft ( const Srv2Cli_Game_PlayerLeft & msg ) {
internal - > OnPlayerLeft ( msg ) ;
}
//============================================================================
void pfGmTicTacToe : : OnInviteFailed ( const Srv2Cli_Game_InviteFailed & msg ) {
internal - > OnInviteFailed ( msg ) ;
}
//============================================================================
void pfGmTicTacToe : : OnOwnerChange ( const Srv2Cli_Game_OwnerChange & msg ) {
internal - > OnOwnerChange ( msg ) ;
}
//============================================================================
void pfGmTicTacToe : : MakeMove ( unsigned row , unsigned col ) {
Cli2Srv_TTT_MakeMove msg ;
msg . messageId = kCli2Srv_TTT_MakeMove ;
msg . messageBytes = sizeof ( msg ) ;
msg . recvGameId = GetGameId ( ) ; // send to GameSrv on server
msg . transId = 0 ;
msg . row = ( byte ) row ;
msg . col = ( byte ) col ;
GameMgrSend ( & msg ) ;
}
//============================================================================
void pfGmTicTacToe : : ShowBoard ( ) {
// Technically, we should stuff the board into a plMessage and
// have our receiver handle how the board is shown, but heck,
// this is just a little demo and not quite worth the effort.
#if 0 // Max doesn't have the console, and can't link with it anyway, so I'm removing this code since "this is just a little demo and not quite worth the effort"
pfConsole : : AddLine ( " \n " ) ;
pfConsole : : AddLineF ( " \\ i %c | %c | %c " , internal - > board [ 0 ] [ 0 ] , internal - > board [ 0 ] [ 1 ] , internal - > board [ 0 ] [ 2 ] ) ;
pfConsole : : AddLine ( " \\ i---+---+--- " ) ;
pfConsole : : AddLineF ( " \\ i %c | %c | %c " , internal - > board [ 1 ] [ 0 ] , internal - > board [ 1 ] [ 1 ] , internal - > board [ 1 ] [ 2 ] ) ;
pfConsole : : AddLine ( " \\ i---+---+--- " ) ;
pfConsole : : AddLineF ( " \\ i %c | %c | %c " , internal - > board [ 2 ] [ 0 ] , internal - > board [ 2 ] [ 1 ] , internal - > board [ 2 ] [ 2 ] ) ;
pfConsole : : AddLine ( " \n " ) ;
# endif // 0
}