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294 lines
9.3 KiB
294 lines
9.3 KiB
14 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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14 years ago
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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14 years ago
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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/*****************************************************************************
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*
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* $/Plasma20/Sources/Plasma/FeatureLib/pfGameMgr/TicTacToe/pfGmTicTacToe.cpp
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*
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***/
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#define USES_GAME_TICTACTOE
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#include "../Pch.h"
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#pragma hdrstop
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/*****************************************************************************
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*
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* Local types
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*
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***/
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struct ITicTacToe {
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pfGmTicTacToe * gameCli;
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char board[3][3];
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char myself;
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char other;
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ITicTacToe (pfGmTicTacToe * gameCli);
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// pfGameCli event notification handlers
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void Recv (GameMsgHeader * msg, void * param);
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void OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg);
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void OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg);
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void OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg);
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void OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg);
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// TicTacToe network message handlers
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void RecvGameStarted (const Srv2Cli_TTT_GameStarted & msg, void * param);
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void RecvGameOver (const Srv2Cli_TTT_GameOver & msg, void * param);
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void RecvMoveMade (const Srv2Cli_TTT_MoveMade & msg, void * param);
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};
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/*****************************************************************************
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*
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* Factory functions
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*
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***/
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//============================================================================
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static pfGameCli * TicTacToeFactory (
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unsigned gameId,
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plKey receiver
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) {
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return NEWZERO(pfGmTicTacToe)(gameId, receiver);
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}
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//============================================================================
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AUTO_INIT_FUNC(RegisterTicTacToeFactory) {
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static GameTypeReg reg = {
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TicTacToeFactory,
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kGameTypeId_TicTacToe,
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L"Tic-Tac-Toe"
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};
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GameMgrRegisterGameType(reg);
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}
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/*****************************************************************************
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*
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* ITicTacToe
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*
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***/
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//============================================================================
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ITicTacToe::ITicTacToe (pfGmTicTacToe * gameCli)
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: gameCli(gameCli)
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{
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// Fill the board with space chars
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MemSet(board, ' ', sizeof(board));
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}
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//============================================================================
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void ITicTacToe::OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg) {
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pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
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gameCliMsg->Set(gameCli, msg);
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gameCliMsg->Send(gameCli->GetReceiver());
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}
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//============================================================================
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void ITicTacToe::OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg) {
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pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
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gameCliMsg->Set(gameCli, msg);
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gameCliMsg->Send(gameCli->GetReceiver());
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}
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//============================================================================
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void ITicTacToe::OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg) {
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pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
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gameCliMsg->Set(gameCli, msg);
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gameCliMsg->Send(gameCli->GetReceiver());
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}
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//============================================================================
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void ITicTacToe::OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg) {
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pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
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gameCliMsg->Set(gameCli, msg);
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gameCliMsg->Send(gameCli->GetReceiver());
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}
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//============================================================================
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void ITicTacToe::RecvGameStarted (const Srv2Cli_TTT_GameStarted & msg, void * param) {
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REF(param);
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// player that goes first is shown as X's.
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if (msg.yourTurn) {
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myself = 'X';
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other = 'O';
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}
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else {
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myself = 'O';
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other = 'X';
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}
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pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
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gameCliMsg->Set(gameCli, msg);
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gameCliMsg->Send(gameCli->GetReceiver());
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}
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//============================================================================
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void ITicTacToe::RecvGameOver (const Srv2Cli_TTT_GameOver & msg, void * param) {
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REF(param);
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pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
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gameCliMsg->Set(gameCli, msg);
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gameCliMsg->Send(gameCli->GetReceiver());
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DEL(gameCli); // we're done
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}
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//============================================================================
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void ITicTacToe::RecvMoveMade (const Srv2Cli_TTT_MoveMade & msg, void * param) {
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REF(param);
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// Update the board with the appropriate piece
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if (msg.playerId == NetCommGetPlayer()->playerInt)
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board[msg.row][msg.col] = myself;
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else
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board[msg.row][msg.col] = other;
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pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
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gameCliMsg->Set(gameCli, msg);
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gameCliMsg->Send(gameCli->GetReceiver());
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}
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/*****************************************************************************
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*
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* pfGmTicTacToe
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*
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***/
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//============================================================================
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pfGmTicTacToe::pfGmTicTacToe (
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unsigned gameId,
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plKey receiver
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)
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: pfGameCli(gameId, receiver)
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{
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internal = NEWZERO(ITicTacToe)(this);
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}
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//============================================================================
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pfGmTicTacToe::~pfGmTicTacToe () {
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DEL(internal);
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}
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//============================================================================
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void pfGmTicTacToe::Recv (GameMsgHeader * msg, void * param) {
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#define DISPATCH(a) case kSrv2Cli_TTT_##a: { \
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const Srv2Cli_TTT_##a & m = *(const Srv2Cli_TTT_##a *)msg; \
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internal->Recv##a(m, param); \
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} \
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break; //
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switch (msg->messageId) {
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DISPATCH(GameStarted);
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DISPATCH(GameOver);
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DISPATCH(MoveMade);
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DEFAULT_FATAL(msg->messageId);
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}
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#undef DISPATCH
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}
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//============================================================================
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void pfGmTicTacToe::OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg) {
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internal->OnPlayerJoined(msg);
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}
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//============================================================================
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void pfGmTicTacToe::OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg) {
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internal->OnPlayerLeft(msg);
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}
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//============================================================================
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void pfGmTicTacToe::OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg) {
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internal->OnInviteFailed(msg);
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}
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//============================================================================
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void pfGmTicTacToe::OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg) {
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internal->OnOwnerChange(msg);
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}
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//============================================================================
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void pfGmTicTacToe::MakeMove (unsigned row, unsigned col) {
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Cli2Srv_TTT_MakeMove msg;
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msg.messageId = kCli2Srv_TTT_MakeMove;
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msg.messageBytes = sizeof(msg);
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msg.recvGameId = GetGameId(); // send to GameSrv on server
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msg.transId = 0;
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msg.row = (byte)row;
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msg.col = (byte)col;
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GameMgrSend(&msg);
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}
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//============================================================================
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void pfGmTicTacToe::ShowBoard () {
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// Technically, we should stuff the board into a plMessage and
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// have our receiver handle how the board is shown, but heck,
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// this is just a little demo and not quite worth the effort.
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#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"
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pfConsole::AddLine ("\n");
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pfConsole::AddLineF("\\i %c | %c | %c", internal->board[0][0], internal->board[0][1], internal->board[0][2]);
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pfConsole::AddLine ("\\i---+---+---");
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pfConsole::AddLineF("\\i %c | %c | %c", internal->board[1][0], internal->board[1][1], internal->board[1][2]);
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pfConsole::AddLine ("\\i---+---+---");
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pfConsole::AddLineF("\\i %c | %c | %c", internal->board[2][0], internal->board[2][1], internal->board[2][2]);
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pfConsole::AddLine ("\n");
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#endif // 0
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}
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