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139 lines
4.7 KiB
139 lines
4.7 KiB
4 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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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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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/NucleusLib/pnGameMgr/BlueSpiral/pnGmBlueSpiral.h
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*
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***/
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#ifdef PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_BLUESPIRAL_PNGMBLUESPIRAL_H
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#error "Header $/Plasma20/Sources/Plasma/NucleusLib/pnGameMgr/BlueSpiral/pnGmBlueSpiral.h included more than once"
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#endif
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#define PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_BLUESPIRAL_PNGMBLUESPIRAL_H
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/*****************************************************************************
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*
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* BlueSpiral
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*
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***/
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enum EBlueSpiralInitResult {
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kBlueSpiralInitSuccess,
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kBlueSpiralInitError,
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kNumBlueSpiralInitResults
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};
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//============================================================================
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// Game type id
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//============================================================================
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const Uuid kGameTypeId_BlueSpiral = Uuid(L"5ff98165-913e-4fd1-a2c2-9c7f31be2cc8");
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//============================================================================
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// Network message ids
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//============================================================================
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// Cli2Srv message ids
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enum {
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kCli2Srv_BlueSpiral_StartGame = kCli2Srv_NumGameMsgIds,
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kCli2Srv_BlueSpiral_HitCloth,
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};
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// Srv2Cli message ids
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enum {
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kSrv2Cli_BlueSpiral_ClothOrder = kSrv2Cli_NumGameMsgIds,
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kSrv2Cli_BlueSpiral_SuccessfulHit,
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kSrv2Cli_BlueSpiral_GameWon,
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kSrv2Cli_BlueSpiral_GameOver, // sent on time out and incorrect entry
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kSrv2Cli_BlueSpiral_GameStarted,
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};
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//============================================================================
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// Begin networked data scructures
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#include <PshPack1.h>
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//============================================================================
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//========================================================================
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// Message parameters
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//========================================================================
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struct BlueSpiral_CreateParam {
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// empty
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};
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//========================================================================
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// Tic-Tac-Toe message structures
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//========================================================================
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// Cli2Srv
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struct Cli2Srv_BlueSpiral_StartGame : GameMsgHeader {
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// empty
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};
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struct Cli2Srv_BlueSpiral_HitCloth : GameMsgHeader {
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byte clothNum; // the cloth we hit, 0..6
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};
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// Srv2Cli
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struct Srv2Cli_BlueSpiral_ClothOrder : GameMsgHeader {
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byte order[7]; // each value is the cloth to hit, 0..6, the order is the order in the array
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};
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struct Srv2Cli_BlueSpiral_SuccessfulHit : GameMsgHeader {
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// empty
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};
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struct Srv2Cli_BlueSpiral_GameWon : GameMsgHeader {
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// empty
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};
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struct Srv2Cli_BlueSpiral_GameOver : GameMsgHeader {
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// empty
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};
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struct Srv2Cli_BlueSpiral_GameStarted : GameMsgHeader {
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bool startSpin; // if true, start spinning the door thingy
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};
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//============================================================================
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// End networked data structures
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#include <PopPack.h>
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//============================================================================
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