|
|
|
/*==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/NucleusLib/pnGameMgr/Heek/pnGmHeek.h
|
|
|
|
*
|
|
|
|
***/
|
|
|
|
|
|
|
|
#ifdef PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_HEEK_PNGMHEEK_H
|
|
|
|
#error "Header $/Plasma20/Sources/Plasma/NucleusLib/pnGameMgr/Heek/pnGmHeek.h included more than once"
|
|
|
|
#endif
|
|
|
|
#define PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_HEEK_PNGMHEEK_H
|
|
|
|
|
|
|
|
|
|
|
|
/*****************************************************************************
|
|
|
|
*
|
|
|
|
* Heek
|
|
|
|
*
|
|
|
|
***/
|
|
|
|
|
|
|
|
enum EHeekInitResult {
|
|
|
|
kHeekInitSuccess,
|
|
|
|
kHeekInitError,
|
|
|
|
kNumHeekInitResults
|
|
|
|
};
|
|
|
|
enum EHeekChoice {
|
|
|
|
kHeekRock,
|
|
|
|
kHeekPaper,
|
|
|
|
kHeekScissors,
|
|
|
|
kNumHeekChoices
|
|
|
|
};
|
|
|
|
enum EHeekSeqFinished {
|
|
|
|
kHeekCountdownSeq,
|
|
|
|
kHeekChoiceAnimSeq,
|
|
|
|
kHeekGameWinAnimSeq,
|
|
|
|
kNumHeekSeq
|
|
|
|
};
|
|
|
|
enum EHeekLightState {
|
|
|
|
kHeekLightOn,
|
|
|
|
kHeekLightOff,
|
|
|
|
kHeekLightFlash,
|
|
|
|
kNumHeekLightStates
|
|
|
|
};
|
|
|
|
enum EHeekCountdownState {
|
|
|
|
kHeekCountdownStart,
|
|
|
|
kHeekCountdownStop,
|
|
|
|
kHeekCountdownIdle,
|
|
|
|
kNumHeekCountdownStates
|
|
|
|
};
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
// Game type id
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
const plUUID kGameTypeId_Heek("9d83c2e2-7835-4477-9aaa-22254c59a753");
|
|
|
|
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
// Network message ids
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
// Cli2Srv message ids
|
|
|
|
enum {
|
|
|
|
kCli2Srv_Heek_PlayGame = kCli2Srv_NumGameMsgIds, // Sent when a player wants to join in the game (instead of observing)
|
|
|
|
kCli2Srv_Heek_LeaveGame, // Sent when a player is done playing (and starts observing)
|
|
|
|
kCli2Srv_Heek_Choose, // Sent when a player choses a move
|
|
|
|
kCli2Srv_Heek_SeqFinished, // Sent when a client-side animation ends
|
|
|
|
};
|
|
|
|
|
|
|
|
// Srv2Cli message ids
|
|
|
|
enum {
|
|
|
|
kSrv2Cli_Heek_PlayGame = kSrv2Cli_NumGameMsgIds, // Sent when the server allows or disallows a player to play
|
|
|
|
kSrv2Cli_Heek_Goodbye, // Sent when the server confirms the player leaving
|
|
|
|
kSrv2Cli_Heek_Welcome, // Sent to everyone when a new player joins
|
|
|
|
kSrv2Cli_Heek_Drop, // Sent when the admin needs to reset a position
|
|
|
|
kSrv2Cli_Heek_Setup, // Sent on link-in so observers see the correct game state (fast-forwarded)
|
|
|
|
kSrv2Cli_Heek_LightState, // Sent to a player when a light he owns changes state (animated)
|
|
|
|
kSrv2Cli_Heek_InterfaceState, // Sent to a player when his buttons change state (animated)
|
|
|
|
kSrv2Cli_Heek_CountdownState, // Sent to the admin to adjust the countdown state
|
|
|
|
kSrv2Cli_Heek_WinLose, // Sent to a player when he wins or loses a hand
|
|
|
|
kSrv2Cli_Heek_GameWin, // Sent to the admin when a game is won
|
|
|
|
kSrv2Cli_Heek_PointUpdate, // Sent to a player when their points change
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
// Begin networked data structures
|
|
|
|
#pragma pack(push,1)
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
//========================================================================
|
|
|
|
// Message parameters
|
|
|
|
//========================================================================
|
|
|
|
// No creation parameters
|
|
|
|
|
|
|
|
//========================================================================
|
|
|
|
// Heek message structures
|
|
|
|
//========================================================================
|
|
|
|
|
|
|
|
// Cli2Srv
|
|
|
|
struct Cli2Srv_Heek_PlayGame : GameMsgHeader {
|
|
|
|
uint8_t position; // 0...4
|
|
|
|
uint32_t points;
|
|
|
|
wchar_t name[256];
|
|
|
|
};
|
|
|
|
struct Cli2Srv_Heek_LeaveGame : GameMsgHeader {
|
|
|
|
// no extra data
|
|
|
|
};
|
|
|
|
struct Cli2Srv_Heek_Choose : GameMsgHeader {
|
|
|
|
uint8_t choice; // kHeekRock...kHeekScissors
|
|
|
|
};
|
|
|
|
struct Cli2Srv_Heek_SeqFinished : GameMsgHeader {
|
|
|
|
uint8_t seqFinished; // kHeekCountdownSeq...kHeekGameWinSeq
|
|
|
|
};
|
|
|
|
|
|
|
|
// Srv2Cli
|
|
|
|
struct Srv2Cli_Heek_PlayGame : GameMsgHeader {
|
|
|
|
bool isPlaying;
|
|
|
|
bool isSinglePlayer;
|
|
|
|
bool enableButtons;
|
|
|
|
};
|
|
|
|
struct Srv2Cli_Heek_Goodbye : GameMsgHeader {
|
|
|
|
// no extra data
|
|
|
|
};
|
|
|
|
struct Srv2Cli_Heek_Welcome : GameMsgHeader {
|
|
|
|
uint32_t points;
|
|
|
|
uint32_t rank;
|
|
|
|
wchar_t name[256];
|
|
|
|
};
|
|
|
|
struct Srv2Cli_Heek_Drop : GameMsgHeader {
|
|
|
|
uint8_t position; // 0...4
|
|
|
|
};
|
|
|
|
struct Srv2Cli_Heek_Setup : GameMsgHeader {
|
|
|
|
uint8_t position; // 0...4
|
|
|
|
bool buttonState;
|
|
|
|
bool lightOn[6];
|
|
|
|
};
|
|
|
|
struct Srv2Cli_Heek_LightState : GameMsgHeader {
|
|
|
|
uint8_t lightNum;
|
|
|
|
uint8_t state; // kHeekLightOn...kHeekLightFlash
|
|
|
|
};
|
|
|
|
struct Srv2Cli_Heek_InterfaceState : GameMsgHeader {
|
|
|
|
bool buttonsEnabled;
|
|
|
|
};
|
|
|
|
struct Srv2Cli_Heek_CountdownState : GameMsgHeader {
|
|
|
|
uint8_t state; // kHeekCountdownStart...kHeekCountdownIdle
|
|
|
|
};
|
|
|
|
struct Srv2Cli_Heek_WinLose : GameMsgHeader {
|
|
|
|
bool win;
|
|
|
|
uint8_t choice; // kHeekRock...kHeekScissors
|
|
|
|
};
|
|
|
|
struct Srv2Cli_Heek_GameWin : GameMsgHeader {
|
|
|
|
uint8_t choice; // kHeekRock...kHeekScissors
|
|
|
|
};
|
|
|
|
struct Srv2Cli_Heek_PointUpdate : GameMsgHeader {
|
|
|
|
bool displayUpdate;
|
|
|
|
uint32_t points;
|
|
|
|
uint32_t rank;
|
|
|
|
};
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
// End networked data structures
|
|
|
|
#pragma pack(pop)
|
|
|
|
//============================================================================
|