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