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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/ClimbingWall/pnGmClimbingWall.h
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*
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***/
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#ifdef PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_CLIMBINGWALL_PNGMCLIMBINGWALL_H
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#error "Header $/Plasma20/Sources/Plasma/NucleusLib/pnGameMgr/ClimbingWall/pnGmClimbingWall.h included more than once"
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#endif
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#define PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_CLIMBINGWALL_PNGMCLIMBINGWALL_H
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/*****************************************************************************
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*
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* Climbing Wall
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*
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***/
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enum EClimbingWallInitResult {
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kClimbingWallInitSuccess,
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kClimbingWallInitError,
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kNumClimbingWallInitResults
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};
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enum EClimbingWallReadyType {
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kClimbingWallReadyNumBlockers,
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kClimbingWallReadyBlockers,
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};
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const unsigned kClimbingWallMaxBlockers = 20; // TODO: Adjust this to the right size
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const int kClimbingWallNoBlocker = -1; // the value of a slot in the blocker array when no blocker is in that slot
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//============================================================================
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// Game type id
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//============================================================================
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const Uuid kGameTypeId_ClimbingWall = Uuid(L"6224cdf4-3556-4740-b7cd-d637562d07be");
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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_ClimbingWall_ChangeNumBlockers = kCli2Srv_NumGameMsgIds,
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kCli2Srv_ClimbingWall_Ready,
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kCli2Srv_ClimbingWall_BlockerChanged,
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kCli2Srv_ClimbingWall_Reset,
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kCli2Srv_ClimbingWall_PlayerEntered,
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kCli2Srv_ClimbingWall_FinishedGame,
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kCli2Srv_ClimbingWall_Panic,
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};
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// Srv2Cli message ids
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enum {
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kSrv2Cli_ClimbingWall_NumBlockersChanged = kSrv2Cli_NumGameMsgIds,
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kSrv2Cli_ClimbingWall_Ready,
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kSrv2Cli_ClimbingWall_BlockersChanged,
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kSrv2Cli_ClimbingWall_PlayerEntered,
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kSrv2Cli_ClimbingWall_SuitMachineLocked,
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kSrv2Cli_ClimbingWall_GameOver,
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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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struct ClimbingWall_CreateParam {
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// no params
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};
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//========================================================================
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// Climbing Wall message structures
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//========================================================================
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// Cli2Srv
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struct Cli2Srv_ClimbingWall_ChangeNumBlockers : GameMsgHeader {
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int amountToAdjust; // + or - value to adjust the number of blockers by
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};
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struct Cli2Srv_ClimbingWall_Ready : GameMsgHeader {
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byte readyType; // the type of ready this message represents (EClimbingWallReadyType)
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byte teamNumber; // the team that you are saying is ready (1 or 2)
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};
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struct Cli2Srv_ClimbingWall_BlockerChanged : GameMsgHeader {
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byte teamNumber; // the team that is adjusting their blockers
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byte blockerNumber; // the number of the blocker that was added/removed
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bool added; // was the blocker added, or removed?
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};
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struct Cli2Srv_ClimbingWall_Reset : GameMsgHeader {
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// <no data>
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};
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struct Cli2Srv_ClimbingWall_PlayerEntered : GameMsgHeader {
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byte teamNumber; // the team this player is playing for
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};
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struct Cli2Srv_ClimbingWall_FinishedGame : GameMsgHeader {
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// <no data>
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};
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struct Cli2Srv_ClimbingWall_Panic : GameMsgHeader {
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// <no data>
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};
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// Srv2Cli
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struct Srv2Cli_ClimbingWall_NumBlockersChanged : GameMsgHeader {
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byte newBlockerCount; // the new number of blocker we are playing with
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bool localOnly; // only adjust your local display, don't net prop
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};
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struct Srv2Cli_ClimbingWall_Ready : GameMsgHeader {
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byte readyType; // the type of ready this message represents (EClimbingWallReadyType)
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bool team1Ready;
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bool team2Ready;
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bool localOnly; // only adjust your local display, don't net prop
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};
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struct Srv2Cli_ClimbingWall_BlockersChanged : GameMsgHeader {
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byte teamNumber; // the team this set of blockers is for
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int blockersSet[kClimbingWallMaxBlockers]; // which blockers are set
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bool localOnly; // only adjust your local display, don't net prop
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};
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struct Srv2Cli_ClimbingWall_PlayerEntered : GameMsgHeader {
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// <no data>
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};
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struct Srv2Cli_ClimbingWall_SuitMachineLocked : GameMsgHeader {
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bool team1MachineLocked;
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bool team2MachineLocked;
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bool localOnly; // only adjust your local display, don't net prop
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};
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struct Srv2Cli_ClimbingWall_GameOver : GameMsgHeader {
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byte teamWon; // which team won the game
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int team1Blockers[kClimbingWallMaxBlockers];
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int team2Blockers[kClimbingWallMaxBlockers];
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bool localOnly; // only adjust your local display, don't net prop
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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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