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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/FeatureLib/pfGameMgr/TicTacToe/pfGmTicTacToe.cpp
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*
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***/
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#define USES_GAME_HEEK
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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 IHeek {
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pfGmHeek * gameCli;
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IHeek (pfGmHeek * 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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// Heek network message handlers
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void RecvPlayGame (const Srv2Cli_Heek_PlayGame & msg, void * param);
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void RecvGoodbye (const Srv2Cli_Heek_Goodbye & msg, void * param);
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void RecvWelcome (const Srv2Cli_Heek_Welcome & msg, void * param);
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void RecvDrop (const Srv2Cli_Heek_Drop & msg, void * param);
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void RecvSetup (const Srv2Cli_Heek_Setup & msg, void * param);
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void RecvLightState (const Srv2Cli_Heek_LightState & msg, void * param);
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void RecvInterfaceState (const Srv2Cli_Heek_InterfaceState & msg, void * param);
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void RecvCountdownState (const Srv2Cli_Heek_CountdownState & msg, void * param);
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void RecvWinLose (const Srv2Cli_Heek_WinLose & msg, void * param);
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void RecvGameWin (const Srv2Cli_Heek_GameWin & msg, void * param);
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void RecvPointUpdate (const Srv2Cli_Heek_PointUpdate & 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 * HeekFactory (
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unsigned gameId,
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plKey receiver
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) {
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return NEWZERO(pfGmHeek)(gameId, receiver);
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}
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//============================================================================
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AUTO_INIT_FUNC(RegisterHeek) {
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static GameTypeReg reg = {
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HeekFactory,
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kGameTypeId_Heek,
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L"Heek"
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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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* IHeek
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*
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***/
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//============================================================================
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IHeek::IHeek (pfGmHeek * gameCli)
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: gameCli(gameCli)
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{
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}
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//============================================================================
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void IHeek::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 IHeek::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 IHeek::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 IHeek::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 IHeek::RecvPlayGame (const Srv2Cli_Heek_PlayGame & 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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}
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//============================================================================
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void IHeek::RecvGoodbye (const Srv2Cli_Heek_Goodbye & 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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}
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//============================================================================
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void IHeek::RecvWelcome (const Srv2Cli_Heek_Welcome & 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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}
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//============================================================================
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void IHeek::RecvDrop (const Srv2Cli_Heek_Drop & 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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}
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//============================================================================
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void IHeek::RecvSetup (const Srv2Cli_Heek_Setup & 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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}
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//============================================================================
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void IHeek::RecvLightState (const Srv2Cli_Heek_LightState & 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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}
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//============================================================================
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void IHeek::RecvInterfaceState (const Srv2Cli_Heek_InterfaceState & 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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}
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//============================================================================
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void IHeek::RecvCountdownState (const Srv2Cli_Heek_CountdownState & 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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}
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//============================================================================
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void IHeek::RecvWinLose (const Srv2Cli_Heek_WinLose & 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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}
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//============================================================================
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void IHeek::RecvGameWin (const Srv2Cli_Heek_GameWin & 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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}
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//============================================================================
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void IHeek::RecvPointUpdate (const Srv2Cli_Heek_PointUpdate & 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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}
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/*****************************************************************************
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*
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* pfGmHeek
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*
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***/
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//============================================================================
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pfGmHeek::pfGmHeek (
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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(IHeek)(this);
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}
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//============================================================================
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pfGmHeek::~pfGmHeek () {
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DEL(internal);
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}
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//============================================================================
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void pfGmHeek::Recv (GameMsgHeader * msg, void * param) {
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#define DISPATCH(a) case kSrv2Cli_Heek_##a: { \
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const Srv2Cli_Heek_##a & m = *(const Srv2Cli_Heek_##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(PlayGame);
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DISPATCH(Goodbye);
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DISPATCH(Welcome);
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DISPATCH(Drop);
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DISPATCH(Setup);
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DISPATCH(LightState);
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DISPATCH(InterfaceState);
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DISPATCH(CountdownState);
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DISPATCH(WinLose);
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DISPATCH(GameWin);
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DISPATCH(PointUpdate);
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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 pfGmHeek::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 pfGmHeek::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 pfGmHeek::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 pfGmHeek::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 pfGmHeek::PlayGame (unsigned position, dword points, const wchar name[]) {
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Cli2Srv_Heek_PlayGame msg;
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msg.messageId = kCli2Srv_Heek_PlayGame;
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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.position = (byte)position;
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msg.points = points;
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StrCopy(msg.name, name, arrsize(msg.name));
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GameMgrSend(&msg);
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}
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//============================================================================
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void pfGmHeek::LeaveGame () {
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Cli2Srv_Heek_LeaveGame msg;
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msg.messageId = kCli2Srv_Heek_LeaveGame;
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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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GameMgrSend(&msg);
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}
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//============================================================================
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void pfGmHeek::Choose (EHeekChoice choice) {
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Cli2Srv_Heek_Choose msg;
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msg.messageId = kCli2Srv_Heek_Choose;
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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.choice = (byte)choice;
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GameMgrSend(&msg);
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}
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//============================================================================
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void pfGmHeek::SequenceFinished (EHeekSeqFinished seq) {
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Cli2Srv_Heek_SeqFinished msg;
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msg.messageId = kCli2Srv_Heek_SeqFinished;
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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.seqFinished = (byte)seq;
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GameMgrSend(&msg);
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}
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