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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/TicTacToe/pnGmTicTacToe.h
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*
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***/
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#ifdef PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_TICTACTOE_PNGMTICTACTOE_H
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#error "Header $/Plasma20/Sources/Plasma/NucleusLib/pnGameMgr/TicTacToe/pnGmTicTacToe.h included more than once"
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#endif
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#define PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_TICTACTOE_PNGMTICTACTOE_H
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/*****************************************************************************
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*
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* Tic-Tac-Toe
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*
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***/
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enum ETTTInitResult {
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kTTTInitSuccess,
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kTTTInitError,
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kNumTTTInitResults
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};
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enum ETTTGameResult {
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kTTTGameResultWinner, // there was a winning player
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kTTTGameResultTied, // players tied (a "cat's game")
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kTTTGameResultGave, // other player left the game
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kTTTGameResultError, // something bad happened on the server
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kNumTTTGameResults
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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_TicTacToe = Uuid(L"a7236529-11d8-4758-9368-59cb43445a83");
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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_TTT_MakeMove = kCli2Srv_NumGameMsgIds,
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};
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// Srv2Cli message ids
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enum {
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kSrv2Cli_TTT_GameStarted = kSrv2Cli_NumGameMsgIds,
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kSrv2Cli_TTT_GameOver,
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kSrv2Cli_TTT_MoveMade,
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};
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//============================================================================
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// Begin networked data scructures
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#pragma pack(push,1)
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//============================================================================
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//========================================================================
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// Message parameters
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//========================================================================
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struct TTT_CreateParam {
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uint8_t playerCount; // 1 or 2
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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_TTT_MakeMove : GameMsgHeader {
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uint8_t row; // 1..3
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uint8_t col; // 1..3
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};
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// Srv2Cli
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struct Srv2Cli_TTT_GameStarted : GameMsgHeader {
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bool yourTurn; // randomly selected first player
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};
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struct Srv2Cli_TTT_GameOver : GameMsgHeader {
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ETTTGameResult result;
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uint32_t winnerId;
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};
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struct Srv2Cli_TTT_MoveMade : GameMsgHeader {
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uint32_t playerId;
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uint8_t row; // 1..3
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uint8_t col; // 1..3
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};
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//============================================================================
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// End networked data structures
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#pragma pack(pop)
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//============================================================================
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