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mirror of https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git synced 2025-07-14 02:27:40 -04:00

CWE Directory Reorganization

Rearrange directory structure of CWE to be loosely equivalent to
the H'uru Plasma repository.

Part 1: Movement of directories and files.
This commit is contained in:
rarified
2021-05-15 12:49:46 -06:00
parent c3f4a640a3
commit 96903e8dca
4002 changed files with 159 additions and 644 deletions

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/*==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/FeatureLib/pfGameMgr/BlueSpiral/pfGmBlueSpiral.cpp
*
***/
#define USES_GAME_BLUESPIRAL
#include "../Pch.h"
#pragma hdrstop
/*****************************************************************************
*
* Local types
*
***/
struct IBlueSpiral {
pfGmBlueSpiral * gameCli;
IBlueSpiral (pfGmBlueSpiral * gameCli);
// pfGameCli event notification handlers
void Recv (GameMsgHeader * msg, void * param);
void OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg);
void OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg);
void OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg);
void OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg);
// BlueSpiral network message handlers
void RecvClothOrder (const Srv2Cli_BlueSpiral_ClothOrder & msg, void * param);
void RecvSuccessfulHit (const Srv2Cli_BlueSpiral_SuccessfulHit & msg, void * param);
void RecvGameWon (const Srv2Cli_BlueSpiral_GameWon & msg, void * param);
void RecvGameOver (const Srv2Cli_BlueSpiral_GameOver & msg, void * param);
void RecvGameStarted (const Srv2Cli_BlueSpiral_GameStarted & msg, void * param);
};
/*****************************************************************************
*
* Factory functions
*
***/
//============================================================================
static pfGameCli * BlueSpiralFactory (
unsigned gameId,
plKey receiver
) {
return NEWZERO(pfGmBlueSpiral)(gameId, receiver);
}
//============================================================================
AUTO_INIT_FUNC(RegisterBlueSpiralFactory) {
static GameTypeReg reg = {
BlueSpiralFactory,
kGameTypeId_BlueSpiral,
L"BlueSpiral"
};
GameMgrRegisterGameType(reg);
}
/*****************************************************************************
*
* IBlueSpiral
*
***/
//============================================================================
IBlueSpiral::IBlueSpiral (pfGmBlueSpiral * gameCli)
: gameCli(gameCli)
{
}
//============================================================================
void IBlueSpiral::OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IBlueSpiral::OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IBlueSpiral::OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IBlueSpiral::OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IBlueSpiral::RecvClothOrder (const Srv2Cli_BlueSpiral_ClothOrder & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IBlueSpiral::RecvSuccessfulHit (const Srv2Cli_BlueSpiral_SuccessfulHit & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IBlueSpiral::RecvGameWon (const Srv2Cli_BlueSpiral_GameWon & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IBlueSpiral::RecvGameOver (const Srv2Cli_BlueSpiral_GameOver & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IBlueSpiral::RecvGameStarted (const Srv2Cli_BlueSpiral_GameStarted & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
/*****************************************************************************
*
* pfGmBlueSpiral
*
***/
//============================================================================
pfGmBlueSpiral::pfGmBlueSpiral (
unsigned gameId,
plKey receiver
)
: pfGameCli(gameId, receiver)
{
internal = NEWZERO(IBlueSpiral)(this);
}
//============================================================================
pfGmBlueSpiral::~pfGmBlueSpiral () {
DEL(internal);
}
//============================================================================
void pfGmBlueSpiral::Recv (GameMsgHeader * msg, void * param) {
#define DISPATCH(a) case kSrv2Cli_BlueSpiral_##a: { \
const Srv2Cli_BlueSpiral_##a & m = *(const Srv2Cli_BlueSpiral_##a *)msg; \
internal->Recv##a(m, param); \
} \
break; //
switch (msg->messageId) {
DISPATCH(ClothOrder);
DISPATCH(SuccessfulHit);
DISPATCH(GameWon);
DISPATCH(GameOver);
DISPATCH(GameStarted);
DEFAULT_FATAL(msg->messageId);
}
#undef DISPATCH
}
//============================================================================
void pfGmBlueSpiral::OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg) {
internal->OnPlayerJoined(msg);
}
//============================================================================
void pfGmBlueSpiral::OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg) {
internal->OnPlayerLeft(msg);
}
//============================================================================
void pfGmBlueSpiral::OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg) {
internal->OnInviteFailed(msg);
}
//============================================================================
void pfGmBlueSpiral::OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg) {
internal->OnOwnerChange(msg);
}
//============================================================================
void pfGmBlueSpiral::StartGame () {
Cli2Srv_BlueSpiral_StartGame msg;
msg.messageId = kCli2Srv_BlueSpiral_StartGame;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
GameMgrSend(&msg);
}
//============================================================================
void pfGmBlueSpiral::HitCloth (int clothNum) {
Cli2Srv_BlueSpiral_HitCloth msg;
msg.messageId = kCli2Srv_BlueSpiral_HitCloth;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
msg.clothNum = clothNum;
GameMgrSend(&msg);
}

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/*==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/FeatureLib/pfGameMgr/TicTacToe/pfGmTicTacToe.h
*
***/
#ifdef PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_BLUESPIRAL_PFGMBLUESPIRAL_H
#error "Header $/Plasma20/Sources/Plasma/FeatureLib/pfGameMgr/BlueSpiral/pfGmBlueSpiral.h included more than once"
#endif
#define PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_BLUESPIRAL_PFGMBLUESPIRAL_H
/*****************************************************************************
*
* pfGmBlueSpiral interface
*
***/
class pfGmBlueSpiral : public pfGameCli {
// Encapsulate all implementation details such as member fields
// in an opaque friend class, in this case that's IBlueSpiral.
friend struct IBlueSpiral;
struct IBlueSpiral * internal;
//========================================================================
// Required subclass methods
//--------------------------
void Recv (GameMsgHeader * msg, void * param);
void OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg);
void OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg);
void OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg);
void OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg);
//========================================================================
public:
#pragma warning(push, 0)
// These macros produce warnings on W4
CLASSNAME_REGISTER(pfGmBlueSpiral);
GETINTERFACE_ANY(pfGmBlueSpiral, pfGameCli);
#pragma warning(pop)
pfGmBlueSpiral (unsigned gameId, plKey receiver);
~pfGmBlueSpiral ();
//========================================================================
// Game methods
//-------------
void StartGame ();
void HitCloth (int clothNum);
//========================================================================
};

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/*==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/FeatureLib/pfGameMgr/ClimbingWall/pfGmClimbingWall.cpp
*
***/
#define USES_GAME_CLIMBINGWALL
#include "../Pch.h"
#pragma hdrstop
/*****************************************************************************
*
* Local types
*
***/
struct IClimbingWall {
pfGmClimbingWall * gameCli;
IClimbingWall (pfGmClimbingWall * gameCli);
// pfGameCli event notification handlers
void Recv (GameMsgHeader * msg, void * param);
void OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg);
void OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg);
void OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg);
void OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg);
// ClimbingWall network message handlers
void RecvNumBlockersChanged (const Srv2Cli_ClimbingWall_NumBlockersChanged & msg, void * param);
void RecvReady (const Srv2Cli_ClimbingWall_Ready & msg, void * param);
void RecvBlockersChanged (const Srv2Cli_ClimbingWall_BlockersChanged & msg, void * param);
void RecvPlayerEntered (const Srv2Cli_ClimbingWall_PlayerEntered & msg, void * param);
void RecvSuitMachineLocked (const Srv2Cli_ClimbingWall_SuitMachineLocked & msg, void * param);
void RecvGameOver (const Srv2Cli_ClimbingWall_GameOver & msg, void * param);
};
/*****************************************************************************
*
* Factory functions
*
***/
//============================================================================
static pfGameCli * ClimbingWallFactory (
unsigned gameId,
plKey receiver
) {
return NEWZERO(pfGmClimbingWall)(gameId, receiver);
}
//============================================================================
AUTO_INIT_FUNC(RegisterClimbingWallFactory) {
static GameTypeReg reg = {
ClimbingWallFactory,
kGameTypeId_ClimbingWall,
L"ClimbingWall"
};
GameMgrRegisterGameType(reg);
}
/*****************************************************************************
*
* IClimbingWall
*
***/
//============================================================================
IClimbingWall::IClimbingWall (pfGmClimbingWall * gameCli)
: gameCli(gameCli)
{
}
//============================================================================
void IClimbingWall::OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IClimbingWall::OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IClimbingWall::OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IClimbingWall::OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IClimbingWall::RecvNumBlockersChanged (const Srv2Cli_ClimbingWall_NumBlockersChanged & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IClimbingWall::RecvReady (const Srv2Cli_ClimbingWall_Ready & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IClimbingWall::RecvBlockersChanged (const Srv2Cli_ClimbingWall_BlockersChanged & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IClimbingWall::RecvPlayerEntered (const Srv2Cli_ClimbingWall_PlayerEntered & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IClimbingWall::RecvSuitMachineLocked (const Srv2Cli_ClimbingWall_SuitMachineLocked & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IClimbingWall::RecvGameOver (const Srv2Cli_ClimbingWall_GameOver & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
/*****************************************************************************
*
* pfGmClimbingWall
*
***/
//============================================================================
pfGmClimbingWall::pfGmClimbingWall (
unsigned gameId,
plKey receiver
)
: pfGameCli(gameId, receiver)
{
internal = NEWZERO(IClimbingWall)(this);
}
//============================================================================
pfGmClimbingWall::~pfGmClimbingWall () {
DEL(internal);
}
//============================================================================
void pfGmClimbingWall::Recv (GameMsgHeader * msg, void * param) {
#define DISPATCH(a) case kSrv2Cli_ClimbingWall_##a: { \
const Srv2Cli_ClimbingWall_##a & m = *(const Srv2Cli_ClimbingWall_##a *)msg; \
internal->Recv##a(m, param); \
} \
break; //
switch (msg->messageId) {
DISPATCH(NumBlockersChanged);
DISPATCH(Ready);
DISPATCH(BlockersChanged);
DISPATCH(PlayerEntered);
DISPATCH(SuitMachineLocked);
DISPATCH(GameOver);
DEFAULT_FATAL(msg->messageId);
}
#undef DISPATCH
}
//============================================================================
void pfGmClimbingWall::OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg) {
internal->OnPlayerJoined(msg);
}
//============================================================================
void pfGmClimbingWall::OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg) {
internal->OnPlayerLeft(msg);
}
//============================================================================
void pfGmClimbingWall::OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg) {
internal->OnInviteFailed(msg);
}
//============================================================================
void pfGmClimbingWall::OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg) {
internal->OnOwnerChange(msg);
}
//============================================================================
void pfGmClimbingWall::ChangeNumBlockers (int amountToAdjust) {
Cli2Srv_ClimbingWall_ChangeNumBlockers msg;
msg.messageId = kCli2Srv_ClimbingWall_ChangeNumBlockers;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
msg.amountToAdjust = amountToAdjust;
GameMgrSend(&msg);
}
//============================================================================
void pfGmClimbingWall::Ready (unsigned readyType, unsigned teamNumber) {
Cli2Srv_ClimbingWall_Ready msg;
msg.messageId = kCli2Srv_ClimbingWall_Ready;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
msg.readyType = (byte)readyType;
msg.teamNumber = (byte)teamNumber;
GameMgrSend(&msg);
}
//============================================================================
void pfGmClimbingWall::ChangeBlocker (unsigned teamNumber, unsigned blockerNumber, bool added) {
Cli2Srv_ClimbingWall_BlockerChanged msg;
msg.messageId = kCli2Srv_ClimbingWall_BlockerChanged;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
msg.teamNumber = (byte)teamNumber;
msg.blockerNumber = (byte)blockerNumber;
msg.added = added;
GameMgrSend(&msg);
}
//============================================================================
void pfGmClimbingWall::Reset () {
Cli2Srv_ClimbingWall_Reset msg;
msg.messageId = kCli2Srv_ClimbingWall_Reset;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
GameMgrSend(&msg);
}
//============================================================================
void pfGmClimbingWall::PlayerEntered (unsigned teamNumber) {
Cli2Srv_ClimbingWall_PlayerEntered msg;
msg.messageId = kCli2Srv_ClimbingWall_PlayerEntered;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
msg.teamNumber = (byte)teamNumber;
GameMgrSend(&msg);
}
//============================================================================
void pfGmClimbingWall::FinishedGame () {
Cli2Srv_ClimbingWall_FinishedGame msg;
msg.messageId = kCli2Srv_ClimbingWall_FinishedGame;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
GameMgrSend(&msg);
}
//============================================================================
void pfGmClimbingWall::Panic () {
Cli2Srv_ClimbingWall_Panic msg;
msg.messageId = kCli2Srv_ClimbingWall_Panic;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
GameMgrSend(&msg);
}

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/*==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/FeatureLib/pfGameMgr/ClimbingWall/pfGmClimbingWall.h
*
***/
#ifdef PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_CLIMBINGWALL_PFGMCLIMBINGWALL_H
#error "Header $/Plasma20/Sources/Plasma/FeatureLib/pfGameMgr/ClimbingWall/pfGmClimbingWall.h included more than once"
#endif
#define PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_CLIMBINGWALL_PFGMCLIMBINGWALL_H
/*****************************************************************************
*
* pfGmClimbingWall interface
*
***/
class pfGmClimbingWall : public pfGameCli {
// Encapsulate all implementation details such as member fields
// in an opaque friend class, in this case that's IClimbingWall.
friend struct IClimbingWall;
struct IClimbingWall * internal;
//========================================================================
// Required subclass methods
//--------------------------
void Recv (GameMsgHeader * msg, void * param);
void OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg);
void OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg);
void OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg);
void OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg);
//========================================================================
public:
#pragma warning(push, 0)
// These macros produce warnings on W4
CLASSNAME_REGISTER(pfGmClimbingWall);
GETINTERFACE_ANY(pfGmClimbingWall, pfGameCli);
#pragma warning(pop)
pfGmClimbingWall (unsigned gameId, plKey receiver);
~pfGmClimbingWall ();
//========================================================================
// Game methods
//-------------
void ChangeNumBlockers (int amountToAdjust);
void Ready (unsigned readyType, unsigned teamNumber);
void ChangeBlocker (unsigned teamNumber, unsigned blockerNumber, bool added);
void Reset ();
void PlayerEntered (unsigned teamNumber);
void FinishedGame ();
void Panic ();
//========================================================================
};

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@ -0,0 +1,357 @@
/*==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/FeatureLib/pfGameMgr/TicTacToe/pfGmTicTacToe.cpp
*
***/
#define USES_GAME_HEEK
#include "../Pch.h"
#pragma hdrstop
/*****************************************************************************
*
* Local types
*
***/
struct IHeek {
pfGmHeek * gameCli;
IHeek (pfGmHeek * gameCli);
// pfGameCli event notification handlers
void Recv (GameMsgHeader * msg, void * param);
void OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg);
void OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg);
void OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg);
void OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg);
// Heek network message handlers
void RecvPlayGame (const Srv2Cli_Heek_PlayGame & msg, void * param);
void RecvGoodbye (const Srv2Cli_Heek_Goodbye & msg, void * param);
void RecvWelcome (const Srv2Cli_Heek_Welcome & msg, void * param);
void RecvDrop (const Srv2Cli_Heek_Drop & msg, void * param);
void RecvSetup (const Srv2Cli_Heek_Setup & msg, void * param);
void RecvLightState (const Srv2Cli_Heek_LightState & msg, void * param);
void RecvInterfaceState (const Srv2Cli_Heek_InterfaceState & msg, void * param);
void RecvCountdownState (const Srv2Cli_Heek_CountdownState & msg, void * param);
void RecvWinLose (const Srv2Cli_Heek_WinLose & msg, void * param);
void RecvGameWin (const Srv2Cli_Heek_GameWin & msg, void * param);
void RecvPointUpdate (const Srv2Cli_Heek_PointUpdate & msg, void * param);
};
/*****************************************************************************
*
* Factory functions
*
***/
//============================================================================
static pfGameCli * HeekFactory (
unsigned gameId,
plKey receiver
) {
return NEWZERO(pfGmHeek)(gameId, receiver);
}
//============================================================================
AUTO_INIT_FUNC(RegisterHeek) {
static GameTypeReg reg = {
HeekFactory,
kGameTypeId_Heek,
L"Heek"
};
GameMgrRegisterGameType(reg);
}
/*****************************************************************************
*
* IHeek
*
***/
//============================================================================
IHeek::IHeek (pfGmHeek * gameCli)
: gameCli(gameCli)
{
}
//============================================================================
void IHeek::OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvPlayGame (const Srv2Cli_Heek_PlayGame & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvGoodbye (const Srv2Cli_Heek_Goodbye & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvWelcome (const Srv2Cli_Heek_Welcome & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvDrop (const Srv2Cli_Heek_Drop & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvSetup (const Srv2Cli_Heek_Setup & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvLightState (const Srv2Cli_Heek_LightState & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvInterfaceState (const Srv2Cli_Heek_InterfaceState & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvCountdownState (const Srv2Cli_Heek_CountdownState & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvWinLose (const Srv2Cli_Heek_WinLose & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvGameWin (const Srv2Cli_Heek_GameWin & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvPointUpdate (const Srv2Cli_Heek_PointUpdate & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
/*****************************************************************************
*
* pfGmHeek
*
***/
//============================================================================
pfGmHeek::pfGmHeek (
unsigned gameId,
plKey receiver
)
: pfGameCli(gameId, receiver)
{
internal = NEWZERO(IHeek)(this);
}
//============================================================================
pfGmHeek::~pfGmHeek () {
DEL(internal);
}
//============================================================================
void pfGmHeek::Recv (GameMsgHeader * msg, void * param) {
#define DISPATCH(a) case kSrv2Cli_Heek_##a: { \
const Srv2Cli_Heek_##a & m = *(const Srv2Cli_Heek_##a *)msg; \
internal->Recv##a(m, param); \
} \
break;
switch (msg->messageId) {
DISPATCH(PlayGame);
DISPATCH(Goodbye);
DISPATCH(Welcome);
DISPATCH(Drop);
DISPATCH(Setup);
DISPATCH(LightState);
DISPATCH(InterfaceState);
DISPATCH(CountdownState);
DISPATCH(WinLose);
DISPATCH(GameWin);
DISPATCH(PointUpdate);
DEFAULT_FATAL(msg->messageId);
}
#undef DISPATCH
}
//============================================================================
void pfGmHeek::OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg) {
internal->OnPlayerJoined(msg);
}
//============================================================================
void pfGmHeek::OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg) {
internal->OnPlayerLeft(msg);
}
//============================================================================
void pfGmHeek::OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg) {
internal->OnInviteFailed(msg);
}
//============================================================================
void pfGmHeek::OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg) {
internal->OnOwnerChange(msg);
}
//============================================================================
void pfGmHeek::PlayGame (unsigned position, dword points, const wchar name[]) {
Cli2Srv_Heek_PlayGame msg;
msg.messageId = kCli2Srv_Heek_PlayGame;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
msg.position = (byte)position;
msg.points = points;
StrCopy(msg.name, name, arrsize(msg.name));
GameMgrSend(&msg);
}
//============================================================================
void pfGmHeek::LeaveGame () {
Cli2Srv_Heek_LeaveGame msg;
msg.messageId = kCli2Srv_Heek_LeaveGame;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
GameMgrSend(&msg);
}
//============================================================================
void pfGmHeek::Choose (EHeekChoice choice) {
Cli2Srv_Heek_Choose msg;
msg.messageId = kCli2Srv_Heek_Choose;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
msg.choice = (byte)choice;
GameMgrSend(&msg);
}
//============================================================================
void pfGmHeek::SequenceFinished (EHeekSeqFinished seq) {
Cli2Srv_Heek_SeqFinished msg;
msg.messageId = kCli2Srv_Heek_SeqFinished;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
msg.seqFinished = (byte)seq;
GameMgrSend(&msg);
}

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@ -0,0 +1,94 @@
/*==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/FeatureLib/pfGameMgr/Heek/pfGmHeek.h
*
***/
#ifdef PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_HEEK_PFGMHEEK_H
#error "Header $/Plasma20/Sources/Plasma/FeatureLib/pfGameMgr/Heek/pfGmHeek.h included more than once"
#endif
#define PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_HEEK_PFGMHEEK_H
/*****************************************************************************
*
* pfGmHeek interface
*
***/
class pfGmHeek : public pfGameCli {
// Encapsulate all implementation details such as member fields
// in an opaque friend class, in this case that's IHeek.
friend struct IHeek;
struct IHeek * internal;
//========================================================================
// Required subclass methods
//--------------------------
void Recv (GameMsgHeader * msg, void * param);
void OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg);
void OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg);
void OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg);
void OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg);
//========================================================================
public:
#pragma warning(push, 0)
// These macros produce warnings on W4
CLASSNAME_REGISTER(pfGmHeek);
GETINTERFACE_ANY(pfGmHeek, pfGameCli);
#pragma warning(pop)
pfGmHeek (unsigned gameId, plKey receiver);
~pfGmHeek ();
//========================================================================
// Game methods
//-------------
void PlayGame (unsigned position, dword points, const wchar name[]);
void LeaveGame ();
void Choose (EHeekChoice choice);
void SequenceFinished (EHeekSeqFinished seq);
//========================================================================
};

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@ -0,0 +1,73 @@
/*==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/FeatureLib/pfGameMgr/Intern.h
*
***/
#ifdef PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_INTERN_H
#error "Header $/Plasma20/Sources/Plasma/FeatureLib/pfGameMgr/Intern.h included more than once"
#endif
#define PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_INTERN_H
/*****************************************************************************
*
* GameMgr
*
***/
typedef pfGameCli * (*FGameCliFactory)(
unsigned gameSrvId,
plKey receiver
);
struct GameTypeReg {
FGameCliFactory create;
Uuid typeId;
const wchar * name;
};
void GameMgrRegisterGameType (const GameTypeReg & reg);
void GameMgrSend (GameMsgHeader * msg, void * param = nil);

View File

@ -0,0 +1,491 @@
/*==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/FeatureLib/pfGameMgr/TicTacToe/pfGmTicTacToe.cpp
*
***/
#define USES_GAME_MARKER
#include "../Pch.h"
#pragma hdrstop
/*****************************************************************************
*
* Local types
*
***/
struct IMarker {
pfGmMarker * gameCli;
IMarker (pfGmMarker * gameCli);
// pfGameCli event notification handlers
void Recv (GameMsgHeader * msg, void * param);
void OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg);
void OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg);
void OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg);
void OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg);
// Marker network message handlers
void RecvTemplateCreated (const Srv2Cli_Marker_TemplateCreated & msg, void * param);
void RecvTeamAssigned (const Srv2Cli_Marker_TeamAssigned & msg, void * param);
void RecvGameType (const Srv2Cli_Marker_GameType & msg, void * param);
void RecvGameStarted (const Srv2Cli_Marker_GameStarted & msg, void * param);
void RecvGamePaused (const Srv2Cli_Marker_GamePaused & msg, void * param);
void RecvGameReset (const Srv2Cli_Marker_GameReset & msg, void * param);
void RecvGameOver (const Srv2Cli_Marker_GameOver & msg, void * param);
void RecvGameNameChanged (const Srv2Cli_Marker_GameNameChanged & msg, void * param);
void RecvTimeLimitChanged (const Srv2Cli_Marker_TimeLimitChanged & msg, void * param);
void RecvGameDeleted (const Srv2Cli_Marker_GameDeleted & msg, void * param);
void RecvMarkerAdded (const Srv2Cli_Marker_MarkerAdded & msg, void * param);
void RecvMarkerDeleted (const Srv2Cli_Marker_MarkerDeleted & msg, void * param);
void RecvMarkerNameChanged (const Srv2Cli_Marker_MarkerNameChanged & msg, void * param);
void RecvMarkerCaptured (const Srv2Cli_Marker_MarkerCaptured & msg, void * param);
};
/*****************************************************************************
*
* Factory functions
*
***/
//============================================================================
static pfGameCli * MarkerFactory (
unsigned gameId,
plKey receiver
) {
return NEWZERO(pfGmMarker)(gameId, receiver);
}
//============================================================================
AUTO_INIT_FUNC(RegisterMarkerFactory) {
static GameTypeReg reg = {
MarkerFactory,
kGameTypeId_Marker,
L"Marker"
};
GameMgrRegisterGameType(reg);
}
/*****************************************************************************
*
* IMarker
*
***/
//============================================================================
IMarker::IMarker (pfGmMarker * gameCli)
: gameCli(gameCli)
{
}
//============================================================================
void IMarker::OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IMarker::OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IMarker::OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IMarker::OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IMarker::RecvTemplateCreated (const Srv2Cli_Marker_TemplateCreated & msg, void * param) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IMarker::RecvTeamAssigned (const Srv2Cli_Marker_TeamAssigned & msg, void * param) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IMarker::RecvGameType (const Srv2Cli_Marker_GameType & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IMarker::RecvGameStarted (const Srv2Cli_Marker_GameStarted & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IMarker::RecvGamePaused (const Srv2Cli_Marker_GamePaused & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IMarker::RecvGameReset (const Srv2Cli_Marker_GameReset & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IMarker::RecvGameOver (const Srv2Cli_Marker_GameOver & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IMarker::RecvGameNameChanged (const Srv2Cli_Marker_GameNameChanged & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IMarker::RecvTimeLimitChanged (const Srv2Cli_Marker_TimeLimitChanged & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IMarker::RecvGameDeleted (const Srv2Cli_Marker_GameDeleted & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
if (!msg.failed)
DEL(gameCli); // we're done
}
//============================================================================
void IMarker::RecvMarkerAdded (const Srv2Cli_Marker_MarkerAdded & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IMarker::RecvMarkerDeleted (const Srv2Cli_Marker_MarkerDeleted & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IMarker::RecvMarkerNameChanged (const Srv2Cli_Marker_MarkerNameChanged & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IMarker::RecvMarkerCaptured (const Srv2Cli_Marker_MarkerCaptured & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
/*****************************************************************************
*
* pfGmMarker
*
***/
//============================================================================
pfGmMarker::pfGmMarker (
unsigned gameId,
plKey receiver
)
: pfGameCli(gameId, receiver)
{
internal = NEWZERO(IMarker)(this);
}
//============================================================================
pfGmMarker::~pfGmMarker () {
DEL(internal);
}
//============================================================================
void pfGmMarker::Recv (GameMsgHeader * msg, void * param) {
#define DISPATCH(a) case kSrv2Cli_Marker_##a: { \
const Srv2Cli_Marker_##a & m = *(const Srv2Cli_Marker_##a *)msg; \
internal->Recv##a(m, param); \
} \
break; //
switch (msg->messageId) {
DISPATCH(TemplateCreated);
DISPATCH(TeamAssigned);
DISPATCH(GameType);
DISPATCH(GameStarted);
DISPATCH(GamePaused);
DISPATCH(GameReset);
DISPATCH(GameOver);
DISPATCH(GameNameChanged);
DISPATCH(TimeLimitChanged);
DISPATCH(GameDeleted);
DISPATCH(MarkerAdded);
DISPATCH(MarkerDeleted);
DISPATCH(MarkerNameChanged);
DISPATCH(MarkerCaptured);
DEFAULT_FATAL(msg->messageId);
}
#undef DISPATCH
}
//============================================================================
void pfGmMarker::OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg) {
internal->OnPlayerJoined(msg);
}
//============================================================================
void pfGmMarker::OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg) {
internal->OnPlayerLeft(msg);
}
//============================================================================
void pfGmMarker::OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg) {
internal->OnInviteFailed(msg);
}
//============================================================================
void pfGmMarker::OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg) {
internal->OnOwnerChange(msg);
}
//============================================================================
void pfGmMarker::StartGame () {
Cli2Srv_Marker_StartGame msg;
msg.messageId = kCli2Srv_Marker_StartGame;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
GameMgrSend(&msg);
}
//============================================================================
void pfGmMarker::PauseGame () {
Cli2Srv_Marker_StartGame msg;
msg.messageId = kCli2Srv_Marker_PauseGame;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
GameMgrSend(&msg);
}
//============================================================================
void pfGmMarker::ResetGame () {
Cli2Srv_Marker_StartGame msg;
msg.messageId = kCli2Srv_Marker_ResetGame;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
GameMgrSend(&msg);
}
//============================================================================
void pfGmMarker::ChangeGameName (const wchar name[]) {
Cli2Srv_Marker_ChangeGameName msg;
msg.messageId = kCli2Srv_Marker_ChangeGameName;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
StrCopy(msg.gameName, name, arrsize(msg.gameName));
GameMgrSend(&msg);
}
//============================================================================
void pfGmMarker::ChangeTimeLimit (unsigned long timeLimit) {
Cli2Srv_Marker_ChangeTimeLimit msg;
msg.messageId = kCli2Srv_Marker_ChangeTimeLimit;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
msg.timeLimit = timeLimit;
GameMgrSend(&msg);
}
//============================================================================
void pfGmMarker::DeleteGame () {
Cli2Srv_Marker_DeleteGame msg;
msg.messageId = kCli2Srv_Marker_DeleteGame;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
GameMgrSend(&msg);
}
//============================================================================
void pfGmMarker::AddMarker (double x, double y, double z, const wchar name[], const wchar age[]) {
Cli2Srv_Marker_AddMarker msg;
msg.messageId = kCli2Srv_Marker_AddMarker;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
msg.x = x;
msg.y = y;
msg.z = z;
StrCopy(msg.name, name, arrsize(msg.name));
StrCopy(msg.age, age, arrsize(msg.age));
GameMgrSend(&msg);
}
//============================================================================
void pfGmMarker::DeleteMarker (unsigned long markerID) {
Cli2Srv_Marker_DeleteMarker msg;
msg.messageId = kCli2Srv_Marker_DeleteMarker;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
msg.markerID = markerID;
GameMgrSend(&msg);
}
//============================================================================
void pfGmMarker::ChangeMarkerName (unsigned long markerID, const wchar name[]) {
Cli2Srv_Marker_ChangeMarkerName msg;
msg.messageId = kCli2Srv_Marker_ChangeMarkerName;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
msg.markerID = markerID;
StrCopy(msg.markerName, name, arrsize(msg.markerName));
GameMgrSend(&msg);
}
//============================================================================
void pfGmMarker::CaptureMarker (unsigned long markerID) {
Cli2Srv_Marker_CaptureMarker msg;
msg.messageId = kCli2Srv_Marker_CaptureMarker;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
msg.markerID = markerID;
GameMgrSend(&msg);
}

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/*==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/FeatureLib/pfGameMgr/Marker/pfGmMarker.h
*
***/
#ifdef PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_MARKER_PFGMMARKER_H
#error "Header $/Plasma20/Sources/Plasma/FeatureLib/pfGameMgr/Marker/pfGmMarker.h included more than once"
#endif
#define PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_MARKER_PFGMMARKER_H
/*****************************************************************************
*
* pfGmMarker interface
*
***/
class pfGmMarker : public pfGameCli {
// Encapsulate all implementation details such as member fields
// in an opaque friend class, in this case that's IMarker.
friend struct IMarker;
struct IMarker * internal;
//========================================================================
// Required subclass methods
//--------------------------
void Recv (GameMsgHeader * msg, void * param);
void OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg);
void OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg);
void OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg);
void OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg);
//========================================================================
public:
#pragma warning(push, 0)
// These macros produce warnings on W4
CLASSNAME_REGISTER(pfGmMarker);
GETINTERFACE_ANY(pfGmMarker, pfGameCli);
#pragma warning(pop)
pfGmMarker (unsigned gameId, plKey receiver);
~pfGmMarker ();
//========================================================================
// Game methods
//-------------
void StartGame ();
void PauseGame ();
void ResetGame ();
void ChangeGameName (const wchar name[]);
void ChangeTimeLimit (unsigned long timeLimit);
void DeleteGame ();
void AddMarker (double x, double y, double z, const wchar name[], const wchar age[]);
void DeleteMarker (unsigned long markerID);
void ChangeMarkerName (unsigned long markerID, const wchar name[]);
void CaptureMarker (unsigned long markerID);
//========================================================================
};

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/*==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/FeatureLib/pfGameMgr/Pch.h
*
***/
#ifdef PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_PCH_H
#error "Header $/Plasma20/Sources/Plasma/FeatureLib/pfGameMgr/Pch.h included more than once"
#endif
#define PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_PCH_H
#include "../pnUtils/pnUtils.h"
#include "../pnNetBase/pnNetBase.h"
#include "../pnAsyncCore/pnAsyncCore.h"
#include "../pnNetCli/pnNetCli.h"
#include "../pnProduct/pnProduct.h"
#include "../pnGameMgr/pnGameMgr.h"
#include "../plNetGameLib/plNetGameLib.h"
#pragma warning(push, 0)
// These includes produce lots of warnings on W4
#include "../pnMessage/plMessage.h"
#include "../pnKeyedObject/hsKeyedObject.h"
#include "../plNetClient/plNetClientMgr.h"
#include "../pfConsole/pfConsole.h"
#pragma warning(pop)
#include "pfGameMgr.h"
#include "Intern.h"
#include <malloc.h>

View File

@ -0,0 +1,293 @@
/*==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/FeatureLib/pfGameMgr/TicTacToe/pfGmTicTacToe.cpp
*
***/
#define USES_GAME_TICTACTOE
#include "../Pch.h"
#pragma hdrstop
/*****************************************************************************
*
* Local types
*
***/
struct ITicTacToe {
pfGmTicTacToe * gameCli;
char board[3][3];
char myself;
char other;
ITicTacToe (pfGmTicTacToe * gameCli);
// pfGameCli event notification handlers
void Recv (GameMsgHeader * msg, void * param);
void OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg);
void OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg);
void OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg);
void OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg);
// TicTacToe network message handlers
void RecvGameStarted (const Srv2Cli_TTT_GameStarted & msg, void * param);
void RecvGameOver (const Srv2Cli_TTT_GameOver & msg, void * param);
void RecvMoveMade (const Srv2Cli_TTT_MoveMade & msg, void * param);
};
/*****************************************************************************
*
* Factory functions
*
***/
//============================================================================
static pfGameCli * TicTacToeFactory (
unsigned gameId,
plKey receiver
) {
return NEWZERO(pfGmTicTacToe)(gameId, receiver);
}
//============================================================================
AUTO_INIT_FUNC(RegisterTicTacToeFactory) {
static GameTypeReg reg = {
TicTacToeFactory,
kGameTypeId_TicTacToe,
L"Tic-Tac-Toe"
};
GameMgrRegisterGameType(reg);
}
/*****************************************************************************
*
* ITicTacToe
*
***/
//============================================================================
ITicTacToe::ITicTacToe (pfGmTicTacToe * gameCli)
: gameCli(gameCli)
{
// Fill the board with space chars
MemSet(board, ' ', sizeof(board));
}
//============================================================================
void ITicTacToe::OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void ITicTacToe::OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void ITicTacToe::OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void ITicTacToe::OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void ITicTacToe::RecvGameStarted (const Srv2Cli_TTT_GameStarted & msg, void * param) {
REF(param);
// player that goes first is shown as X's.
if (msg.yourTurn) {
myself = 'X';
other = 'O';
}
else {
myself = 'O';
other = 'X';
}
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void ITicTacToe::RecvGameOver (const Srv2Cli_TTT_GameOver & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
DEL(gameCli); // we're done
}
//============================================================================
void ITicTacToe::RecvMoveMade (const Srv2Cli_TTT_MoveMade & msg, void * param) {
REF(param);
// Update the board with the appropriate piece
if (msg.playerId == NetCommGetPlayer()->playerInt)
board[msg.row][msg.col] = myself;
else
board[msg.row][msg.col] = other;
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
/*****************************************************************************
*
* pfGmTicTacToe
*
***/
//============================================================================
pfGmTicTacToe::pfGmTicTacToe (
unsigned gameId,
plKey receiver
)
: pfGameCli(gameId, receiver)
{
internal = NEWZERO(ITicTacToe)(this);
}
//============================================================================
pfGmTicTacToe::~pfGmTicTacToe () {
DEL(internal);
}
//============================================================================
void pfGmTicTacToe::Recv (GameMsgHeader * msg, void * param) {
#define DISPATCH(a) case kSrv2Cli_TTT_##a: { \
const Srv2Cli_TTT_##a & m = *(const Srv2Cli_TTT_##a *)msg; \
internal->Recv##a(m, param); \
} \
break; //
switch (msg->messageId) {
DISPATCH(GameStarted);
DISPATCH(GameOver);
DISPATCH(MoveMade);
DEFAULT_FATAL(msg->messageId);
}
#undef DISPATCH
}
//============================================================================
void pfGmTicTacToe::OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg) {
internal->OnPlayerJoined(msg);
}
//============================================================================
void pfGmTicTacToe::OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg) {
internal->OnPlayerLeft(msg);
}
//============================================================================
void pfGmTicTacToe::OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg) {
internal->OnInviteFailed(msg);
}
//============================================================================
void pfGmTicTacToe::OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg) {
internal->OnOwnerChange(msg);
}
//============================================================================
void pfGmTicTacToe::MakeMove (unsigned row, unsigned col) {
Cli2Srv_TTT_MakeMove msg;
msg.messageId = kCli2Srv_TTT_MakeMove;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
msg.row = (byte)row;
msg.col = (byte)col;
GameMgrSend(&msg);
}
//============================================================================
void pfGmTicTacToe::ShowBoard () {
// Technically, we should stuff the board into a plMessage and
// have our receiver handle how the board is shown, but heck,
// this is just a little demo and not quite worth the effort.
#if 0 // Max doesn't have the console, and can't link with it anyway, so I'm removing this code since "this is just a little demo and not quite worth the effort"
pfConsole::AddLine ("\n");
pfConsole::AddLineF("\\i %c | %c | %c", internal->board[0][0], internal->board[0][1], internal->board[0][2]);
pfConsole::AddLine ("\\i---+---+---");
pfConsole::AddLineF("\\i %c | %c | %c", internal->board[1][0], internal->board[1][1], internal->board[1][2]);
pfConsole::AddLine ("\\i---+---+---");
pfConsole::AddLineF("\\i %c | %c | %c", internal->board[2][0], internal->board[2][1], internal->board[2][2]);
pfConsole::AddLine ("\n");
#endif // 0
}

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@ -0,0 +1,93 @@
/*==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/FeatureLib/pfGameMgr/TicTacToe/pfGmTicTacToe.h
*
***/
#ifdef PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_TICTACTOE_PFGMTICTACTOE_H
#error "Header $/Plasma20/Sources/Plasma/FeatureLib/pfGameMgr/TicTacToe/pfGmTicTacToe.h included more than once"
#endif
#define PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_TICTACTOE_PFGMTICTACTOE_H
/*****************************************************************************
*
* pfGmTicTacToe interface
*
***/
class pfGmTicTacToe : public pfGameCli {
// Encapsulate all implementation details such as member fields
// in an opaque friend class, in this case that's ITicTacToe.
friend struct ITicTacToe;
struct ITicTacToe * internal;
//========================================================================
// Required subclass methods
//--------------------------
void Recv (GameMsgHeader * msg, void * param);
void OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg);
void OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg);
void OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg);
void OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg);
//========================================================================
public:
#pragma warning(push, 0)
// These macros produce warnings on W4
CLASSNAME_REGISTER(pfGmTicTacToe);
GETINTERFACE_ANY(pfGmTicTacToe, pfGameCli);
#pragma warning(pop)
pfGmTicTacToe (unsigned gameId, plKey receiver);
~pfGmTicTacToe ();
//========================================================================
// Game methods
//-------------
void MakeMove (unsigned row, unsigned col);
void ShowBoard ();
//========================================================================
};

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@ -0,0 +1,327 @@
/*==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/FeatureLib/pfGameMgr/VarSync/pfGmVarSync.cpp
*
***/
#define USES_GAME_VARSYNC
#include "../Pch.h"
#pragma hdrstop
/*****************************************************************************
*
* Local types
*
***/
struct IVarSync {
pfGmVarSync * gameCli;
IVarSync (pfGmVarSync * gameCli);
// pfGameCli event notification handlers
void Recv (GameMsgHeader * msg, void * param);
void OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg);
void OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg);
void OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg);
void OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg);
// VarSync network message handlers
void RecvStringVarChanged (const Srv2Cli_VarSync_StringVarChanged & msg, void * param);
void RecvNumericVarChanged (const Srv2Cli_VarSync_NumericVarChanged & msg, void * param);
void RecvAllVarsSent (const Srv2Cli_VarSync_AllVarsSent & msg, void * param);
void RecvStringVarCreated (const Srv2Cli_VarSync_StringVarCreated & msg, void * param);
void RecvNumericVarCreated (const Srv2Cli_VarSync_NumericVarCreated & msg, void * param);
};
/*****************************************************************************
*
* Factory functions
*
***/
//============================================================================
static pfGameCli * VarSyncFactory (
unsigned gameId,
plKey receiver
) {
return NEWZERO(pfGmVarSync)(gameId, receiver);
}
//============================================================================
AUTO_INIT_FUNC(RegisterVarSyncFactory) {
static GameTypeReg reg = {
VarSyncFactory,
kGameTypeId_VarSync,
L"VarSync"
};
GameMgrRegisterGameType(reg);
}
/*****************************************************************************
*
* IVarSync
*
***/
//============================================================================
IVarSync::IVarSync (pfGmVarSync * gameCli)
: gameCli(gameCli)
{
}
//============================================================================
void IVarSync::OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IVarSync::OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IVarSync::OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IVarSync::OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IVarSync::RecvStringVarChanged (const Srv2Cli_VarSync_StringVarChanged & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IVarSync::RecvNumericVarChanged (const Srv2Cli_VarSync_NumericVarChanged & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IVarSync::RecvAllVarsSent (const Srv2Cli_VarSync_AllVarsSent & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IVarSync::RecvStringVarCreated (const Srv2Cli_VarSync_StringVarCreated & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IVarSync::RecvNumericVarCreated (const Srv2Cli_VarSync_NumericVarCreated & msg, void * param) {
REF(param);
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
/*****************************************************************************
*
* pfGmVarSync
*
***/
//============================================================================
pfGmVarSync::pfGmVarSync (
unsigned gameId,
plKey receiver
)
: pfGameCli(gameId, receiver)
{
internal = NEWZERO(IVarSync)(this);
}
//============================================================================
pfGmVarSync::~pfGmVarSync () {
DEL(internal);
}
//============================================================================
void pfGmVarSync::Recv (GameMsgHeader * msg, void * param) {
#define DISPATCH(a) case kSrv2Cli_VarSync_##a: { \
const Srv2Cli_VarSync_##a & m = *(const Srv2Cli_VarSync_##a *)msg; \
internal->Recv##a(m, param); \
} \
break; //
switch (msg->messageId) {
DISPATCH(StringVarChanged);
DISPATCH(NumericVarChanged);
DISPATCH(AllVarsSent);
DISPATCH(StringVarCreated);
DISPATCH(NumericVarCreated);
DEFAULT_FATAL(msg->messageId);
}
#undef DISPATCH
}
//============================================================================
void pfGmVarSync::OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg) {
internal->OnPlayerJoined(msg);
}
//============================================================================
void pfGmVarSync::OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg) {
internal->OnPlayerLeft(msg);
}
//============================================================================
void pfGmVarSync::OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg) {
internal->OnInviteFailed(msg);
}
//============================================================================
void pfGmVarSync::OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg) {
internal->OnOwnerChange(msg);
}
//============================================================================
void pfGmVarSync::SetStringVar (unsigned long id, const wchar* val) {
Cli2Srv_VarSync_SetStringVar msg;
msg.messageId = kCli2Srv_VarSync_SetStringVar;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
msg.varID = id;
StrCopy(msg.varValue, val, arrsize(msg.varValue));
GameMgrSend(&msg);
}
//============================================================================
void pfGmVarSync::SetNumericVar (unsigned long id, double val) {
Cli2Srv_VarSync_SetNumericVar msg;
msg.messageId = kCli2Srv_VarSync_SetNumericVar;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
msg.varID = id;
msg.varValue = val;
GameMgrSend(&msg);
}
//============================================================================
void pfGmVarSync::RequestAllVars () {
Cli2Srv_VarSync_RequestAllVars msg;
msg.messageId = kCli2Srv_VarSync_RequestAllVars;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
GameMgrSend(&msg);
}
//============================================================================
void pfGmVarSync::CreateStringVar (const wchar* name, const wchar* val) {
Cli2Srv_VarSync_CreateStringVar msg;
msg.messageId = kCli2Srv_VarSync_CreateStringVar;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
StrCopy(msg.varName, name, arrsize(msg.varName));
StrCopy(msg.varValue, val, arrsize(msg.varValue));
GameMgrSend(&msg);
}
//============================================================================
void pfGmVarSync::CreateNumericVar (const wchar* name, double val) {
Cli2Srv_VarSync_CreateNumericVar msg;
msg.messageId = kCli2Srv_VarSync_CreateNumericVar;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
StrCopy(msg.varName, name, arrsize(msg.varName));
msg.varValue = val;
GameMgrSend(&msg);
}

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@ -0,0 +1,96 @@
/*==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/FeatureLib/pfGameMgr/VarSync/pfGmVarSync.h
*
***/
#ifdef PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_VARSYNC_PFGMVARSYNC_H
#error "Header $/Plasma20/Sources/Plasma/FeatureLib/pfGameMgr/VarSync/pfGmVarSync.h included more than once"
#endif
#define PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_VARSYNC_PFGMVARSYNC_H
/*****************************************************************************
*
* pfGmVarSync interface
*
***/
class pfGmVarSync : public pfGameCli {
// Encapsulate all implementation details such as member fields
// in an opaque friend class, in this case that's IVarSync.
friend struct IVarSync;
struct IVarSync * internal;
//========================================================================
// Required subclass methods
//--------------------------
void Recv (GameMsgHeader * msg, void * param);
void OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg);
void OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg);
void OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg);
void OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg);
//========================================================================
public:
#pragma warning(push, 0)
// These macros produce warnings on W4
CLASSNAME_REGISTER(pfGmVarSync);
GETINTERFACE_ANY(pfGmVarSync, pfGameCli);
#pragma warning(pop)
pfGmVarSync (unsigned gameId, plKey receiver);
~pfGmVarSync ();
//========================================================================
// Game methods
//-------------
void SetStringVar (unsigned long id, const wchar* val);
void SetNumericVar (unsigned long id, double val);
void RequestAllVars ();
void CreateStringVar (const wchar* name, const wchar* val);
void CreateNumericVar (const wchar* name, double val);
//========================================================================
};

View File

@ -0,0 +1,673 @@
/*==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/FeatureLib/pfGameMgr/pfGameMgr.cpp
*
***/
#include "Pch.h"
#pragma hdrstop
/*****************************************************************************
*
* Local types
*
***/
//============================================================================
// pfGameCli factory
//============================================================================
struct Factory : THashKeyVal<Uuid> {
HASHLINK(Factory) link;
const GameTypeReg & reg;
Factory (const GameTypeReg & reg);
Factory& operator= (const Factory &); // not impl
};
//============================================================================
// pfGameCli internal state
//============================================================================
struct IGameCli : THashKeyVal<unsigned> {
HASHLINK(IGameCli) link;
pfGameCli * gameCli;
Factory * factory;
plKey receiver;
unsigned playerCount;
IGameCli (
pfGameCli * gameCli,
unsigned gameId,
plKey receiver
);
void Recv (GameMsgHeader * msg, void * param);
void RecvPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg, void * param);
void RecvPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg, void * param);
void RecvInviteFailed (const Srv2Cli_Game_InviteFailed & msg, void * param);
void RecvOwnerChange (const Srv2Cli_Game_OwnerChange & msg, void * param);
};
//============================================================================
// Transaction states
//============================================================================
struct TransState : THashKeyVal<unsigned> {
HASHLINK(TransState) link;
void * param;
TransState (unsigned transId, void * param);
};
struct JoinTransState {
plKey receiver;
JoinTransState (plKey receiver)
: receiver(receiver)
{ }
};
//============================================================================
// IGameMgr
//============================================================================
struct IGameMgr {
pfGameCli * CreateGameCli (const Uuid & gameTypeId, unsigned gameId, plKey receiver);
void Recv (GameMsgHeader * msg);
void RecvGameInstance (const Srv2Cli_GameMgr_GameInstance & msg, void * param);
void RecvInviteReceived (const Srv2Cli_GameMgr_InviteReceived & msg, void * param);
void RecvInviteRevoked (const Srv2Cli_GameMgr_InviteRevoked & msg, void * param);
static void StaticRecv (GameMsgHeader * msg);
};
/*****************************************************************************
*
* Local data
*
***/
static HASHTABLEDECL(TransState, THashKeyVal<unsigned>, link) s_trans;
static HASHTABLEDECL(IGameCli, THashKeyVal<unsigned>, link) s_games;
static HASHTABLEDECL(Factory, THashKeyVal<Uuid>, link) s_factories;
static long s_transId;
static ARRAYOBJ(plKey) s_receivers;
/*****************************************************************************
*
* Local functions
*
***/
//============================================================================
static void ShutdownFactories () {
while (Factory * factory = s_factories.Head())
DEL(factory);
}
//============================================================================
AUTO_INIT_FUNC (SetGameMgrMsgHandler) {
NetCliGameSetRecvGameMgrMsgHandler(IGameMgr::StaticRecv);
atexit(ShutdownFactories);
}
//============================================================================
static inline unsigned INextTransId () {
unsigned transId = AtomicAdd(&s_transId, 1);
while (!transId)
transId = AtomicAdd(&s_transId, 1);
return transId;
}
/*****************************************************************************
*
* IGameMgr
*
***/
//============================================================================
pfGameCli * IGameMgr::CreateGameCli (const Uuid & gameTypeId, unsigned gameId, plKey receiver) {
if (Factory * factory = s_factories.Find(gameTypeId)) {
pfGameCli * gameCli = factory->reg.create(gameId, receiver);
gameCli->internal->factory = factory;
return gameCli;
}
return nil;
}
//============================================================================
void IGameMgr::RecvGameInstance (const Srv2Cli_GameMgr_GameInstance & msg, void * param) {
JoinTransState * state = (JoinTransState *)param;
pfGameCli * cli = nil;
IGameCli * internal = nil;
if (msg.result == kGameJoinSuccess) {
if (nil == (internal = s_games.Find(msg.newGameId)))
cli = CreateGameCli(msg.gameTypeId, msg.newGameId, state->receiver);
else
cli = internal->gameCli;
}
DEL(state);
}
//============================================================================
void IGameMgr::RecvInviteReceived (const Srv2Cli_GameMgr_InviteReceived & msg, void * param) {
REF(param);
pfGameMgrMsg * gameMgrMsg = NEWZERO(pfGameMgrMsg);
gameMgrMsg->Set(msg);
for (unsigned i = 0; i < s_receivers.Count(); ++i)
gameMgrMsg->AddReceiver(s_receivers[i]);
gameMgrMsg->Send();
}
//============================================================================
void IGameMgr::RecvInviteRevoked (const Srv2Cli_GameMgr_InviteRevoked & msg, void * param) {
REF(param);
pfGameMgrMsg * gameMgrMsg = NEWZERO(pfGameMgrMsg);
gameMgrMsg->Set(msg);
for (unsigned i = 0; i < s_receivers.Count(); ++i)
gameMgrMsg->AddReceiver(s_receivers[i]);
gameMgrMsg->Send();
}
//============================================================================
void IGameMgr::Recv (GameMsgHeader * msg) {
// Look for transaction state associated with this message
void * param;
if (TransState * trans = s_trans.Find(msg->transId)) {
param = trans->param;
DEL(trans);
}
else {
param = nil;
}
// If the message has a receiver gameId specified, then
// hand it off to that game client for dispatch.
if (unsigned gameId = msg->recvGameId) {
if (IGameCli * node = s_games.Find(gameId)) {
node->Recv(msg, param);
}
return;
}
// The message was meant for the game manager (that's us); dispatch it.
#define DISPATCH(a) case kSrv2Cli_GameMgr_##a: { \
const Srv2Cli_GameMgr_##a & m = *(const Srv2Cli_GameMgr_##a *)msg; \
Recv##a(m, param); \
} \
break; //
switch (msg->messageId) {
DISPATCH(GameInstance);
DISPATCH(InviteReceived);
DISPATCH(InviteRevoked);
DEFAULT_FATAL(msg->messageId);
}
#undef DISPATCH
}
//============================================================================
void IGameMgr::StaticRecv (GameMsgHeader * msg) {
pfGameMgr::GetInstance()->internal->Recv(msg);
}
/*****************************************************************************
*
* pfGameMgrMsg
*
***/
//============================================================================
pfGameMgrMsg::pfGameMgrMsg () {
netMsg = nil;
}
//============================================================================
pfGameMgrMsg::~pfGameMgrMsg () {
FREE(netMsg);
}
//============================================================================
void pfGameMgrMsg::Set (const GameMsgHeader & msg) {
netMsg = (GameMsgHeader *)ALLOC(msg.messageBytes);
MemCopy(netMsg, &msg, msg.messageBytes);
}
/*****************************************************************************
*
* pfGameCliMsg
*
***/
//============================================================================
pfGameCliMsg::pfGameCliMsg () {
gameCli = nil;
netMsg = nil;
}
//============================================================================
pfGameCliMsg::~pfGameCliMsg () {
FREE(netMsg);
}
//============================================================================
void pfGameCliMsg::Set (pfGameCli * cli, const GameMsgHeader & msg) {
netMsg = (GameMsgHeader *)ALLOC(msg.messageBytes);
MemCopy(netMsg, &msg, msg.messageBytes);
gameCli = cli;
}
/*****************************************************************************
*
* pfGameMgr
*
***/
//============================================================================
pfGameMgr::pfGameMgr () {
}
//============================================================================
pfGameMgr * pfGameMgr::GetInstance () {
static pfGameMgr s_instance;
return &s_instance;
}
//============================================================================
void pfGameMgr::GetGameIds (ARRAY(unsigned) * arr) const {
for (IGameCli * node = s_games.Head(); node; node = s_games.Next(node))
arr->Add(node->GetValue());
}
//============================================================================
pfGameCli * pfGameMgr::GetGameCli (unsigned gameId) const {
if (IGameCli * node = s_games.Find(gameId))
return node->gameCli;
return nil;
}
//============================================================================
const wchar * pfGameMgr::GetGameNameByTypeId (const Uuid & gameTypeId) const {
if (Factory * factory = s_factories.Find(gameTypeId))
return factory->reg.name;
return nil;
}
//============================================================================
void pfGameMgr::RemoveReceiver (plKey receiver) {
for (unsigned i = 0; i < s_receivers.Count(); ++i) {
if (s_receivers[i] == receiver) {
s_receivers.DeleteUnordered(i);
break;
}
}
}
//============================================================================
void pfGameMgr::AddReceiver (plKey receiver) {
RemoveReceiver(receiver);
s_receivers.Add(receiver);
}
//============================================================================
void pfGameMgr::JoinGame (
plKey receiver,
unsigned gameId
) {
Cli2Srv_GameMgr_JoinGame msg;
ZERO(msg);
msg.messageId = kCli2Srv_GameMgr_JoinGame;
msg.recvGameId = 0; // send to GameMgr on server
msg.newGameId = gameId; // the GameSrv we wish to join
// Don't send "common game" message fields
unsigned msgBytes
= sizeof(msg)
- sizeof(msg.gameTypeId)
- sizeof(msg.createDataBytes)
- sizeof(msg.createData);
msg.messageBytes = msgBytes;
GameMgrSend(&msg, NEWZERO(JoinTransState)(receiver));
}
//============================================================================
void pfGameMgr::CreateGame (
plKey receiver,
const Uuid & gameTypeId,
unsigned createOptions,
unsigned initBytes,
const void * initData
) {
Cli2Srv_GameMgr_CreateGame * msg;
unsigned msgBytes
= sizeof(*msg)
- sizeof(msg->createData)
+ initBytes;
msg = (Cli2Srv_GameMgr_CreateGame *)_alloca(msgBytes);
msg->messageId = kCli2Srv_GameMgr_CreateGame;
msg->recvGameId = 0; // send to GameMgr on server
msg->gameTypeId = gameTypeId; // The type of game we wish to create
msg->createOptions = createOptions;
msg->messageBytes = msgBytes;
msg->createDataBytes = initBytes;
MemCopy(msg->createData, initData, initBytes);
GameMgrSend(msg, NEWZERO(JoinTransState)(receiver));
}
//============================================================================
void pfGameMgr::JoinCommonGame (
plKey receiver,
const Uuid & gameTypeId,
unsigned gameNumber,
unsigned initBytes,
const void * initData
) {
Cli2Srv_GameMgr_JoinGame * msg;
unsigned msgBytes
= sizeof(*msg)
- sizeof(msg->createData)
+ initBytes;
msg = (Cli2Srv_GameMgr_JoinGame *)_alloca(msgBytes);
msg->messageId = kCli2Srv_GameMgr_JoinGame;
msg->recvGameId = 0; // send to GameMgr on server
msg->gameTypeId = gameTypeId; // the type of common game we with to join
msg->newGameId = gameNumber; // the "table number" of th common game we wish to join
msg->createOptions = kGameJoinCommon;
msg->messageBytes = msgBytes;
msg->createDataBytes = initBytes;
MemCopy(msg->createData, initData, initBytes);
GameMgrSend(msg, NEWZERO(JoinTransState)(receiver));
}
/*****************************************************************************
*
* pfGameCli
*
***/
//============================================================================
pfGameCli::pfGameCli (
unsigned gameId,
plKey receiver
) {
internal = NEWZERO(IGameCli)(this, gameId, receiver);
}
//============================================================================
pfGameCli::~pfGameCli () {
DEL(internal);
}
//============================================================================
unsigned pfGameCli::GetGameId () const {
return internal->GetValue();
}
//============================================================================
const Uuid & pfGameCli::GetGameTypeId () const {
return internal->factory->GetValue();
}
//============================================================================
const wchar * pfGameCli::GetName () const {
return internal->factory->reg.name;
}
//============================================================================
plKey pfGameCli::GetReceiver () const {
return internal->receiver;
}
//============================================================================
unsigned pfGameCli::GetPlayerCount () const {
return internal->playerCount;
}
//============================================================================
void pfGameCli::InvitePlayer (unsigned playerId) {
Cli2Srv_Game_Invite msg;
msg.messageId = kCli2Srv_Game_Invite;
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.playerId = playerId;
msg.messageBytes = sizeof(msg);
GameMgrSend(&msg);
}
//============================================================================
void pfGameCli::UninvitePlayer (unsigned playerId) {
Cli2Srv_Game_Uninvite msg;
msg.messageId = kCli2Srv_Game_Uninvite;
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.playerId = playerId;
msg.messageBytes = sizeof(msg);
GameMgrSend(&msg);
}
//============================================================================
void pfGameCli::LeaveGame () {
Cli2Srv_Game_LeaveGame msg;
msg.messageId = kCli2Srv_Game_LeaveGame;
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.messageBytes = sizeof(msg);
GameMgrSend(&msg);
}
/*****************************************************************************
*
* IGameCli
*
***/
//============================================================================
IGameCli::IGameCli (
pfGameCli * gameCli,
unsigned gameId,
plKey receiver
) : THashKeyVal<unsigned>(gameId)
, gameCli(gameCli)
, receiver(receiver)
{
s_games.Add(this);
}
//============================================================================
void IGameCli::Recv (GameMsgHeader * msg, void * param) {
#define DISPATCH(a) case kSrv2Cli_Game_##a: { \
const Srv2Cli_Game_##a & m = *(const Srv2Cli_Game_##a *)msg; \
Recv##a(m, param); \
} \
break;
switch (msg->messageId) {
DISPATCH(PlayerJoined);
DISPATCH(PlayerLeft);
DISPATCH(InviteFailed);
DISPATCH(OwnerChange);
default:
gameCli->Recv(msg, param);
}
#undef DISPATCH
}
//============================================================================
void IGameCli::RecvPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg, void * param) {
REF(param);
++playerCount;
gameCli->OnPlayerJoined(msg);
}
//============================================================================
void IGameCli::RecvPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg, void * param) {
REF(param);
--playerCount;
gameCli->OnPlayerLeft(msg);
}
//============================================================================
void IGameCli::RecvInviteFailed (const Srv2Cli_Game_InviteFailed & msg, void * param) {
REF(param);
gameCli->OnInviteFailed(msg);
}
//============================================================================
void IGameCli::RecvOwnerChange (const Srv2Cli_Game_OwnerChange & msg, void * param) {
REF(param);
gameCli->OnOwnerChange(msg);
}
/*****************************************************************************
*
* Factory
*
***/
//============================================================================
Factory::Factory (const GameTypeReg & reg)
: reg(reg)
, THashKeyVal<Uuid>(reg.typeId)
{
s_factories.Add(this);
}
/*****************************************************************************
*
* TransState
*
***/
//============================================================================
TransState::TransState (unsigned transId, void * param)
: THashKeyVal<unsigned>(transId)
, param(param)
{
s_trans.Add(this);
}
/*****************************************************************************
*
* Module functions
*
***/
//============================================================================
void GameMgrRegisterGameType (const GameTypeReg & reg) {
(void)NEWZERO(Factory)(reg);
}
//============================================================================
void GameMgrSend (GameMsgHeader * msg, void * param) {
if (param) {
msg->transId = INextTransId();
(void)NEW(TransState)(msg->transId, param);
}
else {
msg->transId = 0;
}
NetCliGameSendGameMgrMsg(msg);
}

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@ -0,0 +1,272 @@
/*==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/FeatureLib/pfGameMgr/pfGameMgr.h
*
***/
#ifndef PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_PFGAMEMGR_H
#define PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_PFGAMEMGR_H
#include "../pnUtils/pnUtils.h"
#include "../pnNetBase/pnNetBase.h"
#include "../pnAsyncCore/pnAsyncCore.h"
#include "../pnNetCli/pnNetCli.h"
#include "../pnProduct/pnProduct.h"
#include "../plNetGameLib/plNetGameLib.h"
#pragma warning(push, 0)
// These includes produce lots of warnings on W4
#include "../pnMessage/plMessage.h"
#include "../pnKeyedObject/hsKeyedObject.h"
#pragma warning(pop)
//============================================================================
// Forward declarations
//============================================================================
class pfGameCli;
//============================================================================
// pfGameMgrMsg
//-------------
// Notifications received from SrvGameMgr are sent to pfGameMgr's receivers in
// the form of a pfGameMgrMsg.
//============================================================================
class pfGameMgrMsg : public plMessage {
public:
#pragma warning(push, 0)
// These macros produce warnings on W4
CLASSNAME_REGISTER(pfGameMgrMsg);
GETINTERFACE_ANY(pfGameMgrMsg, plMessage);
#pragma warning(pop)
void Read(hsStream *, hsResMgr *) { FATAL("not impl"); }
void Write(hsStream *, hsResMgr *) { FATAL("not impl"); }
pfGameMgrMsg ();
~pfGameMgrMsg ();
void Set (const GameMsgHeader & msg);
GameMsgHeader * netMsg;
};
//============================================================================
// pfGameCliMsg
//-------------
// Notifications received by a pfGameCli are sent to its receiver in the form
// of a pfGameCliMsg.
//============================================================================
class pfGameCliMsg : public plMessage {
public:
#pragma warning(push, 0)
// These macros produce warnings on W4
CLASSNAME_REGISTER(pfGameCliMsg);
GETINTERFACE_ANY(pfGameCliMsg, plMessage);
#pragma warning(pop)
pfGameCliMsg ();
~pfGameCliMsg ();
void Read(hsStream *, hsResMgr *) { FATAL("not impl"); }
void Write(hsStream *, hsResMgr *) { FATAL("not impl"); }
void Set (pfGameCli * cli, const GameMsgHeader & msg);
pfGameCli * gameCli;
GameMsgHeader * netMsg;
};
//============================================================================
// pfGameMgr singleton interface
//------------------------------
// pfGameMgr is the client-side proxy of the age server's SrvGameMgr. It sends
// client requests to the SrvGameMgr for processing, and executes SrvGameMgr
// commands locally to create pfGameCli objects, notify player of received
// game invites, etc.
//============================================================================
class pfGameMgr {
friend struct IGameMgr;
struct IGameMgr * internal;
pfGameMgr ();
public:
static pfGameMgr * GetInstance ();
//========================================================================
// Receiver list
//--------------
// When notificatons are received from SrvGameMgr, they are dispatched
// as pfGameMgrMsgs to the receiver list maintained by these functions.
void AddReceiver (plKey receiver);
void RemoveReceiver (plKey receiver);
//========================================================================
//========================================================================
// GameMgr properties
//-------------------
// Get a list of ids of games to which player is joined
void GetGameIds (ARRAY(unsigned) * arr) const;
// Return interface to the specified game
pfGameCli * GetGameCli (unsigned gameId) const;
// Get the name of a game by its typeid
const wchar * GetGameNameByTypeId (const Uuid & gameTypeId) const;
//========================================================================
//========================================================================
// pfGameCli creation
//-------------------
// Join an existing game
void JoinGame (
plKey receiver, // Receiver of pfGameCliMsgs for this game
unsigned gameId // id of the game to join
);
// Create a new game
void CreateGame (
plKey receiver, // Receiver of pfGameCliMsgs for this game
const Uuid & gameTypeId, // typeid of game to create
unsigned createOptions, // Game create options from pnGameMgr.h
unsigned initBytes, // Game-specific initialization data
const void * initData
);
// Join or create the specified common game
void JoinCommonGame (
plKey receiver, // Receiver of pfGameCliMsgs for this game
const Uuid & gameTypeId, // typeid of common game to create/join
unsigned gameNumber, // "table number" of common game to create/join
// In case the common game needs to
// be created on the server, these
// are its creation parameters:
unsigned initBytes, // Game-specific initialization data
const void * initData
);
//========================================================================
//========================================================================
// @@@: FUTURE WORK
//-----------------
// Fetch the list of games registered with SrvGameMgr's matchmaking service.
// void RequestPublishedGameList ();
//========================================================================
};
//============================================================================
// pfGameCli interface
//============================================================================
class pfGameCli : public plCreatable {
friend struct IGameMgr;
friend struct IGameCli;
struct IGameCli * internal;
//========================================================================
// sub-classes must implement these
virtual void Recv (GameMsgHeader * msg, void * param) = 0;
virtual void OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg) = 0;
virtual void OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg) = 0;
virtual void OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg) = 0;
virtual void OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg) = 0;
//========================================================================
public:
#pragma warning(push, 0)
// These macros produce warnings on W4
CLASSNAME_REGISTER(pfGameCli);
GETINTERFACE_ANY(pfGameCli, plCreatable);
#pragma warning(pop)
pfGameCli (unsigned gameId, plKey receiver);
~pfGameCli ();
//========================================================================
// Game client properties
//-----------------------
unsigned GetGameId () const;
const Uuid & GetGameTypeId () const;
const wchar * GetName () const;
plKey GetReceiver () const;
unsigned GetPlayerCount () const;
//========================================================================
//========================================================================
// Player invitation management
//-----------------------------
void InvitePlayer (unsigned playerId);
void UninvitePlayer (unsigned playerId);
//========================================================================
//========================================================================
// Game methods
//-------------
void LeaveGame ();
//========================================================================
//========================================================================
// @@@: FUTURE WORK
//-----------------
// "Publish" this game, adding it to the age's the matchmaking service.
// void PublishGame (const wchar desc[]);
// void UnpublishGame ();
//========================================================================
};
/*****************************************************************************
*
* Games
*
***/
#include "TicTacToe/pfGmTicTacToe.h"
#include "Heek/pfGmHeek.h"
#include "Marker/pfGmMarker.h"
#include "BlueSpiral/pfGmBlueSpiral.h"
#include "ClimbingWall/pfGmClimbingWall.h"
#include "VarSync/pfGmVarSync.h"
#endif // PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_PFGAMEMGR_H

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@ -0,0 +1,65 @@
/*==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/FeatureLib/pfGameMgr/pfGameMgrCreatables.h
*
***/
#ifndef PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_PFGAMEMGRCREATABLES_H
#define PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_PFGAMEMGRCREATABLES_H
#include "pfGameMgr.h"
REGISTER_CREATABLE(pfGameMgrMsg);
REGISTER_CREATABLE(pfGameCliMsg);
REGISTER_NONCREATABLE(pfGameCli);
REGISTER_NONCREATABLE(pfGmTicTacToe);
REGISTER_NONCREATABLE(pfGmHeek);
REGISTER_NONCREATABLE(pfGmMarker);
REGISTER_NONCREATABLE(pfGmBlueSpiral);
REGISTER_NONCREATABLE(pfGmClimbingWall);
REGISTER_NONCREATABLE(pfGmVarSync);
#endif // PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_PFGAMEMGRCREATABLES_H