/*==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 .
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/NucleusLib/pnGameMgr/Heek/pnGmHeek.h
*
***/
#ifdef PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_HEEK_PNGMHEEK_H
#error "Header $/Plasma20/Sources/Plasma/NucleusLib/pnGameMgr/Heek/pnGmHeek.h included more than once"
#endif
#define PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_HEEK_PNGMHEEK_H
/*****************************************************************************
*
* Heek
*
***/
enum EHeekInitResult {
kHeekInitSuccess,
kHeekInitError,
kNumHeekInitResults
};
enum EHeekChoice {
kHeekRock,
kHeekPaper,
kHeekScissors,
kNumHeekChoices
};
enum EHeekSeqFinished {
kHeekCountdownSeq,
kHeekChoiceAnimSeq,
kHeekGameWinAnimSeq,
kNumHeekSeq
};
enum EHeekLightState {
kHeekLightOn,
kHeekLightOff,
kHeekLightFlash,
kNumHeekLightStates
};
enum EHeekCountdownState {
kHeekCountdownStart,
kHeekCountdownStop,
kHeekCountdownIdle,
kNumHeekCountdownStates
};
//============================================================================
// Game type id
//============================================================================
const Uuid kGameTypeId_Heek = Uuid(L"9d83c2e2-7835-4477-9aaa-22254c59a753");
//============================================================================
// Network message ids
//============================================================================
// Cli2Srv message ids
enum {
kCli2Srv_Heek_PlayGame = kCli2Srv_NumGameMsgIds, // Sent when a player wants to join in the game (instead of observing)
kCli2Srv_Heek_LeaveGame, // Sent when a player is done playing (and starts observing)
kCli2Srv_Heek_Choose, // Sent when a player choses a move
kCli2Srv_Heek_SeqFinished, // Sent when a client-side animation ends
};
// Srv2Cli message ids
enum {
kSrv2Cli_Heek_PlayGame = kSrv2Cli_NumGameMsgIds, // Sent when the server allows or disallows a player to play
kSrv2Cli_Heek_Goodbye, // Sent when the server confirms the player leaving
kSrv2Cli_Heek_Welcome, // Sent to everyone when a new player joins
kSrv2Cli_Heek_Drop, // Sent when the admin needs to reset a position
kSrv2Cli_Heek_Setup, // Sent on link-in so observers see the correct game state (fast-forwarded)
kSrv2Cli_Heek_LightState, // Sent to a player when a light he owns changes state (animated)
kSrv2Cli_Heek_InterfaceState, // Sent to a player when his buttons change state (animated)
kSrv2Cli_Heek_CountdownState, // Sent to the admin to adjust the countdown state
kSrv2Cli_Heek_WinLose, // Sent to a player when he wins or loses a hand
kSrv2Cli_Heek_GameWin, // Sent to the admin when a game is won
kSrv2Cli_Heek_PointUpdate, // Sent to a player when their points change
};
//============================================================================
// Begin networked data structures
#include
//============================================================================
//========================================================================
// Message parameters
//========================================================================
// No creation parameters
//========================================================================
// Heek message structures
//========================================================================
// Cli2Srv
struct Cli2Srv_Heek_PlayGame : GameMsgHeader {
byte position; // 0...4
dword points;
wchar name[256];
};
struct Cli2Srv_Heek_LeaveGame : GameMsgHeader {
// no extra data
};
struct Cli2Srv_Heek_Choose : GameMsgHeader {
byte choice; // kHeekRock...kHeekScissors
};
struct Cli2Srv_Heek_SeqFinished : GameMsgHeader {
byte seqFinished; // kHeekCountdownSeq...kHeekGameWinSeq
};
// Srv2Cli
struct Srv2Cli_Heek_PlayGame : GameMsgHeader {
bool isPlaying;
bool isSinglePlayer;
bool enableButtons;
};
struct Srv2Cli_Heek_Goodbye : GameMsgHeader {
// no extra data
};
struct Srv2Cli_Heek_Welcome : GameMsgHeader {
dword points;
dword rank;
wchar name[256];
};
struct Srv2Cli_Heek_Drop : GameMsgHeader {
byte position; // 0...4
};
struct Srv2Cli_Heek_Setup : GameMsgHeader {
byte position; // 0...4
bool buttonState;
bool lightOn[6];
};
struct Srv2Cli_Heek_LightState : GameMsgHeader {
byte lightNum;
byte state; // kHeekLightOn...kHeekLightFlash
};
struct Srv2Cli_Heek_InterfaceState : GameMsgHeader {
bool buttonsEnabled;
};
struct Srv2Cli_Heek_CountdownState : GameMsgHeader {
byte state; // kHeekCountdownStart...kHeekCountdownIdle
};
struct Srv2Cli_Heek_WinLose : GameMsgHeader {
bool win;
byte choice; // kHeekRock...kHeekScissors
};
struct Srv2Cli_Heek_GameWin : GameMsgHeader {
byte choice; // kHeekRock...kHeekScissors
};
struct Srv2Cli_Heek_PointUpdate : GameMsgHeader {
bool displayUpdate;
dword points;
dword rank;
};
//============================================================================
// End networked data structures
#include
//============================================================================