/*==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 . 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/NucleusLib/pnGameMgr/ClimbingWall/pnGmClimbingWall.h * ***/ #ifdef PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_CLIMBINGWALL_PNGMCLIMBINGWALL_H #error "Header $/Plasma20/Sources/Plasma/NucleusLib/pnGameMgr/ClimbingWall/pnGmClimbingWall.h included more than once" #endif #define PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_CLIMBINGWALL_PNGMCLIMBINGWALL_H /***************************************************************************** * * Climbing Wall * ***/ enum EClimbingWallInitResult { kClimbingWallInitSuccess, kClimbingWallInitError, kNumClimbingWallInitResults }; enum EClimbingWallReadyType { kClimbingWallReadyNumBlockers, kClimbingWallReadyBlockers, }; const unsigned kClimbingWallMaxBlockers = 20; // TODO: Adjust this to the right size const int kClimbingWallNoBlocker = -1; // the value of a slot in the blocker array when no blocker is in that slot //============================================================================ // Game type id //============================================================================ const Uuid kGameTypeId_ClimbingWall = Uuid(L"6224cdf4-3556-4740-b7cd-d637562d07be"); //============================================================================ // Network message ids //============================================================================ // Cli2Srv message ids enum { kCli2Srv_ClimbingWall_ChangeNumBlockers = kCli2Srv_NumGameMsgIds, kCli2Srv_ClimbingWall_Ready, kCli2Srv_ClimbingWall_BlockerChanged, kCli2Srv_ClimbingWall_Reset, kCli2Srv_ClimbingWall_PlayerEntered, kCli2Srv_ClimbingWall_FinishedGame, kCli2Srv_ClimbingWall_Panic, }; // Srv2Cli message ids enum { kSrv2Cli_ClimbingWall_NumBlockersChanged = kSrv2Cli_NumGameMsgIds, kSrv2Cli_ClimbingWall_Ready, kSrv2Cli_ClimbingWall_BlockersChanged, kSrv2Cli_ClimbingWall_PlayerEntered, kSrv2Cli_ClimbingWall_SuitMachineLocked, kSrv2Cli_ClimbingWall_GameOver, }; //============================================================================ // Begin networked data structures #include //============================================================================ //======================================================================== // Message parameters //======================================================================== struct ClimbingWall_CreateParam { // no params }; //======================================================================== // Climbing Wall message structures //======================================================================== // Cli2Srv struct Cli2Srv_ClimbingWall_ChangeNumBlockers : GameMsgHeader { int amountToAdjust; // + or - value to adjust the number of blockers by }; struct Cli2Srv_ClimbingWall_Ready : GameMsgHeader { byte readyType; // the type of ready this message represents (EClimbingWallReadyType) byte teamNumber; // the team that you are saying is ready (1 or 2) }; struct Cli2Srv_ClimbingWall_BlockerChanged : GameMsgHeader { byte teamNumber; // the team that is adjusting their blockers byte blockerNumber; // the number of the blocker that was added/removed bool added; // was the blocker added, or removed? }; struct Cli2Srv_ClimbingWall_Reset : GameMsgHeader { // }; struct Cli2Srv_ClimbingWall_PlayerEntered : GameMsgHeader { byte teamNumber; // the team this player is playing for }; struct Cli2Srv_ClimbingWall_FinishedGame : GameMsgHeader { // }; struct Cli2Srv_ClimbingWall_Panic : GameMsgHeader { // }; // Srv2Cli struct Srv2Cli_ClimbingWall_NumBlockersChanged : GameMsgHeader { byte newBlockerCount; // the new number of blocker we are playing with bool localOnly; // only adjust your local display, don't net prop }; struct Srv2Cli_ClimbingWall_Ready : GameMsgHeader { byte readyType; // the type of ready this message represents (EClimbingWallReadyType) bool team1Ready; bool team2Ready; bool localOnly; // only adjust your local display, don't net prop }; struct Srv2Cli_ClimbingWall_BlockersChanged : GameMsgHeader { byte teamNumber; // the team this set of blockers is for int blockersSet[kClimbingWallMaxBlockers]; // which blockers are set bool localOnly; // only adjust your local display, don't net prop }; struct Srv2Cli_ClimbingWall_PlayerEntered : GameMsgHeader { // }; struct Srv2Cli_ClimbingWall_SuitMachineLocked : GameMsgHeader { bool team1MachineLocked; bool team2MachineLocked; bool localOnly; // only adjust your local display, don't net prop }; struct Srv2Cli_ClimbingWall_GameOver : GameMsgHeader { byte teamWon; // which team won the game int team1Blockers[kClimbingWallMaxBlockers]; int team2Blockers[kClimbingWallMaxBlockers]; bool localOnly; // only adjust your local display, don't net prop }; //============================================================================ // End networked data structures #include //============================================================================