/*==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/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 //============================================================================