/*==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/TicTacToe/pnGmTicTacToe.h
*
***/
#ifdef PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_TICTACTOE_PNGMTICTACTOE_H
#error "Header $/Plasma20/Sources/Plasma/NucleusLib/pnGameMgr/TicTacToe/pnGmTicTacToe.h included more than once"
#endif
#define PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_TICTACTOE_PNGMTICTACTOE_H
/*****************************************************************************
*
* Tic-Tac-Toe
*
***/
enum ETTTInitResult {
kTTTInitSuccess,
kTTTInitError,
kNumTTTInitResults
};
enum ETTTGameResult {
kTTTGameResultWinner, // there was a winning player
kTTTGameResultTied, // players tied (a "cat's game")
kTTTGameResultGave, // other player left the game
kTTTGameResultError, // something bad happened on the server
kNumTTTGameResults
};
//============================================================================
// Game type id
//============================================================================
const Uuid kGameTypeId_TicTacToe = Uuid(L"a7236529-11d8-4758-9368-59cb43445a83");
//============================================================================
// Network message ids
//============================================================================
// Cli2Srv message ids
enum {
kCli2Srv_TTT_MakeMove = kCli2Srv_NumGameMsgIds,
};
// Srv2Cli message ids
enum {
kSrv2Cli_TTT_GameStarted = kSrv2Cli_NumGameMsgIds,
kSrv2Cli_TTT_GameOver,
kSrv2Cli_TTT_MoveMade,
};
//============================================================================
// Begin networked data scructures
#include
//============================================================================
//========================================================================
// Message parameters
//========================================================================
struct TTT_CreateParam {
uint8_t playerCount; // 1 or 2
};
//========================================================================
// Tic-Tac-Toe message structures
//========================================================================
// Cli2Srv
struct Cli2Srv_TTT_MakeMove : GameMsgHeader {
uint8_t row; // 1..3
uint8_t col; // 1..3
};
// Srv2Cli
struct Srv2Cli_TTT_GameStarted : GameMsgHeader {
bool yourTurn; // randomly selected first player
};
struct Srv2Cli_TTT_GameOver : GameMsgHeader {
ETTTGameResult result;
uint32_t winnerId;
};
struct Srv2Cli_TTT_MoveMade : GameMsgHeader {
uint32_t playerId;
uint8_t row; // 1..3
uint8_t col; // 1..3
};
//============================================================================
// End networked data structures
#include
//============================================================================