/*==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/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 }