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/*==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 <http://www.gnu.org/licenses/>.
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) {
// 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) {
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) {
// 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
}