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203 lines
7.7 KiB
203 lines
7.7 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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/***************************************************************************** |
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* |
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* $/Plasma20/Sources/Plasma/NucleusLib/pnGameMgr/Heek/pnGmHeek.h |
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* |
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***/ |
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#ifdef PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_HEEK_PNGMHEEK_H |
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#error "Header $/Plasma20/Sources/Plasma/NucleusLib/pnGameMgr/Heek/pnGmHeek.h included more than once" |
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#endif |
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#define PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_HEEK_PNGMHEEK_H |
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/***************************************************************************** |
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* |
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* Heek |
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* |
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***/ |
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enum EHeekInitResult { |
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kHeekInitSuccess, |
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kHeekInitError, |
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kNumHeekInitResults |
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}; |
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enum EHeekChoice { |
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kHeekRock, |
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kHeekPaper, |
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kHeekScissors, |
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kNumHeekChoices |
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}; |
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enum EHeekSeqFinished { |
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kHeekCountdownSeq, |
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kHeekChoiceAnimSeq, |
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kHeekGameWinAnimSeq, |
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kNumHeekSeq |
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}; |
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enum EHeekLightState { |
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kHeekLightOn, |
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kHeekLightOff, |
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kHeekLightFlash, |
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kNumHeekLightStates |
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}; |
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enum EHeekCountdownState { |
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kHeekCountdownStart, |
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kHeekCountdownStop, |
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kHeekCountdownIdle, |
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kNumHeekCountdownStates |
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}; |
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//============================================================================ |
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// Game type id |
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//============================================================================ |
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const plUUID kGameTypeId_Heek("9d83c2e2-7835-4477-9aaa-22254c59a753"); |
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//============================================================================ |
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// Network message ids |
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//============================================================================ |
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// Cli2Srv message ids |
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enum { |
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kCli2Srv_Heek_PlayGame = kCli2Srv_NumGameMsgIds, // Sent when a player wants to join in the game (instead of observing) |
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kCli2Srv_Heek_LeaveGame, // Sent when a player is done playing (and starts observing) |
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kCli2Srv_Heek_Choose, // Sent when a player choses a move |
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kCli2Srv_Heek_SeqFinished, // Sent when a client-side animation ends |
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}; |
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// Srv2Cli message ids |
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enum { |
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kSrv2Cli_Heek_PlayGame = kSrv2Cli_NumGameMsgIds, // Sent when the server allows or disallows a player to play |
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kSrv2Cli_Heek_Goodbye, // Sent when the server confirms the player leaving |
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kSrv2Cli_Heek_Welcome, // Sent to everyone when a new player joins |
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kSrv2Cli_Heek_Drop, // Sent when the admin needs to reset a position |
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kSrv2Cli_Heek_Setup, // Sent on link-in so observers see the correct game state (fast-forwarded) |
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kSrv2Cli_Heek_LightState, // Sent to a player when a light he owns changes state (animated) |
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kSrv2Cli_Heek_InterfaceState, // Sent to a player when his buttons change state (animated) |
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kSrv2Cli_Heek_CountdownState, // Sent to the admin to adjust the countdown state |
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kSrv2Cli_Heek_WinLose, // Sent to a player when he wins or loses a hand |
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kSrv2Cli_Heek_GameWin, // Sent to the admin when a game is won |
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kSrv2Cli_Heek_PointUpdate, // Sent to a player when their points change |
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}; |
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//============================================================================ |
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// Begin networked data structures |
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#pragma pack(push,1) |
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//============================================================================ |
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//======================================================================== |
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// Message parameters |
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//======================================================================== |
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// No creation parameters |
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//======================================================================== |
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// Heek message structures |
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//======================================================================== |
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// Cli2Srv |
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struct Cli2Srv_Heek_PlayGame : GameMsgHeader { |
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uint8_t position; // 0...4 |
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uint32_t points; |
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wchar_t name[256]; |
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}; |
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struct Cli2Srv_Heek_LeaveGame : GameMsgHeader { |
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// no extra data |
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}; |
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struct Cli2Srv_Heek_Choose : GameMsgHeader { |
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uint8_t choice; // kHeekRock...kHeekScissors |
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}; |
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struct Cli2Srv_Heek_SeqFinished : GameMsgHeader { |
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uint8_t seqFinished; // kHeekCountdownSeq...kHeekGameWinSeq |
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}; |
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// Srv2Cli |
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struct Srv2Cli_Heek_PlayGame : GameMsgHeader { |
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bool isPlaying; |
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bool isSinglePlayer; |
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bool enableButtons; |
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}; |
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struct Srv2Cli_Heek_Goodbye : GameMsgHeader { |
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// no extra data |
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}; |
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struct Srv2Cli_Heek_Welcome : GameMsgHeader { |
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uint32_t points; |
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uint32_t rank; |
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wchar_t name[256]; |
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}; |
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struct Srv2Cli_Heek_Drop : GameMsgHeader { |
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uint8_t position; // 0...4 |
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}; |
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struct Srv2Cli_Heek_Setup : GameMsgHeader { |
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uint8_t position; // 0...4 |
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bool buttonState; |
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bool lightOn[6]; |
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}; |
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struct Srv2Cli_Heek_LightState : GameMsgHeader { |
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uint8_t lightNum; |
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uint8_t state; // kHeekLightOn...kHeekLightFlash |
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}; |
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struct Srv2Cli_Heek_InterfaceState : GameMsgHeader { |
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bool buttonsEnabled; |
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}; |
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struct Srv2Cli_Heek_CountdownState : GameMsgHeader { |
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uint8_t state; // kHeekCountdownStart...kHeekCountdownIdle |
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}; |
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struct Srv2Cli_Heek_WinLose : GameMsgHeader { |
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bool win; |
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uint8_t choice; // kHeekRock...kHeekScissors |
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}; |
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struct Srv2Cli_Heek_GameWin : GameMsgHeader { |
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uint8_t choice; // kHeekRock...kHeekScissors |
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}; |
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struct Srv2Cli_Heek_PointUpdate : GameMsgHeader { |
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bool displayUpdate; |
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uint32_t points; |
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uint32_t rank; |
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}; |
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//============================================================================ |
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// End networked data structures |
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#pragma pack(pop) |
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//============================================================================
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