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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_HEEK
#include "../Pch.h"
#pragma hdrstop
/*****************************************************************************
*
* Local types
*
***/
struct IHeek {
pfGmHeek * gameCli;
IHeek (pfGmHeek * 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);
// Heek network message handlers
void RecvPlayGame (const Srv2Cli_Heek_PlayGame & msg, void * param);
void RecvGoodbye (const Srv2Cli_Heek_Goodbye & msg, void * param);
void RecvWelcome (const Srv2Cli_Heek_Welcome & msg, void * param);
void RecvDrop (const Srv2Cli_Heek_Drop & msg, void * param);
void RecvSetup (const Srv2Cli_Heek_Setup & msg, void * param);
void RecvLightState (const Srv2Cli_Heek_LightState & msg, void * param);
void RecvInterfaceState (const Srv2Cli_Heek_InterfaceState & msg, void * param);
void RecvCountdownState (const Srv2Cli_Heek_CountdownState & msg, void * param);
void RecvWinLose (const Srv2Cli_Heek_WinLose & msg, void * param);
void RecvGameWin (const Srv2Cli_Heek_GameWin & msg, void * param);
void RecvPointUpdate (const Srv2Cli_Heek_PointUpdate & msg, void * param);
};
/*****************************************************************************
*
* Factory functions
*
***/
//============================================================================
static pfGameCli * HeekFactory (
unsigned gameId,
plKey receiver
) {
return NEWZERO(pfGmHeek)(gameId, receiver);
}
//============================================================================
AUTO_INIT_FUNC(RegisterHeek) {
static GameTypeReg reg = {
HeekFactory,
kGameTypeId_Heek,
L"Heek"
};
GameMgrRegisterGameType(reg);
}
/*****************************************************************************
*
* IHeek
*
***/
//============================================================================
IHeek::IHeek (pfGmHeek * gameCli)
: gameCli(gameCli)
{
}
//============================================================================
void IHeek::OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvPlayGame (const Srv2Cli_Heek_PlayGame & msg, void * param) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvGoodbye (const Srv2Cli_Heek_Goodbye & msg, void * param) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvWelcome (const Srv2Cli_Heek_Welcome & msg, void * param) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvDrop (const Srv2Cli_Heek_Drop & msg, void * param) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvSetup (const Srv2Cli_Heek_Setup & msg, void * param) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvLightState (const Srv2Cli_Heek_LightState & msg, void * param) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvInterfaceState (const Srv2Cli_Heek_InterfaceState & msg, void * param) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvCountdownState (const Srv2Cli_Heek_CountdownState & msg, void * param) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvWinLose (const Srv2Cli_Heek_WinLose & msg, void * param) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvGameWin (const Srv2Cli_Heek_GameWin & msg, void * param) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
//============================================================================
void IHeek::RecvPointUpdate (const Srv2Cli_Heek_PointUpdate & msg, void * param) {
pfGameCliMsg * gameCliMsg = NEWZERO(pfGameCliMsg);
gameCliMsg->Set(gameCli, msg);
gameCliMsg->Send(gameCli->GetReceiver());
}
/*****************************************************************************
*
* pfGmHeek
*
***/
//============================================================================
pfGmHeek::pfGmHeek (
unsigned gameId,
plKey receiver
)
: pfGameCli(gameId, receiver)
{
internal = NEWZERO(IHeek)(this);
}
//============================================================================
pfGmHeek::~pfGmHeek () {
DEL(internal);
}
//============================================================================
void pfGmHeek::Recv (GameMsgHeader * msg, void * param) {
#define DISPATCH(a) case kSrv2Cli_Heek_##a: { \
const Srv2Cli_Heek_##a & m = *(const Srv2Cli_Heek_##a *)msg; \
internal->Recv##a(m, param); \
} \
break;
switch (msg->messageId) {
DISPATCH(PlayGame);
DISPATCH(Goodbye);
DISPATCH(Welcome);
DISPATCH(Drop);
DISPATCH(Setup);
DISPATCH(LightState);
DISPATCH(InterfaceState);
DISPATCH(CountdownState);
DISPATCH(WinLose);
DISPATCH(GameWin);
DISPATCH(PointUpdate);
DEFAULT_FATAL(msg->messageId);
}
#undef DISPATCH
}
//============================================================================
void pfGmHeek::OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg) {
internal->OnPlayerJoined(msg);
}
//============================================================================
void pfGmHeek::OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg) {
internal->OnPlayerLeft(msg);
}
//============================================================================
void pfGmHeek::OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg) {
internal->OnInviteFailed(msg);
}
//============================================================================
void pfGmHeek::OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg) {
internal->OnOwnerChange(msg);
}
//============================================================================
void pfGmHeek::PlayGame (unsigned position, dword points, const wchar name[]) {
Cli2Srv_Heek_PlayGame msg;
msg.messageId = kCli2Srv_Heek_PlayGame;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
msg.position = (byte)position;
msg.points = points;
StrCopy(msg.name, name, arrsize(msg.name));
GameMgrSend(&msg);
}
//============================================================================
void pfGmHeek::LeaveGame () {
Cli2Srv_Heek_LeaveGame msg;
msg.messageId = kCli2Srv_Heek_LeaveGame;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
GameMgrSend(&msg);
}
//============================================================================
void pfGmHeek::Choose (EHeekChoice choice) {
Cli2Srv_Heek_Choose msg;
msg.messageId = kCli2Srv_Heek_Choose;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
msg.choice = (byte)choice;
GameMgrSend(&msg);
}
//============================================================================
void pfGmHeek::SequenceFinished (EHeekSeqFinished seq) {
Cli2Srv_Heek_SeqFinished msg;
msg.messageId = kCli2Srv_Heek_SeqFinished;
msg.messageBytes = sizeof(msg);
msg.recvGameId = GetGameId(); // send to GameSrv on server
msg.transId = 0;
msg.seqFinished = (byte)seq;
GameMgrSend(&msg);
}