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import "cornerBlocks"
// FOR COMMUNICATION //////////////////////////////////////////
public struct GameInfo
{
char players[MaxPlayers][256];
int numPlayers;
PlayerColor firstColor;
void OnSerialize(SerialBuffer buffer)
{
buffer.Serialize((StaticString)players[0]);
buffer.Serialize((StaticString)players[1]);
buffer.Serialize((StaticString)players[2]);
buffer.Serialize((StaticString)players[3]);
buffer.Serialize(numPlayers);
buffer.Serialize(firstColor);
}
void OnUnserialize(SerialBuffer buffer)
{
buffer.Unserialize((StaticString)players[0]);
buffer.Unserialize((StaticString)players[1]);
buffer.Unserialize((StaticString)players[2]);
buffer.Unserialize((StaticString)players[3]);
buffer.Unserialize(numPlayers);
buffer.Unserialize(firstColor);
}
};
public class Player
{
ServerConnection connection;
int id;
char * name;
PlayerColor firstColor;
~Player()
{
delete name;
}
};
Player serverPlayers[MaxPlayers];
bool serverGameStarted;
CornerBlocksGameState serverGameState;
DCOMSendControl sendControl { };
void StartGame()
{
int c;
sendControl.Stop();
serverGameState.numPlayers = 0;
for(c = 0; c<MaxPlayers; c++)
if(serverPlayers[c])
serverGameState.numPlayers++;
if(serverGameState.numPlayers > 0)
{
GameInfo gameInfo { };
serverGameState.NewGame();
serverGameStarted = true;
strcpy(gameInfo.players[0], serverPlayers[0] ? serverPlayers[0].name : "");
strcpy(gameInfo.players[1], serverPlayers[1] ? serverPlayers[1].name : "");
strcpy(gameInfo.players[2], serverPlayers[2] ? serverPlayers[2].name : "");
strcpy(gameInfo.players[3], serverPlayers[3] ? serverPlayers[3].name : "");
gameInfo.numPlayers = serverGameState.numPlayers;
for(c = 0; c<MaxPlayers; c++)
if(serverPlayers[c])
{
serverPlayers[c].firstColor = (PlayerColor)c;
gameInfo.firstColor = serverPlayers[c].firstColor;
serverPlayers[c].connection.GameStarted(gameInfo);
}
}
sendControl.Resume();
}
void KickPlayer(int id)
{
int c;
for(c = 0; c<MaxPlayers; c++)
{
if(serverPlayers[c] && serverPlayers[c].id == id)
{
DCOMServerObject object = (DCOMServerObject)serverPlayers[c].connection._vTbl[-1];
app.Unlock();
object.serverSocket.Disconnect(0);
app.Lock();
delete serverPlayers[c];
}
}
}
void KickEveryoneOut()
{
int c;
for(c = 0; c<MaxPlayers; c++)
{
if(serverPlayers[c])
{
DCOMServerObject object = (DCOMServerObject)serverPlayers[c].connection._vTbl[-1];
app.Unlock();
object.serverSocket.Disconnect(0);
app.Lock();
delete serverPlayers[c];
}
}
}
void EndGame()
{
if(serverGameStarted)
{
int c;
for(c = 0; c<MaxPlayers; c++)
{
if(serverPlayers[c])
serverPlayers[c].connection.GameEnded();
}
serverGameStarted = false;
}
}
//////////////////////////////////////////
public remote class ServerConnection
{
public:
// Remote Functions
Player player;
~ServerConnection()
{
if(player)
{
delete serverPlayers[player.id];
delete player;
EndGame();
panel.UpdateControlsStates();
panel.ListPlayers();
}
}
int Join()
{
int result = -1;
if(!serverGameStarted)
{
int c;
for(c = 0; c<MaxPlayers; c++)
{
if(!serverPlayers[c])
break;
}
if(c < MaxPlayers)
{
player = serverPlayers[c] = Player { id = c };
player.connection = this;
incref player;
incref serverPlayers[c];
result = c;
}
panel.UpdateControlsStates();
if(!panel.active)
panel.Flash();
}
else
{
DCOMServerObject object = (DCOMServerObject)_vTbl[-1];
object.serverSocket.Disconnect(0);
}
return result;
}
bool SetName(const String name)
{
if(player)
{
delete player.name;
player.name = CopyString(name);
panel.ListPlayers();
}
return true;
}
bool PlayPiece(int piece, int direction, bool flip, int bx, int by)
{
if(player &&
(serverGameState.numPlayers == 1 || serverGameState.colorTurn == player.firstColor ||
(serverGameState.numPlayers == 2 && serverGameState.colorTurn == player.firstColor + 2) ||
(serverGameState.numPlayers == 3 && serverGameState.colorTurn == green && serverGameState.rotatingColor == player.firstColor)))
{
if(serverGameState.ValidMove(serverGameState.colorTurn, piece, direction, flip, bx, by))
{
int c;
PlayerColor moveColor = serverGameState.colorTurn;
sendControl.Stop();
serverGameState.PlayMove(piece, direction, flip, bx, by);
for(c = 0; c<MaxPlayers; c++)
if(serverPlayers[c])
serverPlayers[c].connection.MovePlayed(moveColor, piece, direction, flip, bx, by);
sendControl.Resume();
if(serverGameState.over)
panel.UpdateControlsStates();
return true;
}
}
return false;
}
bool Pass()
{
if(player &&
(serverGameState.numPlayers == 1 || serverGameState.colorTurn == player.firstColor ||
(serverGameState.numPlayers == 2 && serverGameState.colorTurn == player.firstColor + 2) ||
(serverGameState.numPlayers == 3 && serverGameState.colorTurn == green && serverGameState.rotatingColor == player.firstColor)))
{
int c;
PlayerColor moveColor = serverGameState.colorTurn;
sendControl.Stop();
serverGameState.Pass();
for(c = 0; c<MaxPlayers; c++)
if(serverPlayers[c])
serverPlayers[c].connection.Passed(moveColor);
sendControl.Resume();
return true;
}
return false;
}
void SendMessage(const String msg)
{
int c;
for(c = 0; c<MaxPlayers; c++)
if(serverPlayers[c] && player != serverPlayers[c])
serverPlayers[c].connection.NotifyMessage(player.name, msg);
}
virtual void MovePlayed(PlayerColor player, int pieceType, int direction, bool flip, int x, int y);
virtual void Passed(PlayerColor player);
virtual void GameStarted(const GameInfo gameInfo);
virtual void GameEnded();
virtual void NotifyMessage(const String name, const String msg);
}
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