////////////////////////////////////////////////////////// // Created 2013 // // Dennis Andersen, Linda Andersson // ////////////////////////////////////////////////////////// #ifndef GAMELOGIC_LOBBY_PROTOCOLS_H #define GAMELOGIC_LOBBY_PROTOCOLS_H #include #include "ProtocolIdentificationID.h" #include namespace GameLogic { struct Protocol_LobbyCreateGame :public Oyster::Network::CustomProtocolObject { char* mapName; char gameId; Protocol_LobbyCreateGame() { this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Create; this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short; this->protocol[1].type = Oyster::Network::NetAttributeType_CharArray; this->protocol[2].type = Oyster::Network::NetAttributeType_Char; } Protocol_LobbyCreateGame(Oyster::Network::CustomNetProtocol& o) { mapName = o[1].value.netCharPtr; gameId = o[2].value.netChar; } Oyster::Network::CustomNetProtocol* GetProtocol() override { protocol[1].value = mapName; protocol[2].value = gameId; return &protocol; } private: Oyster::Network::CustomNetProtocol protocol; }; struct Protocol_LobbyStartGame :public Oyster::Network::CustomProtocolObject { char gameId; Protocol_LobbyStartGame() { this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Start; this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short; this->protocol[1].type = Oyster::Network::NetAttributeType_Char; } Oyster::Network::CustomNetProtocol* GetProtocol() override { protocol[1].value = gameId; return &protocol; } private: Oyster::Network::CustomNetProtocol protocol; }; struct Protocol_LobbyLogin :public Oyster::Network::CustomProtocolObject { // Login stuff Protocol_LobbyLogin() { this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Join; this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short; this->protocol[1].type = Oyster::Network::NetAttributeType_Short; } Oyster::Network::CustomNetProtocol* GetProtocol() override { return &protocol; } private: Oyster::Network::CustomNetProtocol protocol; }; struct Protocol_LobbyJoin :public Oyster::Network::CustomProtocolObject { short value; Protocol_LobbyJoin() { this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Join; this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short; this->protocol[1].type = Oyster::Network::NetAttributeType_Short; } Protocol_LobbyJoin(Oyster::Network::CustomNetProtocol& p) { this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Join; this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short; this->protocol[1].type = Oyster::Network::NetAttributeType_Short; value = p[1].value.netShort; } Oyster::Network::CustomNetProtocol* GetProtocol() override { protocol[1].value = value; return &protocol; } private: Oyster::Network::CustomNetProtocol protocol; }; struct Protocol_LobbyRefresh :public Oyster::Network::CustomProtocolObject { Protocol_LobbyRefresh() { this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Login; this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short; } Oyster::Network::CustomNetProtocol* GetProtocol() override { return &protocol; } private: Oyster::Network::CustomNetProtocol protocol; }; /** * A protocol that contains all data to send to client when update game lobby */ struct Protocol_LobbyGameData :public Oyster::Network::CustomProtocolObject { // Player list struct PlayerData { std::string name; int id; }; Utility::DynamicMemory::DynamicArray list; Protocol_LobbyGameData() { this->protocol[protocol_INDEX_ID].value = protocol_Lobby_GameData; this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short; list.Reserve(10); } Oyster::Network::CustomNetProtocol* GetProtocol() override { int a = 1; for (unsigned int i = 0; i < list.Size(); i++) { this->protocol[a].type = Oyster::Network::NetAttributeType_Int; this->protocol[a].type = Oyster::Network::NetAttributeType_CharArray; this->protocol[a].value = list[i].id; this->protocol.Set(a, list[i].name); } return &protocol; } private: Oyster::Network::CustomNetProtocol protocol; }; /** * A protocol that contains all data to send to client when update main lobby */ struct Protocol_LobbyMainData :public Oyster::Network::CustomProtocolObject { // Game instance list Protocol_LobbyMainData() { this->protocol[protocol_INDEX_ID].value = protocol_Lobby_MainData; this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short; this->protocol[1].type = Oyster::Network::NetAttributeType_Short; } Oyster::Network::CustomNetProtocol* GetProtocol() override { return &protocol; } private: Oyster::Network::CustomNetProtocol protocol; }; } #endif // !GAMELOGIC_PLAYER_PROTOCOLS_H