Danbias/Code/Game/GameProtocols/LobbyProtocols.h

189 lines
5.0 KiB
C++

//////////////////////////////////////////////////////////
// Created 2013 //
// Dennis Andersen, Linda Andersson //
//////////////////////////////////////////////////////////
#ifndef GAMELOGIC_LOBBY_PROTOCOLS_H
#define GAMELOGIC_LOBBY_PROTOCOLS_H
#include <CustomNetProtocol.h>
#include "ProtocolIdentificationID.h"
#include <DynamicArray.h>
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<PlayerData> 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