75 lines
1.9 KiB
C++
75 lines
1.9 KiB
C++
#ifndef GAMELOGIC_GENERAL_PROTOCOLS_H
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#define GAMELOGIC_GENERAL_PROTOCOLS_H
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#include <CustomNetProtocol.h>
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#include "ProtocolIdentificationID.h"
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namespace GameLogic
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{
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struct Protocol_General_Status :public Oyster::Network::CustomProtocolObject
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{
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enum States
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{
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States_ready,
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States_idle,
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States_disconected,
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States_leave
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};
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States status;
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Protocol_General_Status()
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{
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this->protocol[0].value = protocol_General_Status;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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}
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Protocol_General_Status(Oyster::Network::CustomNetProtocol& p)
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{
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this->protocol = p;
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status = (States)p[1].value.netShort;
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}
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Protocol_General_Status(States state)
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{
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this->protocol[0].value = protocol_General_Status;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->status = state;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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}
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Oyster::Network::CustomNetProtocol* GetProtocol() override
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{
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this->protocol[1].value = status;
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return &protocol;
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}
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
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struct Protocol_General_Text :public Oyster::Network::CustomProtocolObject
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{
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std::string text; //The text to send
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int destination; //The destination if any (Ie a whisper to a player)
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Protocol_General_Text()
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: destination(-1) {}
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Protocol_General_Text(Oyster::Network::CustomNetProtocol& p)
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{
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destination = p.Get(1).value.netInt;
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text = p.Get(2).value.netCharPtr;
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}
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Oyster::Network::CustomNetProtocol* GetProtocol() override
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{
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this->protocol.Set(0, protocol_General_Text, Oyster::Network::NetAttributeType_Short);
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this->protocol.Set(1, destination, Oyster::Network::NetAttributeType_Int);
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this->protocol.Set(2, text);
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return &protocol;
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}
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
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}
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#endif //!GAMELOGIC_CONTROL_PROTOCOLS_H
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