Danbias/Code/Game/DanBiasGame/GameClientState/GameClientState.h

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#ifndef DANBIAS_CLIENT_GAMECLIENTSTATE_H
#define DANBIAS_CLIENT_GAMECLIENTSTATE_H
#define NOMINMAX
#include "L_inputClass.h"
#include "NetworkClient.h"
namespace DanBias
{
namespace Client
{
class GameClientState
{
public:
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struct ProtocolStruct
{
};
struct ObjPos :public ProtocolStruct
{
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int object_ID;
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float worldPos[16];
};
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struct NewObj :public ProtocolStruct
{
int object_ID;
char* path;
float worldPos[16];
};
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struct RemoveObj :public ProtocolStruct
{
int object_ID;
//particle effect
};
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struct KeyInput :public ProtocolStruct
{
bool key[6];
};
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struct PlayerPos :public ProtocolStruct
{
float playerPos[3];
};
struct PlayerMove :public ProtocolStruct
{
float playerPos[3];
};
struct PlayerName :public ProtocolStruct
{
char name[255];
};
enum ClientState
{
ClientState_Lobby,
ClientState_Game,
ClientState_Same,
};
public:
GameClientState(void);
virtual ~GameClientState(void);
virtual bool Init(Oyster::Network::NetworkClient* nwClient) = 0;
virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0;
virtual bool Render() = 0;
virtual bool Release() = 0;
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virtual void Protocol(ProtocolStruct* protocolStruct) = 0;
};
};
};
#endif