Danbias/Code/Game/GameProtocols/ObjectProtocols.h

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#ifndef GAMELOGIC_OBJECT_PROTOCOLS_H
#define GAMELOGIC_OBJECT_PROTOCOLS_H
#include <CustomNetProtocol.h>
#include "ProtocolIdentificationID.h"
namespace GameLogic
{
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struct Protocol_CreateObject :public Oyster::Network::CustomProtocolObject
{
int object_ID;
char *path;
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float worldMatrix[16];
Protocol_CreateObject()
{
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this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_CreateObject;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
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for (int i = 3; i <= 18; i++)
{
this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
}
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}
Oyster::Network::CustomNetProtocol* GetProtocol() override
{
this->protocol[1].value = object_ID;
this->protocol[2].value = path;
this->protocol[3].value = worldMatrix[1];
this->protocol[4].value = worldMatrix[2];
this->protocol[5].value = worldMatrix[3];
this->protocol[6].value = worldMatrix[4];
this->protocol[7].value = worldMatrix[5];
this->protocol[8].value = worldMatrix[6];
this->protocol[9].value = worldMatrix[7];
this->protocol[10].value = worldMatrix[8];
this->protocol[11].value = worldMatrix[9];
this->protocol[12].value = worldMatrix[10];
this->protocol[13].value = worldMatrix[11];
this->protocol[14].value = worldMatrix[12];
this->protocol[15].value = worldMatrix[13];
this->protocol[16].value = worldMatrix[14];
this->protocol[17].value = worldMatrix[15];
this->protocol[18].value = worldMatrix[16];
return &protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
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struct Protocol_ObjectPosition :public Oyster::Network::CustomProtocolObject
{
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int object_ID;
float worldMatrix[16];
// look at dir
Protocol_ObjectPosition()
{
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this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectPosition;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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for (int i = 2; i <= 17; i++)
{
this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
}
object_ID = -1;
memset(&worldMatrix[0], 0, sizeof(float) * 16);
}
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Protocol_ObjectPosition(float m[16], int id)
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{
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this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectPosition;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Int;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
for (int i = 2; i <= 17; i++)
{
this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
}
object_ID = id;
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memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
}
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Oyster::Network::CustomNetProtocol* GetProtocol() override
{
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this->protocol[1].value = object_ID;
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for (int i = 2; i <= 17; i++)
{
this->protocol[i].value = worldMatrix[i-2];
}
return &protocol;
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}
private:
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Oyster::Network::CustomNetProtocol protocol;
};
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struct Protocol_RemoveObject :public Oyster::Network::CustomProtocolObject
{
int object_ID;
Protocol_RemoveObject()
{
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this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_RemoveObject;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
}
Oyster::Network::CustomNetProtocol* GetProtocol() override
{
this->protocol[1].value = object_ID;
return &protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
}
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H