Danbias/Code/Game/GameProtocols/PlayerProtocols.h

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//////////////////////////////////////////////////////////
// Created 2013 //
// Dennis Andersen, Linda Andersson //
//////////////////////////////////////////////////////////
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#ifndef GAMELOGIC_PLAYER_PROTOCOLS_H
#define GAMELOGIC_PLAYER_PROTOCOLS_H
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#include <CustomNetProtocol.h>
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#include "ProtocolIdentificationID.h"
namespace GameLogic
{
struct Protocol_PlayerMovementRight :public Oyster::Network::CustomProtocolObject
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{
Protocol_PlayerMovementRight()
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{
this->protocol[0].value = protocol_Gameplay_PlayerMovementRight;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{ return protocol; }
private:
Oyster::Network::CustomNetProtocol protocol;
};
struct Protocol_PlayerMovementLeft :public Oyster::Network::CustomProtocolObject
{
Protocol_PlayerMovementLeft()
{
this->protocol[0].value = protocol_Gameplay_PlayerMovementLeft;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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}
Oyster::Network::CustomNetProtocol GetProtocol() override { return protocol; }
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private:
Oyster::Network::CustomNetProtocol protocol;
};
struct Protocol_PlayerMovementForward :public Oyster::Network::CustomProtocolObject
{
Protocol_PlayerMovementForward()
{
this->protocol[0].value = protocol_Gameplay_PlayerMovementForward;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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}
Oyster::Network::CustomNetProtocol GetProtocol() override { return protocol; }
private:
Oyster::Network::CustomNetProtocol protocol;
};
struct Protocol_PlayerMovementBackward :public Oyster::Network::CustomProtocolObject
{
Protocol_PlayerMovementBackward()
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{
this->protocol[0].value = protocol_Gameplay_PlayerMovementBackward;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
}
Oyster::Network::CustomNetProtocol GetProtocol() override { return protocol; }
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private:
Oyster::Network::CustomNetProtocol protocol;
};
struct Protocol_PlayerJump :public Oyster::Network::CustomProtocolObject
{
Protocol_PlayerJump()
{
this->protocol[0].value = protocol_Gameplay_PlayerJump;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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}
Oyster::Network::CustomNetProtocol GetProtocol() override { return protocol; }
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
//protocol_Gameplay_PlayerLeftTurn
struct Protocol_PlayerLeftTurn : public ::Oyster::Network::CustomProtocolObject
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{
public:
float deltaRadian;
float lookdir[3];
Protocol_PlayerLeftTurn()
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{
this->protocol[0].value = protocol_Gameplay_PlayerLeftTurn;
this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short;
// deltaRadian
this->protocol[1].type = ::Oyster::Network::NetAttributeType_Float;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
deltaRadian = 0.0f;
memset(&lookdir[0], 0, sizeof(float) * 3);
}
Protocol_PlayerLeftTurn( const ::Oyster::Network::CustomNetProtocol &p )
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{
this->deltaRadian = p[1].value.netFloat;
lookdir[0] = p[2].value.netFloat;
lookdir[1] = p[3].value.netFloat;
lookdir[2] = p[4].value.netFloat;
}
Protocol_PlayerLeftTurn( float deltaRadian,float v[3] )
{
this->protocol[0].value = protocol_Gameplay_PlayerLeftTurn;
this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = ::Oyster::Network::NetAttributeType_Float;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
this->deltaRadian = deltaRadian;
memcpy(&lookdir[0], &v[0], sizeof(float) * 3);
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}
::Oyster::Network::CustomNetProtocol GetProtocol() override
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{
this->protocol[1].value = this->deltaRadian;
this->protocol[2].value = this->lookdir[0];
this->protocol[3].value = this->lookdir[1];
this->protocol[4].value = this->lookdir[2];
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return protocol;
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}
private:
::Oyster::Network::CustomNetProtocol protocol;
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};
struct Protocol_PlayerChangeWeapon :public Oyster::Network::CustomProtocolObject
{
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int ID;
Protocol_PlayerChangeWeapon()
{
this->protocol[0].value = protocol_Gameplay_PlayerChangeWeapon;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
}
Protocol_PlayerChangeWeapon(Oyster::Network::CustomNetProtocol& p)
{
}
const Protocol_PlayerChangeWeapon& operator=(Oyster::Network::CustomNetProtocol& val)
{
return *this;
}
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Oyster::Network::CustomNetProtocol GetProtocol() override
{
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return protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
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struct Protocol_PlayerShot :public Oyster::Network::CustomProtocolObject
{
enum ShootValue
{
ShootValue_PrimaryPress,
ShootValue_PrimaryRelease,
ShootValue_SecondaryPress,
ShootValue_SecondaryRelease,
ShootValue_UtilityPress,
ShootValue_UtilityRelease,
} value;
//bool primaryPressed;
//bool secondaryPressed;
//bool utilityPressed;
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Protocol_PlayerShot()
{
this->protocol[0].value = protocol_Gameplay_PlayerShot;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Char;
//this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
//this->protocol[2].type = Oyster::Network::NetAttributeType_Bool;
//this->protocol[3].type = Oyster::Network::NetAttributeType_Bool;
}
Protocol_PlayerShot(ShootValue val)
{
this->protocol[0].value = protocol_Gameplay_PlayerShot;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Char;
this->value = val;
}
Protocol_PlayerShot(Oyster::Network::CustomNetProtocol& p)
{
value = (ShootValue)p[1].value.netChar;
//primaryPressed = p[1].value.netBool;
//secondaryPressed = p[2].value.netBool;
//utilityPressed = p[3].value.netBool;
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}
const Protocol_PlayerShot& operator=(Oyster::Network::CustomNetProtocol& val)
{
value = (ShootValue)val[1].value.netChar;
//primaryPressed = val[1].value.netBool;
//secondaryPressed = val[2].value.netBool;
//utilityPressed = val[3].value.netBool;
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return *this;
}
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Oyster::Network::CustomNetProtocol GetProtocol() override
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{
this->protocol[1].value = value;
//this->protocol[1].value = primaryPressed;
//this->protocol[2].value = secondaryPressed;
//this->protocol[3].value = utilityPressed;
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return protocol;
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}
private:
Oyster::Network::CustomNetProtocol protocol;
};
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}
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H