GameServer - Added more gameplay protocols and structured the old mess
This commit is contained in:
parent
14bf3ede86
commit
3274727923
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@ -37,14 +37,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "NetworkAPI", "Network\Netwo
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameProtocols", "Game\GameProtocols\GameProtocols.vcxproj", "{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasServerLauncher", "Game\DanBiasServerLauncher\DanBiasServerLauncher.vcxproj", "{060B1890-CBF3-4808-BA99-A4776222093B}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Physics lab", "Physics lab\Physics lab.vcxproj", "{5128BD77-6472-4C4A-BE6F-724AD0E589C2}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameServer", "Game\GameServer\GameServer.vcxproj", "{143BD516-20A1-4890-A3E4-F8BFD02220E7}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "aDanBiasGameLauncher", "Game\aDanBiasGameLauncher\aDanBiasGameLauncher.vcxproj", "{666FEA52-975F-41CD-B224-B19AF3C0ABBA}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Mixed Platforms = Debug|Mixed Platforms
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@ -247,30 +241,6 @@ Global
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|Win32.Build.0 = Release|Win32
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|x64.ActiveCfg = Release|x64
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||||
{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|x64.Build.0 = Release|x64
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{060B1890-CBF3-4808-BA99-A4776222093B}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
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{060B1890-CBF3-4808-BA99-A4776222093B}.Debug|Mixed Platforms.Build.0 = Debug|Win32
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||||
{060B1890-CBF3-4808-BA99-A4776222093B}.Debug|Win32.ActiveCfg = Debug|Win32
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||||
{060B1890-CBF3-4808-BA99-A4776222093B}.Debug|Win32.Build.0 = Debug|Win32
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||||
{060B1890-CBF3-4808-BA99-A4776222093B}.Debug|x64.ActiveCfg = Debug|x64
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||||
{060B1890-CBF3-4808-BA99-A4776222093B}.Debug|x64.Build.0 = Debug|x64
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{060B1890-CBF3-4808-BA99-A4776222093B}.Release|Mixed Platforms.ActiveCfg = Release|Win32
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{060B1890-CBF3-4808-BA99-A4776222093B}.Release|Mixed Platforms.Build.0 = Release|Win32
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{060B1890-CBF3-4808-BA99-A4776222093B}.Release|Win32.ActiveCfg = Release|Win32
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{060B1890-CBF3-4808-BA99-A4776222093B}.Release|Win32.Build.0 = Release|Win32
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{060B1890-CBF3-4808-BA99-A4776222093B}.Release|x64.ActiveCfg = Release|x64
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||||
{060B1890-CBF3-4808-BA99-A4776222093B}.Release|x64.Build.0 = Release|x64
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{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
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{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Debug|Mixed Platforms.Build.0 = Debug|Win32
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||||
{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Debug|Win32.ActiveCfg = Debug|Win32
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||||
{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Debug|Win32.Build.0 = Debug|Win32
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{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Debug|x64.ActiveCfg = Debug|x64
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{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Debug|x64.Build.0 = Debug|x64
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{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Release|Mixed Platforms.ActiveCfg = Release|Win32
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||||
{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Release|Mixed Platforms.Build.0 = Release|Win32
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{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Release|Win32.ActiveCfg = Release|Win32
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{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Release|Win32.Build.0 = Release|Win32
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{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Release|x64.ActiveCfg = Release|x64
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{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Release|x64.Build.0 = Release|x64
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{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
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{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Debug|Mixed Platforms.Build.0 = Debug|Win32
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{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Debug|Win32.ActiveCfg = Debug|Win32
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@ -283,18 +253,6 @@ Global
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{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|Win32.Build.0 = Release|Win32
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{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|x64.ActiveCfg = Release|x64
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{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|x64.Build.0 = Release|x64
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Mixed Platforms.Build.0 = Debug|Win32
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Win32.ActiveCfg = Debug|Win32
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Win32.Build.0 = Debug|Win32
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|x64.ActiveCfg = Debug|x64
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|x64.Build.0 = Debug|x64
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Mixed Platforms.ActiveCfg = Release|Win32
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Mixed Platforms.Build.0 = Release|Win32
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Win32.ActiveCfg = Release|Win32
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Win32.Build.0 = Release|Win32
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|x64.ActiveCfg = Release|x64
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|x64.Build.0 = Release|x64
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@ -308,8 +266,6 @@ Global
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{B1195BB9-B3A5-47F0-906C-8DEA384D1520} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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{8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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{060B1890-CBF3-4808-BA99-A4776222093B} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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{143BD516-20A1-4890-A3E4-F8BFD02220E7} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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{666FEA52-975F-41CD-B224-B19AF3C0ABBA} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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EndGlobalSection
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EndGlobal
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@ -38,34 +38,6 @@ namespace DanBias
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}
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}
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break;
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case protocol_Gameplay_PlayerMovement:
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{
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Client::GameClientState::KeyInput* protocolData = new Client::GameClientState::KeyInput;
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for(int i = 0; i< 6; i++)
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{
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protocolData->key[i] = p[i+1].value.netBool;
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}
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if(dynamic_cast<Client::GameState*>(gameClientState))
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((Client::GameState*)gameClientState)->Protocol(protocolData);
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delete protocolData;
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protocolData = NULL;
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}
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break;
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//case protocol_Gameplay_PlayerPosition:
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// {
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// Client::GameClientState::PlayerPos* protocolData = new Client::GameClientState::PlayerPos;
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// for(int i = 0; i< 3; i++)
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// {
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// protocolData->playerPos[i] = p[i].value.netFloat;
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// }
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// if(dynamic_cast<Client::GameState*>(gameClientState))
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// ((Client::GameState*)gameClientState)->Protocol(protocolData);
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// delete protocolData;
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// protocolData = NULL;
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// }
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// break;
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case protocol_Gameplay_ObjectCreate:
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{
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Client::GameClientState::NewObj protocolData;// = new Client::GameClientState::NewObj;
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@ -114,7 +86,6 @@ namespace DanBias
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{
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if(dynamic_cast<Client::LobbyState*>(gameClientState))
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{
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GameLogic::Protocol_LobbyCreateGame tp();
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int id = p.Get(1).value.netInt;
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std::string name = p.Get(19).value.netCharPtr;
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Oyster::Math::Float4x4 w;
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@ -35,6 +35,11 @@ public:
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};
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struct KeyInput :public ProtocolStruct
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{
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/*
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* key[0] =
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*
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*
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*/
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bool key[6];
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};
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struct PlayerPos :public ProtocolStruct
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@ -309,20 +309,11 @@ bool GameState::Release()
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void GameState::readKeyInput(InputClass* KeyInput)
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{
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bool send = false;
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GameLogic::Protocol_PlayerMovement movePlayer;
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movePlayer.bForward = false;
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movePlayer.bBackward = false;
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movePlayer.bLeft = false;
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movePlayer.bRight = false;
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if(KeyInput->IsKeyPressed(DIK_W))
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{
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if(!key_forward)
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{
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movePlayer.bForward = true;
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send = true;
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privData->nwClient->Send(GameLogic::Protocol_PlayerMovementForward());
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key_forward = true;
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}
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}
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@ -333,8 +324,7 @@ void GameState::readKeyInput(InputClass* KeyInput)
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{
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if(!key_backward)
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{
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movePlayer.bBackward = true;
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send = true;
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privData->nwClient->Send(GameLogic::Protocol_PlayerMovementBackward());
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key_backward = true;
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}
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}
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@ -345,8 +335,7 @@ void GameState::readKeyInput(InputClass* KeyInput)
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{
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if(!key_strafeLeft)
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{
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movePlayer.bLeft = true;
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send = true;
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privData->nwClient->Send(GameLogic::Protocol_PlayerMovementLeft());
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key_strafeLeft = true;
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}
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}
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@ -357,8 +346,7 @@ void GameState::readKeyInput(InputClass* KeyInput)
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{
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if(!key_strafeRight)
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{
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movePlayer.bRight = true;
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send = true;
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privData->nwClient->Send(GameLogic::Protocol_PlayerMovementRight());
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key_strafeRight = true;
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}
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}
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@ -366,11 +354,6 @@ void GameState::readKeyInput(InputClass* KeyInput)
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key_strafeRight = false;
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if (privData->nwClient->IsConnected() && send)
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{
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privData->nwClient->Send(movePlayer);
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}
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//send delta mouse movement
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if (KeyInput->IsMousePressed())
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{
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@ -437,9 +420,7 @@ void GameState::readKeyInput(InputClass* KeyInput)
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{
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if(!key_Jump)
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{
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GameLogic::Protocol_PlayerJump playerJump;
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playerJump.hasJumped = true;
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privData->nwClient->Send(playerJump);
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privData->nwClient->Send(GameLogic::Protocol_PlayerJump());
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key_Jump = true;
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}
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}
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@ -95,7 +95,7 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key
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{
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if(!DanBias::GameServerAPI::GameStart())
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{
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//this->nwClient->Send(GameLogic::Protocol_LobbyStartGame());
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}
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}
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}
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@ -119,6 +119,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
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{
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// game ip
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nwClient->Connect(15152, "127.0.0.1");
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//nwClient->Connect(15152, "83.254.217.248");
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if (!nwClient->IsConnected())
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{
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@ -71,9 +71,9 @@ void Level::InitiateLevel(float radius)
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state.SetRestitutionCoeff(0.2);
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rigidBody->SetState(state);
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levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD);
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levelObj->objectID = idCount++;
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rigidBody->SetCustomTag(levelObj);
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this->levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD);
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this->levelObj->objectID = idCount++;
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rigidBody->SetCustomTag(this->levelObj);
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/*
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// add box
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@ -1,3 +1,8 @@
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//////////////////////////////////////////////////////////
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// Created 2013 //
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// Dennis Andersen, Linda Andersson //
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//////////////////////////////////////////////////////////
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#ifndef GAMELOGIC_OBJECT_PROTOCOLS_H
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#define GAMELOGIC_OBJECT_PROTOCOLS_H
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@ -6,6 +11,7 @@
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namespace GameLogic
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{
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//#define protocol_Gameplay_ObjectPickup 350
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struct Protocol_ObjectPickup :public Oyster::Network::CustomProtocolObject
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{
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short object_ID;
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@ -50,10 +56,11 @@ namespace GameLogic
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Oyster::Network::CustomNetProtocol protocol;
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};
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//#define protocol_Gameplay_ObjectDamage 351
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struct Protocol_ObjectDamage :public Oyster::Network::CustomProtocolObject
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{
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int object_ID;
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float health; //Precentage%
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float healthLost; //Precentage%
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Protocol_ObjectDamage()
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{
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@ -64,7 +71,7 @@ namespace GameLogic
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this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
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object_ID = -1;
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health = 0.0f;
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healthLost = 0.0f;
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}
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Protocol_ObjectDamage(Oyster::Network::CustomNetProtocol& p)
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{
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@ -78,12 +85,12 @@ namespace GameLogic
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this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
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object_ID = id;
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health = hp;
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healthLost = hp;
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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 = object_ID;
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this->protocol[2].value = health;
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this->protocol[2].value = healthLost;
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return protocol;
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}
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@ -91,51 +98,89 @@ namespace GameLogic
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Oyster::Network::CustomNetProtocol protocol;
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};
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//#define protocol_Gameplay_ObjectHealthStatus 352
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struct Protocol_ObjectHealthStatus :public Oyster::Network::CustomProtocolObject
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{
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float currentHealth;
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int id;
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Protocol_ObjectHealthStatus()
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{
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[0].value.netShort = protocol_Gameplay_ObjectHealthStatus;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
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this->id = 0;
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this->currentHealth = 0.0f;
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}
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Protocol_ObjectHealthStatus(int id, float health)
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{
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[0].value.netShort = protocol_Gameplay_ObjectHealthStatus;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
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this->id = id; this->currentHealth = health;
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}
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Protocol_ObjectHealthStatus(Oyster::Network::CustomNetProtocol& p)
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{
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this->id = p[1].value.netInt;
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this->currentHealth = p[2].value.netFloat;
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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 = this->id;
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this->protocol[2].value = this->currentHealth;
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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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//#define protocol_Gameplay_ObjectPosition 353
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struct Protocol_ObjectPosition :public Oyster::Network::CustomProtocolObject
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{
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int object_ID;
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float worldMatrix[16];
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short object_ID;
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float position[3];
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Protocol_ObjectPosition()
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{
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this->protocol[0].value = protocol_Gameplay_ObjectPosition;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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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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this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
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for (int i = 2; i <= 17; i++)
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{
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this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
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}
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object_ID = -1;
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memset(&worldMatrix[0], 0, sizeof(float) * 16);
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object_ID = 0;
|
||||
memset(&position[0], 0, sizeof(float) * 3);
|
||||
}
|
||||
Protocol_ObjectPosition(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
object_ID = p[1].value.netShort;
|
||||
position[0] = p[2].value.netFloat;
|
||||
position[1] = p[3].value.netFloat;
|
||||
position[2] = p[4].value.netFloat;
|
||||
}
|
||||
Protocol_ObjectPosition(float m[16], int id)
|
||||
Protocol_ObjectPosition(float v[3], int id)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectPosition;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
for (int i = 2; i <= 17; i++)
|
||||
{
|
||||
this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
|
||||
}
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
object_ID = id;
|
||||
memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
|
||||
memcpy(&position[0], &v[0], sizeof(float) * 3);
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
for (int i = 2; i <= 17; i++)
|
||||
{
|
||||
this->protocol[i].value = worldMatrix[i-2];
|
||||
}
|
||||
this->protocol[2].value = position[0];
|
||||
this->protocol[3].value = position[1];
|
||||
this->protocol[4].value = position[2];
|
||||
return protocol;
|
||||
}
|
||||
|
||||
|
@ -143,49 +188,132 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectScale 354
|
||||
struct Protocol_ObjectScale :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
short object_ID;
|
||||
float position[3];
|
||||
|
||||
Protocol_ObjectScale()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectScale;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
object_ID = 0;
|
||||
memset(&position[0], 0, sizeof(float) * 3);
|
||||
}
|
||||
Protocol_ObjectScale(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
object_ID = p[1].value.netShort;
|
||||
position[0] = p[2].value.netFloat;
|
||||
position[1] = p[3].value.netFloat;
|
||||
position[2] = p[4].value.netFloat;
|
||||
}
|
||||
Protocol_ObjectScale(float v[3], int id)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectScale;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
object_ID = id;
|
||||
memcpy(&position[0], &v[0], sizeof(float) * 3);
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
this->protocol[2].value = position[0];
|
||||
this->protocol[3].value = position[1];
|
||||
this->protocol[4].value = position[2];
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectRotation 355
|
||||
struct Protocol_ObjectRotation :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
short object_ID;
|
||||
float position[3];
|
||||
|
||||
Protocol_ObjectRotation()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectRotation;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
object_ID = 0;
|
||||
memset(&position[0], 0, sizeof(float) * 3);
|
||||
}
|
||||
Protocol_ObjectRotation(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
object_ID = p[1].value.netShort;
|
||||
position[0] = p[2].value.netFloat;
|
||||
position[1] = p[3].value.netFloat;
|
||||
position[2] = p[4].value.netFloat;
|
||||
}
|
||||
Protocol_ObjectRotation(float v[3], int id)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectRotation;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
object_ID = id;
|
||||
memcpy(&position[0], &v[0], sizeof(float) * 3);
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
this->protocol[2].value = position[0];
|
||||
this->protocol[3].value = position[1];
|
||||
this->protocol[4].value = position[2];
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectEnabled 356
|
||||
struct Protocol_ObjectEnable :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int object_ID;
|
||||
float worldMatrix[16];
|
||||
int objectID;
|
||||
|
||||
Protocol_ObjectEnable()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectEnabled;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
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 = -1;
|
||||
memset(&worldMatrix[0], 0, sizeof(float) * 16);
|
||||
this->objectID = -1;
|
||||
}
|
||||
Protocol_ObjectEnable(int objectID)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectEnabled;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->objectID = objectID;
|
||||
}
|
||||
Protocol_ObjectEnable(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
Protocol_ObjectEnable(float m[16], int id)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectEnabled;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
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;
|
||||
memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
|
||||
this->objectID = p[1].value.netInt;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
for (int i = 2; i <= 17; i++)
|
||||
{
|
||||
this->protocol[i].value = worldMatrix[i-2];
|
||||
}
|
||||
this->protocol[1].value = this->objectID;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
|
@ -193,38 +321,39 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectDisabled 357
|
||||
struct Protocol_ObjectDisable :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int object_ID;
|
||||
float timer;
|
||||
int objectID;
|
||||
float seconds;
|
||||
|
||||
Protocol_ObjectDisable()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectDisabled;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->objectID = 0;
|
||||
this->seconds = 0.0f;
|
||||
}
|
||||
Protocol_ObjectDisable(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
Protocol_ObjectDisable(int id, float time)
|
||||
Protocol_ObjectDisable(int objctID, float seconds)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectDisabled;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
object_ID = id;
|
||||
timer = time;
|
||||
this->objectID = objctID;
|
||||
this->seconds = seconds;
|
||||
}
|
||||
Protocol_ObjectDisable(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->objectID = p[1].value.netInt;
|
||||
this->seconds = p[2].value.netFloat;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
this->protocol[2].value = timer;
|
||||
this->protocol[1].value = this->objectID;
|
||||
this->protocol[2].value = this->seconds;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
|
@ -232,6 +361,7 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectCreate 358
|
||||
struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
//ObjectType type; //ie player, box or whatever
|
||||
|
@ -304,6 +434,330 @@ namespace GameLogic
|
|||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectCreatePlayer 359
|
||||
struct Protocol_ObjectCreatePlayer :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
//ObjectType type; //ie player, box or whatever
|
||||
int object_ID;
|
||||
int teamId;
|
||||
std::string name;
|
||||
std::string meshName;
|
||||
float position[3];
|
||||
float rotation[3];
|
||||
float scale[3];
|
||||
|
||||
Protocol_ObjectCreatePlayer()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectCreatePlayer;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
//PLAYER_ID
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
//TEAM_ID
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
|
||||
//PLAYER-NAME
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
//MESH-NAME
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
//POSITION
|
||||
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
|
||||
//ROTATION
|
||||
this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[9].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[10].type = Oyster::Network::NetAttributeType_Float;
|
||||
//SCALE
|
||||
this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[13].type = Oyster::Network::NetAttributeType_Float;
|
||||
}
|
||||
Protocol_ObjectCreatePlayer(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
Protocol_ObjectCreatePlayer(float position[3], float rotation[3], float scale[3], int ObjectID, int teamID, std::string name, std::string meshName)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectCreatePlayer;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
//PLAYER_ID
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
//TEAM_ID
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
|
||||
//PLAYER-NAME
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
//MESH-NAME
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
//POSITION
|
||||
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
|
||||
//ROTATION
|
||||
this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[9].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[10].type = Oyster::Network::NetAttributeType_Float;
|
||||
//SCALE
|
||||
this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[13].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
this->object_ID = ObjectID;
|
||||
this->teamId = teamID;
|
||||
this->name = name;
|
||||
this->meshName = meshName;
|
||||
memcpy(&this->position[0], &position[0], sizeof(float)*3);
|
||||
memcpy(&this->rotation[0], &rotation[0], sizeof(float)*3);
|
||||
memcpy(&this->scale[0], &scale[0], sizeof(float)*3);
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
|
||||
this->protocol[1].value = this->object_ID;
|
||||
this->protocol[2].value = this->teamId;
|
||||
this->protocol.Set(3, this->name);
|
||||
this->protocol.Set(4, this->meshName);
|
||||
|
||||
//POSITION
|
||||
this->protocol[5].value = this->position[0];
|
||||
this->protocol[6].value = this->position[1];
|
||||
this->protocol[7].value = this->position[2];
|
||||
//ROTATION
|
||||
this->protocol[8].value = this->rotation[0];
|
||||
this->protocol[9].value = this->rotation[1];
|
||||
this->protocol[10].value = this->rotation[2];
|
||||
//SCALE
|
||||
this->protocol[11].value = this->scale[0];
|
||||
this->protocol[12].value = this->scale[1];
|
||||
this->protocol[13].value = this->scale[2];
|
||||
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectJoinTeam 360
|
||||
struct Protocol_ObjectJoinTeam :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int objectID;
|
||||
int teamID;
|
||||
|
||||
Protocol_ObjectJoinTeam()
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectJoinTeam;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->objectID = 0;
|
||||
this->teamID = 0;
|
||||
}
|
||||
Protocol_ObjectJoinTeam(int objID, int teamID)
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectJoinTeam;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->objectID = objID;
|
||||
this->teamID = teamID;
|
||||
}
|
||||
Protocol_ObjectJoinTeam(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->objectID = p[1].value.netInt;
|
||||
this->teamID = p[2].value.netInt;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = this->objectID;
|
||||
this->protocol[2].value = this->teamID;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectLeaveTeam 361
|
||||
struct Protocol_ObjectLeaveTeam :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int objectID;
|
||||
Protocol_ObjectLeaveTeam()
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectLeaveTeam;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->objectID = 0;
|
||||
}
|
||||
Protocol_ObjectLeaveTeam(int objectID)
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectLeaveTeam;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->objectID = objectID;
|
||||
}
|
||||
Protocol_ObjectLeaveTeam(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->objectID = p[1].value.netInt;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = this->objectID;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectWeaponCooldown 362
|
||||
struct Protocol_ObjectWeaponCooldown :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
float seconds;
|
||||
Protocol_ObjectWeaponCooldown()
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectWeaponCooldown;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->seconds = 0.0f;
|
||||
}
|
||||
Protocol_ObjectWeaponCooldown(float seconds)
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectWeaponCooldown;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->seconds = seconds;
|
||||
}
|
||||
Protocol_ObjectWeaponCooldown(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->seconds = p[1].value.netFloat;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = this->seconds;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectWeaponEnergy 363
|
||||
struct Protocol_ObjectWeaponEnergy :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
float energy;
|
||||
Protocol_ObjectWeaponEnergy()
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectWeaponEnergy;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->energy = 0.0f;
|
||||
}
|
||||
Protocol_ObjectWeaponEnergy(float energy)
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectWeaponEnergy;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->energy = energy;
|
||||
}
|
||||
Protocol_ObjectWeaponEnergy(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->energy = p[1].value.netFloat;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = this->energy;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectRespawn 364
|
||||
struct Protocol_ObjectRespawn :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
float position[3];
|
||||
|
||||
Protocol_ObjectRespawn()
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectRespawn;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
memset(&this->position[0], 0, sizeof(float) * 3);
|
||||
}
|
||||
Protocol_ObjectRespawn(float position[3])
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectRespawn;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
memcpy(&this->position[0], &position[0], sizeof(float) * 3);
|
||||
}
|
||||
Protocol_ObjectRespawn(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->position[0] = p[1].value.netFloat;
|
||||
this->position[1] = p[2].value.netFloat;
|
||||
this->position[2] = p[3].value.netFloat;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = this->position[0];
|
||||
this->protocol[2].value = this->position[1];
|
||||
this->protocol[3].value = this->position[2];
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectDie 365
|
||||
struct Protocol_ObjectDie :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int objectID;
|
||||
float seconds;
|
||||
|
||||
Protocol_ObjectDie()
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectDie;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->objectID = 0;
|
||||
this->seconds = 0.0f;
|
||||
}
|
||||
Protocol_ObjectDie(int objectID, float seconds)
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectDie;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->objectID = objectID;
|
||||
this->seconds = seconds;
|
||||
}
|
||||
Protocol_ObjectDie(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->objectID = p[1].value.netInt;
|
||||
this->seconds = p[2].value.netFloat;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = this->objectID;
|
||||
this->protocol[2].value = this->seconds;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H
|
|
@ -8,56 +8,67 @@
|
|||
|
||||
#include <CustomNetProtocol.h>
|
||||
#include "ProtocolIdentificationID.h"
|
||||
#include <bitset>
|
||||
|
||||
//protocol_Gameplay_PlayerMovement 300
|
||||
//protocol_Gameplay_PlayerMouseMovement 301
|
||||
//protocol_Gameplay_PlayerChangeWeapon 302
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
struct Protocol_PlayerMovement :public Oyster::Network::CustomProtocolObject
|
||||
struct Protocol_PlayerMovementRight :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
bool bForward;
|
||||
bool bBackward;
|
||||
bool bLeft;
|
||||
bool bRight;
|
||||
|
||||
Protocol_PlayerMovement()
|
||||
Protocol_PlayerMovementRight()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerMovement;
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerMovementRight;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Bool;
|
||||
}
|
||||
Protocol_PlayerMovement(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
bForward = p[1].value.netBool;
|
||||
bBackward = p[2].value.netBool;
|
||||
bLeft = p[3].value.netBool;
|
||||
bRight = p[4].value.netBool;
|
||||
}
|
||||
const Protocol_PlayerMovement& operator=(Oyster::Network::CustomNetProtocol& val)
|
||||
{
|
||||
bForward = val[1].value.netBool;
|
||||
bBackward = val[2].value.netBool;
|
||||
bLeft = val[3].value.netBool;
|
||||
bRight = val[4].value.netBool;
|
||||
|
||||
return *this;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = bForward;
|
||||
this->protocol[2].value = bBackward;
|
||||
this->protocol[3].value = bLeft;
|
||||
this->protocol[4].value = bRight;
|
||||
{ return protocol; }
|
||||
|
||||
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;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override { return protocol; }
|
||||
|
||||
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;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override { return protocol; }
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
struct Protocol_PlayerMovementBackward :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
Protocol_PlayerMovementBackward()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerMovementBackward;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override { return protocol; }
|
||||
|
||||
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;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override { return protocol; }
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
|
@ -65,7 +76,6 @@ namespace GameLogic
|
|||
|
||||
struct Protocol_PlayerLook :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
|
||||
float lookDirX;
|
||||
float lookDirY;
|
||||
float lookDirZ;
|
||||
|
@ -180,35 +190,6 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_PlayerJump :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
bool hasJumped;
|
||||
|
||||
Protocol_PlayerJump()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerJump;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
|
||||
}
|
||||
Protocol_PlayerJump(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
hasJumped = p[1].value.netBool;
|
||||
}
|
||||
const Protocol_PlayerJump& operator=(Oyster::Network::CustomNetProtocol& val)
|
||||
{
|
||||
hasJumped = val[1].value.netBool;
|
||||
return *this;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = hasJumped;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
}
|
||||
|
||||
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H
|
||||
|
|
|
@ -41,17 +41,32 @@
|
|||
/********* GAMEPLAY PROTOCOLS ***************************************************************************************************/
|
||||
/***********[ 300 - 399 ]***********/
|
||||
#define protocol_GameplayMIN 300
|
||||
#define protocol_Gameplay_PlayerMovement 300
|
||||
#define protocol_Gameplay_PlayerLookDir 301
|
||||
#define protocol_Gameplay_PlayerChangeWeapon 302
|
||||
#define protocol_Gameplay_PlayerShot 303
|
||||
#define protocol_Gameplay_PlayerJump 304
|
||||
#define protocol_Gameplay_ObjectPickup 305
|
||||
#define protocol_Gameplay_ObjectDamage 306
|
||||
#define protocol_Gameplay_ObjectPosition 307
|
||||
#define protocol_Gameplay_ObjectEnabled 308
|
||||
#define protocol_Gameplay_ObjectDisabled 309
|
||||
#define protocol_Gameplay_ObjectCreate 310
|
||||
#define protocol_Gameplay_PlayerMovementRight 300
|
||||
#define protocol_Gameplay_PlayerMovementLeft 301
|
||||
#define protocol_Gameplay_PlayerMovementForward 302
|
||||
#define protocol_Gameplay_PlayerMovementBackward 303
|
||||
#define protocol_Gameplay_PlayerLookDir 304
|
||||
#define protocol_Gameplay_PlayerChangeWeapon 305
|
||||
#define protocol_Gameplay_PlayerShot 306
|
||||
#define protocol_Gameplay_PlayerJump 307
|
||||
|
||||
#define protocol_Gameplay_ObjectPickup 350
|
||||
#define protocol_Gameplay_ObjectDamage 351
|
||||
#define protocol_Gameplay_ObjectHealthStatus 352
|
||||
#define protocol_Gameplay_ObjectPosition 353
|
||||
#define protocol_Gameplay_ObjectScale 354
|
||||
#define protocol_Gameplay_ObjectRotation 355
|
||||
#define protocol_Gameplay_ObjectEnabled 356
|
||||
#define protocol_Gameplay_ObjectDisabled 357
|
||||
#define protocol_Gameplay_ObjectCreate 358
|
||||
#define protocol_Gameplay_ObjectCreatePlayer 359
|
||||
#define protocol_Gameplay_ObjectJoinTeam 360
|
||||
#define protocol_Gameplay_ObjectLeaveTeam 361
|
||||
|
||||
#define protocol_Gameplay_ObjectWeaponCooldown 362
|
||||
#define protocol_Gameplay_ObjectWeaponEnergy 363
|
||||
#define protocol_Gameplay_ObjectRespawn 364
|
||||
#define protocol_Gameplay_ObjectDie 365
|
||||
#define protocol_GameplayMAX 399
|
||||
|
||||
|
||||
|
|
|
@ -74,11 +74,14 @@ namespace DanBias
|
|||
private:
|
||||
void ParseProtocol ( Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c );
|
||||
|
||||
void Gameplay_PlayerMovement ( GameLogic::Protocol_PlayerMovement& p, DanBias::GameClient* c );
|
||||
void Gameplay_PlayerMovementRight ( DanBias::GameClient* c );
|
||||
void Gameplay_PlayerMovementLeft ( DanBias::GameClient* c );
|
||||
void Gameplay_PlayerMovementBack ( DanBias::GameClient* c );
|
||||
void Gameplay_PlayerMovementForth ( DanBias::GameClient* c );
|
||||
void Gameplay_PlayerJump ( DanBias::GameClient* c );
|
||||
void Gameplay_PlayerLookDir ( GameLogic::Protocol_PlayerLook& p, DanBias::GameClient* c );
|
||||
void Gameplay_PlayerChangeWeapon ( GameLogic::Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c );
|
||||
void Gameplay_PlayerShot ( GameLogic::Protocol_PlayerShot& p, DanBias::GameClient* c );
|
||||
void Gameplay_PlayerJump ( GameLogic::Protocol_PlayerJump& p, DanBias::GameClient* c );
|
||||
void Gameplay_ObjectPickup ( GameLogic::Protocol_ObjectPickup& p, DanBias::GameClient* c );
|
||||
void Gameplay_ObjectDamage ( GameLogic::Protocol_ObjectDamage& p, DanBias::GameClient* c );
|
||||
void Gameplay_ObjectPosition ( GameLogic::Protocol_ObjectPosition& p, DanBias::GameClient* c );
|
||||
|
|
|
@ -85,7 +85,7 @@ namespace DanBias
|
|||
|
||||
void GameSession::ObjectMove(GameLogic::IObjectData* movedObject)
|
||||
{
|
||||
float dt = GameSession::gameSession->networkTimer.getElapsedSeconds();
|
||||
//float dt = (float)GameSession::gameSession->networkTimer.getElapsedSeconds();
|
||||
//Duh... This was causing alot of problems, it's in the wrong place...
|
||||
//Need to figure out where to put this frame locker.
|
||||
//We only need to send network packages when necessary, ie not 120 times per frame.
|
||||
|
@ -93,18 +93,10 @@ namespace DanBias
|
|||
//graphics update (60 fps) on the client side. To send more than this would be lost
|
||||
//bandwidth.
|
||||
//if( dt >= GameSession::gameSession->networkFrameTime )
|
||||
{
|
||||
//{
|
||||
GameSession::gameSession->networkTimer.reset();
|
||||
|
||||
GameLogic::IObjectData* obj = movedObject;
|
||||
if(movedObject->GetID() == testID) //TODO: TEST
|
||||
{
|
||||
float sec = (float)testTimer.getElapsedSeconds();
|
||||
sec = 0;
|
||||
}
|
||||
|
||||
int id = obj->GetID();
|
||||
Protocol_ObjectPosition p(obj->GetOrientation(), id);
|
||||
int id = movedObject->GetID();
|
||||
Protocol_ObjectPosition p(movedObject->GetPosition(), id);
|
||||
//if(id != 1)
|
||||
GameSession::gameSession->Send(p.GetProtocol());
|
||||
|
||||
|
@ -150,7 +142,7 @@ namespace DanBias
|
|||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
//}
|
||||
|
||||
}
|
||||
void GameSession::ObjectDisabled( GameLogic::IObjectData* movedObject, float seconds )
|
||||
|
@ -168,43 +160,64 @@ namespace DanBias
|
|||
|
||||
switch (p[0].value.netShort)
|
||||
{
|
||||
case protocol_Gameplay_PlayerMovement: this->Gameplay_PlayerMovement ( Protocol_PlayerMovement (p), c );
|
||||
case protocol_Gameplay_PlayerMovementBackward: this->Gameplay_PlayerMovementBack ( c );
|
||||
break;
|
||||
case protocol_Gameplay_PlayerLookDir: this->Gameplay_PlayerLookDir ( Protocol_PlayerLook (p), c );
|
||||
case protocol_Gameplay_PlayerMovementForward: this->Gameplay_PlayerMovementForth ( c );
|
||||
break;
|
||||
case protocol_Gameplay_PlayerChangeWeapon: this->Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon (p), c );
|
||||
case protocol_Gameplay_PlayerMovementLeft: this->Gameplay_PlayerMovementLeft ( c );
|
||||
break;
|
||||
case protocol_Gameplay_PlayerShot: this->Gameplay_PlayerShot ( Protocol_PlayerShot (p), c );
|
||||
case protocol_Gameplay_PlayerMovementRight: this->Gameplay_PlayerMovementRight ( c );
|
||||
break;
|
||||
case protocol_Gameplay_PlayerJump: this->Gameplay_PlayerJump ( Protocol_PlayerJump (p), c );
|
||||
case protocol_Gameplay_PlayerJump: this->Gameplay_PlayerJump ( c );
|
||||
break;
|
||||
case protocol_Gameplay_ObjectPickup: this->Gameplay_ObjectPickup ( Protocol_ObjectPickup (p), c );
|
||||
case protocol_Gameplay_PlayerLookDir: this->Gameplay_PlayerLookDir ( Protocol_PlayerLook (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_ObjectDamage: this->Gameplay_ObjectDamage ( Protocol_ObjectDamage (p), c );
|
||||
case protocol_Gameplay_PlayerChangeWeapon: this->Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_ObjectPosition: this->Gameplay_ObjectPosition ( Protocol_ObjectPosition (p), c );
|
||||
case protocol_Gameplay_PlayerShot: this->Gameplay_PlayerShot ( Protocol_PlayerShot (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_ObjectEnabled: this->Gameplay_ObjectEnabled ( Protocol_ObjectEnable (p), c );
|
||||
|
||||
case protocol_Gameplay_ObjectPickup: this->Gameplay_ObjectPickup ( Protocol_ObjectPickup (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_ObjectDisabled: this->Gameplay_ObjectDisabled ( Protocol_ObjectDisable (p), c );
|
||||
case protocol_Gameplay_ObjectDamage: this->Gameplay_ObjectDamage ( Protocol_ObjectDamage (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_ObjectCreate: this->Gameplay_ObjectCreate ( Protocol_ObjectCreate (p), c );
|
||||
case protocol_Gameplay_ObjectPosition: this->Gameplay_ObjectPosition ( Protocol_ObjectPosition (p), c );
|
||||
break;
|
||||
case protocol_General_Status: this->General_Status ( Protocol_General_Status (p), c );
|
||||
case protocol_Gameplay_ObjectEnabled: this->Gameplay_ObjectEnabled ( Protocol_ObjectEnable (p), c );
|
||||
break;
|
||||
case protocol_General_Text: this->General_Text ( Protocol_General_Text (p), c );
|
||||
case protocol_Gameplay_ObjectDisabled: this->Gameplay_ObjectDisabled ( Protocol_ObjectDisable (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_ObjectCreate: this->Gameplay_ObjectCreate ( Protocol_ObjectCreate (p), c );
|
||||
break;
|
||||
|
||||
case protocol_General_Status: this->General_Status ( Protocol_General_Status (p), c );
|
||||
break;
|
||||
case protocol_General_Text: this->General_Text ( Protocol_General_Text (p), c );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void GameSession::Gameplay_PlayerMovement ( Protocol_PlayerMovement& p, DanBias::GameClient* c )
|
||||
void GameSession::Gameplay_PlayerMovementBack ( DanBias::GameClient* c )
|
||||
{
|
||||
if(p.bForward) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_FORWARD);
|
||||
if(p.bBackward) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_BACKWARD);
|
||||
if(p.bLeft) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_LEFT);
|
||||
if(p.bRight) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
|
||||
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_BACKWARD);
|
||||
}
|
||||
void GameSession::Gameplay_PlayerLookDir ( Protocol_PlayerLook& p, DanBias::GameClient* c )
|
||||
void GameSession::Gameplay_PlayerMovementForth ( DanBias::GameClient* c )
|
||||
{
|
||||
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_FORWARD);
|
||||
}
|
||||
void GameSession::Gameplay_PlayerMovementLeft ( DanBias::GameClient* c )
|
||||
{
|
||||
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_LEFT);
|
||||
}
|
||||
void GameSession::Gameplay_PlayerMovementRight ( DanBias::GameClient* c )
|
||||
{
|
||||
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
|
||||
}
|
||||
void GameSession::Gameplay_PlayerJump ( DanBias::GameClient* c )
|
||||
{
|
||||
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_JUMP);
|
||||
}
|
||||
void GameSession::Gameplay_PlayerLookDir ( Protocol_PlayerLook& p, DanBias::GameClient* c )
|
||||
{
|
||||
Oyster::Math3D::Float4 lookDir;
|
||||
lookDir.x = p.lookDirX;
|
||||
|
@ -213,46 +226,44 @@ namespace DanBias
|
|||
lookDir.w = p.deltaX;
|
||||
c->GetPlayer()->Rotate(lookDir);
|
||||
}
|
||||
void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
|
||||
void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
||||
}
|
||||
void GameSession::Gameplay_PlayerShot ( Protocol_PlayerShot& p, DanBias::GameClient* c )
|
||||
void GameSession::Gameplay_PlayerShot ( Protocol_PlayerShot& p, DanBias::GameClient* c )
|
||||
{
|
||||
if(p.secondaryPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_SECONDARY_PRESS);
|
||||
if(p.primaryPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
|
||||
|
||||
if(p.utilityPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_UTILLITY_PRESS);
|
||||
}
|
||||
void GameSession::Gameplay_PlayerJump ( Protocol_PlayerJump& p, DanBias::GameClient* c )
|
||||
{
|
||||
if(p.hasJumped) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_JUMP);
|
||||
}
|
||||
void GameSession::Gameplay_ObjectPickup ( Protocol_ObjectPickup& p, DanBias::GameClient* c )
|
||||
|
||||
|
||||
void GameSession::Gameplay_ObjectPickup ( Protocol_ObjectPickup& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
||||
}
|
||||
void GameSession::Gameplay_ObjectDamage ( Protocol_ObjectDamage& p, DanBias::GameClient* c )
|
||||
void GameSession::Gameplay_ObjectDamage ( Protocol_ObjectDamage& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
||||
}
|
||||
void GameSession::Gameplay_ObjectPosition ( Protocol_ObjectPosition& p, DanBias::GameClient* c )
|
||||
void GameSession::Gameplay_ObjectPosition ( Protocol_ObjectPosition& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
||||
}
|
||||
void GameSession::Gameplay_ObjectEnabled ( Protocol_ObjectEnable& p, DanBias::GameClient* c )
|
||||
void GameSession::Gameplay_ObjectEnabled ( Protocol_ObjectEnable& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
||||
}
|
||||
void GameSession::Gameplay_ObjectDisabled ( Protocol_ObjectDisable& p, DanBias::GameClient* c )
|
||||
void GameSession::Gameplay_ObjectDisabled ( Protocol_ObjectDisable& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
||||
}
|
||||
void GameSession::Gameplay_ObjectCreate ( Protocol_ObjectCreate& p, DanBias::GameClient* c )
|
||||
void GameSession::Gameplay_ObjectCreate ( Protocol_ObjectCreate& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
||||
}
|
||||
void GameSession::General_Status ( Protocol_General_Status& p, DanBias::GameClient* c )
|
||||
void GameSession::General_Status ( Protocol_General_Status& p, DanBias::GameClient* c )
|
||||
{
|
||||
switch (p.status)
|
||||
{
|
||||
|
@ -276,7 +287,7 @@ namespace DanBias
|
|||
break;
|
||||
}
|
||||
}
|
||||
void GameSession::General_Text ( Protocol_General_Text& p, DanBias::GameClient* c )
|
||||
void GameSession::General_Text ( Protocol_General_Text& p, DanBias::GameClient* c )
|
||||
{
|
||||
printf("Message recieved from (%i):\t %s\n", c->GetClient()->GetID(), p.text.c_str());
|
||||
}
|
||||
|
|
|
@ -156,6 +156,7 @@ namespace DanBias
|
|||
{
|
||||
if((this->clients[k] && readyList[i]) && readyList[i]->GetClient()->GetID() != this->clients[k]->GetClient()->GetID())
|
||||
{
|
||||
//Protocol_ObjectCreatePlayer
|
||||
Protocol_ObjectCreate p(this->clients[k]->GetPlayer()->GetOrientation(), this->clients[k]->GetPlayer()->GetID(), "char_white.dan"); //The model name will be custom later..
|
||||
readyList[i]->GetClient()->Send(p);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue