Addded objectDelete protocol. Enable/ disable will be used for visibility on client
This commit is contained in:
parent
f2bb50804c
commit
638f2f6241
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@ -458,20 +458,21 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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{
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{
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Protocol_ObjectDamage decoded(data);
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Protocol_ObjectDamage decoded(data);
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C_Object *object;
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C_Object *object;
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object = (this->privData->players)[decoded.object_ID];
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object = (this->privData->players)[decoded.objectID];
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if( !object)
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if( !object)
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{
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{
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// if it is not a player
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// if it is not a player
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object = (*this->privData->dynamicObjects)[decoded.object_ID];
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object = (*this->privData->dynamicObjects)[decoded.objectID];
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}
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}
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if( object )
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if( object )
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{
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{
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if( this->privData->myId == decoded.object_ID )
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if( this->privData->myId == decoded.objectID )
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{
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{
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// show that you took dmg
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if(currGameUI == gameUI)
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if(currGameUI == gameUI)
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{
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{
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// set my HP
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// set given players HP
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((GamingUI*)currGameUI)->SetHPtext(std::to_wstring(decoded.healthLost));
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((GamingUI*)currGameUI)->SetHPtext(std::to_wstring(decoded.healthLost));
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}
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}
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}
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}
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@ -480,6 +481,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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return GameClientState::event_processed;
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return GameClientState::event_processed;
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case protocol_Gameplay_ObjectHealthStatus:
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case protocol_Gameplay_ObjectHealthStatus:
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{
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{
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// don't know if needed
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}
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}
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return GameClientState::event_processed;
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return GameClientState::event_processed;
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case protocol_Gameplay_ObjectPosition:
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case protocol_Gameplay_ObjectPosition:
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@ -487,16 +489,16 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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Protocol_ObjectPosition decoded(data);
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Protocol_ObjectPosition decoded(data);
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C_Object *object;
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C_Object *object;
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object = (this->privData->players)[decoded.object_ID];
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object = (this->privData->players)[decoded.objectID];
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if( !object)
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if( !object)
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{
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{
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// if it is not a player
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// if it is not a player
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object = (*this->privData->dynamicObjects)[decoded.object_ID];
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object = (*this->privData->dynamicObjects)[decoded.objectID];
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}
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}
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if( object )
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if( object )
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{
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{
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if( this->privData->myId == decoded.object_ID )
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if( this->privData->myId == decoded.objectID )
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{
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{
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this->privData->camera.SetPosition( decoded.position );
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this->privData->camera.SetPosition( decoded.position );
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}
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}
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@ -512,11 +514,11 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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{
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{
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Protocol_ObjectScale decoded(data);
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Protocol_ObjectScale decoded(data);
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C_Object *object;
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C_Object *object;
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object = (this->privData->players)[decoded.object_ID];
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object = (this->privData->players)[decoded.objectID];
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if( !object)
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if( !object)
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{
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{
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// if it is not a player
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// if it is not a player
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object = (*this->privData->dynamicObjects)[decoded.object_ID];
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object = (*this->privData->dynamicObjects)[decoded.objectID];
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}
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}
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if( object )
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if( object )
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@ -533,16 +535,16 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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Protocol_ObjectRotation decoded(data);
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Protocol_ObjectRotation decoded(data);
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Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
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Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
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C_Object *object;
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C_Object *object;
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object = (this->privData->players)[decoded.object_ID];
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object = (this->privData->players)[decoded.objectID];
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if( !object)
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if( !object)
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{
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{
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// if it is not a player
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// if it is not a player
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object = (*this->privData->dynamicObjects)[decoded.object_ID];
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object = (*this->privData->dynamicObjects)[decoded.objectID];
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}
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}
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if( object )
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if( object )
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{
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{
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if( this->privData->myId == decoded.object_ID )
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if( this->privData->myId == decoded.objectID )
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{
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{
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this->privData->camera.SetRotation( rotation );
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this->privData->camera.SetRotation( rotation );
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}
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}
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@ -560,16 +562,16 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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Float3 position = decoded.position;
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Float3 position = decoded.position;
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Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
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Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
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C_Object *object;
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C_Object *object;
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object = (this->privData->players)[decoded.object_ID];
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object = (this->privData->players)[decoded.objectID];
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if( !object)
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if( !object)
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{
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{
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// if it is not a player
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// if it is not a player
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object = (*this->privData->dynamicObjects)[decoded.object_ID];
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object = (*this->privData->dynamicObjects)[decoded.objectID];
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}
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}
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if( object )
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if( object )
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{
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{
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if( this->privData->myId == decoded.object_ID )
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if( this->privData->myId == decoded.objectID )
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{
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{
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this->privData->camera.SetPosition( position );
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this->privData->camera.SetPosition( position );
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this->privData->camera.SetRotation( rotation );
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this->privData->camera.SetRotation( rotation );
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@ -638,7 +640,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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modelData.rotation = Quaternion( Float3(decoded.position), decoded.rotationQ[3] );
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modelData.rotation = Quaternion( Float3(decoded.position), decoded.rotationQ[3] );
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modelData.scale = Float3( decoded.scale );
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modelData.scale = Float3( decoded.scale );
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modelData.visible = true;
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modelData.visible = true;
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modelData.id = decoded.object_ID;
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modelData.id = decoded.objectID;
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::Utility::String::StringToWstring( decoded.name, modelData.modelPath );
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::Utility::String::StringToWstring( decoded.name, modelData.modelPath );
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}
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}
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@ -653,14 +655,14 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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object->InitRB( RBData );
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object->InitRB( RBData );
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// !RB DEBUG
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// !RB DEBUG
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(*this->privData->dynamicObjects)[decoded.object_ID] = object;
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(*this->privData->dynamicObjects)[decoded.objectID] = object;
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}
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}
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return GameClientState::event_processed;
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return GameClientState::event_processed;
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case protocol_Gameplay_ObjectCreatePlayer:
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case protocol_Gameplay_ObjectCreatePlayer:
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{
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{
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Protocol_ObjectCreatePlayer decoded(data);
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Protocol_ObjectCreatePlayer decoded(data);
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this->InitiatePlayer( decoded.object_ID, decoded.meshName, decoded.position, decoded.rotationQ, decoded.scale, decoded.owner );
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this->InitiatePlayer( decoded.objectID, decoded.meshName, decoded.position, decoded.rotationQ, decoded.scale, decoded.owner );
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}
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}
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return GameClientState::event_processed;
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return GameClientState::event_processed;
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case protocol_Gameplay_ObjectJoinTeam: break; /** @todo TODO: implement */
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case protocol_Gameplay_ObjectJoinTeam: break; /** @todo TODO: implement */
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@ -59,7 +59,7 @@ namespace GameLogic
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//#define protocol_Gameplay_ObjectDamage 351
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//#define protocol_Gameplay_ObjectDamage 351
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struct Protocol_ObjectDamage :public Oyster::Network::CustomProtocolObject
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struct Protocol_ObjectDamage :public Oyster::Network::CustomProtocolObject
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{
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{
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int object_ID;
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int objectID;
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float healthLost; //Precentage%
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float healthLost; //Precentage%
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Protocol_ObjectDamage()
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Protocol_ObjectDamage()
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@ -70,12 +70,12 @@ namespace GameLogic
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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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->protocol[2].type = Oyster::Network::NetAttributeType_Float;
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object_ID = -1;
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objectID = -1;
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healthLost = 0.0f;
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healthLost = 0.0f;
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}
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}
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Protocol_ObjectDamage(Oyster::Network::CustomNetProtocol& p)
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Protocol_ObjectDamage(Oyster::Network::CustomNetProtocol& p)
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{
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{
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this->object_ID = p[1].value.netInt;
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this->objectID = p[1].value.netInt;
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this->healthLost = p[2].value.netFloat;
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this->healthLost = p[2].value.netFloat;
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}
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}
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Protocol_ObjectDamage(int id, float hp)
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Protocol_ObjectDamage(int id, float hp)
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@ -86,12 +86,12 @@ namespace GameLogic
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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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->protocol[2].type = Oyster::Network::NetAttributeType_Float;
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object_ID = id;
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objectID = id;
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healthLost = hp;
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healthLost = hp;
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}
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}
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Oyster::Network::CustomNetProtocol GetProtocol() override
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Oyster::Network::CustomNetProtocol GetProtocol() override
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{
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{
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this->protocol[1].value = object_ID;
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this->protocol[1].value = objectID;
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this->protocol[2].value = healthLost;
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this->protocol[2].value = healthLost;
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return protocol;
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return protocol;
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}
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}
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@ -103,8 +103,8 @@ namespace GameLogic
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//#define protocol_Gameplay_ObjectHealthStatus 352
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//#define protocol_Gameplay_ObjectHealthStatus 352
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struct Protocol_ObjectHealthStatus :public Oyster::Network::CustomProtocolObject
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struct Protocol_ObjectHealthStatus :public Oyster::Network::CustomProtocolObject
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{
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{
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int objectID;
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float currentHealth;
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float currentHealth;
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int id;
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Protocol_ObjectHealthStatus()
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Protocol_ObjectHealthStatus()
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{
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{
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@ -112,7 +112,7 @@ namespace GameLogic
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this->protocol[0].value.netShort = protocol_Gameplay_ObjectHealthStatus;
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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[1].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
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this->id = 0;
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this->objectID = -1;
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this->currentHealth = 0.0f;
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this->currentHealth = 0.0f;
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}
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}
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Protocol_ObjectHealthStatus(int id, float health)
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Protocol_ObjectHealthStatus(int id, float health)
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@ -121,16 +121,16 @@ namespace GameLogic
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this->protocol[0].value.netShort = protocol_Gameplay_ObjectHealthStatus;
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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[1].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
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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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this->objectID = id; this->currentHealth = health;
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}
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}
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Protocol_ObjectHealthStatus(Oyster::Network::CustomNetProtocol& p)
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Protocol_ObjectHealthStatus(Oyster::Network::CustomNetProtocol& p)
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{
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{
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this->id = p[1].value.netInt;
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this->objectID = p[1].value.netInt;
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this->currentHealth = p[2].value.netFloat;
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this->currentHealth = p[2].value.netFloat;
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}
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}
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Oyster::Network::CustomNetProtocol GetProtocol() override
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Oyster::Network::CustomNetProtocol GetProtocol() override
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{
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{
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this->protocol[1].value = this->id;
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this->protocol[1].value = this->objectID;
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this->protocol[2].value = this->currentHealth;
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this->protocol[2].value = this->currentHealth;
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return protocol;
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return protocol;
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@ -143,7 +143,7 @@ namespace GameLogic
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//#define protocol_Gameplay_ObjectPosition 353
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//#define protocol_Gameplay_ObjectPosition 353
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struct Protocol_ObjectPosition :public Oyster::Network::CustomProtocolObject
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struct Protocol_ObjectPosition :public Oyster::Network::CustomProtocolObject
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{
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{
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short object_ID;
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short objectID;
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float position[3];
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float position[3];
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Protocol_ObjectPosition()
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Protocol_ObjectPosition()
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@ -155,12 +155,12 @@ namespace GameLogic
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this->protocol[3].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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this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
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object_ID = 0;
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objectID = -1;
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memset(&position[0], 0, sizeof(float) * 3);
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memset(&position[0], 0, sizeof(float) * 3);
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}
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}
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Protocol_ObjectPosition(Oyster::Network::CustomNetProtocol& p)
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Protocol_ObjectPosition(Oyster::Network::CustomNetProtocol& p)
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{
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{
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object_ID = p[1].value.netShort;
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objectID = p[1].value.netShort;
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position[0] = p[2].value.netFloat;
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position[0] = p[2].value.netFloat;
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position[1] = p[3].value.netFloat;
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position[1] = p[3].value.netFloat;
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position[2] = p[4].value.netFloat;
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position[2] = p[4].value.netFloat;
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@ -174,12 +174,12 @@ namespace GameLogic
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this->protocol[3].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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this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
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object_ID = id;
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objectID = id;
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memcpy(&position[0], &v[0], sizeof(float) * 3);
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memcpy(&position[0], &v[0], sizeof(float) * 3);
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}
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}
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Oyster::Network::CustomNetProtocol GetProtocol() override
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Oyster::Network::CustomNetProtocol GetProtocol() override
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{
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{
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this->protocol[1].value = object_ID;
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this->protocol[1].value = objectID;
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this->protocol[2].value = position[0];
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this->protocol[2].value = position[0];
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this->protocol[3].value = position[1];
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this->protocol[3].value = position[1];
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this->protocol[4].value = position[2];
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this->protocol[4].value = position[2];
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@ -193,7 +193,7 @@ namespace GameLogic
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//#define protocol_Gameplay_ObjectScale 354
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//#define protocol_Gameplay_ObjectScale 354
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struct Protocol_ObjectScale :public Oyster::Network::CustomProtocolObject
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struct Protocol_ObjectScale :public Oyster::Network::CustomProtocolObject
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{
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{
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short object_ID;
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short objectID;
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float scale[3];
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float scale[3];
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Protocol_ObjectScale()
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Protocol_ObjectScale()
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@ -205,12 +205,12 @@ namespace GameLogic
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this->protocol[3].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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this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
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object_ID = 0;
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objectID = -1;
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memset(&scale[0], 0, sizeof(float) * 3);
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memset(&scale[0], 0, sizeof(float) * 3);
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}
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}
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Protocol_ObjectScale(Oyster::Network::CustomNetProtocol& p)
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Protocol_ObjectScale(Oyster::Network::CustomNetProtocol& p)
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{
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{
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object_ID = p[1].value.netShort;
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objectID = p[1].value.netShort;
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scale[0] = p[2].value.netFloat;
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scale[0] = p[2].value.netFloat;
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scale[1] = p[3].value.netFloat;
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scale[1] = p[3].value.netFloat;
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scale[2] = p[4].value.netFloat;
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scale[2] = p[4].value.netFloat;
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@ -224,12 +224,12 @@ namespace GameLogic
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this->protocol[3].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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this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
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object_ID = id;
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objectID = id;
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memcpy(&scale[0], &v[0], sizeof(float) * 3);
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memcpy(&scale[0], &v[0], sizeof(float) * 3);
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}
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}
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Oyster::Network::CustomNetProtocol GetProtocol() override
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Oyster::Network::CustomNetProtocol GetProtocol() override
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{
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{
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this->protocol[1].value = object_ID;
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this->protocol[1].value = objectID;
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this->protocol[2].value = scale[0];
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this->protocol[2].value = scale[0];
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this->protocol[3].value = scale[1];
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this->protocol[3].value = scale[1];
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this->protocol[4].value = scale[2];
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this->protocol[4].value = scale[2];
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@ -243,7 +243,7 @@ namespace GameLogic
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//#define protocol_Gameplay_ObjectRotation 355
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//#define protocol_Gameplay_ObjectRotation 355
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struct Protocol_ObjectRotation :public Oyster::Network::CustomProtocolObject
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struct Protocol_ObjectRotation :public Oyster::Network::CustomProtocolObject
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{
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{
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short object_ID;
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short objectID;
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float rotationQ[4];
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float rotationQ[4];
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|
|
||||||
Protocol_ObjectRotation()
|
Protocol_ObjectRotation()
|
||||||
|
@ -256,12 +256,12 @@ namespace GameLogic
|
||||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
|
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
|
||||||
|
|
||||||
object_ID = 0;
|
objectID = -1;
|
||||||
memset(&rotationQ[0], 0, sizeof(float) * 4);
|
memset(&rotationQ[0], 0, sizeof(float) * 4);
|
||||||
}
|
}
|
||||||
Protocol_ObjectRotation(Oyster::Network::CustomNetProtocol& p)
|
Protocol_ObjectRotation(Oyster::Network::CustomNetProtocol& p)
|
||||||
{
|
{
|
||||||
object_ID = p[1].value.netShort;
|
objectID = p[1].value.netShort;
|
||||||
rotationQ[0] = p[2].value.netFloat;
|
rotationQ[0] = p[2].value.netFloat;
|
||||||
rotationQ[1] = p[3].value.netFloat;
|
rotationQ[1] = p[3].value.netFloat;
|
||||||
rotationQ[2] = p[4].value.netFloat;
|
rotationQ[2] = p[4].value.netFloat;
|
||||||
|
@ -277,12 +277,12 @@ namespace GameLogic
|
||||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
|
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
|
||||||
|
|
||||||
object_ID = id;
|
objectID = id;
|
||||||
memcpy(&rotationQ[0], &v[0], sizeof(float) * 4);
|
memcpy(&rotationQ[0], &v[0], sizeof(float) * 4);
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
this->protocol[1].value = object_ID;
|
this->protocol[1].value = objectID;
|
||||||
this->protocol[2].value = rotationQ[0];
|
this->protocol[2].value = rotationQ[0];
|
||||||
this->protocol[3].value = rotationQ[1];
|
this->protocol[3].value = rotationQ[1];
|
||||||
this->protocol[4].value = rotationQ[2];
|
this->protocol[4].value = rotationQ[2];
|
||||||
|
@ -297,7 +297,7 @@ namespace GameLogic
|
||||||
//#define protocol_Gameplay_ObjectEnabled 356
|
//#define protocol_Gameplay_ObjectEnabled 356
|
||||||
struct Protocol_ObjectPositionRotation :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectPositionRotation :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
short object_ID;
|
short objectID;
|
||||||
float position[3];
|
float position[3];
|
||||||
float rotationQ[4];
|
float rotationQ[4];
|
||||||
|
|
||||||
|
@ -316,13 +316,13 @@ namespace GameLogic
|
||||||
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
|
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
|
this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
|
||||||
|
|
||||||
this->object_ID = 0;
|
this->objectID = -1;
|
||||||
memset(&this->position[0], 0, sizeof(float) * 3);
|
memset(&this->position[0], 0, sizeof(float) * 3);
|
||||||
memset(&this->rotationQ[0], 0, sizeof(float) * 4);
|
memset(&this->rotationQ[0], 0, sizeof(float) * 4);
|
||||||
}
|
}
|
||||||
Protocol_ObjectPositionRotation(Oyster::Network::CustomNetProtocol& p)
|
Protocol_ObjectPositionRotation(Oyster::Network::CustomNetProtocol& p)
|
||||||
{
|
{
|
||||||
this->object_ID = p[1].value.netShort;
|
this->objectID = p[1].value.netShort;
|
||||||
//POSITION
|
//POSITION
|
||||||
this->position[0] = p[2].value.netFloat;
|
this->position[0] = p[2].value.netFloat;
|
||||||
this->position[1] = p[3].value.netFloat;
|
this->position[1] = p[3].value.netFloat;
|
||||||
|
@ -348,13 +348,13 @@ namespace GameLogic
|
||||||
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
|
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
|
this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
|
||||||
|
|
||||||
object_ID = id;
|
objectID = id;
|
||||||
memcpy(&this->position[0], &p[0], sizeof(float) * 3);
|
memcpy(&this->position[0], &p[0], sizeof(float) * 3);
|
||||||
memcpy(&this->rotationQ[0], &r[0], sizeof(float) * 4);
|
memcpy(&this->rotationQ[0], &r[0], sizeof(float) * 4);
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
this->protocol[1].value = this->object_ID;
|
this->protocol[1].value = this->objectID;
|
||||||
this->protocol[2].value = this->position[0];
|
this->protocol[2].value = this->position[0];
|
||||||
this->protocol[3].value = this->position[1];
|
this->protocol[3].value = this->position[1];
|
||||||
this->protocol[4].value = this->position[2];
|
this->protocol[4].value = this->position[2];
|
||||||
|
@ -406,35 +406,28 @@ namespace GameLogic
|
||||||
struct Protocol_ObjectDisable :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectDisable :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
int objectID;
|
int objectID;
|
||||||
float seconds;
|
|
||||||
|
|
||||||
Protocol_ObjectDisable()
|
Protocol_ObjectDisable()
|
||||||
{
|
{
|
||||||
this->protocol[0].value = protocol_Gameplay_ObjectDisabled;
|
this->protocol[0].value = protocol_Gameplay_ObjectDisabled;
|
||||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
this->objectID = -1;
|
||||||
this->objectID = 0;
|
|
||||||
this->seconds = 0.0f;
|
|
||||||
}
|
}
|
||||||
Protocol_ObjectDisable(int objctID, float seconds)
|
Protocol_ObjectDisable(int objctID)
|
||||||
{
|
{
|
||||||
this->protocol[0].value = protocol_Gameplay_ObjectDisabled;
|
this->protocol[0].value = protocol_Gameplay_ObjectDisabled;
|
||||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
|
||||||
this->objectID = objctID;
|
this->objectID = objctID;
|
||||||
this->seconds = seconds;
|
|
||||||
}
|
}
|
||||||
Protocol_ObjectDisable(Oyster::Network::CustomNetProtocol& p)
|
Protocol_ObjectDisable(Oyster::Network::CustomNetProtocol& p)
|
||||||
{
|
{
|
||||||
this->objectID = p[1].value.netInt;
|
this->objectID = p[1].value.netInt;
|
||||||
this->seconds = p[2].value.netFloat;
|
|
||||||
}
|
}
|
||||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
this->protocol[1].value = this->objectID;
|
this->protocol[1].value = this->objectID;
|
||||||
this->protocol[2].value = this->seconds;
|
|
||||||
return protocol;
|
return protocol;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -446,7 +439,7 @@ namespace GameLogic
|
||||||
struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
//ObjectType type; //ie player, box or whatever
|
//ObjectType type; //ie player, box or whatever
|
||||||
int object_ID;
|
int objectID;
|
||||||
std::string name;
|
std::string name;
|
||||||
float position[3];
|
float position[3];
|
||||||
float rotationQ[4];
|
float rotationQ[4];
|
||||||
|
@ -473,13 +466,13 @@ namespace GameLogic
|
||||||
this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
|
this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
|
this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
|
||||||
|
|
||||||
this->object_ID = 0;
|
this->objectID = -1;
|
||||||
memset(this->position, 0, sizeof(float) * 3);
|
memset(this->position, 0, sizeof(float) * 3);
|
||||||
memset(this->rotationQ, 0, sizeof(float) * 4);
|
memset(this->rotationQ, 0, sizeof(float) * 4);
|
||||||
}
|
}
|
||||||
Protocol_ObjectCreate( Oyster::Network::CustomNetProtocol& p )
|
Protocol_ObjectCreate( Oyster::Network::CustomNetProtocol& p )
|
||||||
{
|
{
|
||||||
this->object_ID = p[1].value.netInt;
|
this->objectID = p[1].value.netInt;
|
||||||
this->name.assign(p[2].value.netCharPtr);
|
this->name.assign(p[2].value.netCharPtr);
|
||||||
|
|
||||||
this->position[0] = p[3].value.netFloat;
|
this->position[0] = p[3].value.netFloat;
|
||||||
|
@ -516,7 +509,7 @@ namespace GameLogic
|
||||||
this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
|
this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
|
this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
|
||||||
|
|
||||||
object_ID = id;
|
objectID = id;
|
||||||
this->name = path;
|
this->name = path;
|
||||||
|
|
||||||
memcpy(this->position, p, sizeof(float) * 3);
|
memcpy(this->position, p, sizeof(float) * 3);
|
||||||
|
@ -526,7 +519,7 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
|
|
||||||
this->protocol[1].value = object_ID;
|
this->protocol[1].value = objectID;
|
||||||
this->protocol.Set(2, name);
|
this->protocol.Set(2, name);
|
||||||
this->protocol[3].value = this->position[0];
|
this->protocol[3].value = this->position[0];
|
||||||
this->protocol[4].value = this->position[1];
|
this->protocol[4].value = this->position[1];
|
||||||
|
@ -546,10 +539,42 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
};
|
};
|
||||||
|
|
||||||
//#define protocol_Gameplay_ObjectCreatePlayer 360
|
//#define protocol_Gameplay_ObjectDelete 360
|
||||||
|
struct Protocol_ObjectDelete :public Oyster::Network::CustomProtocolObject
|
||||||
|
{
|
||||||
|
int objectID;
|
||||||
|
|
||||||
|
Protocol_ObjectDelete()
|
||||||
|
{
|
||||||
|
this->protocol[0].value = protocol_Gameplay_ObjectDelete;
|
||||||
|
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||||
|
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||||
|
this->objectID = -1;
|
||||||
|
}
|
||||||
|
Protocol_ObjectDelete(int objctID)
|
||||||
|
{
|
||||||
|
this->protocol[0].value = protocol_Gameplay_ObjectDelete;
|
||||||
|
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||||
|
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||||
|
this->objectID = objctID;
|
||||||
|
}
|
||||||
|
Protocol_ObjectDelete(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_ObjectCreatePlayer 361
|
||||||
struct Protocol_ObjectCreatePlayer :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectCreatePlayer :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
/*1*/ int object_ID;
|
/*1*/ int objectID;
|
||||||
/*2*/ int teamId;
|
/*2*/ int teamId;
|
||||||
/*3*/ bool owner;
|
/*3*/ bool owner;
|
||||||
/*4*/ std::string name;
|
/*4*/ std::string name;
|
||||||
|
@ -589,7 +614,7 @@ namespace GameLogic
|
||||||
Protocol_ObjectCreatePlayer(Oyster::Network::CustomNetProtocol& p)
|
Protocol_ObjectCreatePlayer(Oyster::Network::CustomNetProtocol& p)
|
||||||
{
|
{
|
||||||
this->owner = p[1].value.netBool;
|
this->owner = p[1].value.netBool;
|
||||||
this->object_ID = p[2].value.netInt;
|
this->objectID = p[2].value.netInt;
|
||||||
this->teamId = p[3].value.netInt;
|
this->teamId = p[3].value.netInt;
|
||||||
|
|
||||||
this->name.assign(p[4].value.netCharPtr);
|
this->name.assign(p[4].value.netCharPtr);
|
||||||
|
@ -637,7 +662,7 @@ namespace GameLogic
|
||||||
this->protocol[14].type = Oyster::Network::NetAttributeType_Float;
|
this->protocol[14].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[15].type = Oyster::Network::NetAttributeType_Float;
|
this->protocol[15].type = Oyster::Network::NetAttributeType_Float;
|
||||||
|
|
||||||
this->object_ID = ObjectID;
|
this->objectID = ObjectID;
|
||||||
this->teamId = teamID;
|
this->teamId = teamID;
|
||||||
this->owner = owner;
|
this->owner = owner;
|
||||||
this->name = name;
|
this->name = name;
|
||||||
|
@ -649,7 +674,7 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||||
{
|
{
|
||||||
this->protocol[1].value = this->owner;
|
this->protocol[1].value = this->owner;
|
||||||
this->protocol[2].value = this->object_ID;
|
this->protocol[2].value = this->objectID;
|
||||||
this->protocol[3].value = this->teamId;
|
this->protocol[3].value = this->teamId;
|
||||||
|
|
||||||
this->protocol.Set(4, this->name);
|
this->protocol.Set(4, this->name);
|
||||||
|
@ -676,7 +701,7 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
};
|
};
|
||||||
|
|
||||||
//#define protocol_Gameplay_ObjectJoinTeam 361
|
//#define protocol_Gameplay_ObjectJoinTeam 362
|
||||||
struct Protocol_ObjectJoinTeam :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectJoinTeam :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
int objectID;
|
int objectID;
|
||||||
|
@ -716,7 +741,7 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
};
|
};
|
||||||
|
|
||||||
//#define protocol_Gameplay_ObjectLeaveTeam 362
|
//#define protocol_Gameplay_ObjectLeaveTeam 363
|
||||||
struct Protocol_ObjectLeaveTeam :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectLeaveTeam :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
int objectID;
|
int objectID;
|
||||||
|
@ -748,7 +773,7 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
};
|
};
|
||||||
|
|
||||||
//#define protocol_Gameplay_ObjectWeaponCooldown 363
|
//#define protocol_Gameplay_ObjectWeaponCooldown 364
|
||||||
struct Protocol_ObjectWeaponCooldown :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectWeaponCooldown :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
float seconds;
|
float seconds;
|
||||||
|
@ -780,7 +805,7 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
};
|
};
|
||||||
|
|
||||||
//#define protocol_Gameplay_ObjectWeaponEnergy 364
|
//#define protocol_Gameplay_ObjectWeaponEnergy 365
|
||||||
struct Protocol_ObjectWeaponEnergy :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectWeaponEnergy :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
float energy;
|
float energy;
|
||||||
|
@ -812,7 +837,7 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
};
|
};
|
||||||
|
|
||||||
//#define protocol_Gameplay_ObjectRespawn 365
|
//#define protocol_Gameplay_ObjectRespawn 366
|
||||||
struct Protocol_ObjectRespawn :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectRespawn :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
int objectID;
|
int objectID;
|
||||||
|
@ -864,7 +889,7 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
};
|
};
|
||||||
|
|
||||||
//#define protocol_Gameplay_ObjectDie 366
|
//#define protocol_Gameplay_ObjectDie 367
|
||||||
struct Protocol_ObjectDie :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectDie :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
int objectID;
|
int objectID;
|
||||||
|
@ -911,7 +936,7 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
};
|
};
|
||||||
|
|
||||||
//#define protocol_Gameplay_ObjectDisconnectPlayer 367
|
//#define protocol_Gameplay_ObjectDisconnectPlayer 368
|
||||||
struct Protocol_ObjectDisconnectPlayer :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectDisconnectPlayer :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
int objectID;
|
int objectID;
|
||||||
|
@ -944,7 +969,7 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
//#define protocol_Gameplay_ObjectAction 368
|
//#define protocol_Gameplay_ObjectAction 369
|
||||||
struct Protocol_ObjectAction :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectAction :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
short objectID;
|
short objectID;
|
||||||
|
@ -965,7 +990,7 @@ namespace GameLogic
|
||||||
objectID = p[1].value.netShort;
|
objectID = p[1].value.netShort;
|
||||||
animationID = p[2].value.netInt;
|
animationID = p[2].value.netInt;
|
||||||
}
|
}
|
||||||
Protocol_ObjectAction( int id, float animID)
|
Protocol_ObjectAction( int id, int animID)
|
||||||
{
|
{
|
||||||
this->protocol[0].value = protocol_Gameplay_ObjectAction;
|
this->protocol[0].value = protocol_Gameplay_ObjectAction;
|
||||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||||
|
|
|
@ -62,15 +62,16 @@
|
||||||
#define protocol_Gameplay_ObjectEnabled 357
|
#define protocol_Gameplay_ObjectEnabled 357
|
||||||
#define protocol_Gameplay_ObjectDisabled 358
|
#define protocol_Gameplay_ObjectDisabled 358
|
||||||
#define protocol_Gameplay_ObjectCreate 359
|
#define protocol_Gameplay_ObjectCreate 359
|
||||||
#define protocol_Gameplay_ObjectCreatePlayer 360
|
#define protocol_Gameplay_ObjectDelete 360
|
||||||
#define protocol_Gameplay_ObjectJoinTeam 361
|
#define protocol_Gameplay_ObjectCreatePlayer 361
|
||||||
#define protocol_Gameplay_ObjectLeaveTeam 362
|
#define protocol_Gameplay_ObjectJoinTeam 362
|
||||||
#define protocol_Gameplay_ObjectWeaponCooldown 363
|
#define protocol_Gameplay_ObjectLeaveTeam 363
|
||||||
#define protocol_Gameplay_ObjectWeaponEnergy 364
|
#define protocol_Gameplay_ObjectWeaponCooldown 364
|
||||||
#define protocol_Gameplay_ObjectRespawn 365
|
#define protocol_Gameplay_ObjectWeaponEnergy 365
|
||||||
#define protocol_Gameplay_ObjectDie 366
|
#define protocol_Gameplay_ObjectRespawn 366
|
||||||
#define protocol_Gameplay_ObjectDisconnectPlayer 367
|
#define protocol_Gameplay_ObjectDie 367
|
||||||
#define protocol_Gameplay_ObjectAction 368
|
#define protocol_Gameplay_ObjectDisconnectPlayer 368
|
||||||
|
#define protocol_Gameplay_ObjectAction 369
|
||||||
#define protocol_GameplayMAX 399
|
#define protocol_GameplayMAX 399
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -148,11 +148,11 @@ using namespace DanBias;
|
||||||
}
|
}
|
||||||
void GameSession::ObjectDisabled( GameLogic::IObjectData* movedObject )
|
void GameSession::ObjectDisabled( GameLogic::IObjectData* movedObject )
|
||||||
{
|
{
|
||||||
//GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID()).GetProtocol());
|
GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID()).GetProtocol());
|
||||||
}
|
}
|
||||||
void GameSession::ObjectEnabled( GameLogic::IObjectData* movedObject )
|
void GameSession::ObjectEnabled( GameLogic::IObjectData* movedObject )
|
||||||
{
|
{
|
||||||
//GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID()).GetProtocol());
|
GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID()).GetProtocol());
|
||||||
}
|
}
|
||||||
void GameSession::ObjectDamaged( GameLogic::IObjectData* movedObject, float hp )
|
void GameSession::ObjectDamaged( GameLogic::IObjectData* movedObject, float hp )
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue