GL - merge with gameServer

This commit is contained in:
lindaandersson 2014-01-21 14:36:46 +01:00
commit 8792aab992
11 changed files with 142 additions and 89 deletions

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@ -61,6 +61,7 @@ GameState::gameStateState GameState::LoadGame()
plight.Color = Oyster::Math::Float3(0,0,1);
plight.Radius = 50;
plight.Bright = 2;
Oyster::Graphics::API::AddLight(plight);
LoadModels(L"map");
InitCamera(Oyster::Math::Float3(0,0,20.0f));
@ -283,7 +284,7 @@ void GameState::Protocol( ObjPos* pos )
world[i] = pos->worldPos[i];
}
for (int i = 0; i < privData->object.size(); i++)
for (unsigned int i = 0; i < privData->object.size(); i++)
{
if(privData->object[i]->GetId() == pos->object_ID)
{

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@ -43,7 +43,7 @@ bool LobbyState::LoadModels(std::wstring file)
plight.Pos = Oyster::Math::Float3(-2,3,0);
plight.Color = Oyster::Math::Float3(0,1,0);
plight.Radius = 10;
plight.Bright = 3;
plight.Bright = 1;
Oyster::Graphics::API::AddLight(plight);
// open file
// read file

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@ -63,7 +63,7 @@ namespace DanBias
case protocol_Gameplay_PlayerChangeWeapon:
break;
case protocol_Gameplay_PlayerDamage:
case protocol_Gameplay_ObjectDamage:
break;
}

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@ -37,7 +37,7 @@ namespace DanBias
if(GetAsyncKeyState(VK_DOWN))
{
Oyster::Math::Float4x4 world = Oyster::Math::Matrix::identity;
Protocol_CreateObject p(world, 2, "../Content/crate");
Protocol_ObjectCreate p(world, 2, "../Content/crate");
Send(p.GetProtocol());
Sleep(100);
}

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@ -104,7 +104,7 @@ namespace DanBias
void MainLobby::SendUpdate()
{
//Send Lobbys
GameLogic::Protocol_LobbyUpdate();
GameLogic::Protocol_LobbyRefresh();
}
}//End namespace DanBias

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@ -7,57 +7,7 @@
namespace GameLogic
{
struct Protocol_GameplayInitiateSession :public Oyster::Network::CustomProtocolObject
{
struct SessionInitData
{
int id;
int type;
//std::string text;
};
std::vector<SessionInitData> element;
Protocol_GameplayInitiateSession()
{
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_Initiate;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
}
Protocol_GameplayInitiateSession(Oyster::Network::CustomNetProtocol& p)
{
int size = p[1].value.netInt;
for (int i = 0; i < size; i++)
{
SessionInitData d = { p[i+2].value.netInt, p[i+3].value.netInt /*, p[i+4].value.netCharPtr */ };
element.push_back(d);
}
}
void Add(int id, int type, std::string text)
{
SessionInitData d = { id, type /*, text*/ };
element.push_back(d);
}
Oyster::Network::CustomNetProtocol* GetProtocol() override
{
//Store the elements count
this->protocol[1].value = element.size();
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
for (unsigned int i = 0; i < element.size(); i+=3)
{
this->protocol[i+2].value = element[i].id;
this->protocol[i+3].value = element[i].type;
//element[i].text.copy(this->protocol[i+4].value.netCharPtr, element[i].text.size());
this->protocol[i+2].type = Oyster::Network::NetAttributeType_Int;
this->protocol[i+3].type = Oyster::Network::NetAttributeType_Int;
//this->protocol[i+4].type = Oyster::Network::NetAttributeType_CharArray;
}
return &protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
}
#endif // !GAMEPROTOCOLS_GAMEPLAYPROTOCOLS_H

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@ -9,6 +9,13 @@
#include <CustomNetProtocol.h>
#include "ProtocolIdentificationID.h"
//#define protocol_Lobby_CreateGame 200
//#define protocol_Lobby_StartGame 201
//#define protocol_Lobby_JoinGame 202
//#define protocol_Lobby_JoinLobby 203
//#define protocol_Lobby_LeaveLobby 204
//#define protocol_Lobby_Refresh 205
namespace GameLogic
{
struct Protocol_LobbyCreateGame :public Oyster::Network::CustomProtocolObject
@ -40,13 +47,13 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
struct Protocol_LobbyJoinGame :public Oyster::Network::CustomProtocolObject
struct Protocol_LobbyStartGame :public Oyster::Network::CustomProtocolObject
{
char gameId;
Protocol_LobbyJoinGame()
Protocol_LobbyStartGame()
{
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_JoinGame;
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_StartGame;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Char;
@ -61,13 +68,13 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
struct Protocol_LobbyStartGame :public Oyster::Network::CustomProtocolObject
struct Protocol_LobbyJoinGame :public Oyster::Network::CustomProtocolObject
{
char gameId;
Protocol_LobbyStartGame()
Protocol_LobbyJoinGame()
{
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_StartGame;
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_JoinGame;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Char;
@ -125,7 +132,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
struct Protocol_LobbyUpdate :public Oyster::Network::CustomProtocolObject
struct Protocol_LobbyRefresh :public Oyster::Network::CustomProtocolObject
{
struct LobbyUpdateData
{
@ -134,14 +141,14 @@ namespace GameLogic
};
int count;
LobbyUpdateData* data;
Protocol_LobbyUpdate()
Protocol_LobbyRefresh()
{
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_LeaveLobby;
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Refresh;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
}
Protocol_LobbyUpdate( Oyster::Network::CustomNetProtocol* p )
Protocol_LobbyRefresh( Oyster::Network::CustomNetProtocol* p )
{
count = (*p)[1].value.netInt;
data = new LobbyUpdateData[count];
@ -150,7 +157,7 @@ namespace GameLogic
//data[i].mapName = (*p)[i].value.
}
}
~Protocol_LobbyUpdate()
~Protocol_LobbyRefresh()
{
delete [] data;
data = 0;

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@ -4,14 +4,99 @@
#include <CustomNetProtocol.h>
#include "ProtocolIdentificationID.h"
//protocol_Gameplay_PlayerMovement 300
//protocol_Gameplay_PlayerMouseMovement 301
//protocol_Gameplay_PlayerChangeWeapon 302
//#define protocol_Gameplay_ObjectPickup 303
//#define protocol_Gameplay_ObjectDamage 304
//#define protocol_Gameplay_ObjectPosition 305
//#define protocol_Gameplay_ObjectEnabled 306
//#define protocol_Gameplay_ObjectDisabled 307
//#define protocol_Gameplay_ObjectCreate 308
namespace GameLogic
{
struct Protocol_ObjectPickup :public Oyster::Network::CustomProtocolObject
{
int object_ID;
short pickup_ID;
Protocol_ObjectPickup()
{
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectPickup;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_Short;
object_ID = -1;
pickup_ID = -1;
}
Protocol_ObjectPickup(int objectID, short pickupID)
{
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectPosition;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_Short;
object_ID = objectID;
pickup_ID = pickupID;
}
Oyster::Network::CustomNetProtocol* GetProtocol() override
{
this->protocol[1].value = object_ID;
this->protocol[2].value = pickup_ID;
return &protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
struct Protocol_ObjectDamage :public Oyster::Network::CustomProtocolObject
{
int object_ID;
float health; //Precentage%
Protocol_ObjectDamage()
{
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectDamage;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
object_ID = -1;
health = 0.0f;
}
Protocol_ObjectDamage(int id, float hp)
{
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectDamage;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
object_ID = id;
health = hp;
}
Oyster::Network::CustomNetProtocol* GetProtocol() override
{
this->protocol[1].value = object_ID;
this->protocol[2].value = health;
return &protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
struct Protocol_ObjectPosition :public Oyster::Network::CustomProtocolObject
{
int object_ID;
float worldMatrix[16];
// look at dir
Protocol_ObjectPosition()
{
@ -60,7 +145,6 @@ namespace GameLogic
{
int object_ID;
float worldMatrix[16];
// look at dir
Protocol_ObjectEnable()
{
@ -116,6 +200,17 @@ namespace GameLogic
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
}
Protocol_ObjectDisable(int id, float time)
{
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectDisabled;
this->protocol[protocol_INDEX_ID].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;
}
Oyster::Network::CustomNetProtocol* GetProtocol() override
{
this->protocol[1].value = object_ID;
@ -127,14 +222,13 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
struct Protocol_CreateObject :public Oyster::Network::CustomProtocolObject
struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject
{
int object_ID;
char *path;
char *name;
float worldMatrix[16];
Protocol_CreateObject()
Protocol_ObjectCreate()
{
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectCreate;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
@ -147,7 +241,7 @@ namespace GameLogic
this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
}
}
Protocol_CreateObject(float m[16], int id, char *path)
Protocol_ObjectCreate(float m[16], int id, char *path)
{
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectCreate;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Int;
@ -161,14 +255,14 @@ namespace GameLogic
}
object_ID = id;
this->path = path;
this->name = path;
memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
}
Oyster::Network::CustomNetProtocol* GetProtocol() override
{
this->protocol[1].value = object_ID;
this->protocol[2].value = path;
this->protocol[2].value = name;
this->protocol[3].value = worldMatrix[0];
this->protocol[4].value = worldMatrix[1];
this->protocol[5].value = worldMatrix[2];

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@ -124,7 +124,7 @@ namespace GameLogic
Protocol_PlayerDamage()
{
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_PlayerDamage;
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectDamage;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
@ -151,7 +151,7 @@ namespace GameLogic
Protocol_PlayerPickup()
{
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_PlayerPickup;
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectPickup;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;

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@ -15,46 +15,47 @@
/***********************************/
/********* RESERVERD PROTOCOLS ***************************************************************************************************/
/********** [ 0 - 100 ] *********/
/********** [ 0 - 99 ] *********/
#define protocol_RESERVED_MIN 0
#define protocol_RESERVED_MAX 99
/***********************************/
/********* GENERAL PROTOCOLS ***************************************************************************************************/
/***********[ 100 - 200 ]***********/
/***********[ 100 - 199 ]***********/
#define protocol_GeneralMIN 100
#define protocol_General_Status 100
#define protocol_General_Text 101
#define protocol_General_Disconnect 102
#define protocol_General_Login 110
#define protocol_GeneralMAX 199
/***********************************/
/********* LOBBY PROTOCOLS ***************************************************************************************************/
/***********[ 200 - 300 ]***********/
/***********[ 200 - 299 ]***********/
#define protocol_LobbyMIN 200
#define protocol_Lobby_CreateGame 200
#define protocol_Lobby_JoinGame 201
#define protocol_Lobby_StartGame 202
#define protocol_Lobby_StartGame 201
#define protocol_Lobby_JoinGame 202
#define protocol_Lobby_JoinLobby 203
#define protocol_Lobby_LeaveLobby 204
#define protocol_Lobby_CreateGameLobby 205
#define protocol_Lobby_Refresh 205
#define protocol_LobbyMAX 299
/***********************************/
/********* GAMEPLAY PROTOCOLS ***************************************************************************************************/
/***********[ 300 - 400 ]***********/
/***********[ 300 - 399 ]***********/
#define protocol_GameplayMIN 300
#define protocol_Gameplay_PlayerMovement 300
#define protocol_Gameplay_PlayerMouseMovement 301
#define protocol_Gameplay_PlayerChangeWeapon 302
#define protocol_Gameplay_PlayerDamage 303
#define protocol_Gameplay_PlayerPickup 304
#define protocol_Gameplay_ObjectPickup 303
#define protocol_Gameplay_ObjectDamage 304
#define protocol_Gameplay_ObjectPosition 305
#define protocol_Gameplay_ObjectEnabled 306
#define protocol_Gameplay_ObjectDisabled 307
#define protocol_Gameplay_ObjectCreate 308
#define protocol_Gameplay_Initiate 309
#define protocol_GameplayMAX 399

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@ -59,11 +59,11 @@ namespace Oyster
switch (callbackType)
{
case CallbackType_Function:
value.callbackFunction(e);
if(value.callbackFunction) value.callbackFunction(e);
return true;
break;
case CallbackType_Object:
value.callbackObject->ObjectCallback(e);
if(value.callbackObject) value.callbackObject->ObjectCallback(e);
return true;
break;
case CallbackType_PostBox: