Gameserver - Merged with Gamelogic

This commit is contained in:
Dennis Andersen 2014-01-14 10:29:39 +01:00
commit 87b8c0c7bb
4 changed files with 10 additions and 8 deletions

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@ -70,7 +70,6 @@ namespace DanBias
Client::GameClientState::NewObj* protocolData = new Client::GameClientState::NewObj; Client::GameClientState::NewObj* protocolData = new Client::GameClientState::NewObj;
protocolData->object_ID = p[1].value.netInt; protocolData->object_ID = p[1].value.netInt;
char k = p[2].value.netChar;
protocolData->path = p[2].value.netCharPtr; protocolData->path = p[2].value.netCharPtr;
for(int i = 0; i< 16; i++) for(int i = 0; i< 16; i++)
{ {

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@ -66,6 +66,8 @@ bool GameState::LoadModels(std::wstring mapFile)
ModelInitData modelData; ModelInitData modelData;
modelData.world = Oyster::Math3D::Float4x4::identity; modelData.world = Oyster::Math3D::Float4x4::identity;
Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2));
modelData.world = modelData.world * translate;
modelData.visible = true; modelData.visible = true;
modelData.modelPath = L"..\\Content\\worldDummy"; modelData.modelPath = L"..\\Content\\worldDummy";
modelData.id = 0; modelData.id = 0;
@ -74,7 +76,7 @@ bool GameState::LoadModels(std::wstring mapFile)
privData->object.push_back(obj); privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData); privData->object[privData->object.size() -1 ]->Init(modelData);
Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,2,2)); translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,2,2));
modelData.world = modelData.world * translate; modelData.world = modelData.world * translate;
modelData.modelPath = L"..\\Content\\worldDummy"; modelData.modelPath = L"..\\Content\\worldDummy";
modelData.id ++; modelData.id ++;
@ -262,21 +264,21 @@ void GameState::Protocol( ObjPos* pos )
} }
} }
void GameState::Protocol( NewObj* pos ) void GameState::Protocol( NewObj* newObj )
{ {
Oyster::Math::Float4x4 world; Oyster::Math::Float4x4 world;
for(int i = 0; i<16; i++) for(int i = 0; i<16; i++)
{ {
world[i] = pos->worldPos[i]; world[i] = newObj->worldPos[i];
} }
ModelInitData modelData; ModelInitData modelData;
modelData.world = world; modelData.world = world;
modelData.visible = true; modelData.visible = true;
modelData.id = pos->object_ID; modelData.id = newObj->object_ID;
//not sure if this is good parsing rom char* to wstring //not sure if this is good parsing rom char* to wstring
const char* path = pos->path; const char* path = newObj->path;
modelData.modelPath = std::wstring(path, path + strlen(path)); modelData.modelPath = std::wstring(path, path + strlen(path));
// load models // load models
C_Object* player = new C_Player(); C_Object* player = new C_Player();

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@ -34,8 +34,9 @@ namespace GameLogic
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Int; this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Int;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int; this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
for (int i = 2; i <= 17; i++) for (int i = 3; i <= 18; i++)
{ {
this->protocol[i].type = Oyster::Network::NetAttributeType_Float; this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
} }

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@ -22,10 +22,10 @@ struct CustomNetProtocol::PrivateData
size_t size = strlen(i->second.value.netCharPtr); size_t size = strlen(i->second.value.netCharPtr);
if(size == 0) continue; if(size == 0) continue;
attributes[i->first];
attributes[i->first].value.netCharPtr = new char[size + 1]; attributes[i->first].value.netCharPtr = new char[size + 1];
//strcpy_s(attributes[i->first].value.netCharPtr, size + 1, i->second.value.netCharPtr); //strcpy_s(attributes[i->first].value.netCharPtr, size + 1, i->second.value.netCharPtr);
memcpy(&attributes[i->first].value.netCharPtr[0], &i->second.value.netCharPtr[0], size + 1); memcpy(&attributes[i->first].value.netCharPtr[0], &i->second.value.netCharPtr[0], size + 1);
attributes[i->first].type = NetAttributeType_CharArray;
} }
else else
{ {