Merge
This commit is contained in:
commit
934aa6e45a
|
@ -6,6 +6,8 @@
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|||
#include "GameClientState\GameState.h"
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#include "GameClientState\LobbyState.h"
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#include "PlayerProtocols.h"
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#include "ControlProtocols.h"
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#include "GameProtocols.h"
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#include "NetworkClient.h"
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#include "../WindowManager/WindowShell.h"
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|
@ -29,9 +31,15 @@ namespace DanBias
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int pType = p[0].value.netInt;
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switch (pType)
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{
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case protocol_Gamplay_PlayerNavigation:
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case protocol_Status:
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{
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GameLogic::Protocol_Status::States state;
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state = (GameLogic::Protocol_Status::States)p[1].value.netShort;
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}
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break;
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case protocol_Gameplay_PlayerNavigation:
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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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@ -44,7 +52,7 @@ namespace DanBias
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protocolData = NULL;
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}
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break;
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case protocol_Gamplay_PlayerPosition:
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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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@ -58,7 +66,7 @@ namespace DanBias
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}
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break;
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case protocol_Gamplay_CreateObject:
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case protocol_Gameplay_CreateObject:
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{
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Client::GameClientState::NewObj* protocolData = new Client::GameClientState::NewObj;
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@ -76,7 +84,19 @@ namespace DanBias
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protocolData = NULL;
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}
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break;
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case protocol_Gamplay_ObjectPosition:
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case protocol_Gameplay_RemoveObject:
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{
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Client::GameClientState::RemoveObj* protocolData = new Client::GameClientState::RemoveObj;
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protocolData->object_ID = p[1].value.netInt;
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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_ObjectPosition:
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{
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Client::GameClientState::ObjPos* protocolData = new Client::GameClientState::ObjPos;
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@ -113,7 +133,6 @@ namespace DanBias
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}
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public:
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//Client::GameClientState* gameClientState;
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WindowShell* window;
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InputClass* inputObj;
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Utility::WinTimer* timer;
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|
|
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@ -28,6 +28,11 @@ public:
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char* path;
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float worldPos[16];
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};
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struct RemoveObj :public ProtocolStruct
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{
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int object_ID;
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//particle effect
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};
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struct KeyInput :public ProtocolStruct
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{
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bool key[6];
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|
|
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@ -2,8 +2,11 @@
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#include "DllInterfaces/GFXAPI.h"
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#include "C_obj/C_Player.h"
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#include "C_obj/C_DynamicObj.h"
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#include "NetworkClient.h"
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#include "PlayerProtocols.h"
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#include "ControlProtocols.h"
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#include "GameProtocols.h"
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#include "NetworkClient.h"
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using namespace DanBias::Client;
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@ -83,10 +86,15 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
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switch (privData->state)
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{
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case gameStateState_loading:
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// load map
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// wait for all players
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LoadGame();
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privData->state = gameStateState_playing;
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{
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// load map
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// wait for all players
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LoadGame();
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GameLogic::Protocol_Status gameStatus;
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gameStatus.status = GameLogic::Protocol_Status::States_ready;
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privData->nwClient->Send(gameStatus);
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privData->state = gameStateState_playing;
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}
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break;
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case gameStateState_playing:
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// read server data
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|
@ -180,15 +188,7 @@ bool GameState::Release()
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|
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void GameState::Protocol(ProtocolStruct* pos)
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{
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// move message
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/*
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if ((KeyInput*)pos)
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{
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}
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if((ObjPos*)pos)
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ObjectPosProtocol((ObjPos*)pos);
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else if((PlayerPos*)pos)
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PlayerPosProtocol((PlayerPos*)pos);*/
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|
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}
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void GameState::Protocol( PlayerPos* pos )
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|
@ -224,6 +224,7 @@ void GameState::Protocol( NewObj* pos )
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|||
|
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modelData.world = world;
|
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modelData.visible = true;
|
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//not sure if this is good parsing rom char* to wstring
|
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const char* path = pos->path;
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modelData.modelPath = std::wstring(path, path + strlen(path));
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// load models
|
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|
@ -240,6 +241,11 @@ void GameState::Protocol( KeyInput* pos )
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|||
}
|
||||
}
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|
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void DanBias::Client::GameState::Protocol( RemoveObj* obj )
|
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{
|
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privData->object[obj->object_ID]->Release( );
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}
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|
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void GameState::PlayerPosProtocol(PlayerPos* pos)
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{
|
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Oyster::Math::Float4x4 world, translate;
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|
|
|
@ -36,6 +36,7 @@ public:
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void Protocol(ObjPos* pos);
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void Protocol(KeyInput* pos);
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void Protocol( NewObj* pos );
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void Protocol(RemoveObj* obj);
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void PlayerPosProtocol(PlayerPos* pos);
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void ObjectPosProtocol(ObjPos* pos);
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//void Protocol(LightPos pos);
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|
|
|
@ -6,51 +6,52 @@
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|||
|
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using namespace Oyster;
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namespace GameLogic
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{
|
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using namespace GameLogic;
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|
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void PlayerVBox(Player &player, DynamicObject &box);
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void PlayerVBox(Player &player, DynamicObject &box);
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|
||||
|
||||
Physics::ICustomBody::SubscriptMessage CollisionManager::PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj)
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Physics::ICustomBody::SubscriptMessage CollisionManager::PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj)
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{
|
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Player *player = ((Player*)(rigidBodyPlayer->gameObjectRef));
|
||||
Object *realObj = (Object*)obj->gameObjectRef;
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|
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switch (realObj->GetType().value)
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{
|
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Player *player = ((Player*)(rigidBodyPlayer->gameObjectRef));
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Object *realObj = (Object*)obj->gameObjectRef;
|
||||
case OBJECT_TYPE::OBJECT_TYPE_BOX:
|
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PlayerVBox(*player,(*(DynamicObject*) realObj));
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break;
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case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
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||||
|
||||
switch (realObj->GetType())
|
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{
|
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case OBJECT_TYPE_BOX:
|
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PlayerVBox(*player,(*(DynamicObject*) realObj));
|
||||
break;
|
||||
case OBJECT_TYPE_PLAYER:
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
return Physics::ICustomBody::SubscriptMessage_none;
|
||||
break;
|
||||
}
|
||||
|
||||
void PlayerVBox(Player &player, DynamicObject &box)
|
||||
{
|
||||
player.DamageLife(20);
|
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}
|
||||
|
||||
Physics::ICustomBody::SubscriptMessage CollisionManager::BoxCollision(const Oyster::Physics::ICustomBody *rigidBodyBox, const Oyster::Physics::ICustomBody *obj)
|
||||
{
|
||||
DynamicObject *box = (DynamicObject*)rigidBodyBox->gameObjectRef;
|
||||
Object *realObj = (Object*)obj->gameObjectRef;
|
||||
|
||||
switch (realObj->GetType())
|
||||
{
|
||||
case OBJECT_TYPE_BOX:
|
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return Physics::ICustomBody::SubscriptMessage_none;
|
||||
}
|
||||
|
||||
void PlayerVBox(Player &player, DynamicObject &box)
|
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{
|
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player.DamageLife(20);
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}
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|
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Physics::ICustomBody::SubscriptMessage CollisionManager::BoxCollision(const Oyster::Physics::ICustomBody *rigidBodyBox, const Oyster::Physics::ICustomBody *obj)
|
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{
|
||||
if(rigidBodyBox == 0)
|
||||
{
|
||||
return Physics::ICustomBody::SubscriptMessage::SubscriptMessage_none;
|
||||
}
|
||||
DynamicObject *box = (DynamicObject*)rigidBodyBox->gameObjectRef;
|
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Object *realObj = (Object*)obj->gameObjectRef;
|
||||
|
||||
switch (realObj->GetType().value)
|
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{
|
||||
case OBJECT_TYPE::OBJECT_TYPE_BOX:
|
||||
|
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break;
|
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case OBJECT_TYPE_PLAYER:
|
||||
//PlayerVBox(*(Player*)realObj,*box);
|
||||
break;
|
||||
}
|
||||
|
||||
return Physics::ICustomBody::SubscriptMessage_none;
|
||||
break;
|
||||
case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
|
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//PlayerVBox(*(Player*)realObj,*box);
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break;
|
||||
}
|
||||
|
||||
}
|
||||
return Physics::ICustomBody::SubscriptMessage_none;
|
||||
}
|
||||
|
|
|
@ -4,12 +4,13 @@
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|||
#ifndef DYNAMICOBJECT_H
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#define DYNAMICOBJECT_H
|
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#include "Object.h"
|
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#include "GameLogicDef.h"
|
||||
|
||||
namespace GameLogic
|
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{
|
||||
|
||||
|
||||
class DynamicObject : public Object
|
||||
class DANBIAS_GAMELOGIC_DLL DynamicObject : public Object
|
||||
{
|
||||
|
||||
public:
|
||||
|
|
|
@ -1,23 +1,63 @@
|
|||
#ifndef GAMELOGICSTATES_H
|
||||
#define GAMELOGICSTATES_H
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||||
|
||||
#include "GameLogicDef.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
enum PLAYER_STATE
|
||||
class DANBIAS_GAMELOGIC_DLL PLAYER_STATE
|
||||
{
|
||||
PLAYER_STATE_JUMPING = 0,
|
||||
PLAYER_STATE_WALKING = 1,
|
||||
PLAYER_STATE_IDLE = 2,
|
||||
public:
|
||||
PLAYER_STATE()
|
||||
{
|
||||
|
||||
}
|
||||
PLAYER_STATE(int value)
|
||||
{
|
||||
this->value = value;
|
||||
}
|
||||
|
||||
static const int PLAYER_STATE_JUMPING = 0;
|
||||
static const int PLAYER_STATE_WALKING = 1;
|
||||
static const int PLAYER_STATE_IDLE = 2;
|
||||
int value;
|
||||
|
||||
};
|
||||
class DANBIAS_GAMELOGIC_DLL PLAYER_MOVEMENT
|
||||
{
|
||||
public:
|
||||
PLAYER_MOVEMENT()
|
||||
{
|
||||
|
||||
}
|
||||
PLAYER_MOVEMENT(int value)
|
||||
{
|
||||
this->value = value;
|
||||
}
|
||||
static const int PLAYER_MOVEMENT_FORWARD = 0;
|
||||
static const int PLAYER_MOVEMENT_BACKWARD = 1;
|
||||
static const int PLAYER_MOVEMENT_LEFT = 2;
|
||||
static const int PLAYER_MOVEMENT_RIGHT = 4;
|
||||
static const int PLAYER_MOVEMENT_JUMP = 8;
|
||||
int value;
|
||||
};
|
||||
|
||||
enum PLAYER_MOVEMENT
|
||||
class DANBIAS_GAMELOGIC_DLL OBJECT_TYPE
|
||||
{
|
||||
PLAYER_MOVEMENT_FORWARD = 0,
|
||||
PLAYER_MOVEMENT_BACKWARD = 1,
|
||||
PLAYER_MOVEMENT_LEFT = 2,
|
||||
PLAYER_MOVEMENT_RIGHT = 4,
|
||||
PLAYER_MOVEMENT_JUMP = 8,
|
||||
public:
|
||||
OBJECT_TYPE()
|
||||
{
|
||||
|
||||
}
|
||||
OBJECT_TYPE(int value)
|
||||
{
|
||||
this->value = value;
|
||||
}
|
||||
static const int OBJECT_TYPE_PLAYER = 0;
|
||||
static const int OBJECT_TYPE_BOX = 1;
|
||||
static const int OBJECT_TYPE_UNKNOWN = 2;
|
||||
|
||||
public: int value;
|
||||
};
|
||||
|
||||
enum WEAPON_FIRE
|
||||
|
@ -37,12 +77,7 @@ namespace GameLogic
|
|||
WEAPON_STATE_RELOADING = 2,
|
||||
};
|
||||
|
||||
enum OBJECT_TYPE
|
||||
{
|
||||
OBJECT_TYPE_PLAYER = 0,
|
||||
OBJECT_TYPE_BOX = 1,
|
||||
OBJECT_TYPE_UNKNOWN = 2,
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
#endif
|
|
@ -20,7 +20,7 @@ Object::Object()
|
|||
rigidBody->gameObjectRef = this;
|
||||
|
||||
this->objectID = GID();
|
||||
this->type = OBJECT_TYPE_UNKNOWN;
|
||||
this->type = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN;
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -14,7 +14,7 @@ struct Player::PrivateData
|
|||
|
||||
life = 100;
|
||||
teamID = -1;
|
||||
playerState = PLAYER_STATE_IDLE;
|
||||
playerState.value = PLAYER_STATE::PLAYER_STATE_IDLE;
|
||||
|
||||
lookDir = Oyster::Math::Float3(1,0,0);
|
||||
}
|
||||
|
@ -36,7 +36,7 @@ struct Player::PrivateData
|
|||
}myData;
|
||||
|
||||
Player::Player()
|
||||
:Object(CollisionManager::PlayerCollision, OBJECT_TYPE_PLAYER)
|
||||
:Object(CollisionManager::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER)
|
||||
{
|
||||
myData = new PrivateData();
|
||||
}
|
||||
|
@ -51,23 +51,23 @@ void Player::Move(const PLAYER_MOVEMENT &movement)
|
|||
{
|
||||
Oyster::Math::Float3 currentVelocity = rigidBody->GetRigidLinearVelocity();
|
||||
|
||||
switch(movement)
|
||||
switch(movement.value)
|
||||
{
|
||||
case PLAYER_MOVEMENT_FORWARD:
|
||||
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_FORWARD:
|
||||
API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),myData->lookDir * 100);
|
||||
break;
|
||||
|
||||
case PLAYER_MOVEMENT_BACKWARD:
|
||||
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_BACKWARD:
|
||||
API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-myData->lookDir * 100);
|
||||
break;
|
||||
|
||||
case PLAYER_MOVEMENT_LEFT:
|
||||
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_LEFT:
|
||||
break;
|
||||
|
||||
case PLAYER_MOVEMENT_RIGHT:
|
||||
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_RIGHT:
|
||||
break;
|
||||
|
||||
case PLAYER_MOVEMENT_JUMP:
|
||||
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_JUMP:
|
||||
Jump();
|
||||
break;
|
||||
}
|
||||
|
@ -82,7 +82,7 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint)
|
|||
{
|
||||
API::Instance().SetCenter(rigidBody,spawnPoint);
|
||||
myData->life = 100;
|
||||
myData->playerState = PLAYER_STATE_IDLE;
|
||||
myData->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
|
||||
myData->lookDir = Oyster::Math::Float3(1,0,0);
|
||||
}
|
||||
|
||||
|
@ -93,20 +93,21 @@ void Player::Jump()
|
|||
|
||||
bool Player::IsWalking()
|
||||
{
|
||||
return (myData->playerState == PLAYER_STATE_WALKING);
|
||||
return (myData->playerState.value == PLAYER_STATE::PLAYER_STATE_WALKING);
|
||||
}
|
||||
bool Player::IsJumping()
|
||||
{
|
||||
return (myData->playerState == PLAYER_STATE_JUMPING);
|
||||
return (myData->playerState.value == PLAYER_STATE::PLAYER_STATE_JUMPING);
|
||||
}
|
||||
bool Player::IsIdle()
|
||||
{
|
||||
return (myData->playerState == PLAYER_STATE_IDLE);
|
||||
return (myData->playerState.value == PLAYER_STATE::PLAYER_STATE_IDLE);
|
||||
}
|
||||
|
||||
Oyster::Math::Float3 Player::GetPos()
|
||||
{
|
||||
return rigidBody->GetCenter();
|
||||
return Oyster::Math::Float3(0,0,0);
|
||||
}
|
||||
|
||||
Oyster::Math::Float3 Player::GetLookDir()
|
||||
|
|
|
@ -0,0 +1,38 @@
|
|||
#ifndef GAMELOGIC_CONTROL_PROTOCOLS_H
|
||||
#define GAMELOGIC_CONTROL_PROTOCOLS_H
|
||||
|
||||
#include <CustomNetProtocol.h>
|
||||
#include "ProtocolIdentificationID.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
struct Protocol_Status :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
enum States
|
||||
{
|
||||
States_ready,
|
||||
States_idle,
|
||||
States_bussy,
|
||||
States_disconected,
|
||||
};
|
||||
States status;
|
||||
|
||||
Protocol_Status()
|
||||
{
|
||||
this->protocol[0].value = protocol_Status;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = status;
|
||||
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
}
|
||||
#endif //!GAMELOGIC_CONTROL_PROTOCOLS_H
|
|
@ -4,6 +4,7 @@
|
|||
#include "ObjectProtocols.h"
|
||||
#include "PlayerProtocols.h"
|
||||
#include "LobbyProtocols.h"
|
||||
#include "ControlProtocols.h"
|
||||
|
||||
#include "TEST_PROTOCOLS.h"
|
||||
|
||||
|
|
|
@ -154,6 +154,7 @@
|
|||
</Lib>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="ControlProtocols.h" />
|
||||
<ClInclude Include="GameProtocols.h" />
|
||||
<ClInclude Include="LobbyProtocols.h" />
|
||||
<ClInclude Include="ObjectProtocols.h" />
|
||||
|
|
|
@ -11,14 +11,14 @@ namespace GameLogic
|
|||
struct Protocol_CreateObject :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int object_ID;
|
||||
char path[255];
|
||||
char *path;
|
||||
float worldMatrix[16];
|
||||
|
||||
|
||||
Protocol_CreateObject()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gamplay_CreateObject;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[0].value = protocol_Gameplay_CreateObject;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
|
@ -79,7 +79,7 @@ namespace GameLogic
|
|||
|
||||
Protocol_ObjectPosition()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gamplay_ObjectPosition;
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectPosition;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
@ -129,6 +129,27 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_RemoveObject :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int object_ID;
|
||||
|
||||
Protocol_RemoveObject()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_RemoveObject;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
|
||||
this->protocol[1].value = object_ID;
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
}
|
||||
|
||||
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H
|
|
@ -25,7 +25,7 @@ namespace GameLogic
|
|||
|
||||
Protocol_PlayerMovement()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gamplay_PlayerNavigation;
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerNavigation;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
|
||||
|
@ -60,7 +60,7 @@ namespace GameLogic
|
|||
|
||||
Protocol_PlayerMouse()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gamplay_PlayerMouseMovement;
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerMouseMovement;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
@ -87,7 +87,7 @@ namespace GameLogic
|
|||
|
||||
Protocol_PlayerPosition()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gamplay_PlayerPosition;
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerPosition;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
|
|
@ -8,6 +8,17 @@
|
|||
/* THERE CAN ABSOLUTLEY NOT BE TWO DEFINITIONS WITH THE SAME ID!! */
|
||||
|
||||
|
||||
#define protocol_ID_INDEX 0
|
||||
|
||||
#define protocol_Gameplay_PlayerNavigation 300
|
||||
#define protocol_Gameplay_PlayerMouseMovement 301
|
||||
#define protocol_Gameplay_PlayerPosition 302
|
||||
#define protocol_Gameplay_CreateObject 303
|
||||
#define protocol_Gameplay_RemoveObject 304
|
||||
#define protocol_Gameplay_ObjectPosition 305
|
||||
|
||||
|
||||
#define protocol_Status 50
|
||||
|
||||
/***********************************/
|
||||
/********* RESERVERD PROTOCOLS *****/
|
||||
|
|
|
@ -232,10 +232,12 @@ namespace Oyster
|
|||
protected:
|
||||
virtual ~API() {}
|
||||
};
|
||||
|
||||
|
||||
|
||||
//! The root interface for all physical representations processable by the engine.
|
||||
class PHYSICS_DLL_USAGE ICustomBody
|
||||
{
|
||||
|
||||
public:
|
||||
enum SubscriptMessage
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue