GL - control protocol added
This commit is contained in:
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0c98e2847d
commit
a4907c8e2e
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@ -6,6 +6,7 @@
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#include "GameClientState\GameState.h"
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#include "GameClientState\GameState.h"
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#include "GameClientState\LobbyState.h"
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#include "GameClientState\LobbyState.h"
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#include "PlayerProtocols.h"
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#include "PlayerProtocols.h"
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#include "ControlProtocols.h"
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#include "NetworkClient.h"
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#include "NetworkClient.h"
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#include "../WindowManager/WindowShell.h"
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#include "../WindowManager/WindowShell.h"
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@ -29,9 +30,15 @@ namespace DanBias
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int pType = p[0].value.netInt;
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int pType = p[0].value.netInt;
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switch (pType)
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switch (pType)
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{
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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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{
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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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Client::GameClientState::KeyInput* protocolData = new Client::GameClientState::KeyInput;
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for(int i = 0; i< 6; i++)
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for(int i = 0; i< 6; i++)
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{
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{
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@ -44,7 +51,7 @@ namespace DanBias
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protocolData = NULL;
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protocolData = NULL;
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}
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}
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break;
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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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{
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Client::GameClientState::PlayerPos* protocolData = new Client::GameClientState::PlayerPos;
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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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for(int i = 0; i< 3; i++)
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@ -58,7 +65,7 @@ namespace DanBias
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}
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}
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break;
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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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{
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Client::GameClientState::NewObj* protocolData = new Client::GameClientState::NewObj;
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Client::GameClientState::NewObj* protocolData = new Client::GameClientState::NewObj;
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@ -76,7 +83,19 @@ namespace DanBias
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protocolData = NULL;
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protocolData = NULL;
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}
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}
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break;
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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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{
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Client::GameClientState::ObjPos* protocolData = new Client::GameClientState::ObjPos;
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Client::GameClientState::ObjPos* protocolData = new Client::GameClientState::ObjPos;
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@ -113,7 +132,6 @@ namespace DanBias
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}
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}
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public:
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public:
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//Client::GameClientState* gameClientState;
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WindowShell* window;
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WindowShell* window;
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InputClass* inputObj;
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InputClass* inputObj;
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Utility::WinTimer* timer;
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Utility::WinTimer* timer;
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@ -28,6 +28,11 @@ public:
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char* path;
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char* path;
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float worldPos[16];
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float worldPos[16];
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};
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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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struct KeyInput :public ProtocolStruct
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{
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{
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bool key[6];
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bool key[6];
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@ -4,6 +4,7 @@
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#include "C_obj/C_DynamicObj.h"
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#include "C_obj/C_DynamicObj.h"
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#include "NetworkClient.h"
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#include "NetworkClient.h"
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#include "PlayerProtocols.h"
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#include "PlayerProtocols.h"
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#include "ControlProtocols.h"
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using namespace DanBias::Client;
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using namespace DanBias::Client;
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@ -83,10 +84,15 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
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switch (privData->state)
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switch (privData->state)
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{
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{
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case gameStateState_loading:
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case gameStateState_loading:
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// load map
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{
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// wait for all players
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// load map
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LoadGame();
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// wait for all players
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privData->state = gameStateState_playing;
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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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break;
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case gameStateState_playing:
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case gameStateState_playing:
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// read server data
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// read server data
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@ -180,15 +186,7 @@ bool GameState::Release()
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void GameState::Protocol(ProtocolStruct* pos)
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void GameState::Protocol(ProtocolStruct* pos)
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{
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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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void GameState::Protocol( PlayerPos* pos )
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@ -224,6 +222,7 @@ void GameState::Protocol( NewObj* pos )
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modelData.world = world;
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modelData.world = world;
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modelData.visible = true;
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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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const char* path = pos->path;
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modelData.modelPath = std::wstring(path, path + strlen(path));
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modelData.modelPath = std::wstring(path, path + strlen(path));
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// load models
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// load models
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@ -240,6 +239,11 @@ void GameState::Protocol( KeyInput* pos )
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}
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}
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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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void GameState::PlayerPosProtocol(PlayerPos* pos)
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void GameState::PlayerPosProtocol(PlayerPos* pos)
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{
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{
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Oyster::Math::Float4x4 world, translate;
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Oyster::Math::Float4x4 world, translate;
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void Protocol(ObjPos* pos);
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void Protocol(ObjPos* pos);
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void Protocol(KeyInput* pos);
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void Protocol(KeyInput* pos);
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void Protocol( NewObj* 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 PlayerPosProtocol(PlayerPos* pos);
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void ObjectPosProtocol(ObjPos* pos);
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void ObjectPosProtocol(ObjPos* pos);
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//void Protocol(LightPos pos);
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//void Protocol(LightPos pos);
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@ -0,0 +1,38 @@
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#ifndef GAMELOGIC_CONTROL_PROTOCOLS_H
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#define GAMELOGIC_CONTROL_PROTOCOLS_H
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#include <CustomNetProtocol.h>
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#include "ProtocolIdentificationID.h"
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namespace GameLogic
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{
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struct Protocol_Status :public Oyster::Network::CustomProtocolObject
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{
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enum States
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{
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States_ready,
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States_idle,
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States_bussy,
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States_disconected,
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};
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States status;
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Protocol_Status()
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{
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this->protocol[0].value = protocol_Status;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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}
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Oyster::Network::CustomNetProtocol* GetProtocol() override
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{
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this->protocol[1].value = status;
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return &protocol;
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}
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
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}
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#endif //!GAMELOGIC_CONTROL_PROTOCOLS_H
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</Lib>
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</Lib>
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</ItemDefinitionGroup>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="ControlProtocols.h" />
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<ClInclude Include="ObjectProtocols.h" />
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<ClInclude Include="ObjectProtocols.h" />
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<ClInclude Include="PlayerProtocols.h" />
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<ClInclude Include="PlayerProtocols.h" />
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<ClInclude Include="ProtocolIdentificationID.h" />
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<ClInclude Include="ProtocolIdentificationID.h" />
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Protocol_CreateObject()
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Protocol_CreateObject()
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{
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{
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this->protocol[0].value = protocol_Gamplay_CreateObject;
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this->protocol[0].value = protocol_Gameplay_CreateObject;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
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this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
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@ -79,7 +79,7 @@ namespace GameLogic
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Protocol_ObjectPosition()
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Protocol_ObjectPosition()
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{
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{
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this->protocol[0].value = protocol_Gamplay_ObjectPosition;
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this->protocol[0].value = protocol_Gameplay_ObjectPosition;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
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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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@ -129,6 +129,27 @@ namespace GameLogic
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Oyster::Network::CustomNetProtocol protocol;
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Oyster::Network::CustomNetProtocol protocol;
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};
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};
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struct Protocol_RemoveObject :public Oyster::Network::CustomProtocolObject
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{
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int object_ID;
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Protocol_RemoveObject()
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{
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this->protocol[0].value = protocol_Gameplay_RemoveObject;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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}
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Oyster::Network::CustomNetProtocol* GetProtocol() override
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{
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this->protocol[1].value = object_ID;
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return &protocol;
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}
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
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}
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}
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#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H
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#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H
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Protocol_PlayerMovement()
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Protocol_PlayerMovement()
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{
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{
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this->protocol[0].value = protocol_Gamplay_PlayerNavigation;
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this->protocol[0].value = protocol_Gameplay_PlayerNavigation;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
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Protocol_PlayerMouse()
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Protocol_PlayerMouse()
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{
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{
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this->protocol[0].value = protocol_Gamplay_PlayerMouseMovement;
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this->protocol[0].value = protocol_Gameplay_PlayerMouseMovement;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
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Protocol_PlayerPosition()
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Protocol_PlayerPosition()
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{
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{
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this->protocol[0].value = protocol_Gamplay_PlayerPosition;
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this->protocol[0].value = protocol_Gameplay_PlayerPosition;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
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/* THERE CAN ABSOLUTLEY NOT BE TWO DEFINITIONS WITH THE SAME ID!! */
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/* THERE CAN ABSOLUTLEY NOT BE TWO DEFINITIONS WITH THE SAME ID!! */
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#define protocol_Gamplay_PlayerNavigation 0
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#define protocol_Gameplay_PlayerNavigation 0
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#define protocol_Gamplay_PlayerMouseMovement 1
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#define protocol_Gameplay_PlayerMouseMovement 1
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#define protocol_Gamplay_PlayerPosition 2
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#define protocol_Gameplay_PlayerPosition 2
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#define protocol_Gamplay_CreateObject 3
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#define protocol_Gameplay_CreateObject 3
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#define protocol_Gamplay_ObjectPosition 4
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#define protocol_Gameplay_RemoveObject 4
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#define protocol_Gameplay_ObjectPosition 5
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#define protocol_Status 50
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#define protocol_Lobby_Msg 100
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#define protocol_Lobby_Msg 100
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