GL - moving character
This commit is contained in:
commit
c1757eef21
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@ -1,212 +1,197 @@
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<x>399</x>
|
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<panel_attributes>lt=<<.</panel_attributes>
|
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<additional_attributes>33;66;33;33</additional_attributes>
|
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<additional_attributes>21;42;21;21</additional_attributes>
|
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</element>
|
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|
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<type>com.umlet.element.Relation</type>
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<h>175</h>
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<x>371</x>
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<y>413</y>
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<w>230</w>
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<h>111</h>
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<panel_attributes>lt=<<.</panel_attributes>
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<additional_attributes>341;33;341;88;253;88;253;154;33;154</additional_attributes>
|
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<additional_attributes>217;21;217;56;161;56;161;98;21;98</additional_attributes>
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<x>781</x>
|
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<y>55</y>
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|
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<h>44</h>
|
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<x>476</x>
|
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<y>329</y>
|
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<w>84</w>
|
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<h>28</h>
|
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|
||||
<panel_attributes>DanBiasServerLauncher
|
||||
<panel_attributes>Math <<lib>>
|
||||
--
|
||||
/Is used globaly/
|
||||
bg=blue</panel_attributes>
|
||||
<additional_attributes/>
|
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|
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|
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<additional_attributes>21;112;224;112;224;21</additional_attributes>
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</element>
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|
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|
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<h>28</h>
|
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|
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<panel_attributes>Misc <<lib>>
|
||||
--
|
||||
/Is used globaly/
|
||||
bg=blue</panel_attributes>
|
||||
<additional_attributes/>
|
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|
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<panel_attributes>lt=<-</panel_attributes>
|
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<additional_attributes>21;63;56;63;56;21;77;21</additional_attributes>
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|
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|
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|
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<panel_attributes>/*HISTORY*/
|
||||
--
|
||||
10/2-2014
|
||||
Renamed DanBiasClientLauncher -> GameLauncher
|
||||
Removed DanBiasServerLauncher - connected to GameClient
|
||||
Added missing cconnections
|
||||
Specified what type of box and added a colour
|
||||
--
|
||||
elementstyle=wordwrap
|
||||
bg=gray
|
||||
</panel_attributes>
|
||||
<additional_attributes/>
|
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<panel_attributes>lt=<-</panel_attributes>
|
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<additional_attributes>21;49;21;21</additional_attributes>
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|
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|
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<panel_attributes>ServerUI <<exe>>
|
||||
--
|
||||
/template for future/
|
||||
bg=green</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
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<type>com.umlet.element.Class</type>
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<type>com.umlet.element.Relation</type>
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<w>132</w>
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<h>33</h>
|
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<x>525</x>
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<y>196</y>
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<w>34</w>
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<h>55</h>
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<panel_attributes>Math</panel_attributes>
|
||||
<additional_attributes/>
|
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<panel_attributes>lt=<-</panel_attributes>
|
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<additional_attributes>21;42;21;21</additional_attributes>
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</element>
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<type>com.umlet.element.Relation</type>
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<h>164</h>
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<x>539</x>
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<y>308</y>
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<w>90</w>
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<h>48</h>
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</coordinates>
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<panel_attributes>lt=<-</panel_attributes>
|
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<additional_attributes>33;143;132;143;132;33</additional_attributes>
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</element>
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<element>
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<type>com.umlet.element.Class</type>
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<x>682</x>
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<y>297</y>
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<w>99</w>
|
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<h>33</h>
|
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</coordinates>
|
||||
<panel_attributes>Misc</panel_attributes>
|
||||
<additional_attributes/>
|
||||
<additional_attributes>21;35;63;35;63;21;77;21</additional_attributes>
|
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</element>
|
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<element>
|
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<type>com.umlet.element.Relation</type>
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<coordinates>
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<x>605</x>
|
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<y>198</y>
|
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<w>87</w>
|
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<h>98</h>
|
||||
<x>532</x>
|
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<y>273</y>
|
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<w>97</w>
|
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<h>41</h>
|
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<panel_attributes>lt=<-</panel_attributes>
|
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<additional_attributes>66;77;44;77;44;33;33;33</additional_attributes>
|
||||
<additional_attributes>21;28;56;28;56;21;84;21</additional_attributes>
|
||||
</element>
|
||||
</diagram>
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<diagram program="umlet" version="12.1">
|
||||
<zoom_level>10</zoom_level>
|
||||
<diagram program="umlet" version="12.2">
|
||||
<zoom_level>8</zoom_level>
|
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<element>
|
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<id>UMLClass</id>
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<coordinates>
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<x>610</x>
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<w>100</w>
|
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<h>30</h>
|
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<x>632</x>
|
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<y>344</y>
|
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<w>104</w>
|
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<h>24</h>
|
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</coordinates>
|
||||
<panel_attributes>GameLobby
|
||||
</panel_attributes>
|
||||
|
@ -16,137 +16,100 @@
|
|||
<element>
|
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<id>UMLClass</id>
|
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<coordinates>
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<x>580</x>
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<w>160</w>
|
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<h>80</h>
|
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<x>624</x>
|
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<y>416</y>
|
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<w>128</w>
|
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<h>48</h>
|
||||
</coordinates>
|
||||
<panel_attributes>GameSession
|
||||
--
|
||||
/One instance of a game/
|
||||
/including x number of/
|
||||
/players./</panel_attributes>
|
||||
/including n players./</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
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<coordinates>
|
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<x>620</x>
|
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<y>340</y>
|
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<w>60</w>
|
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<h>160</h>
|
||||
<x>664</x>
|
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<y>344</y>
|
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<w>40</w>
|
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<h>88</h>
|
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</coordinates>
|
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<panel_attributes>lt=->>>></panel_attributes>
|
||||
<additional_attributes>30;140;40;30</additional_attributes>
|
||||
<additional_attributes>24;72;24;24</additional_attributes>
|
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</element>
|
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<element>
|
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<type>com.umlet.element.Relation</type>
|
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<coordinates>
|
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<x>710</x>
|
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<y>480</y>
|
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<w>100</w>
|
||||
<h>50</h>
|
||||
<x>664</x>
|
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<y>440</y>
|
||||
<w>40</w>
|
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<h>104</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=>>>>-</panel_attributes>
|
||||
<additional_attributes>80;30;30;30</additional_attributes>
|
||||
<additional_attributes>24;88;24;24</additional_attributes>
|
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</element>
|
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<element>
|
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<id>UMLClass</id>
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<coordinates>
|
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<x>600</x>
|
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<y>180</y>
|
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<w>120</w>
|
||||
<h>120</h>
|
||||
<x>40</x>
|
||||
<y>120</y>
|
||||
<w>368</w>
|
||||
<h>344</h>
|
||||
</coordinates>
|
||||
<panel_attributes>GameServer</panel_attributes>
|
||||
<panel_attributes>GameServerAPI <<singleton>>
|
||||
--
|
||||
{innerclass
|
||||
+ServerInitDesc<<struct>>
|
||||
--
|
||||
serverName :char pointer
|
||||
listenPort :int
|
||||
bool broadcast :bool
|
||||
ServerInitDesc() :void
|
||||
innerclass}
|
||||
{innerclass
|
||||
+GameServerInfo<<struct>>
|
||||
--
|
||||
listenPort :unsigned int
|
||||
serverIp :const char pointer
|
||||
innerclass}
|
||||
|
||||
+static DanBiasServerReturn ServerInitiate(const ServerInitDesc& desc);
|
||||
+static ServerStart() :void
|
||||
+static ServerStop() :void
|
||||
+static ServerUpdate() :void
|
||||
+static ServerGetInfo() :GameServerInfo
|
||||
+static ServerIsRunning() :bool
|
||||
+static GameSetMapId( val :const int& ) :void
|
||||
+static GameSetMaxClients( val :const int& ) :void
|
||||
+static GameSetGameMode(val :const int&) :void
|
||||
+static GameSetGameTime(val :const int&) :void
|
||||
+static GameGetMapId() :int
|
||||
+static GameGetMaxClients() :int
|
||||
+static GameGetGameMode() :int
|
||||
+static GameGetGameTime() :int
|
||||
+static GameGetGameName() :const char pointer
|
||||
+static GameStart() :bool</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>630</x>
|
||||
<y>270</y>
|
||||
<w>50</w>
|
||||
<h>90</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=>>>>-</panel_attributes>
|
||||
<additional_attributes>30;70;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
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<coordinates>
|
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<x>590</x>
|
||||
<y>100</y>
|
||||
<w>130</w>
|
||||
<x>384</x>
|
||||
<y>328</y>
|
||||
<w>264</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
<panel_attributes><<wrapper>>
|
||||
DanBiasServerAPI</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>630</x>
|
||||
<y>110</y>
|
||||
<w>50</w>
|
||||
<h>90</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=>>>>-
|
||||
</panel_attributes>
|
||||
<additional_attributes>30;70;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
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<id>UMLClass</id>
|
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<coordinates>
|
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<x>1060</x>
|
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<y>330</y>
|
||||
<w>120</w>
|
||||
<h>50</h>
|
||||
</coordinates>
|
||||
<panel_attributes>NetworkSession</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>690</x>
|
||||
<y>220</y>
|
||||
<w>390</w>
|
||||
<h>50</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=-<<<<</panel_attributes>
|
||||
<additional_attributes>30;30;370;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>680</x>
|
||||
<y>320</y>
|
||||
<w>400</w>
|
||||
<h>50</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=->>>>></panel_attributes>
|
||||
<additional_attributes>30;30;380;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>690</x>
|
||||
<y>340</y>
|
||||
<w>390</w>
|
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<h>160</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=->>>>></panel_attributes>
|
||||
<additional_attributes>30;140;40;40;370;30</additional_attributes>
|
||||
<panel_attributes>lt=>>>>-</panel_attributes>
|
||||
<additional_attributes>248;24;24;24</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Package</type>
|
||||
<coordinates>
|
||||
<x>460</x>
|
||||
<y>640</y>
|
||||
<w>120</w>
|
||||
<h>50</h>
|
||||
<x>440</x>
|
||||
<y>424</y>
|
||||
<w>96</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
<panel_attributes>GameLogicAPI
|
||||
bg=blue</panel_attributes>
|
||||
|
@ -155,21 +118,21 @@ bg=blue</panel_attributes>
|
|||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>370</x>
|
||||
<y>530</y>
|
||||
<w>350</w>
|
||||
<h>290</h>
|
||||
<x>512</x>
|
||||
<y>424</y>
|
||||
<w>128</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>90;150;30;270;330;240;240;30</additional_attributes>
|
||||
<additional_attributes>24;24;112;24</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
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<coordinates>
|
||||
<x>790</x>
|
||||
<y>500</y>
|
||||
<w>100</w>
|
||||
<h>30</h>
|
||||
<x>624</x>
|
||||
<y>528</y>
|
||||
<w>144</w>
|
||||
<h>24</h>
|
||||
</coordinates>
|
||||
<panel_attributes>GameClient</panel_attributes>
|
||||
<additional_attributes/>
|
||||
|
@ -177,21 +140,21 @@ bg=blue</panel_attributes>
|
|||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>670</x>
|
||||
<y>530</y>
|
||||
<w>150</w>
|
||||
<h>180</h>
|
||||
<x>520</x>
|
||||
<y>416</y>
|
||||
<w>120</w>
|
||||
<h>104</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>130;160;30;30</additional_attributes>
|
||||
<additional_attributes>24;88;64;88;64;24;104;24</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Package</type>
|
||||
<coordinates>
|
||||
<x>800</x>
|
||||
<y>670</y>
|
||||
<w>120</w>
|
||||
<h>40</h>
|
||||
<x>448</x>
|
||||
<y>480</y>
|
||||
<w>96</w>
|
||||
<h>48</h>
|
||||
</coordinates>
|
||||
<panel_attributes>GameProtocols
|
||||
bg=#aaaaa</panel_attributes>
|
||||
|
@ -200,10 +163,10 @@ bg=#aaaaa</panel_attributes>
|
|||
<element>
|
||||
<type>com.umlet.element.Package</type>
|
||||
<coordinates>
|
||||
<x>1040</x>
|
||||
<y>200</y>
|
||||
<w>160</w>
|
||||
<h>190</h>
|
||||
<x>720</x>
|
||||
<y>160</y>
|
||||
<w>152</w>
|
||||
<h>24</h>
|
||||
</coordinates>
|
||||
<panel_attributes>NetworkAPI
|
||||
bg=#a21aff</panel_attributes>
|
||||
|
@ -212,56 +175,84 @@ bg=#a21aff</panel_attributes>
|
|||
<element>
|
||||
<id>UMLClass</id>
|
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<coordinates>
|
||||
<x>1060</x>
|
||||
<y>280</y>
|
||||
<w>120</w>
|
||||
<h>40</h>
|
||||
<x>40</x>
|
||||
<y>24</y>
|
||||
<w>320</w>
|
||||
<h>64</h>
|
||||
</coordinates>
|
||||
<panel_attributes>NetworkClient</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>1060</x>
|
||||
<y>230</y>
|
||||
<w>120</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
<panel_attributes>NetworkServer</panel_attributes>
|
||||
<panel_attributes>/*HISTORY*/
|
||||
--
|
||||
10/2-2014
|
||||
Restructured old
|
||||
--
|
||||
elementstyle=wordwrap
|
||||
bg=gray</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>690</x>
|
||||
<y>240</y>
|
||||
<w>390</w>
|
||||
<h>80</h>
|
||||
<x>720</x>
|
||||
<y>160</y>
|
||||
<w>40</w>
|
||||
<h>272</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=-></panel_attributes>
|
||||
<additional_attributes>30;30;200;30;200;60;370;60</additional_attributes>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>24;24;24;256</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>690</x>
|
||||
<y>260</y>
|
||||
<w>390</w>
|
||||
<h>100</h>
|
||||
<x>704</x>
|
||||
<y>160</y>
|
||||
<w>40</w>
|
||||
<h>200</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=-<<<<</panel_attributes>
|
||||
<additional_attributes>30;30;180;30;180;80;370;80</additional_attributes>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>24;24;24;184</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>860</x>
|
||||
<y>270</y>
|
||||
<w>380</w>
|
||||
<h>260</h>
|
||||
<x>384</x>
|
||||
<y>152</y>
|
||||
<w>352</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=>>>-</panel_attributes>
|
||||
<additional_attributes>320;30;360;30;360;230;30;240</additional_attributes>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>336;24;24;24</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>736</x>
|
||||
<y>160</y>
|
||||
<w>40</w>
|
||||
<h>384</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>24;24;24;368</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>520</x>
|
||||
<y>480</y>
|
||||
<w>136</w>
|
||||
<h>64</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>24;24;120;24;120;48</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>512</x>
|
||||
<y>432</y>
|
||||
<w>160</w>
|
||||
<h>112</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>24;24;72;24;72;72;144;72;144;96</additional_attributes>
|
||||
</element>
|
||||
</diagram>
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<diagram program="umlet" version="12.1">
|
||||
<zoom_level>16</zoom_level>
|
||||
<diagram program="umlet" version="12.2">
|
||||
<zoom_level>6</zoom_level>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>560</x>
|
||||
<y>80</y>
|
||||
<w>176</w>
|
||||
<h>80</h>
|
||||
<x>198</x>
|
||||
<y>300</y>
|
||||
<w>66</w>
|
||||
<h>30</h>
|
||||
</coordinates>
|
||||
<panel_attributes><<interface>>
|
||||
OysterResource</panel_attributes>
|
||||
|
@ -16,23 +16,23 @@ OysterResource</panel_attributes>
|
|||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>528</x>
|
||||
<y>112</y>
|
||||
<w>206</w>
|
||||
<h>160</h>
|
||||
<x>186</x>
|
||||
<y>312</y>
|
||||
<w>76</w>
|
||||
<h>60</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=>>
|
||||
implements
|
||||
</panel_attributes>
|
||||
<additional_attributes>112;128;112;48</additional_attributes>
|
||||
<additional_attributes>42;48;42;18</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Actor</type>
|
||||
<coordinates>
|
||||
<x>352</x>
|
||||
<y>240</y>
|
||||
<w>128</w>
|
||||
<h>192</h>
|
||||
<x>120</x>
|
||||
<y>360</y>
|
||||
<w>48</w>
|
||||
<h>72</h>
|
||||
</coordinates>
|
||||
<panel_attributes>Dev</panel_attributes>
|
||||
<additional_attributes/>
|
||||
|
@ -40,22 +40,22 @@ implements
|
|||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>320</x>
|
||||
<y>32</y>
|
||||
<w>272</w>
|
||||
<h>240</h>
|
||||
<x>108</x>
|
||||
<y>282</y>
|
||||
<w>102</w>
|
||||
<h>90</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<.
|
||||
interacts></panel_attributes>
|
||||
<additional_attributes>240;80;96;80;96;208</additional_attributes>
|
||||
<additional_attributes>90;30;36;30;36;78</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>576</x>
|
||||
<y>576</y>
|
||||
<w>160</w>
|
||||
<h>32</h>
|
||||
<x>204</x>
|
||||
<y>486</y>
|
||||
<w>60</w>
|
||||
<h>12</h>
|
||||
</coordinates>
|
||||
<panel_attributes>CustomLoader</panel_attributes>
|
||||
<additional_attributes/>
|
||||
|
@ -63,10 +63,10 @@ interacts></panel_attributes>
|
|||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>576</x>
|
||||
<y>528</y>
|
||||
<w>160</w>
|
||||
<h>32</h>
|
||||
<x>204</x>
|
||||
<y>468</y>
|
||||
<w>60</w>
|
||||
<h>12</h>
|
||||
</coordinates>
|
||||
<panel_attributes>
|
||||
ByteLoader</panel_attributes>
|
||||
|
@ -75,33 +75,33 @@ ByteLoader</panel_attributes>
|
|||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>464</x>
|
||||
<y>384</y>
|
||||
<w>144</w>
|
||||
<h>192</h>
|
||||
<x>162</x>
|
||||
<y>414</y>
|
||||
<w>54</w>
|
||||
<h>72</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<-</panel_attributes>
|
||||
<additional_attributes>80;48;48;48;48;160;112;160</additional_attributes>
|
||||
<additional_attributes>30;18;18;18;18;60;42;60</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>368</x>
|
||||
<y>384</y>
|
||||
<w>266</w>
|
||||
<h>240</h>
|
||||
<x>126</x>
|
||||
<y>414</y>
|
||||
<w>98</w>
|
||||
<h>90</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<-
|
||||
implements partly</panel_attributes>
|
||||
<additional_attributes>176;48;144;48;144;208;208;208</additional_attributes>
|
||||
<additional_attributes>66;18;54;18;54;78;78;78</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>544</x>
|
||||
<y>240</y>
|
||||
<w>208</w>
|
||||
<h>128</h>
|
||||
<x>192</x>
|
||||
<y>360</y>
|
||||
<w>78</w>
|
||||
<h>48</h>
|
||||
</coordinates>
|
||||
<panel_attributes>--
|
||||
<<interface>>
|
||||
|
@ -115,10 +115,10 @@ halign=center</panel_attributes>
|
|||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>544</x>
|
||||
<y>400</y>
|
||||
<w>208</w>
|
||||
<h>80</h>
|
||||
<x>192</x>
|
||||
<y>420</y>
|
||||
<w>78</w>
|
||||
<h>30</h>
|
||||
</coordinates>
|
||||
<panel_attributes>
|
||||
OResource
|
||||
|
@ -130,13 +130,171 @@ halign=center</panel_attributes>
|
|||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>688</x>
|
||||
<y>256</y>
|
||||
<w>196</w>
|
||||
<h>224</h>
|
||||
<x>252</x>
|
||||
<y>366</y>
|
||||
<w>66</w>
|
||||
<h>84</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=>>>>
|
||||
manages></panel_attributes>
|
||||
<additional_attributes>64;192;112;192;112;48;64;48</additional_attributes>
|
||||
<additional_attributes>18;72;36;72;36;18;18;18</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>108</x>
|
||||
<y>282</y>
|
||||
<w>240</w>
|
||||
<h>234</h>
|
||||
</coordinates>
|
||||
<panel_attributes>old
|
||||
bg=gray</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>402</x>
|
||||
<y>342</y>
|
||||
<w>576</w>
|
||||
<h>204</h>
|
||||
</coordinates>
|
||||
<panel_attributes>ResourceManager
|
||||
--
|
||||
+ ResourceManager() :void
|
||||
+ ~ResourceManager() :void
|
||||
+ HBYTEARRAY LoadBytes(const wchar_t filename[], ResourceType type, int customId = -1, bool force = false)
|
||||
+ HRESOURCE LoadResource(const wchar_t filename[], LoadFunction loadFnc = 0, UnloadFunction unloadFnc = 0, int customId = -1, bool force = false)
|
||||
+ HRESOURCE ReloadResource(const wchar_t filename[])
|
||||
+ HRESOURCE ReloadResource(HRESOURCE& resource)
|
||||
+ void Clean()
|
||||
+ void ReleaseResource(const HRESOURCE& resource)
|
||||
+ void ReleaseResource(const wchar_t filename[])
|
||||
+ void SetResourceId(const HRESOURCE& resource, unsigned int id)
|
||||
+ void SetResourceId(const wchar_t filename[], unsigned int id)
|
||||
+ ResourceType GetResourceType(const HRESOURCE& resource)
|
||||
+ ResourceType GetResourceType (const wchar_t filename[])
|
||||
+ const wchar_t* GetResourceFilename(const HRESOURCE& resource);
|
||||
+ HRESOURCE GetResourceHandle(const wchar_t filename[])
|
||||
+ int GetResourceId(const HRESOURCE& resource);
|
||||
+ int GetResourceId(const wchar_t filename[]);
|
||||
--
|
||||
- ResourceManager(const ResourceManager& obj);
|
||||
- const ResourceManager& operator=(const ResourceManager&);
|
||||
- std::map<std::wstring, ResourceData*> resources;</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>390</x>
|
||||
<y>198</y>
|
||||
<w>600</w>
|
||||
<h>360</h>
|
||||
</coordinates>
|
||||
<panel_attributes>Oyster <<namespace>>
|
||||
--
|
||||
</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>396</x>
|
||||
<y>222</y>
|
||||
<w>588</w>
|
||||
<h>330</h>
|
||||
</coordinates>
|
||||
<panel_attributes>Resource <<namespace>>
|
||||
--
|
||||
</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>534</x>
|
||||
<y>282</y>
|
||||
<w>126</w>
|
||||
<h>18</h>
|
||||
</coordinates>
|
||||
<panel_attributes>HRESOURCE: void* <<typedef>></panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>534</x>
|
||||
<y>300</y>
|
||||
<w>126</w>
|
||||
<h>18</h>
|
||||
</coordinates>
|
||||
<panel_attributes>HBYTE: char <<typedef>></panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>534</x>
|
||||
<y>318</y>
|
||||
<w>126</w>
|
||||
<h>18</h>
|
||||
</coordinates>
|
||||
<panel_attributes>HBYTEARRAY: char* <<typedef>></panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>534</x>
|
||||
<y>246</y>
|
||||
<w>264</w>
|
||||
<h>18</h>
|
||||
</coordinates>
|
||||
<panel_attributes>UnloadFunction :void(*UnloadFunction)(void* loadedData) <<typedef>></panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>534</x>
|
||||
<y>264</y>
|
||||
<w>288</w>
|
||||
<h>18</h>
|
||||
</coordinates>
|
||||
<panel_attributes>LoadFunction :void*(*LoadFunction)(const wchar_t filename[]) <<typedef>></panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>402</x>
|
||||
<y>246</y>
|
||||
<w>126</w>
|
||||
<h>90</h>
|
||||
</coordinates>
|
||||
<panel_attributes>ResourceType <<enum>>
|
||||
--
|
||||
ResourceType_Byte_Raw
|
||||
ResourceType_Byte_ANSI
|
||||
ResourceType_Byte_UTF8
|
||||
ResourceType_Byte_UNICODE
|
||||
ResourceType_Byte_UTF16LE
|
||||
ResourceType_CUSTOM
|
||||
ResourceType_INVALID
|
||||
</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>378</x>
|
||||
<y>174</y>
|
||||
<w>630</w>
|
||||
<h>396</h>
|
||||
</coordinates>
|
||||
<panel_attributes>New
|
||||
bg=green</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
</diagram>
|
||||
|
|
|
@ -38,34 +38,6 @@ namespace DanBias
|
|||
}
|
||||
}
|
||||
break;
|
||||
case protocol_Gameplay_PlayerMovement:
|
||||
{
|
||||
Client::GameClientState::KeyInput* protocolData = new Client::GameClientState::KeyInput;
|
||||
for(int i = 0; i< 6; i++)
|
||||
{
|
||||
protocolData->key[i] = p[i+1].value.netBool;
|
||||
}
|
||||
|
||||
if(dynamic_cast<Client::GameState*>(gameClientState))
|
||||
((Client::GameState*)gameClientState)->Protocol(protocolData);
|
||||
delete protocolData;
|
||||
protocolData = NULL;
|
||||
}
|
||||
break;
|
||||
//case protocol_Gameplay_PlayerPosition:
|
||||
// {
|
||||
// Client::GameClientState::PlayerPos* protocolData = new Client::GameClientState::PlayerPos;
|
||||
// for(int i = 0; i< 3; i++)
|
||||
// {
|
||||
// protocolData->playerPos[i] = p[i].value.netFloat;
|
||||
// }
|
||||
// if(dynamic_cast<Client::GameState*>(gameClientState))
|
||||
// ((Client::GameState*)gameClientState)->Protocol(protocolData);
|
||||
// delete protocolData;
|
||||
// protocolData = NULL;
|
||||
// }
|
||||
// break;
|
||||
|
||||
case protocol_Gameplay_ObjectCreate:
|
||||
{
|
||||
Client::GameClientState::NewObj protocolData;// = new Client::GameClientState::NewObj;
|
||||
|
@ -110,11 +82,24 @@ namespace DanBias
|
|||
((Client::GameState*)gameClientState)->Protocol(&protocolData);
|
||||
}
|
||||
break;
|
||||
case protocol_Gameplay_ObjectPositionRotation:
|
||||
{
|
||||
|
||||
Client::GameClientState::ObjPos protocolData;
|
||||
protocolData.object_ID = p[1].value.netInt;
|
||||
for(int i = 0; i< 16; i++)
|
||||
{
|
||||
protocolData.worldPos[i] = p[i+2].value.netFloat;
|
||||
}
|
||||
|
||||
if(dynamic_cast<Client::GameState*>(gameClientState))
|
||||
((Client::GameState*)gameClientState)->Protocol(&protocolData);
|
||||
}
|
||||
break;
|
||||
case protocol_Lobby_Create:
|
||||
{
|
||||
if(dynamic_cast<Client::LobbyState*>(gameClientState))
|
||||
{
|
||||
GameLogic::Protocol_LobbyCreateGame tp();
|
||||
int id = p.Get(1).value.netInt;
|
||||
std::string name = p.Get(19).value.netCharPtr;
|
||||
Oyster::Math::Float4x4 w;
|
||||
|
|
|
@ -14,4 +14,4 @@ public:
|
|||
void Init(ModelInitData modelInit);
|
||||
|
||||
};};};
|
||||
#endif
|
||||
#endif
|
|
@ -15,4 +15,3 @@ public:
|
|||
|
||||
};};};
|
||||
#endif
|
||||
|
||||
|
|
|
@ -1,4 +1,3 @@
|
|||
|
||||
#include "C_StaticObj.h"
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
using namespace DanBias::Client;
|
||||
|
|
|
@ -35,6 +35,11 @@ public:
|
|||
};
|
||||
struct KeyInput :public ProtocolStruct
|
||||
{
|
||||
/*
|
||||
* key[0] =
|
||||
*
|
||||
*
|
||||
*/
|
||||
bool key[6];
|
||||
};
|
||||
struct PlayerPos :public ProtocolStruct
|
||||
|
|
|
@ -10,12 +10,9 @@ using namespace Oyster::Math;
|
|||
struct GameState::myData
|
||||
{
|
||||
myData(){}
|
||||
//std::vector<C_Object*> object;
|
||||
int modelCount;
|
||||
Oyster::Network::NetworkClient* nwClient;
|
||||
gameStateState state;
|
||||
|
||||
|
||||
}privData;
|
||||
|
||||
GameState::GameState(void)
|
||||
|
@ -24,6 +21,7 @@ GameState::GameState(void)
|
|||
key_backward = false;
|
||||
key_strafeRight = false;
|
||||
key_strafeLeft = false;
|
||||
timer = 0;
|
||||
}
|
||||
|
||||
|
||||
|
@ -49,12 +47,12 @@ bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
|
|||
}
|
||||
GameState::gameStateState GameState::LoadGame()
|
||||
{
|
||||
Oyster::Graphics::Definitions::Pointlight plight;
|
||||
plight.Pos = Float3(615, 0 ,5);
|
||||
plight.Color = Float3(0.9f,0.7f,0.2f);
|
||||
plight.Radius = 100;
|
||||
plight.Bright = 0.5f;
|
||||
Oyster::Graphics::API::AddLight(plight);
|
||||
Oyster::Graphics::Definitions::Pointlight plight;
|
||||
plight.Pos = Float3(615, 0 ,5);
|
||||
plight.Color = Float3(0.9f,0.7f,0.2f);
|
||||
plight.Radius = 100;
|
||||
plight.Bright = 0.5f;
|
||||
Oyster::Graphics::API::AddLight(plight);
|
||||
plight.Pos = Float3(10,800,5);
|
||||
plight.Color = Float3(0.9f,0.7f,0.3f);
|
||||
plight.Radius = 300;
|
||||
|
@ -78,6 +76,7 @@ GameState::gameStateState GameState::LoadGame()
|
|||
//Oyster::Graphics::API::AddLight(plight);
|
||||
// use level loader
|
||||
//LoadModels("3bana.bias");
|
||||
|
||||
// hardcoded objects
|
||||
LoadModels();
|
||||
Float3 startPos = Float3(0,0,20.0f);
|
||||
|
@ -105,7 +104,7 @@ bool GameState::LoadModels()
|
|||
this->staticObjects.Push(new C_StaticObj());
|
||||
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
|
||||
|
||||
|
||||
|
||||
// add box model
|
||||
modelData.position = Oyster::Math::Float3(0,0,0);
|
||||
modelData.rotation = Oyster::Math::Quaternion::identity;
|
||||
|
@ -341,7 +340,12 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
|
|||
// read server data
|
||||
// update objects
|
||||
{
|
||||
readKeyInput(KeyInput);
|
||||
timer += deltaTime;
|
||||
if(timer > 0.03)
|
||||
{
|
||||
readKeyInput(KeyInput);
|
||||
timer = 0;
|
||||
}
|
||||
camera->UpdateViewMatrix();
|
||||
|
||||
}
|
||||
|
@ -394,20 +398,11 @@ bool GameState::Release()
|
|||
void GameState::readKeyInput(InputClass* KeyInput)
|
||||
{
|
||||
|
||||
bool send = false;
|
||||
GameLogic::Protocol_PlayerMovement movePlayer;
|
||||
movePlayer.bForward = false;
|
||||
movePlayer.bBackward = false;
|
||||
movePlayer.bLeft = false;
|
||||
movePlayer.bRight = false;
|
||||
|
||||
if(KeyInput->IsKeyPressed(DIK_W))
|
||||
{
|
||||
|
||||
if(!key_forward)
|
||||
//if(!key_forward)
|
||||
{
|
||||
movePlayer.bForward = true;
|
||||
send = true;
|
||||
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementForward());
|
||||
key_forward = true;
|
||||
}
|
||||
}
|
||||
|
@ -416,10 +411,9 @@ void GameState::readKeyInput(InputClass* KeyInput)
|
|||
|
||||
if(KeyInput->IsKeyPressed(DIK_S))
|
||||
{
|
||||
if(!key_backward)
|
||||
//if(!key_backward)
|
||||
{
|
||||
movePlayer.bBackward = true;
|
||||
send = true;
|
||||
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementBackward());
|
||||
key_backward = true;
|
||||
}
|
||||
}
|
||||
|
@ -428,10 +422,9 @@ void GameState::readKeyInput(InputClass* KeyInput)
|
|||
|
||||
if(KeyInput->IsKeyPressed(DIK_A))
|
||||
{
|
||||
if(!key_strafeLeft)
|
||||
//if(!key_strafeLeft)
|
||||
{
|
||||
movePlayer.bLeft = true;
|
||||
send = true;
|
||||
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementLeft());
|
||||
key_strafeLeft = true;
|
||||
}
|
||||
}
|
||||
|
@ -440,10 +433,9 @@ void GameState::readKeyInput(InputClass* KeyInput)
|
|||
|
||||
if(KeyInput->IsKeyPressed(DIK_D))
|
||||
{
|
||||
if(!key_strafeRight)
|
||||
//if(!key_strafeRight)
|
||||
{
|
||||
movePlayer.bRight = true;
|
||||
send = true;
|
||||
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementRight());
|
||||
key_strafeRight = true;
|
||||
}
|
||||
}
|
||||
|
@ -451,11 +443,6 @@ void GameState::readKeyInput(InputClass* KeyInput)
|
|||
key_strafeRight = false;
|
||||
|
||||
|
||||
if (privData->nwClient->IsConnected() && send)
|
||||
{
|
||||
privData->nwClient->Send(movePlayer);
|
||||
}
|
||||
|
||||
//send delta mouse movement
|
||||
if (KeyInput->IsMousePressed())
|
||||
{
|
||||
|
@ -488,6 +475,7 @@ void GameState::readKeyInput(InputClass* KeyInput)
|
|||
}
|
||||
else
|
||||
key_Shoot = false;
|
||||
|
||||
if(KeyInput->IsKeyPressed(DIK_X))
|
||||
{
|
||||
if(!key_Shoot)
|
||||
|
@ -502,6 +490,7 @@ void GameState::readKeyInput(InputClass* KeyInput)
|
|||
}
|
||||
else
|
||||
key_Shoot = false;
|
||||
|
||||
if(KeyInput->IsKeyPressed(DIK_C))
|
||||
{
|
||||
if(!key_Shoot)
|
||||
|
@ -522,9 +511,7 @@ void GameState::readKeyInput(InputClass* KeyInput)
|
|||
{
|
||||
if(!key_Jump)
|
||||
{
|
||||
GameLogic::Protocol_PlayerJump playerJump;
|
||||
playerJump.hasJumped = true;
|
||||
privData->nwClient->Send(playerJump);
|
||||
privData->nwClient->Send(GameLogic::Protocol_PlayerJump());
|
||||
key_Jump = true;
|
||||
}
|
||||
}
|
||||
|
@ -564,42 +551,25 @@ void GameState::Protocol( ObjPos* pos )
|
|||
{
|
||||
world[i] = pos->worldPos[i];
|
||||
}
|
||||
//printf("pos for obj %d, ",pos->object_ID );
|
||||
|
||||
for (unsigned int i = 0; i < dynamicObjects.Size(); i++)
|
||||
{
|
||||
if(dynamicObjects[i]->GetId() == pos->object_ID)
|
||||
{
|
||||
//dynamicObjects[i]->setPos(Float3(world[12], world[13], world[14]));
|
||||
dynamicObjects[i]->setWorld(world);
|
||||
dynamicObjects[i]->setPos(Float3(world[0], world[1], world[2]));
|
||||
dynamicObjects[i]->setRot(Quaternion(Float3(world[3], world[4], world[5]), world[6]));
|
||||
//dynamicObjects[i]->setWorld(world);
|
||||
|
||||
if(dynamicObjects[i]->GetId() == myId) // playerobj
|
||||
{
|
||||
Float3 right = Float3(world[0], world[1], world[2]);
|
||||
Float3 up = Float3(world[4], world[5], world[6]);
|
||||
Float3 objForward = Float3(world[8], world[9], world[10]);
|
||||
Float3 pos = Float3(world[12], world[13], world[14]);
|
||||
|
||||
Float3 cameraLook = camera->GetLook();
|
||||
Float3 cameraUp = camera->GetUp();
|
||||
|
||||
|
||||
|
||||
/*Oyster::Math::Float3 newUp = cameraUp.Dot(up);
|
||||
up *= newUp;
|
||||
up.Normalize();
|
||||
Oyster::Math::Float3 newLook = up.Cross(right);
|
||||
newLook.Normalize();*/
|
||||
|
||||
//camera->setRight(right);
|
||||
//camera->setUp(up);
|
||||
//camera->setLook(objForward);
|
||||
|
||||
Float3 pos = dynamicObjects[i]->getPos();
|
||||
Float3 up = dynamicObjects[i]->getWorld().v[1];
|
||||
Float3 objForward = dynamicObjects[i]->getWorld().v[2];
|
||||
up *= 2;
|
||||
objForward *= -2;
|
||||
Oyster::Math::Float3 cameraPos = pos + up + objForward;
|
||||
camera->SetPosition(cameraPos);
|
||||
//camera->UpdateViewMatrix();
|
||||
|
||||
camera->SetPosition(cameraPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -96,7 +96,7 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key
|
|||
{
|
||||
if(!DanBias::GameServerAPI::GameStart())
|
||||
{
|
||||
//this->nwClient->Send(GameLogic::Protocol_LobbyStartGame());
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -204,6 +204,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
|
|||
{
|
||||
// game ip
|
||||
nwClient->Connect(15152, "127.0.0.1");
|
||||
//nwClient->Connect(15152, "83.254.217.248");
|
||||
|
||||
if (!nwClient->IsConnected())
|
||||
{
|
||||
|
|
|
@ -36,6 +36,8 @@ namespace GameLogic
|
|||
int GetTeamID() const override;
|
||||
PLAYER_STATE GetState() const override;
|
||||
Oyster::Math::Float3 GetPosition() override;
|
||||
Oyster::Math::Quaternion GetRotation() override;
|
||||
Oyster::Math::Float3 GetScale() override;
|
||||
Oyster::Math::Float4x4 GetOrientation() override;
|
||||
int GetID() const override;
|
||||
OBJECT_TYPE GetObjectType() const override;
|
||||
|
@ -50,6 +52,8 @@ namespace GameLogic
|
|||
LevelData();
|
||||
~LevelData();
|
||||
Oyster::Math::Float3 GetPosition() override;
|
||||
Oyster::Math::Quaternion GetRotation() override;
|
||||
Oyster::Math::Float3 GetScale() override;
|
||||
Oyster::Math::Float4x4 GetOrientation() override;
|
||||
int GetID() const override;
|
||||
OBJECT_TYPE GetObjectType() const override;
|
||||
|
|
|
@ -36,10 +36,22 @@ namespace GameLogic
|
|||
public:
|
||||
/********************************************************
|
||||
* Gets players position
|
||||
* @param playerID: ID of the player whos position you want
|
||||
* @return Returns the players position
|
||||
********************************************************/
|
||||
virtual Oyster::Math::Float3 GetPosition() = 0;
|
||||
|
||||
/********************************************************
|
||||
* Gets players rotation as quaternion
|
||||
* @return Returns a quaternion
|
||||
********************************************************/
|
||||
virtual Oyster::Math::Quaternion GetRotation() = 0;
|
||||
|
||||
/********************************************************
|
||||
* Gets players position
|
||||
* @return Returns the player scale
|
||||
********************************************************/
|
||||
virtual Oyster::Math::Float3 GetScale() = 0;
|
||||
|
||||
/********************************************************
|
||||
* Gets players current orientation
|
||||
* @param playerID: ID of the player whos position you want
|
||||
|
|
|
@ -20,6 +20,14 @@ Oyster::Math::Float3 Game::LevelData::GetPosition()
|
|||
//return this->level->GetCenter();
|
||||
return Oyster::Math::Float3();
|
||||
}
|
||||
Oyster::Math::Quaternion Game::LevelData::GetRotation()
|
||||
{
|
||||
return Oyster::Math::Quaternion();
|
||||
}
|
||||
Oyster::Math::Float3 Game::LevelData::GetScale()
|
||||
{
|
||||
return Oyster::Math::Float3();
|
||||
}
|
||||
Oyster::Math::Float4x4 Game::LevelData::GetOrientation()
|
||||
{
|
||||
//return this->level->GetOrientation();
|
||||
|
|
|
@ -6,7 +6,7 @@ using namespace GameLogic;
|
|||
Game::PlayerData::PlayerData()
|
||||
{
|
||||
//set some stats that are appropriate to a player
|
||||
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(0,608,-5);
|
||||
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(0,628,-25);
|
||||
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,1.0f,0.5f);
|
||||
Oyster::Math::Float mass = 60;
|
||||
Oyster::Math::Float restitutionCoeff = 0.5;
|
||||
|
@ -48,6 +48,14 @@ Oyster::Math::Float3 Game::PlayerData::GetPosition()
|
|||
{
|
||||
return this->player->GetPosition();
|
||||
}
|
||||
Oyster::Math::Quaternion Game::PlayerData::GetRotation()
|
||||
{
|
||||
return this->player->GetRotation();
|
||||
}
|
||||
Oyster::Math::Float3 Game::PlayerData::GetScale()
|
||||
{
|
||||
return this->player->GetScale();
|
||||
}
|
||||
Oyster::Math::Float4x4 Game::PlayerData::GetOrientation()
|
||||
{
|
||||
return this->player->GetOrientation();
|
||||
|
|
|
@ -47,7 +47,7 @@ Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE
|
|||
Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
|
||||
{
|
||||
this->rigidBody = rigidBody;
|
||||
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)collisionFuncAfter);
|
||||
|
||||
this->type = type;
|
||||
this->objectID = GID();
|
||||
}
|
||||
|
@ -55,7 +55,7 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefor
|
|||
Object::Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
|
||||
{
|
||||
this->rigidBody = rigidBody;
|
||||
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)collisionFuncAfter);
|
||||
|
||||
this->type = type;
|
||||
this->objectID = GID();
|
||||
}
|
||||
|
@ -88,7 +88,7 @@ Oyster::Physics::ICustomBody* Object::GetRigidBody()
|
|||
|
||||
void Object::BeginFrame()
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
// update physic
|
||||
void Object::EndFrame()
|
||||
|
@ -105,37 +105,27 @@ void Object::setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage
|
|||
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
|
||||
}
|
||||
|
||||
|
||||
Oyster::Math::Float3 Object::GetPosition()
|
||||
{
|
||||
Oyster::Physics::ICustomBody::State state;
|
||||
state = this->rigidBody->GetState();
|
||||
return state.centerPos;
|
||||
}
|
||||
Oyster::Math::Quaternion Object::GetRotation()
|
||||
{
|
||||
Oyster::Physics::ICustomBody::State state;
|
||||
state = this->rigidBody->GetState();
|
||||
return state.quaternion;
|
||||
}
|
||||
Oyster::Math::Float3 Object::GetScale()
|
||||
{
|
||||
Oyster::Physics::ICustomBody::State state;
|
||||
state = this->rigidBody->GetState();
|
||||
return Float3();
|
||||
}
|
||||
Oyster::Math::Float4x4 Object::GetOrientation()
|
||||
{
|
||||
Oyster::Physics::ICustomBody::State state;
|
||||
state = this->rigidBody->GetState();
|
||||
return state.GetOrientation();
|
||||
}
|
||||
|
||||
|
||||
Oyster::Math::Float3 Object::GetPosition()
|
||||
{
|
||||
return this->position;
|
||||
}
|
||||
Oyster::Math::Float3 Object::GetRotation()
|
||||
{
|
||||
return this->rotation;
|
||||
}
|
||||
Oyster::Math::Float3 Object::GetScaling()
|
||||
{
|
||||
return this->scale;
|
||||
}
|
||||
|
||||
void Object::SetPosition(Oyster::Math::Float3 position)
|
||||
{
|
||||
this->position = position;
|
||||
}
|
||||
void Object::SetRotation(Oyster::Math::Float3 rotation)
|
||||
{
|
||||
this->rotation = rotation;
|
||||
}
|
||||
void Object::SetScaling(Oyster::Math::Float3 scale)
|
||||
{
|
||||
this->scale = scale;
|
||||
}
|
|
@ -25,20 +25,14 @@ namespace GameLogic
|
|||
Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type);
|
||||
~Object(void);
|
||||
|
||||
// API overrides
|
||||
OBJECT_TYPE GetObjectType() const;
|
||||
OBJECT_TYPE GetObjectType() const override;
|
||||
int GetID() const override;
|
||||
Oyster::Math::Float3 GetPosition() override;
|
||||
Oyster::Math::Quaternion GetRotation() override;
|
||||
Oyster::Math::Float3 GetScale() override;
|
||||
Oyster::Math::Float4x4 GetOrientation() override;
|
||||
|
||||
void setID(int id);
|
||||
int GetID() const;
|
||||
Oyster::Math::Float4x4 GetOrientation();
|
||||
|
||||
|
||||
Oyster::Math::Float3 GetPosition();
|
||||
Oyster::Math::Float3 GetRotation();
|
||||
Oyster::Math::Float3 GetScaling();
|
||||
|
||||
void SetPosition(Oyster::Math::Float3 position);
|
||||
void SetRotation(Oyster::Math::Float3 rotation);
|
||||
void SetScaling(Oyster::Math::Float3 scale);
|
||||
|
||||
Oyster::Physics::ICustomBody* GetRigidBody();
|
||||
void ApplyLinearImpulse(Oyster::Math::Float3 force);
|
||||
|
@ -52,7 +46,7 @@ namespace GameLogic
|
|||
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj);
|
||||
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
|
||||
|
||||
public: //TODO: Hax This should be private when level is dynamic
|
||||
public: //HACK: This should be private when level is dynamic
|
||||
OBJECT_TYPE type;
|
||||
int objectID;
|
||||
|
||||
|
@ -62,11 +56,6 @@ namespace GameLogic
|
|||
static const Game* gameInstance;
|
||||
Oyster::Math::Float3 currLook;
|
||||
Oyster::Math::Float3 newLook;
|
||||
|
||||
Oyster::Math::Float3 position;
|
||||
Oyster::Math::Float3 rotation;
|
||||
Oyster::Math::Float3 scale;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -1,3 +1,8 @@
|
|||
//////////////////////////////////////////////////////////
|
||||
// Created 2013 //
|
||||
// Dennis Andersen, Linda Andersson //
|
||||
//////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef GAMELOGIC_OBJECT_PROTOCOLS_H
|
||||
#define GAMELOGIC_OBJECT_PROTOCOLS_H
|
||||
|
||||
|
@ -6,6 +11,7 @@
|
|||
|
||||
namespace GameLogic
|
||||
{
|
||||
//#define protocol_Gameplay_ObjectPickup 350
|
||||
struct Protocol_ObjectPickup :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
short object_ID;
|
||||
|
@ -50,10 +56,11 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectDamage 351
|
||||
struct Protocol_ObjectDamage :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int object_ID;
|
||||
float health; //Precentage%
|
||||
float healthLost; //Precentage%
|
||||
|
||||
Protocol_ObjectDamage()
|
||||
{
|
||||
|
@ -64,7 +71,7 @@ namespace GameLogic
|
|||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
object_ID = -1;
|
||||
health = 0.0f;
|
||||
healthLost = 0.0f;
|
||||
}
|
||||
Protocol_ObjectDamage(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
@ -78,12 +85,12 @@ namespace GameLogic
|
|||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
object_ID = id;
|
||||
health = hp;
|
||||
healthLost = hp;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
this->protocol[2].value = health;
|
||||
this->protocol[2].value = healthLost;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
|
@ -91,51 +98,89 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectHealthStatus 352
|
||||
struct Protocol_ObjectHealthStatus :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
float currentHealth;
|
||||
int id;
|
||||
|
||||
Protocol_ObjectHealthStatus()
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectHealthStatus;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->id = 0;
|
||||
this->currentHealth = 0.0f;
|
||||
}
|
||||
Protocol_ObjectHealthStatus(int id, float health)
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectHealthStatus;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->id = id; this->currentHealth = health;
|
||||
}
|
||||
Protocol_ObjectHealthStatus(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->id = p[1].value.netInt;
|
||||
this->currentHealth = p[2].value.netFloat;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = this->id;
|
||||
this->protocol[2].value = this->currentHealth;
|
||||
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectPosition 353
|
||||
struct Protocol_ObjectPosition :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int object_ID;
|
||||
float worldMatrix[16];
|
||||
|
||||
short object_ID;
|
||||
float position[3];
|
||||
|
||||
Protocol_ObjectPosition()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectPosition;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
for (int i = 2; i <= 17; i++)
|
||||
{
|
||||
this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
|
||||
}
|
||||
object_ID = -1;
|
||||
memset(&worldMatrix[0], 0, sizeof(float) * 16);
|
||||
object_ID = 0;
|
||||
memset(&position[0], 0, sizeof(float) * 3);
|
||||
}
|
||||
Protocol_ObjectPosition(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
object_ID = p[1].value.netShort;
|
||||
position[0] = p[2].value.netFloat;
|
||||
position[1] = p[3].value.netFloat;
|
||||
position[2] = p[4].value.netFloat;
|
||||
}
|
||||
Protocol_ObjectPosition(float m[16], int id)
|
||||
Protocol_ObjectPosition(float v[3], int id)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectPosition;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
for (int i = 2; i <= 17; i++)
|
||||
{
|
||||
this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
|
||||
}
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
object_ID = id;
|
||||
memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
|
||||
memcpy(&position[0], &v[0], sizeof(float) * 3);
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
for (int i = 2; i <= 17; i++)
|
||||
{
|
||||
this->protocol[i].value = worldMatrix[i-2];
|
||||
}
|
||||
this->protocol[2].value = position[0];
|
||||
this->protocol[3].value = position[1];
|
||||
this->protocol[4].value = position[2];
|
||||
return protocol;
|
||||
}
|
||||
|
||||
|
@ -143,49 +188,202 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectScale 354
|
||||
struct Protocol_ObjectScale :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
short object_ID;
|
||||
float position[3];
|
||||
|
||||
Protocol_ObjectScale()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectScale;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
object_ID = 0;
|
||||
memset(&position[0], 0, sizeof(float) * 3);
|
||||
}
|
||||
Protocol_ObjectScale(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
object_ID = p[1].value.netShort;
|
||||
position[0] = p[2].value.netFloat;
|
||||
position[1] = p[3].value.netFloat;
|
||||
position[2] = p[4].value.netFloat;
|
||||
}
|
||||
Protocol_ObjectScale(float v[3], int id)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectScale;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
object_ID = id;
|
||||
memcpy(&position[0], &v[0], sizeof(float) * 3);
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
this->protocol[2].value = position[0];
|
||||
this->protocol[3].value = position[1];
|
||||
this->protocol[4].value = position[2];
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectRotation 355
|
||||
struct Protocol_ObjectRotation :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
short object_ID;
|
||||
float position[3];
|
||||
|
||||
Protocol_ObjectRotation()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectRotation;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
object_ID = 0;
|
||||
memset(&position[0], 0, sizeof(float) * 3);
|
||||
}
|
||||
Protocol_ObjectRotation(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
object_ID = p[1].value.netShort;
|
||||
position[0] = p[2].value.netFloat;
|
||||
position[1] = p[3].value.netFloat;
|
||||
position[2] = p[4].value.netFloat;
|
||||
}
|
||||
Protocol_ObjectRotation(float v[3], int id)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectRotation;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
object_ID = id;
|
||||
memcpy(&position[0], &v[0], sizeof(float) * 3);
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
this->protocol[2].value = position[0];
|
||||
this->protocol[3].value = position[1];
|
||||
this->protocol[4].value = position[2];
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_ObjectPositionRotation :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
short object_ID;
|
||||
float position[3];
|
||||
float rotation[3];
|
||||
|
||||
Protocol_ObjectPositionRotation()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectPositionRotation;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
//POSITION
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
||||
//ROTATION
|
||||
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
this->object_ID = 0;
|
||||
memset(&this->position[0], 0, sizeof(float) * 3);
|
||||
memset(&this->rotation[0], 0, sizeof(float) * 3);
|
||||
}
|
||||
Protocol_ObjectPositionRotation(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->object_ID = p[1].value.netShort;
|
||||
//POSITION
|
||||
this->position[0] = p[2].value.netFloat;
|
||||
this->position[1] = p[3].value.netFloat;
|
||||
this->position[2] = p[4].value.netFloat;
|
||||
//ROTATION
|
||||
this->rotation[0] = p[5].value.netFloat;
|
||||
this->rotation[1] = p[6].value.netFloat;
|
||||
this->rotation[2] = p[7].value.netFloat;
|
||||
}
|
||||
Protocol_ObjectPositionRotation(float p[3], float r[3], int id)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectPositionRotation;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
//POSITION
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
||||
//ROTATION
|
||||
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
object_ID = id;
|
||||
memcpy(&this->position[0], &p[0], sizeof(float) * 3);
|
||||
memcpy(&this->rotation[0], &r[0], sizeof(float) * 3);
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = this->object_ID;
|
||||
this->protocol[2].value = this->position[0];
|
||||
this->protocol[3].value = this->position[1];
|
||||
this->protocol[4].value = this->position[2];
|
||||
this->protocol[5].value = this->rotation[0];
|
||||
this->protocol[6].value = this->rotation[1];
|
||||
this->protocol[7].value = this->rotation[2];
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectEnabled 356
|
||||
struct Protocol_ObjectEnable :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int object_ID;
|
||||
float worldMatrix[16];
|
||||
int objectID;
|
||||
|
||||
Protocol_ObjectEnable()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectEnabled;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
for (int i = 2; i <= 17; i++)
|
||||
{
|
||||
this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
|
||||
}
|
||||
object_ID = -1;
|
||||
memset(&worldMatrix[0], 0, sizeof(float) * 16);
|
||||
this->objectID = -1;
|
||||
}
|
||||
Protocol_ObjectEnable(int objectID)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectEnabled;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->objectID = objectID;
|
||||
}
|
||||
Protocol_ObjectEnable(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
Protocol_ObjectEnable(float m[16], int id)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectEnabled;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
for (int i = 2; i <= 17; i++)
|
||||
{ this->protocol[i].type = Oyster::Network::NetAttributeType_Float; }
|
||||
|
||||
object_ID = id;
|
||||
memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
|
||||
this->objectID = p[1].value.netInt;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
for (int i = 2; i <= 17; i++)
|
||||
{
|
||||
this->protocol[i].value = worldMatrix[i-2];
|
||||
}
|
||||
this->protocol[1].value = this->objectID;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
|
@ -193,38 +391,39 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectDisabled 357
|
||||
struct Protocol_ObjectDisable :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int object_ID;
|
||||
float timer;
|
||||
int objectID;
|
||||
float seconds;
|
||||
|
||||
Protocol_ObjectDisable()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectDisabled;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->objectID = 0;
|
||||
this->seconds = 0.0f;
|
||||
}
|
||||
Protocol_ObjectDisable(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
Protocol_ObjectDisable(int id, float time)
|
||||
Protocol_ObjectDisable(int objctID, float seconds)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectDisabled;
|
||||
this->protocol[0].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;
|
||||
this->objectID = objctID;
|
||||
this->seconds = seconds;
|
||||
}
|
||||
Protocol_ObjectDisable(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->objectID = p[1].value.netInt;
|
||||
this->seconds = p[2].value.netFloat;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
this->protocol[2].value = timer;
|
||||
this->protocol[1].value = this->objectID;
|
||||
this->protocol[2].value = this->seconds;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
|
@ -232,6 +431,7 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectCreate 358
|
||||
struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
//ObjectType type; //ie player, box or whatever
|
||||
|
@ -304,6 +504,330 @@ namespace GameLogic
|
|||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectCreatePlayer 359
|
||||
struct Protocol_ObjectCreatePlayer :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
//ObjectType type; //ie player, box or whatever
|
||||
int object_ID;
|
||||
int teamId;
|
||||
std::string name;
|
||||
std::string meshName;
|
||||
float position[3];
|
||||
float rotation[3];
|
||||
float scale[3];
|
||||
|
||||
Protocol_ObjectCreatePlayer()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectCreatePlayer;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
//PLAYER_ID
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
//TEAM_ID
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
|
||||
//PLAYER-NAME
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
//MESH-NAME
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
//POSITION
|
||||
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
|
||||
//ROTATION
|
||||
this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[9].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[10].type = Oyster::Network::NetAttributeType_Float;
|
||||
//SCALE
|
||||
this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[13].type = Oyster::Network::NetAttributeType_Float;
|
||||
}
|
||||
Protocol_ObjectCreatePlayer(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
Protocol_ObjectCreatePlayer(float position[3], float rotation[3], float scale[3], int ObjectID, int teamID, std::string name, std::string meshName)
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectCreatePlayer;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
//PLAYER_ID
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
//TEAM_ID
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
|
||||
//PLAYER-NAME
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
//MESH-NAME
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
//POSITION
|
||||
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
|
||||
//ROTATION
|
||||
this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[9].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[10].type = Oyster::Network::NetAttributeType_Float;
|
||||
//SCALE
|
||||
this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[13].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
this->object_ID = ObjectID;
|
||||
this->teamId = teamID;
|
||||
this->name = name;
|
||||
this->meshName = meshName;
|
||||
memcpy(&this->position[0], &position[0], sizeof(float)*3);
|
||||
memcpy(&this->rotation[0], &rotation[0], sizeof(float)*3);
|
||||
memcpy(&this->scale[0], &scale[0], sizeof(float)*3);
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
|
||||
this->protocol[1].value = this->object_ID;
|
||||
this->protocol[2].value = this->teamId;
|
||||
this->protocol.Set(3, this->name);
|
||||
this->protocol.Set(4, this->meshName);
|
||||
|
||||
//POSITION
|
||||
this->protocol[5].value = this->position[0];
|
||||
this->protocol[6].value = this->position[1];
|
||||
this->protocol[7].value = this->position[2];
|
||||
//ROTATION
|
||||
this->protocol[8].value = this->rotation[0];
|
||||
this->protocol[9].value = this->rotation[1];
|
||||
this->protocol[10].value = this->rotation[2];
|
||||
//SCALE
|
||||
this->protocol[11].value = this->scale[0];
|
||||
this->protocol[12].value = this->scale[1];
|
||||
this->protocol[13].value = this->scale[2];
|
||||
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectJoinTeam 360
|
||||
struct Protocol_ObjectJoinTeam :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int objectID;
|
||||
int teamID;
|
||||
|
||||
Protocol_ObjectJoinTeam()
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectJoinTeam;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->objectID = 0;
|
||||
this->teamID = 0;
|
||||
}
|
||||
Protocol_ObjectJoinTeam(int objID, int teamID)
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectJoinTeam;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->objectID = objID;
|
||||
this->teamID = teamID;
|
||||
}
|
||||
Protocol_ObjectJoinTeam(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->objectID = p[1].value.netInt;
|
||||
this->teamID = p[2].value.netInt;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = this->objectID;
|
||||
this->protocol[2].value = this->teamID;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectLeaveTeam 361
|
||||
struct Protocol_ObjectLeaveTeam :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int objectID;
|
||||
Protocol_ObjectLeaveTeam()
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectLeaveTeam;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->objectID = 0;
|
||||
}
|
||||
Protocol_ObjectLeaveTeam(int objectID)
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectLeaveTeam;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->objectID = objectID;
|
||||
}
|
||||
Protocol_ObjectLeaveTeam(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_ObjectWeaponCooldown 362
|
||||
struct Protocol_ObjectWeaponCooldown :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
float seconds;
|
||||
Protocol_ObjectWeaponCooldown()
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectWeaponCooldown;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->seconds = 0.0f;
|
||||
}
|
||||
Protocol_ObjectWeaponCooldown(float seconds)
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectWeaponCooldown;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->seconds = seconds;
|
||||
}
|
||||
Protocol_ObjectWeaponCooldown(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->seconds = p[1].value.netFloat;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = this->seconds;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectWeaponEnergy 363
|
||||
struct Protocol_ObjectWeaponEnergy :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
float energy;
|
||||
Protocol_ObjectWeaponEnergy()
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectWeaponEnergy;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->energy = 0.0f;
|
||||
}
|
||||
Protocol_ObjectWeaponEnergy(float energy)
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectWeaponEnergy;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->energy = energy;
|
||||
}
|
||||
Protocol_ObjectWeaponEnergy(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->energy = p[1].value.netFloat;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = this->energy;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectRespawn 364
|
||||
struct Protocol_ObjectRespawn :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
float position[3];
|
||||
|
||||
Protocol_ObjectRespawn()
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectRespawn;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
memset(&this->position[0], 0, sizeof(float) * 3);
|
||||
}
|
||||
Protocol_ObjectRespawn(float position[3])
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectRespawn;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
memcpy(&this->position[0], &position[0], sizeof(float) * 3);
|
||||
}
|
||||
Protocol_ObjectRespawn(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->position[0] = p[1].value.netFloat;
|
||||
this->position[1] = p[2].value.netFloat;
|
||||
this->position[2] = p[3].value.netFloat;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = this->position[0];
|
||||
this->protocol[2].value = this->position[1];
|
||||
this->protocol[3].value = this->position[2];
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
//#define protocol_Gameplay_ObjectDie 365
|
||||
struct Protocol_ObjectDie :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int objectID;
|
||||
float seconds;
|
||||
|
||||
Protocol_ObjectDie()
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectDie;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->objectID = 0;
|
||||
this->seconds = 0.0f;
|
||||
}
|
||||
Protocol_ObjectDie(int objectID, float seconds)
|
||||
{
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value.netShort = protocol_Gameplay_ObjectDie;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->objectID = objectID;
|
||||
this->seconds = seconds;
|
||||
}
|
||||
Protocol_ObjectDie(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->objectID = p[1].value.netInt;
|
||||
this->seconds = p[2].value.netFloat;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = this->objectID;
|
||||
this->protocol[2].value = this->seconds;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H
|
|
@ -8,56 +8,67 @@
|
|||
|
||||
#include <CustomNetProtocol.h>
|
||||
#include "ProtocolIdentificationID.h"
|
||||
#include <bitset>
|
||||
|
||||
//protocol_Gameplay_PlayerMovement 300
|
||||
//protocol_Gameplay_PlayerMouseMovement 301
|
||||
//protocol_Gameplay_PlayerChangeWeapon 302
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
struct Protocol_PlayerMovement :public Oyster::Network::CustomProtocolObject
|
||||
struct Protocol_PlayerMovementRight :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
bool bForward;
|
||||
bool bBackward;
|
||||
bool bLeft;
|
||||
bool bRight;
|
||||
|
||||
Protocol_PlayerMovement()
|
||||
Protocol_PlayerMovementRight()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerMovement;
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerMovementRight;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Bool;
|
||||
}
|
||||
Protocol_PlayerMovement(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
bForward = p[1].value.netBool;
|
||||
bBackward = p[2].value.netBool;
|
||||
bLeft = p[3].value.netBool;
|
||||
bRight = p[4].value.netBool;
|
||||
}
|
||||
const Protocol_PlayerMovement& operator=(Oyster::Network::CustomNetProtocol& val)
|
||||
{
|
||||
bForward = val[1].value.netBool;
|
||||
bBackward = val[2].value.netBool;
|
||||
bLeft = val[3].value.netBool;
|
||||
bRight = val[4].value.netBool;
|
||||
|
||||
return *this;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = bForward;
|
||||
this->protocol[2].value = bBackward;
|
||||
this->protocol[3].value = bLeft;
|
||||
this->protocol[4].value = bRight;
|
||||
{ return protocol; }
|
||||
|
||||
return protocol;
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
struct Protocol_PlayerMovementLeft :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
Protocol_PlayerMovementLeft()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerMovementLeft;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override { return protocol; }
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
struct Protocol_PlayerMovementForward :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
Protocol_PlayerMovementForward()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerMovementForward;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override { return protocol; }
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
struct Protocol_PlayerMovementBackward :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
Protocol_PlayerMovementBackward()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerMovementBackward;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override { return protocol; }
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_PlayerJump :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
Protocol_PlayerJump()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerJump;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override { return protocol; }
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
|
@ -65,7 +76,6 @@ namespace GameLogic
|
|||
|
||||
struct Protocol_PlayerLook :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
|
||||
float lookDirX;
|
||||
float lookDirY;
|
||||
float lookDirZ;
|
||||
|
@ -180,35 +190,6 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_PlayerJump :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
bool hasJumped;
|
||||
|
||||
Protocol_PlayerJump()
|
||||
{
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerJump;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
|
||||
}
|
||||
Protocol_PlayerJump(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
hasJumped = p[1].value.netBool;
|
||||
}
|
||||
const Protocol_PlayerJump& operator=(Oyster::Network::CustomNetProtocol& val)
|
||||
{
|
||||
hasJumped = val[1].value.netBool;
|
||||
return *this;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = hasJumped;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
}
|
||||
|
||||
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H
|
||||
|
|
|
@ -41,17 +41,32 @@
|
|||
/********* GAMEPLAY PROTOCOLS ***************************************************************************************************/
|
||||
/***********[ 300 - 399 ]***********/
|
||||
#define protocol_GameplayMIN 300
|
||||
#define protocol_Gameplay_PlayerMovement 300
|
||||
#define protocol_Gameplay_PlayerLookDir 301
|
||||
#define protocol_Gameplay_PlayerChangeWeapon 302
|
||||
#define protocol_Gameplay_PlayerShot 303
|
||||
#define protocol_Gameplay_PlayerJump 304
|
||||
#define protocol_Gameplay_ObjectPickup 305
|
||||
#define protocol_Gameplay_ObjectDamage 306
|
||||
#define protocol_Gameplay_ObjectPosition 307
|
||||
#define protocol_Gameplay_ObjectEnabled 308
|
||||
#define protocol_Gameplay_ObjectDisabled 309
|
||||
#define protocol_Gameplay_ObjectCreate 310
|
||||
#define protocol_Gameplay_PlayerMovementRight 300
|
||||
#define protocol_Gameplay_PlayerMovementLeft 301
|
||||
#define protocol_Gameplay_PlayerMovementForward 302
|
||||
#define protocol_Gameplay_PlayerMovementBackward 303
|
||||
#define protocol_Gameplay_PlayerLookDir 304
|
||||
#define protocol_Gameplay_PlayerChangeWeapon 305
|
||||
#define protocol_Gameplay_PlayerShot 306
|
||||
#define protocol_Gameplay_PlayerJump 307
|
||||
|
||||
#define protocol_Gameplay_ObjectPickup 350
|
||||
#define protocol_Gameplay_ObjectDamage 351
|
||||
#define protocol_Gameplay_ObjectHealthStatus 352
|
||||
#define protocol_Gameplay_ObjectPosition 353
|
||||
#define protocol_Gameplay_ObjectScale 354
|
||||
#define protocol_Gameplay_ObjectRotation 355
|
||||
#define protocol_Gameplay_ObjectPositionRotation 356
|
||||
#define protocol_Gameplay_ObjectEnabled 357
|
||||
#define protocol_Gameplay_ObjectDisabled 358
|
||||
#define protocol_Gameplay_ObjectCreate 359
|
||||
#define protocol_Gameplay_ObjectCreatePlayer 360
|
||||
#define protocol_Gameplay_ObjectJoinTeam 361
|
||||
#define protocol_Gameplay_ObjectLeaveTeam 362
|
||||
#define protocol_Gameplay_ObjectWeaponCooldown 363
|
||||
#define protocol_Gameplay_ObjectWeaponEnergy 364
|
||||
#define protocol_Gameplay_ObjectRespawn 365
|
||||
#define protocol_Gameplay_ObjectDie 366
|
||||
#define protocol_GameplayMAX 399
|
||||
|
||||
|
||||
|
|
|
@ -74,11 +74,14 @@ namespace DanBias
|
|||
private:
|
||||
void ParseProtocol ( Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c );
|
||||
|
||||
void Gameplay_PlayerMovement ( GameLogic::Protocol_PlayerMovement& p, DanBias::GameClient* c );
|
||||
void Gameplay_PlayerMovementRight ( DanBias::GameClient* c );
|
||||
void Gameplay_PlayerMovementLeft ( DanBias::GameClient* c );
|
||||
void Gameplay_PlayerMovementBack ( DanBias::GameClient* c );
|
||||
void Gameplay_PlayerMovementForth ( DanBias::GameClient* c );
|
||||
void Gameplay_PlayerJump ( DanBias::GameClient* c );
|
||||
void Gameplay_PlayerLookDir ( GameLogic::Protocol_PlayerLook& p, DanBias::GameClient* c );
|
||||
void Gameplay_PlayerChangeWeapon ( GameLogic::Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c );
|
||||
void Gameplay_PlayerShot ( GameLogic::Protocol_PlayerShot& p, DanBias::GameClient* c );
|
||||
void Gameplay_PlayerJump ( GameLogic::Protocol_PlayerJump& p, DanBias::GameClient* c );
|
||||
void Gameplay_ObjectPickup ( GameLogic::Protocol_ObjectPickup& p, DanBias::GameClient* c );
|
||||
void Gameplay_ObjectDamage ( GameLogic::Protocol_ObjectDamage& p, DanBias::GameClient* c );
|
||||
void Gameplay_ObjectPosition ( GameLogic::Protocol_ObjectPosition& p, DanBias::GameClient* c );
|
||||
|
|
|
@ -85,7 +85,7 @@ namespace DanBias
|
|||
|
||||
void GameSession::ObjectMove(GameLogic::IObjectData* movedObject)
|
||||
{
|
||||
float dt = GameSession::gameSession->networkTimer.getElapsedSeconds();
|
||||
//float dt = (float)GameSession::gameSession->networkTimer.getElapsedSeconds();
|
||||
//Duh... This was causing alot of problems, it's in the wrong place...
|
||||
//Need to figure out where to put this frame locker.
|
||||
//We only need to send network packages when necessary, ie not 120 times per frame.
|
||||
|
@ -93,16 +93,24 @@ namespace DanBias
|
|||
//graphics update (60 fps) on the client side. To send more than this would be lost
|
||||
//bandwidth.
|
||||
//if( dt >= GameSession::gameSession->networkFrameTime )
|
||||
{
|
||||
GameSession::gameSession->networkTimer.reset();
|
||||
|
||||
GameLogic::IObjectData* obj = movedObject;
|
||||
|
||||
int id = obj->GetID();
|
||||
Protocol_ObjectPosition p(obj->GetOrientation(), id);
|
||||
//<<<<<<< HEAD
|
||||
// {
|
||||
// GameSession::gameSession->networkTimer.reset();
|
||||
//
|
||||
// GameLogic::IObjectData* obj = movedObject;
|
||||
//
|
||||
// int id = obj->GetID();
|
||||
// Protocol_ObjectPosition p(obj->GetOrientation(), id);
|
||||
// GameSession::gameSession->Send(p.GetProtocol());
|
||||
// }
|
||||
//=======
|
||||
//{
|
||||
// GameSession::gameSession->networkTimer.reset();
|
||||
int id = movedObject->GetID();
|
||||
//Protocol_ObjectPosition p(movedObject->GetPosition(), id);
|
||||
Protocol_ObjectPositionRotation p(movedObject->GetPosition(), movedObject->GetRotation(), id);
|
||||
GameSession::gameSession->Send(p.GetProtocol());
|
||||
}
|
||||
|
||||
//}
|
||||
}
|
||||
void GameSession::ObjectDisabled( GameLogic::IObjectData* movedObject, float seconds )
|
||||
{
|
||||
|
@ -119,43 +127,64 @@ namespace DanBias
|
|||
|
||||
switch (p[0].value.netShort)
|
||||
{
|
||||
case protocol_Gameplay_PlayerMovement: this->Gameplay_PlayerMovement ( Protocol_PlayerMovement (p), c );
|
||||
case protocol_Gameplay_PlayerMovementBackward: this->Gameplay_PlayerMovementBack ( c );
|
||||
break;
|
||||
case protocol_Gameplay_PlayerLookDir: this->Gameplay_PlayerLookDir ( Protocol_PlayerLook (p), c );
|
||||
case protocol_Gameplay_PlayerMovementForward: this->Gameplay_PlayerMovementForth ( c );
|
||||
break;
|
||||
case protocol_Gameplay_PlayerChangeWeapon: this->Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon (p), c );
|
||||
case protocol_Gameplay_PlayerMovementLeft: this->Gameplay_PlayerMovementLeft ( c );
|
||||
break;
|
||||
case protocol_Gameplay_PlayerShot: this->Gameplay_PlayerShot ( Protocol_PlayerShot (p), c );
|
||||
case protocol_Gameplay_PlayerMovementRight: this->Gameplay_PlayerMovementRight ( c );
|
||||
break;
|
||||
case protocol_Gameplay_PlayerJump: this->Gameplay_PlayerJump ( Protocol_PlayerJump (p), c );
|
||||
case protocol_Gameplay_PlayerJump: this->Gameplay_PlayerJump ( c );
|
||||
break;
|
||||
case protocol_Gameplay_ObjectPickup: this->Gameplay_ObjectPickup ( Protocol_ObjectPickup (p), c );
|
||||
case protocol_Gameplay_PlayerLookDir: this->Gameplay_PlayerLookDir ( Protocol_PlayerLook (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_ObjectDamage: this->Gameplay_ObjectDamage ( Protocol_ObjectDamage (p), c );
|
||||
case protocol_Gameplay_PlayerChangeWeapon: this->Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_ObjectPosition: this->Gameplay_ObjectPosition ( Protocol_ObjectPosition (p), c );
|
||||
case protocol_Gameplay_PlayerShot: this->Gameplay_PlayerShot ( Protocol_PlayerShot (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_ObjectEnabled: this->Gameplay_ObjectEnabled ( Protocol_ObjectEnable (p), c );
|
||||
|
||||
case protocol_Gameplay_ObjectPickup: this->Gameplay_ObjectPickup ( Protocol_ObjectPickup (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_ObjectDisabled: this->Gameplay_ObjectDisabled ( Protocol_ObjectDisable (p), c );
|
||||
case protocol_Gameplay_ObjectDamage: this->Gameplay_ObjectDamage ( Protocol_ObjectDamage (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_ObjectCreate: this->Gameplay_ObjectCreate ( Protocol_ObjectCreate (p), c );
|
||||
case protocol_Gameplay_ObjectPosition: this->Gameplay_ObjectPosition ( Protocol_ObjectPosition (p), c );
|
||||
break;
|
||||
case protocol_General_Status: this->General_Status ( Protocol_General_Status (p), c );
|
||||
case protocol_Gameplay_ObjectEnabled: this->Gameplay_ObjectEnabled ( Protocol_ObjectEnable (p), c );
|
||||
break;
|
||||
case protocol_General_Text: this->General_Text ( Protocol_General_Text (p), c );
|
||||
case protocol_Gameplay_ObjectDisabled: this->Gameplay_ObjectDisabled ( Protocol_ObjectDisable (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_ObjectCreate: this->Gameplay_ObjectCreate ( Protocol_ObjectCreate (p), c );
|
||||
break;
|
||||
|
||||
case protocol_General_Status: this->General_Status ( Protocol_General_Status (p), c );
|
||||
break;
|
||||
case protocol_General_Text: this->General_Text ( Protocol_General_Text (p), c );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void GameSession::Gameplay_PlayerMovement ( Protocol_PlayerMovement& p, DanBias::GameClient* c )
|
||||
void GameSession::Gameplay_PlayerMovementBack ( DanBias::GameClient* c )
|
||||
{
|
||||
if(p.bForward) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_FORWARD);
|
||||
if(p.bBackward) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_BACKWARD);
|
||||
if(p.bLeft) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_LEFT);
|
||||
if(p.bRight) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
|
||||
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_BACKWARD);
|
||||
}
|
||||
void GameSession::Gameplay_PlayerLookDir ( Protocol_PlayerLook& p, DanBias::GameClient* c )
|
||||
void GameSession::Gameplay_PlayerMovementForth ( DanBias::GameClient* c )
|
||||
{
|
||||
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_FORWARD);
|
||||
}
|
||||
void GameSession::Gameplay_PlayerMovementLeft ( DanBias::GameClient* c )
|
||||
{
|
||||
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_LEFT);
|
||||
}
|
||||
void GameSession::Gameplay_PlayerMovementRight ( DanBias::GameClient* c )
|
||||
{
|
||||
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
|
||||
}
|
||||
void GameSession::Gameplay_PlayerJump ( DanBias::GameClient* c )
|
||||
{
|
||||
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_JUMP);
|
||||
}
|
||||
void GameSession::Gameplay_PlayerLookDir ( Protocol_PlayerLook& p, DanBias::GameClient* c )
|
||||
{
|
||||
Oyster::Math3D::Float4 lookDir;
|
||||
lookDir.x = p.lookDirX;
|
||||
|
@ -164,46 +193,44 @@ namespace DanBias
|
|||
lookDir.w = p.deltaX;
|
||||
c->GetPlayer()->Rotate(lookDir);
|
||||
}
|
||||
void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
|
||||
void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
||||
}
|
||||
void GameSession::Gameplay_PlayerShot ( Protocol_PlayerShot& p, DanBias::GameClient* c )
|
||||
void GameSession::Gameplay_PlayerShot ( Protocol_PlayerShot& p, DanBias::GameClient* c )
|
||||
{
|
||||
if(p.secondaryPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_SECONDARY_PRESS);
|
||||
if(p.primaryPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
|
||||
|
||||
if(p.utilityPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_UTILLITY_PRESS);
|
||||
}
|
||||
void GameSession::Gameplay_PlayerJump ( Protocol_PlayerJump& p, DanBias::GameClient* c )
|
||||
{
|
||||
if(p.hasJumped) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_JUMP);
|
||||
}
|
||||
void GameSession::Gameplay_ObjectPickup ( Protocol_ObjectPickup& p, DanBias::GameClient* c )
|
||||
|
||||
|
||||
void GameSession::Gameplay_ObjectPickup ( Protocol_ObjectPickup& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
||||
}
|
||||
void GameSession::Gameplay_ObjectDamage ( Protocol_ObjectDamage& p, DanBias::GameClient* c )
|
||||
void GameSession::Gameplay_ObjectDamage ( Protocol_ObjectDamage& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
||||
}
|
||||
void GameSession::Gameplay_ObjectPosition ( Protocol_ObjectPosition& p, DanBias::GameClient* c )
|
||||
void GameSession::Gameplay_ObjectPosition ( Protocol_ObjectPosition& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
||||
}
|
||||
void GameSession::Gameplay_ObjectEnabled ( Protocol_ObjectEnable& p, DanBias::GameClient* c )
|
||||
void GameSession::Gameplay_ObjectEnabled ( Protocol_ObjectEnable& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
||||
}
|
||||
void GameSession::Gameplay_ObjectDisabled ( Protocol_ObjectDisable& p, DanBias::GameClient* c )
|
||||
void GameSession::Gameplay_ObjectDisabled ( Protocol_ObjectDisable& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
||||
}
|
||||
void GameSession::Gameplay_ObjectCreate ( Protocol_ObjectCreate& p, DanBias::GameClient* c )
|
||||
void GameSession::Gameplay_ObjectCreate ( Protocol_ObjectCreate& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
||||
}
|
||||
void GameSession::General_Status ( Protocol_General_Status& p, DanBias::GameClient* c )
|
||||
void GameSession::General_Status ( Protocol_General_Status& p, DanBias::GameClient* c )
|
||||
{
|
||||
switch (p.status)
|
||||
{
|
||||
|
@ -227,7 +254,7 @@ namespace DanBias
|
|||
break;
|
||||
}
|
||||
}
|
||||
void GameSession::General_Text ( Protocol_General_Text& p, DanBias::GameClient* c )
|
||||
void GameSession::General_Text ( Protocol_General_Text& p, DanBias::GameClient* c )
|
||||
{
|
||||
printf("Message recieved from (%i):\t %s\n", c->GetClient()->GetID(), p.text.c_str());
|
||||
}
|
||||
|
|
|
@ -149,10 +149,30 @@
|
|||
<ClCompile Include="EventHandler\EventButtonCollection.cpp" />
|
||||
<ClCompile Include="EventHandler\EventHandler.cpp" />
|
||||
<ClCompile Include="Packing\Packing.cpp" />
|
||||
<ClCompile Include="Resource\Loaders\ByteLoader.cpp" />
|
||||
<ClCompile Include="Resource\Loaders\CustomLoader.cpp" />
|
||||
<ClCompile Include="Resource\OResourceHandler.cpp" />
|
||||
<ClCompile Include="Resource\OResource.cpp" />
|
||||
<ClCompile Include="Resource\Loaders\ByteLoader.cpp">
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</ExcludedFromBuild>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Resource\Loaders\CustomLoader.cpp">
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</ExcludedFromBuild>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Resource\OResourceHandler.cpp">
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</ExcludedFromBuild>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Resource\OResource.cpp">
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</ExcludedFromBuild>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Resource\ResourceManager.cpp">
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</ExcludedFromBuild>
|
||||
|
@ -177,8 +197,18 @@
|
|||
<ClInclude Include="PostBox\IPostBox.h" />
|
||||
<ClInclude Include="PostBox\PostBox.h" />
|
||||
<ClInclude Include="Queue.h" />
|
||||
<ClInclude Include="Resource\OysterResource.h" />
|
||||
<ClInclude Include="Resource\OResource.h" />
|
||||
<ClInclude Include="Resource\OysterResource.h">
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</ExcludedFromBuild>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Resource\OResource.h">
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</ExcludedFromBuild>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Resource\ResourceManager.h">
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</ExcludedFromBuild>
|
||||
|
|
|
@ -13,6 +13,7 @@ namespace Oyster
|
|||
typedef void* HRESOURCE;
|
||||
typedef char HBYTE;
|
||||
typedef HBYTE* HBYTEARRAY;
|
||||
|
||||
/** Typedef on a fuction required for custom unloading */
|
||||
typedef void(*UnloadFunction)(void* loadedData);
|
||||
|
||||
|
|
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Reference in New Issue