Merge remote-tracking branch 'origin/GameServer' into GameClient
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commit
e585589d6e
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@ -74,69 +74,40 @@ namespace GameLogic
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Oyster::Network::CustomNetProtocol protocol;
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};
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struct Protocol_PlayerLook :public Oyster::Network::CustomProtocolObject
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//protocol_Gameplay_PlayerLeftTurn
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struct Protocol_PlayerLeftTurn : public ::Oyster::Network::CustomProtocolObject
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{
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// can be swapped to a quaternion later
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float lookDir[3];
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float right[3];
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Protocol_PlayerLook()
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public:
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float deltaRadian;
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Protocol_PlayerLeftTurn()
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{
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this->protocol[0].value = protocol_Gameplay_PlayerLookDir;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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// LookDir
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this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
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// Right
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this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
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memset(&this->lookDir[0], 0, sizeof(float) * 3);
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memset(&this->right[0], 0, sizeof(float) * 3);
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this->protocol[0].value = protocol_Gameplay_PlayerLeftTurn;
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this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short;
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// deltaRadian
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this->protocol[1].type = ::Oyster::Network::NetAttributeType_Float;
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}
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Protocol_PlayerLook(Oyster::Network::CustomNetProtocol& p)
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{
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this->lookDir[0] = p[1].value.netFloat;
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this->lookDir[1] = p[2].value.netFloat;
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this->lookDir[2] = p[3].value.netFloat;
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this->right[0] = p[4].value.netFloat;
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this->right[1] = p[5].value.netFloat;
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this->right[2] = p[6].value.netFloat;
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Protocol_PlayerLeftTurn( const ::Oyster::Network::CustomNetProtocol &p )
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{
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this->deltaRadian = p[1].value.netFloat;
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}
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Protocol_PlayerLook(float l[3], float r[3])
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Protocol_PlayerLeftTurn( float deltaRadian )
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{
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this->protocol[0].value = protocol_Gameplay_PlayerLookDir;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
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memcpy(&this->lookDir[0], &l[0], sizeof(float) * 3);
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memcpy(&this->right[0], &r[0], sizeof(float) * 3);
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this->protocol[0].value = protocol_Gameplay_PlayerLeftTurn;
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this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short;
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this->deltaRadian = deltaRadian;
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}
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Oyster::Network::CustomNetProtocol GetProtocol() override
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::Oyster::Network::CustomNetProtocol GetProtocol() override
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{
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this->protocol[1].value = this->lookDir[0];
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this->protocol[2].value = this->lookDir[1];
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this->protocol[3].value = this->lookDir[2];
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this->protocol[4].value = this->right[0];
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this->protocol[5].value = this->right[1];
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this->protocol[6].value = this->right[2];
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this->protocol[1].value = this->deltaRadian;
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return protocol;
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}
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private:
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Oyster::Network::CustomNetProtocol protocol;
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private:
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::Oyster::Network::CustomNetProtocol protocol;
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};
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struct Protocol_PlayerChangeWeapon :public Oyster::Network::CustomProtocolObject
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@ -47,7 +47,7 @@
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#define protocol_Gameplay_PlayerMovementLeft 301
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#define protocol_Gameplay_PlayerMovementForward 302
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#define protocol_Gameplay_PlayerMovementBackward 303
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#define protocol_Gameplay_PlayerLookDir 304
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#define protocol_Gameplay_PlayerLeftTurn 304
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#define protocol_Gameplay_PlayerChangeWeapon 305
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#define protocol_Gameplay_PlayerShot 306
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#define protocol_Gameplay_PlayerJump 307
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@ -84,7 +84,7 @@ namespace DanBias
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void Gameplay_PlayerMovementBack ( DanBias::GameClient* c );
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void Gameplay_PlayerMovementForth ( DanBias::GameClient* c );
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void Gameplay_PlayerJump ( DanBias::GameClient* c );
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void Gameplay_PlayerLookDir ( GameLogic::Protocol_PlayerLook& p, DanBias::GameClient* c );
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void Gameplay_PlayerLeftTurn ( GameLogic::Protocol_PlayerLeftTurn& p, DanBias::GameClient* c );
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void Gameplay_PlayerChangeWeapon ( GameLogic::Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c );
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void Gameplay_PlayerShot ( GameLogic::Protocol_PlayerShot& p, DanBias::GameClient* c );
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void Gameplay_ObjectPickup ( GameLogic::Protocol_ObjectPickup& p, DanBias::GameClient* c );
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@ -156,7 +156,7 @@ using namespace DanBias;
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break;
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case protocol_Gameplay_PlayerJump: this->Gameplay_PlayerJump ( c );
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break;
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case protocol_Gameplay_PlayerLookDir: this->Gameplay_PlayerLookDir ( Protocol_PlayerLook (p), c );
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case protocol_Gameplay_PlayerLeftTurn: this->Gameplay_PlayerLeftTurn ( Protocol_PlayerLeftTurn (p), c );
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break;
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case protocol_Gameplay_PlayerChangeWeapon: this->Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon (p), c );
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break;
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@ -203,12 +203,9 @@ using namespace DanBias;
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{
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c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_JUMP);
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}
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void GameSession::Gameplay_PlayerLookDir ( Protocol_PlayerLook& p, DanBias::GameClient* c )
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void GameSession::Gameplay_PlayerLeftTurn ( Protocol_PlayerLeftTurn& p, DanBias::GameClient* c )
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{
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Oyster::Math3D::Float3 lookDir = p.lookDir;
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Oyster::Math3D::Float3 right = p.right;
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c->GetPlayer()->Rotate(lookDir, right);
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c->GetPlayer()->TurnLeft( p.deltaRadian );
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}
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void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
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{
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