////////////////////////////////////////////////////////// // Created 2013 // // Dennis Andersen, Linda Andersson // ////////////////////////////////////////////////////////// #ifndef GAMELOGIC_PLAYER_PROTOCOLS_H #define GAMELOGIC_PLAYER_PROTOCOLS_H #include #include "ProtocolIdentificationID.h" #include //protocol_Gameplay_PlayerMovement 300 //protocol_Gameplay_PlayerMouseMovement 301 //protocol_Gameplay_PlayerChangeWeapon 302 namespace GameLogic { struct Protocol_PlayerMovement :public Oyster::Network::CustomProtocolObject { bool bForward; bool bBackward; bool bLeft; bool bRight; Protocol_PlayerMovement() { this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_PlayerMovement; this->protocol[protocol_INDEX_ID].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; } 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; } private: Oyster::Network::CustomNetProtocol protocol; }; struct Protocol_PlayerLook :public Oyster::Network::CustomProtocolObject { float lookDirX; float lookDirY; float lookDirZ; Protocol_PlayerLook() { this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_PlayerLookDir; this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short; this->protocol[1].type = Oyster::Network::NetAttributeType_Float; this->protocol[2].type = Oyster::Network::NetAttributeType_Float; this->protocol[3].type = Oyster::Network::NetAttributeType_Float; } const Protocol_PlayerLook& operator=(Oyster::Network::CustomNetProtocol& val) { lookDirX = val[1].value.netFloat; lookDirY = val[2].value.netFloat; lookDirZ = val[3].value.netFloat; return *this; } Oyster::Network::CustomNetProtocol* GetProtocol() override { this->protocol[1].value = lookDirX; this->protocol[2].value = lookDirY; this->protocol[3].value = lookDirZ; return &protocol; } private: Oyster::Network::CustomNetProtocol protocol; }; struct Protocol_PlayerChangeWeapon :public Oyster::Network::CustomProtocolObject { int ID; Protocol_PlayerChangeWeapon() { this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_PlayerChangeWeapon; this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short; this->protocol[1].type = Oyster::Network::NetAttributeType_Float; this->protocol[2].type = Oyster::Network::NetAttributeType_Float; this->protocol[3].type = Oyster::Network::NetAttributeType_Float; } const Protocol_PlayerChangeWeapon& operator=(Oyster::Network::CustomNetProtocol& val) { return *this; } Oyster::Network::CustomNetProtocol* GetProtocol() override { return &protocol; } private: Oyster::Network::CustomNetProtocol protocol; }; struct Protocol_PlayerShot :public Oyster::Network::CustomProtocolObject { bool hasShot; Protocol_PlayerShot() { this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_PlayerShot; this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short; this->protocol[1].type = Oyster::Network::NetAttributeType_Bool; } const Protocol_PlayerShot& operator=(Oyster::Network::CustomNetProtocol& val) { hasShot = val[1].value.netBool; return *this; } Oyster::Network::CustomNetProtocol* GetProtocol() override { this->protocol[1].value = hasShot; return &protocol; } private: Oyster::Network::CustomNetProtocol protocol; }; } #endif // !GAMELOGIC_PLAYER_PROTOCOLS_H