215 lines
5.8 KiB
C++
215 lines
5.8 KiB
C++
//////////////////////////////////////////////////////////
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// Created 2013 //
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// Dennis Andersen, Linda Andersson //
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//////////////////////////////////////////////////////////
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#ifndef GAMELOGIC_PLAYER_PROTOCOLS_H
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#define GAMELOGIC_PLAYER_PROTOCOLS_H
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#include <CustomNetProtocol.h>
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#include "ProtocolIdentificationID.h"
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#include <bitset>
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//protocol_Gameplay_PlayerMovement 300
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//protocol_Gameplay_PlayerMouseMovement 301
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//protocol_Gameplay_PlayerChangeWeapon 302
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namespace GameLogic
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{
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struct Protocol_PlayerMovement :public Oyster::Network::CustomProtocolObject
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{
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bool bForward;
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bool bBackward;
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bool bLeft;
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bool bRight;
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Protocol_PlayerMovement()
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{
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this->protocol[0].value = protocol_Gameplay_PlayerMovement;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Bool;
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this->protocol[3].type = Oyster::Network::NetAttributeType_Bool;
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this->protocol[4].type = Oyster::Network::NetAttributeType_Bool;
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}
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Protocol_PlayerMovement(Oyster::Network::CustomNetProtocol& p)
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{
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bForward = p[1].value.netBool;
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bBackward = p[2].value.netBool;
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bLeft = p[3].value.netBool;
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bRight = p[4].value.netBool;
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}
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const Protocol_PlayerMovement& operator=(Oyster::Network::CustomNetProtocol& val)
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{
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bForward = val[1].value.netBool;
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bBackward = val[2].value.netBool;
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bLeft = val[3].value.netBool;
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bRight = val[4].value.netBool;
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return *this;
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}
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Oyster::Network::CustomNetProtocol* GetProtocol() override
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{
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this->protocol[1].value = bForward;
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this->protocol[2].value = bBackward;
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this->protocol[3].value = bLeft;
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this->protocol[4].value = bRight;
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return &protocol;
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}
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
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struct Protocol_PlayerLook :public Oyster::Network::CustomProtocolObject
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{
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float lookDirX;
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float lookDirY;
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float lookDirZ;
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float deltaX;
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Protocol_PlayerLook()
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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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}
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Protocol_PlayerLook(Oyster::Network::CustomNetProtocol& p)
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{
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lookDirX = p[1].value.netFloat;
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lookDirY = p[2].value.netFloat;
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lookDirZ = p[3].value.netFloat;
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deltaX = p[4].value.netFloat;
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}
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const Protocol_PlayerLook& operator=(Oyster::Network::CustomNetProtocol& val)
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{
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lookDirX = val[1].value.netFloat;
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lookDirY = val[2].value.netFloat;
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lookDirZ = val[3].value.netFloat;
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deltaX = val[4].value.netFloat;
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return *this;
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}
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Oyster::Network::CustomNetProtocol* GetProtocol() override
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{
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this->protocol[1].value = lookDirX;
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this->protocol[2].value = lookDirY;
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this->protocol[3].value = lookDirZ;
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this->protocol[4].value = deltaX;
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return &protocol;
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}
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
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struct Protocol_PlayerChangeWeapon :public Oyster::Network::CustomProtocolObject
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{
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int ID;
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Protocol_PlayerChangeWeapon()
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{
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this->protocol[0].value = protocol_Gameplay_PlayerChangeWeapon;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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}
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Protocol_PlayerChangeWeapon(Oyster::Network::CustomNetProtocol& p)
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{
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}
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const Protocol_PlayerChangeWeapon& operator=(Oyster::Network::CustomNetProtocol& val)
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{
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return *this;
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}
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Oyster::Network::CustomNetProtocol* GetProtocol() override
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{
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return &protocol;
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}
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
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struct Protocol_PlayerShot :public Oyster::Network::CustomProtocolObject
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{
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bool primaryPressed;
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bool secondaryPressed;
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bool utilityPressed;
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Protocol_PlayerShot()
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{
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this->protocol[0].value = protocol_Gameplay_PlayerShot;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Bool;
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this->protocol[3].type = Oyster::Network::NetAttributeType_Bool;
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}
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Protocol_PlayerShot(Oyster::Network::CustomNetProtocol& p)
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{
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primaryPressed = p[1].value.netBool;
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secondaryPressed = p[2].value.netBool;
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utilityPressed = p[3].value.netBool;
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}
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const Protocol_PlayerShot& operator=(Oyster::Network::CustomNetProtocol& val)
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{
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primaryPressed = val[1].value.netBool;
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secondaryPressed = val[2].value.netBool;
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utilityPressed = val[3].value.netBool;
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return *this;
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}
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Oyster::Network::CustomNetProtocol* GetProtocol() override
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{
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this->protocol[1].value = primaryPressed;
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this->protocol[2].value = secondaryPressed;
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this->protocol[3].value = utilityPressed;
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return &protocol;
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}
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
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struct Protocol_PlayerJump :public Oyster::Network::CustomProtocolObject
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{
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bool hasJumped;
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Protocol_PlayerJump()
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{
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this->protocol[0].value = protocol_Gameplay_PlayerJump;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
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}
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Protocol_PlayerJump(Oyster::Network::CustomNetProtocol& p)
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{
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hasJumped = p[1].value.netBool;
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}
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const Protocol_PlayerJump& operator=(Oyster::Network::CustomNetProtocol& val)
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{
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hasJumped = val[1].value.netBool;
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return *this;
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}
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Oyster::Network::CustomNetProtocol* GetProtocol() override
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{
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this->protocol[1].value = hasJumped;
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return &protocol;
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}
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
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}
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#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H
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