889 lines
30 KiB
C++
889 lines
30 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_OBJECT_PROTOCOLS_H
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#define GAMELOGIC_OBJECT_PROTOCOLS_H
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#include <CustomNetProtocol.h>
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#include "ProtocolIdentificationID.h"
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namespace GameLogic
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{
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//#define protocol_Gameplay_ObjectPickup 350
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struct Protocol_ObjectPickup :public Oyster::Network::CustomProtocolObject
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{
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short object_ID;
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short pickup_ID;
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Protocol_ObjectPickup()
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{
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this->protocol[0].value = protocol_Gameplay_ObjectPickup;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Short;
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object_ID = -1;
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pickup_ID = -1;
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}
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Protocol_ObjectPickup(Oyster::Network::CustomNetProtocol& p)
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{
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object_ID = p[1].value.netShort;
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pickup_ID = p[2].value.netShort;
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}
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Protocol_ObjectPickup(int objectID, short pickupID)
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{
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this->protocol[0].value = protocol_Gameplay_ObjectPosition;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Short;
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object_ID = objectID;
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pickup_ID = pickupID;
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}
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Oyster::Network::CustomNetProtocol GetProtocol() override
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{
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this->protocol[1].value = object_ID;
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this->protocol[2].value = pickup_ID;
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return protocol;
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}
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
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//#define protocol_Gameplay_ObjectDamage 351
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struct Protocol_ObjectDamage :public Oyster::Network::CustomProtocolObject
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{
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int object_ID;
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float healthLost; //Precentage%
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Protocol_ObjectDamage()
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{
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this->protocol[0].value = protocol_Gameplay_ObjectDamage;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
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object_ID = -1;
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healthLost = 0.0f;
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}
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Protocol_ObjectDamage(Oyster::Network::CustomNetProtocol& p)
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{
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}
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Protocol_ObjectDamage(int id, float hp)
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{
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this->protocol[0].value = protocol_Gameplay_ObjectDamage;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
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object_ID = id;
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healthLost = hp;
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}
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Oyster::Network::CustomNetProtocol GetProtocol() override
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{
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this->protocol[1].value = object_ID;
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this->protocol[2].value = healthLost;
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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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//#define protocol_Gameplay_ObjectHealthStatus 352
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struct Protocol_ObjectHealthStatus :public Oyster::Network::CustomProtocolObject
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{
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float currentHealth;
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int id;
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Protocol_ObjectHealthStatus()
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{
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[0].value.netShort = protocol_Gameplay_ObjectHealthStatus;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
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this->id = 0;
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this->currentHealth = 0.0f;
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}
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Protocol_ObjectHealthStatus(int id, float health)
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{
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[0].value.netShort = protocol_Gameplay_ObjectHealthStatus;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
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this->id = id; this->currentHealth = health;
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}
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Protocol_ObjectHealthStatus(Oyster::Network::CustomNetProtocol& p)
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{
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this->id = p[1].value.netInt;
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this->currentHealth = p[2].value.netFloat;
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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 = this->id;
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this->protocol[2].value = this->currentHealth;
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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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//#define protocol_Gameplay_ObjectPosition 353
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struct Protocol_ObjectPosition :public Oyster::Network::CustomProtocolObject
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{
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short object_ID;
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float position[3];
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Protocol_ObjectPosition()
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{
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this->protocol[0].value = protocol_Gameplay_ObjectPosition;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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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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object_ID = 0;
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memset(&position[0], 0, sizeof(float) * 3);
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}
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Protocol_ObjectPosition(Oyster::Network::CustomNetProtocol& p)
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{
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object_ID = p[1].value.netShort;
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position[0] = p[2].value.netFloat;
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position[1] = p[3].value.netFloat;
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position[2] = p[4].value.netFloat;
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}
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Protocol_ObjectPosition(float v[3], int id)
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{
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this->protocol[0].value = protocol_Gameplay_ObjectPosition;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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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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object_ID = id;
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memcpy(&position[0], &v[0], sizeof(float) * 3);
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}
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Oyster::Network::CustomNetProtocol GetProtocol() override
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{
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this->protocol[1].value = object_ID;
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this->protocol[2].value = position[0];
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this->protocol[3].value = position[1];
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this->protocol[4].value = position[2];
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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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//#define protocol_Gameplay_ObjectScale 354
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struct Protocol_ObjectScale :public Oyster::Network::CustomProtocolObject
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{
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short object_ID;
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float scale[3];
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Protocol_ObjectScale()
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{
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this->protocol[0].value = protocol_Gameplay_ObjectScale;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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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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object_ID = 0;
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memset(&scale[0], 0, sizeof(float) * 3);
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}
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Protocol_ObjectScale(Oyster::Network::CustomNetProtocol& p)
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{
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object_ID = p[1].value.netShort;
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scale[0] = p[2].value.netFloat;
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scale[1] = p[3].value.netFloat;
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scale[2] = p[4].value.netFloat;
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}
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Protocol_ObjectScale(float v[3], int id)
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{
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this->protocol[0].value = protocol_Gameplay_ObjectScale;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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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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object_ID = id;
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memcpy(&scale[0], &v[0], sizeof(float) * 3);
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}
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Oyster::Network::CustomNetProtocol GetProtocol() override
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{
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this->protocol[1].value = object_ID;
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this->protocol[2].value = scale[0];
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this->protocol[3].value = scale[1];
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this->protocol[4].value = scale[2];
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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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//#define protocol_Gameplay_ObjectRotation 355
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struct Protocol_ObjectRotation :public Oyster::Network::CustomProtocolObject
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{
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short object_ID;
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float rotationQ[4];
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Protocol_ObjectRotation()
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{
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this->protocol[0].value = protocol_Gameplay_ObjectRotation;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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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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object_ID = 0;
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memset(&rotationQ[0], 0, sizeof(float) * 4);
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}
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Protocol_ObjectRotation(Oyster::Network::CustomNetProtocol& p)
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{
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object_ID = p[1].value.netShort;
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rotationQ[0] = p[2].value.netFloat;
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rotationQ[1] = p[3].value.netFloat;
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rotationQ[2] = p[4].value.netFloat;
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rotationQ[3] = p[5].value.netFloat;
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}
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Protocol_ObjectRotation(float v[4], int id)
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{
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this->protocol[0].value = protocol_Gameplay_ObjectRotation;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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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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object_ID = id;
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memcpy(&rotationQ[0], &v[0], sizeof(float) * 4);
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}
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Oyster::Network::CustomNetProtocol GetProtocol() override
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{
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this->protocol[1].value = object_ID;
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this->protocol[2].value = rotationQ[0];
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this->protocol[3].value = rotationQ[1];
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this->protocol[4].value = rotationQ[2];
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this->protocol[5].value = rotationQ[3];
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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_ObjectPositionRotation :public Oyster::Network::CustomProtocolObject
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{
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short object_ID;
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float position[3];
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float rotationQ[4];
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Protocol_ObjectPositionRotation()
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{
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this->protocol[0].value = protocol_Gameplay_ObjectPositionRotation;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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//POSITION
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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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//ROTATION
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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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this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
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this->object_ID = 0;
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memset(&this->position[0], 0, sizeof(float) * 3);
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memset(&this->rotationQ[0], 0, sizeof(float) * 4);
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}
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Protocol_ObjectPositionRotation(Oyster::Network::CustomNetProtocol& p)
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{
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this->object_ID = p[1].value.netShort;
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//POSITION
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this->position[0] = p[2].value.netFloat;
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this->position[1] = p[3].value.netFloat;
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this->position[2] = p[4].value.netFloat;
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//ROTATION
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this->rotationQ[0] = p[5].value.netFloat;
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this->rotationQ[1] = p[6].value.netFloat;
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this->rotationQ[2] = p[7].value.netFloat;
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this->rotationQ[3] = p[8].value.netFloat;
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}
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Protocol_ObjectPositionRotation(float p[3], float r[4], int id)
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{
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this->protocol[0].value = protocol_Gameplay_ObjectPositionRotation;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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//POSITION
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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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//ROTATION
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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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this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
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object_ID = id;
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memcpy(&this->position[0], &p[0], sizeof(float) * 3);
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memcpy(&this->rotationQ[0], &r[0], sizeof(float) * 4);
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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 = this->object_ID;
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this->protocol[2].value = this->position[0];
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this->protocol[3].value = this->position[1];
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this->protocol[4].value = this->position[2];
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this->protocol[5].value = this->rotationQ[0];
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this->protocol[6].value = this->rotationQ[1];
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this->protocol[7].value = this->rotationQ[2];
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this->protocol[8].value = this->rotationQ[3];
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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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//#define protocol_Gameplay_ObjectEnabled 356
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struct Protocol_ObjectEnable :public Oyster::Network::CustomProtocolObject
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{
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int objectID;
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Protocol_ObjectEnable()
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{
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this->protocol[0].value = protocol_Gameplay_ObjectEnabled;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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this->objectID = -1;
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}
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Protocol_ObjectEnable(int objectID)
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{
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this->protocol[0].value = protocol_Gameplay_ObjectEnabled;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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this->objectID = objectID;
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}
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Protocol_ObjectEnable(Oyster::Network::CustomNetProtocol& p)
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{
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this->objectID = p[1].value.netInt;
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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 = this->objectID;
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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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//#define protocol_Gameplay_ObjectDisabled 357
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struct Protocol_ObjectDisable :public Oyster::Network::CustomProtocolObject
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{
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int objectID;
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float seconds;
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Protocol_ObjectDisable()
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{
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this->protocol[0].value = protocol_Gameplay_ObjectDisabled;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
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this->objectID = 0;
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this->seconds = 0.0f;
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}
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Protocol_ObjectDisable(int objctID, float seconds)
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{
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this->protocol[0].value = protocol_Gameplay_ObjectDisabled;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
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this->objectID = objctID;
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this->seconds = seconds;
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}
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Protocol_ObjectDisable(Oyster::Network::CustomNetProtocol& p)
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{
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this->objectID = p[1].value.netInt;
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this->seconds = p[2].value.netFloat;
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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 = this->objectID;
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this->protocol[2].value = this->seconds;
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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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//#define protocol_Gameplay_ObjectCreate 358
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struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject
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{
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//ObjectType type; //ie player, box or whatever
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int object_ID;
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std::string name;
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float position[3];
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float rotationQ[4];
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float scale[3];
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Protocol_ObjectCreate()
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{
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this->protocol[0].value = protocol_Gameplay_ObjectCreate;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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//NAME
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
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//POSITION
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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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//ROTATION
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this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[9].type = Oyster::Network::NetAttributeType_Float;
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//SCALE
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this->protocol[10].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
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this->object_ID = 0;
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memset(this->position, 0, sizeof(float) * 3);
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memset(this->rotationQ, 0, sizeof(float) * 4);
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}
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Protocol_ObjectCreate( Oyster::Network::CustomNetProtocol& p )
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{
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this->object_ID = p[1].value.netInt;
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this->name.assign(p[2].value.netCharPtr);
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|
|
|
this->position[0] = p[3].value.netFloat;
|
|
this->position[1] = p[4].value.netFloat;
|
|
this->position[2] = p[5].value.netFloat;
|
|
|
|
this->rotationQ[0] = p[6].value.netFloat;
|
|
this->rotationQ[1] = p[7].value.netFloat;
|
|
this->rotationQ[2] = p[8].value.netFloat;
|
|
this->rotationQ[3] = p[9].value.netFloat;
|
|
|
|
this->scale[0] = p[10].value.netFloat;
|
|
this->scale[1] = p[11].value.netFloat;
|
|
this->scale[2] = p[12].value.netFloat;
|
|
}
|
|
Protocol_ObjectCreate(float p[3], float r[4], float s[3], int id, char *path)
|
|
{
|
|
this->protocol[0].value = protocol_Gameplay_ObjectCreate;
|
|
this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
|
|
//NAME
|
|
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
|
this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
|
|
//POSITION
|
|
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
|
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
|
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
|
|
//ROTATION
|
|
this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
|
|
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
|
|
this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
|
|
this->protocol[9].type = Oyster::Network::NetAttributeType_Float;
|
|
//SCALE
|
|
this->protocol[10].type = Oyster::Network::NetAttributeType_Float;
|
|
this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
|
|
this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
|
|
|
|
object_ID = id;
|
|
this->name = path;
|
|
|
|
memcpy(this->position, p, sizeof(float) * 3);
|
|
memcpy(this->rotationQ, r, sizeof(float) * 4);
|
|
memcpy(this->scale, s, sizeof(float) * 3);
|
|
}
|
|
Oyster::Network::CustomNetProtocol GetProtocol() override
|
|
{
|
|
|
|
this->protocol[1].value = object_ID;
|
|
this->protocol.Set(2, name);
|
|
this->protocol[3].value = this->position[0];
|
|
this->protocol[4].value = this->position[1];
|
|
this->protocol[5].value = this->position[2];
|
|
this->protocol[6].value = this->rotationQ[0];
|
|
this->protocol[7].value = this->rotationQ[1];
|
|
this->protocol[8].value = this->rotationQ[2];
|
|
this->protocol[9].value = this->rotationQ[3];
|
|
this->protocol[10].value = this->scale[0];
|
|
this->protocol[11].value = this->scale[1];
|
|
this->protocol[12].value = this->scale[2];
|
|
|
|
return protocol;
|
|
}
|
|
|
|
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 rotationQ[4];
|
|
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)
|
|
{
|
|
this->object_ID = p[1].value.netInt;
|
|
this->teamId = this->protocol[2].value.netInt;
|
|
this->name.assign(p[3].value.netCharPtr);
|
|
this->meshName.assign(p[4].value.netCharPtr);
|
|
|
|
this->position[0] = p[5].value.netFloat;
|
|
this->position[1] = p[6].value.netFloat;
|
|
this->position[2] = p[7].value.netFloat;
|
|
|
|
this->rotationQ[0] = p[8].value.netFloat;
|
|
this->rotationQ[1] = p[9].value.netFloat;
|
|
this->rotationQ[2] = p[10].value.netFloat;
|
|
this->rotationQ[3] = p[11].value.netFloat;
|
|
|
|
this->scale[0] = p[12].value.netFloat;
|
|
this->scale[1] = p[13].value.netFloat;
|
|
this->scale[2] = p[14].value.netFloat;
|
|
}
|
|
Protocol_ObjectCreatePlayer(float position[3], float rotation[4], 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;
|
|
this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
|
|
//SCALE
|
|
this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
|
|
this->protocol[13].type = Oyster::Network::NetAttributeType_Float;
|
|
this->protocol[14].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->rotationQ[0], &rotation[0], sizeof(float)*4);
|
|
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->rotationQ[0];
|
|
this->protocol[9].value = this->rotationQ[1];
|
|
this->protocol[10].value = this->rotationQ[2];
|
|
this->protocol[11].value = this->rotationQ[3];
|
|
//SCALE
|
|
this->protocol[12].value = this->scale[0];
|
|
this->protocol[13].value = this->scale[1];
|
|
this->protocol[14].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
|