Danbias/Code/Game/GameProtocols/ObjectProtocols.h

837 lines
28 KiB
C++

//////////////////////////////////////////////////////////
// Created 2013 //
// Dennis Andersen, Linda Andersson //
//////////////////////////////////////////////////////////
#ifndef GAMELOGIC_OBJECT_PROTOCOLS_H
#define GAMELOGIC_OBJECT_PROTOCOLS_H
#include <CustomNetProtocol.h>
#include "ProtocolIdentificationID.h"
namespace GameLogic
{
//#define protocol_Gameplay_ObjectPickup 350
struct Protocol_ObjectPickup :public Oyster::Network::CustomProtocolObject
{
short object_ID;
short pickup_ID;
Protocol_ObjectPickup()
{
this->protocol[0].value = protocol_Gameplay_ObjectPickup;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
this->protocol[2].type = Oyster::Network::NetAttributeType_Short;
object_ID = -1;
pickup_ID = -1;
}
Protocol_ObjectPickup(Oyster::Network::CustomNetProtocol& p)
{
object_ID = p[1].value.netShort;
pickup_ID = p[2].value.netShort;
}
Protocol_ObjectPickup(int objectID, short pickupID)
{
this->protocol[0].value = protocol_Gameplay_ObjectPosition;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
this->protocol[2].type = Oyster::Network::NetAttributeType_Short;
object_ID = objectID;
pickup_ID = pickupID;
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = object_ID;
this->protocol[2].value = pickup_ID;
return protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectDamage 351
struct Protocol_ObjectDamage :public Oyster::Network::CustomProtocolObject
{
int object_ID;
float healthLost; //Precentage%
Protocol_ObjectDamage()
{
this->protocol[0].value = protocol_Gameplay_ObjectDamage;
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 = -1;
healthLost = 0.0f;
}
Protocol_ObjectDamage(Oyster::Network::CustomNetProtocol& p)
{
}
Protocol_ObjectDamage(int id, float hp)
{
this->protocol[0].value = protocol_Gameplay_ObjectDamage;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
object_ID = id;
healthLost = hp;
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = object_ID;
this->protocol[2].value = healthLost;
return protocol;
}
private:
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
{
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_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_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 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_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_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[4];
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->protocol[8].type = Oyster::Network::NetAttributeType_Float;
this->object_ID = 0;
memset(&this->position[0], 0, sizeof(float) * 3);
memset(&this->rotation[0], 0, sizeof(float) * 4);
}
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;
this->rotation[3] = p[8].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;
this->protocol[8].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) * 4);
}
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];
this->protocol[8].value = this->rotation[3];
return protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectEnabled 356
struct Protocol_ObjectEnable :public Oyster::Network::CustomProtocolObject
{
int objectID;
Protocol_ObjectEnable()
{
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 = -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)
{
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_ObjectDisabled 357
struct Protocol_ObjectDisable :public Oyster::Network::CustomProtocolObject
{
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(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;
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 = this->objectID;
this->protocol[2].value = this->seconds;
return protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectCreate 358
struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject
{
//ObjectType type; //ie player, box or whatever
int object_ID;
std::string name;
float worldMatrix[16];
Protocol_ObjectCreate()
{
this->protocol[0].value = protocol_Gameplay_ObjectCreate;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
for (int i = 3; i <= 18; i++)
{
this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
}
}
Protocol_ObjectCreate(Oyster::Network::CustomNetProtocol& p)
{
}
Protocol_ObjectCreate(float m[16], int id, char *path)
{
this->protocol[0].value = protocol_Gameplay_ObjectCreate;
this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
for (int i = 3; i <= 18; i++)
{
this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
}
object_ID = id;
this->name = path;
memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = object_ID;
this->protocol.Set(2, name);
this->protocol[3].value = worldMatrix[0];
this->protocol[4].value = worldMatrix[1];
this->protocol[5].value = worldMatrix[2];
this->protocol[6].value = worldMatrix[3];
this->protocol[7].value = worldMatrix[4];
this->protocol[8].value = worldMatrix[5];
this->protocol[9].value = worldMatrix[6];
this->protocol[10].value = worldMatrix[7];
this->protocol[11].value = worldMatrix[8];
this->protocol[12].value = worldMatrix[9];
this->protocol[13].value = worldMatrix[10];
this->protocol[14].value = worldMatrix[11];
this->protocol[15].value = worldMatrix[12];
this->protocol[16].value = worldMatrix[13];
this->protocol[17].value = worldMatrix[14];
this->protocol[18].value = worldMatrix[15];
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 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