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source: code/branches/network3/src/network/PacketTypes.h @ 1248

Last change on this file since 1248 was 1232, checked in by scheusso, 16 years ago

a lot of changes in order to make it possible to have mulpiple clients with each one a new ship
camera changes
object changes
synchronisable: backsyncronisation should be possible now
gamestatemanager/gamestateclient: functions for backsyncronisation
some changes in order to get the input system (the old one) on the client working
TODO something with the camera position is wrong at the moment (clientside)

File size: 3.3 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      ...
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29//
30// C++ Interface: PacketTypes
31//
32// Description:
33//
34//
35// Author:  <>, (C) 2007
36//
37// Copyright: See COPYING file that comes with this distribution
38//
39//
40
41#ifndef _PacketTypes_H__
42#define _PacketTypes_H__
43
44#include "NetworkPrereqs.h"
45
46namespace network
47{
48  enum packet_id {
49    ACK,
50    MOUSE,
51    COMMAND,
52    KEYBOARD,
53    CHAT,
54    GAMESTATE ,
55    CLASSID,
56    WELCOME,
57    CONNECT,
58  };
59
60
61  /**
62  * This struct defines a gamestate:
63  * size: total size of the data in *data
64  * data: pointer to the data allocated in the memory
65  */
66  struct GameState{
67    int id;
68    int size;                       //!< total size of data
69    // new ---- change functions
70    int base_id;                    // if gamestate is diffed this is the id of the old gamestate (base)
71    bool diffed;
72    bool complete;                  // this determines, wheter all objects are in this gamestate (server) or only few objects (client)
73    unsigned char *data;            //!< pointer to data
74  };
75
76  /**
77  * this struct defines a gamestate:
78  * compsize is the size of the compressed data
79  * normsize is the size of the uncompressed data
80  * data are the gamestates
81  */
82  struct GameStateCompressed{
83    int id;
84    int compsize;                   //!< size of compressed data
85    int normsize;                   //!< size of uncompressed data
86    // new ----- change functions
87    int base_id;                  // if gamestate is diffed this is the id of the old gamestate (base)
88    bool diffed;
89    bool complete;                  // this determines, wheter all objects are in this gamestate (server) or only few objects (client)
90    unsigned char *data;            //!< gamestate data
91  };
92
93  struct classid{
94    int id;
95    int length;
96    int clid;
97    const char *message;
98  };
99
100
101  struct ack {
102    int id;
103    int a;
104  };
105
106  struct mouse {
107    int id;
108    double x;
109    double y;
110  };
111
112  struct keyboard {
113    int id;
114    char press;
115  };
116  //only in this class, not PacketGenerator, used as pattern to put incoming
117  //bytes inside
118  struct chat {
119    int id;
120    const char* message;
121  };
122
123  struct welcome {
124    int id;
125    int clientID;
126    int shipID;
127    bool allowed;
128  };
129 
130  struct connectRequest{
131    int id;
132  };
133}
134
135#endif /* _PacketTypes_H__ */
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