2014-01-30 11:58:44 +01:00
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#include "LoginState.h"
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#include "DllInterfaces/GFXAPI.h"
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#include "OysterMath.h"
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#include "C_obj/C_Player.h"
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#include "C_obj/C_StaticObj.h"
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#include "C_obj/C_DynamicObj.h"
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#include <GameServerAPI.h>
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using namespace DanBias::Client;
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struct LoginState::myData
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{
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myData(){}
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Oyster::Math3D::Float4x4 view;
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Oyster::Math3D::Float4x4 proj;
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C_Object* object[2];
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int modelCount;
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// UI object
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// game client*
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}privData;
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LoginState::LoginState(void)
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{
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}
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LoginState::~LoginState(void)
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{
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}
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bool LoginState::Init(Oyster::Network::NetworkClient* nwClient)
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{
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privData = new myData();
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this->nwClient = nwClient;
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// load models
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LoadModels(L"UImodels.txt");
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InitCamera(Oyster::Math::Float3(0,0,5.4f));
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return true;
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}
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bool LoginState::LoadModels(std::wstring file)
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{
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Oyster::Graphics::Definitions::Pointlight plight;
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2014-02-05 15:54:48 +01:00
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plight.Pos = Oyster::Math::Float3(0,0,5);
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2014-02-05 11:46:04 +01:00
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plight.Color = Oyster::Math::Float3(1,1,1);
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plight.Radius = 100;
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2014-01-30 11:58:44 +01:00
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plight.Bright = 1;
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Oyster::Graphics::API::AddLight(plight);
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// open file
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// read file
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// init models
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privData->modelCount = 2;
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ModelInitData modelData;
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modelData.world = Oyster::Math3D::Float4x4::identity;
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modelData.visible = true;
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2014-02-05 15:54:48 +01:00
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modelData.modelPath = L"identityPlane.dan";
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2014-01-30 11:58:44 +01:00
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// load models
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2014-02-05 15:54:48 +01:00
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Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(2,2,-2));
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Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0));
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Oyster::Math3D::Float4x4 scale = Oyster::Math3D::Float4x4::identity;
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int scaling = 2;
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scale.v[0].x = scaling;
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scale.v[1].y = scaling;
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scale.v[2].z = scaling;
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modelData.world = translate; //scale * translate * rot;
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2014-02-05 11:46:04 +01:00
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privData->object[0] = new C_DynamicObj();
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2014-01-30 11:58:44 +01:00
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privData->object[0]->Init(modelData);
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2014-02-05 15:54:48 +01:00
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0,0,-2));
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modelData.world = translate ;//* rot;
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2014-01-30 11:58:44 +01:00
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privData->object[1] = new C_DynamicObj();
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privData->object[1]->Init(modelData);
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return true;
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}
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bool LoginState::InitCamera(Oyster::Math::Float3 startPos)
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{
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privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
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//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
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Oyster::Graphics::API::SetProjection(privData->proj);
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privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
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privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
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return true;
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}
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GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* KeyInput)
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{
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// picking
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// mouse events
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// different menus
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// play sounds
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// update animation
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// send data to server
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// check data from server
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// create game
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if( KeyInput->IsKeyPressed(DIK_C))
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{
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DanBias::GameServerAPI::ServerInitDesc desc;
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DanBias::GameServerAPI::ServerInitiate(desc);
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DanBias::GameServerAPI::ServerStart();
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// my ip
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2014-02-09 18:58:14 +01:00
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nwClient->Connect(15152, "127.0.0.1");
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2014-01-30 11:58:44 +01:00
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if (!nwClient->IsConnected())
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{
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// failed to connect
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return ClientState_Same;
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}
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2014-01-30 15:20:35 +01:00
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return ClientState_LobbyCreated;
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2014-01-30 11:58:44 +01:00
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}
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// join game
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if( KeyInput->IsKeyPressed(DIK_J))
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{
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// game ip
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2014-02-09 18:58:14 +01:00
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nwClient->Connect(15152, "127.0.0.1");
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2014-01-30 11:58:44 +01:00
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if (!nwClient->IsConnected())
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{
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// failed to connect
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return ClientState_Same;
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}
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return ClientState_Lobby;
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}
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return ClientState_Same;
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}
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bool LoginState::Render()
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{
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Oyster::Graphics::API::SetView(privData->view);
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Oyster::Graphics::API::SetProjection( privData->proj);
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Oyster::Graphics::API::NewFrame();
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// render objects
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for (int i = 0; i < privData->modelCount; i++)
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{
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privData->object[i]->Render();
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}
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// render effects
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// render lights
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Oyster::Graphics::API::EndFrame();
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return true;
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}
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bool LoginState::Release()
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{
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for (int i = 0; i < privData->modelCount; i++)
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{
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privData->object[i]->Release();
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delete privData->object[i];
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privData->object[i] = NULL;
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}
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delete privData;
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privData = NULL;
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return true;
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}
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void LoginState::Protocol(ProtocolStruct* protocol)
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{
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if((PlayerName*)protocol)
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PlayerJoinProtocol((PlayerName*)protocol);
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}
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void LoginState::PlayerJoinProtocol(PlayerName* name)
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{
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}
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