2014-01-30 23:23:37 +01:00
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#include "LanMenuState.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 "DllInterfaces/GFXAPI.h"
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2014-01-31 14:14:20 +01:00
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#include "LobbyState.h"
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#include "GameState.h"
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2014-02-12 10:43:06 +01:00
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#include "../Network/NetworkAPI/NetworkClient.h"
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2014-01-31 14:14:20 +01:00
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2014-01-30 23:23:37 +01:00
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#include <GameServerAPI.h>
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2014-02-12 10:43:06 +01:00
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using namespace ::DanBias::Client;
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2014-02-12 16:31:15 +01:00
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using namespace ::Oyster;
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2014-02-12 10:43:06 +01:00
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using namespace ::Oyster::Network;
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2014-01-30 23:23:37 +01:00
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2014-02-12 16:31:15 +01:00
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struct LanMenuState::MyData
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2014-01-30 23:23:37 +01:00
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{
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2014-02-12 16:31:15 +01:00
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MyData(){}
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2014-01-31 14:14:20 +01:00
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2014-02-12 16:31:15 +01:00
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GameClientState::ClientState nextState;
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NetworkClient *nwClient;
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2014-01-31 14:14:20 +01:00
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2014-02-12 09:49:08 +01:00
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} privData;
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2014-01-30 23:23:37 +01:00
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2014-02-12 09:49:08 +01:00
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LanMenuState::LanMenuState() {}
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2014-01-30 23:23:37 +01:00
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2014-02-12 09:49:08 +01:00
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LanMenuState::~LanMenuState() {}
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2014-01-30 23:23:37 +01:00
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2014-02-12 16:31:15 +01:00
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bool LanMenuState::Init(Network::NetworkClient* nwClient)
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2014-01-30 23:23:37 +01:00
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{
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2014-02-12 16:31:15 +01:00
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privData = new MyData();
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2014-01-30 23:23:37 +01:00
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2014-02-12 16:31:15 +01:00
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this->privData->nextState = GameClientState::ClientState_Same;
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this->privData->nwClient = nwClient;
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2014-01-30 23:23:37 +01:00
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return true;
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}
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GameClientState::ClientState LanMenuState::Update(float deltaTime, InputClass* KeyInput)
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2014-01-31 14:14:20 +01:00
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{
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/*ChangeState(KeyInput);
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if(privData->recieverObj->IsConnected())
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privData->recieverObj->Update();
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KeyInput->Update();
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if(privData->serverOwner)
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{
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DanBias::GameServerAPI::ServerUpdate();
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}
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DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
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state = privData->recieverObj->gameClientState->Update(deltaTime, KeyInput);
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if(state != Client::GameClientState::ClientState_Same)
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{
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privData->recieverObj->gameClientState->Release();
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delete privData->recieverObj->gameClientState;
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privData->recieverObj->gameClientState = NULL;
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switch (state)
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{
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case Client::GameClientState::ClientState_LobbyCreated:
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privData->serverOwner = true;
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case Client::GameClientState::ClientState_Lobby:
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privData->recieverObj->gameClientState = new Client::LobbyState();
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break;
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case Client::GameClientState::ClientState_Game:
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privData->recieverObj->gameClientState = new Client::GameState();
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break;
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default:
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//return E_FAIL;
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break;
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}
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privData->recieverObj->gameClientState->Init(privData->recieverObj); // send game client
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}*/
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2014-02-12 16:31:15 +01:00
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//return ChangeState(KeyInput);
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return this->privData->nextState;
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}
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2014-02-12 16:31:15 +01:00
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//GameClientState::ClientState LanMenuState::ChangeState(InputClass* KeyInput)
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//{
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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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//
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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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// nwClient->Connect(15151, "127.0.0.1");
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//
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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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// // 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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// nwClient->Connect(15151, "194.47.150.56");
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//
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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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2014-01-30 23:23:37 +01:00
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2014-02-12 14:33:56 +01:00
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bool LanMenuState::Render( )
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{
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Graphics::API::NewFrame();
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2014-01-30 23:23:37 +01:00
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2014-02-12 16:31:15 +01:00
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Graphics::API::StartGuiRender();
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2014-01-30 23:23:37 +01:00
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2014-02-12 16:31:15 +01:00
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Graphics::API::EndFrame();
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2014-01-30 23:23:37 +01:00
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return true;
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}
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bool LanMenuState::Release()
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{
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privData = NULL;
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return true;
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2014-02-12 16:31:15 +01:00
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}
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void LanMenuState::ChangeState( ClientState next )
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{
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this->privData->nextState = next;
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2014-01-30 23:23:37 +01:00
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}
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