From e718048f7f7bc871ead0329c7f3b1bae81f21d7d Mon Sep 17 00:00:00 2001 From: Pontus Fransson Date: Fri, 31 Jan 2014 10:49:52 +0100 Subject: [PATCH] GL - Lan State --- Code/Game/DanBiasGame/DanBiasGame_Impl.cpp | 16 +++--- .../Game/DanBiasGame/GameClientRecieverFunc.h | 2 + .../GameClientState/GameClientState.h | 1 + .../GameClientState/LanMenuState.cpp | 51 +++++++++++++++++++ .../GameClientState/LanMenuState.h | 2 + .../GameClientState/LoginState.cpp | 5 ++ 6 files changed, 68 insertions(+), 9 deletions(-) diff --git a/Code/Game/DanBiasGame/DanBiasGame_Impl.cpp b/Code/Game/DanBiasGame/DanBiasGame_Impl.cpp index 3a62ade1..b28a543f 100644 --- a/Code/Game/DanBiasGame/DanBiasGame_Impl.cpp +++ b/Code/Game/DanBiasGame/DanBiasGame_Impl.cpp @@ -38,7 +38,7 @@ namespace DanBias public: WindowShell* window; InputClass* inputObj; - Utility::WinTimer* timer; + Utility::WinTimer timer; GameRecieverObject* recieverObj; bool serverOwner; @@ -68,12 +68,11 @@ namespace DanBias m_data->serverOwner = false; // Start in lobby state - m_data->recieverObj->gameClientState = new Client::LoginState(); + m_data->recieverObj->gameClientState = new Client::LanMenuState(); if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj)) return DanBiasClientReturn_Error; - m_data->timer = new Utility::WinTimer(); //why dynamic memory? - m_data->timer->reset(); + m_data->timer.reset(); return DanBiasClientReturn_Sucess; } @@ -82,8 +81,8 @@ namespace DanBias // Main message loop while(m_data->window->Frame()) { - float dt = (float)m_data->timer->getElapsedSeconds(); - m_data->timer->reset(); + float dt = (float)m_data->timer.getElapsedSeconds(); + m_data->timer.reset(); capFrame += dt; if(capFrame > 0.03) @@ -130,8 +129,8 @@ namespace DanBias HRESULT DanBiasGame::Update(float deltaTime) { - - m_data->recieverObj->Update(); + if(m_data->recieverObj->IsConnected()) + m_data->recieverObj->Update(); m_data->inputObj->Update(); if(m_data->serverOwner) @@ -191,7 +190,6 @@ namespace DanBias delete m_data->recieverObj->gameClientState; m_data->recieverObj->Disconnect(); delete m_data->recieverObj; - delete m_data->timer; delete m_data->inputObj; delete m_data; diff --git a/Code/Game/DanBiasGame/GameClientRecieverFunc.h b/Code/Game/DanBiasGame/GameClientRecieverFunc.h index c5293738..2bd8c9a1 100644 --- a/Code/Game/DanBiasGame/GameClientRecieverFunc.h +++ b/Code/Game/DanBiasGame/GameClientRecieverFunc.h @@ -2,6 +2,8 @@ #define DANBIAS_CLIENTRECIEVEROBJECT_H //WTF!? No headers included??? +#include "../DanBiasGame/Include/DanBiasGame.h" +#include "../GameProtocols/GeneralProtocols.h" namespace DanBias { diff --git a/Code/Game/DanBiasGame/GameClientState/GameClientState.h b/Code/Game/DanBiasGame/GameClientState/GameClientState.h index a369233a..378eeefc 100644 --- a/Code/Game/DanBiasGame/GameClientState/GameClientState.h +++ b/Code/Game/DanBiasGame/GameClientState/GameClientState.h @@ -53,6 +53,7 @@ public: { ClientState_Login, ClientState_Lobby, + ClientState_Lan, ClientState_LobbyCreated, ClientState_Game, ClientState_Same, diff --git a/Code/Game/DanBiasGame/GameClientState/LanMenuState.cpp b/Code/Game/DanBiasGame/GameClientState/LanMenuState.cpp index fdb02fa9..8df39bfa 100644 --- a/Code/Game/DanBiasGame/GameClientState/LanMenuState.cpp +++ b/Code/Game/DanBiasGame/GameClientState/LanMenuState.cpp @@ -5,6 +5,10 @@ #include "C_obj/C_DynamicObj.h" #include "DllInterfaces/GFXAPI.h" +#include "LobbyState.h" +#include "GameState.h" +#include "../GameClientRecieverFunc.h" + #include using namespace DanBias::Client; @@ -16,6 +20,10 @@ struct LanMenuState::myData Oyster::Math3D::Float4x4 proj; C_Object* object[2]; int modelCount; + + GameRecieverObject* recieverObj; + bool serverOwner; + // UI object // game client* }privData; @@ -83,6 +91,49 @@ bool LanMenuState::InitCamera(Oyster::Math::Float3 startPos) } GameClientState::ClientState LanMenuState::Update(float deltaTime, InputClass* KeyInput) +{ + /*ChangeState(KeyInput); + + if(privData->recieverObj->IsConnected()) + privData->recieverObj->Update(); + KeyInput->Update(); + + if(privData->serverOwner) + { + DanBias::GameServerAPI::ServerUpdate(); + } + + DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same; + state = privData->recieverObj->gameClientState->Update(deltaTime, KeyInput); + + if(state != Client::GameClientState::ClientState_Same) + { + privData->recieverObj->gameClientState->Release(); + delete privData->recieverObj->gameClientState; + privData->recieverObj->gameClientState = NULL; + + switch (state) + { + case Client::GameClientState::ClientState_LobbyCreated: + privData->serverOwner = true; + case Client::GameClientState::ClientState_Lobby: + privData->recieverObj->gameClientState = new Client::LobbyState(); + break; + case Client::GameClientState::ClientState_Game: + privData->recieverObj->gameClientState = new Client::GameState(); + break; + default: + //return E_FAIL; + break; + } + privData->recieverObj->gameClientState->Init(privData->recieverObj); // send game client + + }*/ + + return ChangeState(KeyInput); +} + +GameClientState::ClientState LanMenuState::ChangeState(InputClass* KeyInput) { // create game if( KeyInput->IsKeyPressed(DIK_C)) diff --git a/Code/Game/DanBiasGame/GameClientState/LanMenuState.h b/Code/Game/DanBiasGame/GameClientState/LanMenuState.h index 5182c80c..6b11fd20 100644 --- a/Code/Game/DanBiasGame/GameClientState/LanMenuState.h +++ b/Code/Game/DanBiasGame/GameClientState/LanMenuState.h @@ -17,6 +17,8 @@ namespace DanBias virtual bool Init(Oyster::Network::NetworkClient* nwClient); virtual ClientState Update(float deltaTime, InputClass* KeyInput); + ClientState ChangeState(InputClass* KeyInput); + bool LoadModels(std::wstring file); bool InitCamera(Oyster::Math::Float3 startPos); diff --git a/Code/Game/DanBiasGame/GameClientState/LoginState.cpp b/Code/Game/DanBiasGame/GameClientState/LoginState.cpp index cd1e4663..a5188306 100644 --- a/Code/Game/DanBiasGame/GameClientState/LoginState.cpp +++ b/Code/Game/DanBiasGame/GameClientState/LoginState.cpp @@ -88,6 +88,8 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key // send data to server // check data from server + + // create game if( KeyInput->IsKeyPressed(DIK_C)) { @@ -118,6 +120,9 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key } return ClientState_Lobby; } + + + return ClientState_Same; } bool LoginState::Render()