#include "NetLoadState.h" #include "NetworkClient.h" #include "OysterMath.h" #include "Protocols.h" #include "LevelLoader\LevelLoader.h" #include "Utilities.h" #include "C_obj\C_StaticObj.h" #include "C_obj\C_DynamicObj.h" using namespace ::DanBias::Client; using namespace ::Oyster; using namespace ::Oyster::Math; using namespace ::Oyster::Network; using namespace ::GameLogic; using namespace ::Utility::String; struct NetLoadState::MyData { MyData() {} GameClientState::ClientState nextState; NetworkClient *nwClient; Graphics::API::Texture background; ::std::map> *staticObjects; ::std::map> *dynamicObjects; bool loading; }; inline Quaternion ArrayToQuaternion( const float source[4] ) { return Quaternion( Float3(source[0], source[1], source[2]), source[3] ); } NetLoadState::NetLoadState(void) {} NetLoadState::~NetLoadState(void) { if( this->privData ) this->Release(); } bool NetLoadState::Init( SharedStateContent &shared ) { this->privData = new MyData(); this->privData->nextState = GameClientState::ClientState_Same; this->privData->nwClient = shared.network; this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" ); this->privData->dynamicObjects = &shared.dynamicObjects; this->privData->staticObjects = &shared.staticObjects; this->privData->loading = false; // we may assume that nwClient is properly connected to the server // signals querry to server for loading instructions //this->privData->nwClient->Send( Protocol_QuerryGameType() ); // debugg this->LoadGame( "..//Content//Worlds//2ofAll_updated.bias"); this->ChangeState( ClientState_Game ); return true; } GameClientState::ClientState NetLoadState::Update( float deltaTime ) { return this->privData->nextState; } bool NetLoadState::Render() { Graphics::API::NewFrame(); Graphics::API::StartGuiRender(); Graphics::API::RenderGuiElement( this->privData->background, Float3(0.5f, 0.5f, 1.0f), Float2(1.0f) ); Graphics::API::EndFrame(); return true; } bool NetLoadState::Release() { if( this->privData ) { this->privData = NULL; } return true; } void NetLoadState::ChangeState( ClientState next ) { this->privData->nextState = next; } void NetLoadState::DataRecieved( NetEvent e ) { // fetching the id data. short ID = e.args.data.protocol[0].value.netShort; if( ID == protocol_Lobby_CreateGame && !this->privData->loading ) { this->LoadGame( Protocol_LobbyCreateGame(e.args.data.protocol).modelName ); this->ChangeState( ClientState_Game ); this->privData->loading = false; } } void NetLoadState::LoadGame( const ::std::string &fileName ) { this->privData->loading = true; LevelLoader loader; auto objects = loader.LoadLevel( fileName ); auto object = objects.begin(); ObjectTypeHeader *oth; int objectID = 100; // first 100 is reserved for players. This is how the server does it. for( ; object != objects.end(); ++object ) { ++objectID; oth = (ObjectTypeHeader*)(*object._Ptr); switch( oth->typeID ) { case ObjectType::ObjectType_Static: { ObjectHeader *oh = (ObjectHeader*)oth; ModelInitData desc; desc.id = objectID; StringToWstring( oh->ModelFile, desc.modelPath ); desc.position = oh->position; desc.rotation = ArrayToQuaternion( oh->rotation ); desc.scale = oh->scale; desc.visible = true; C_StaticObj *staticObject = new C_StaticObj(); if( staticObject->Init( desc ) ) { (*this->privData->staticObjects)[objectID] = staticObject; } else { delete staticObject; } } break; case ObjectType::ObjectType_Dynamic: { ObjectHeader *oh = (ObjectHeader*)oth; ModelInitData desc; desc.id = objectID; StringToWstring( oh->ModelFile, desc.modelPath ); desc.position = oh->position; desc.rotation = ArrayToQuaternion( oh->rotation ); desc.scale = oh->scale; desc.visible = true; C_DynamicObj *dynamicObject = new C_DynamicObj(); if( dynamicObject->Init( desc ) ) { (*this->privData->dynamicObjects)[objectID] = dynamicObject; } else { delete dynamicObject; } } break; case ObjectType::ObjectType_Light: { /* TODO: implement light into the leveformat */ } break; default: break; } } this->privData->nextState = ClientState::ClientState_Game; }