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