167 lines
4.2 KiB
C++
167 lines
4.2 KiB
C++
#include "LobbyState.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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#include <Protocols.h>
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using namespace DanBias::Client;
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struct LobbyState::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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LobbyState::LobbyState(void) {}
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LobbyState::~LobbyState(void) {}
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bool LobbyState::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 LobbyState::LoadModels(std::wstring file)
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{
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Oyster::Graphics::Definitions::Pointlight plight;
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plight.Pos = Oyster::Math::Float3(-2,3,0);
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plight.Color = Oyster::Math::Float3(0,1,0);
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plight.Radius = 10;
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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.position = Oyster::Math::Float3(0,0,0);
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modelData.rotation = Oyster::Math::Quaternion::identity;
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modelData.scale = Oyster::Math::Float3(1,1,1);
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modelData.visible = true;
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modelData.modelPath = L"crate_colonists.dan";
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// load models
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privData->object[0] = new C_StaticObj();
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privData->object[0]->Init(modelData);
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modelData.position = Oyster::Math::Float3(2,2,2);
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privData->object[1] = new C_StaticObj();
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privData->object[1]->Init(modelData);
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return true;
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}
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bool LobbyState::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 LobbyState::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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if(GameServerAPI::ServerIsRunning() && GameServerAPI::ServerIsRunning()) //May be a problem if server is not shut down properly after lan session.
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{
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if( KeyInput->IsKeyPressed(DIK_G))
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{
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if(!DanBias::GameServerAPI::GameStart())
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{
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}
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}
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}
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return ClientState_Same;
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}
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bool LobbyState::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 LobbyState::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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using namespace ::Oyster::Network;
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void LobbyState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e )
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{
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CustomNetProtocol data = e.args.data.protocol;
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short ID = data[0].value.netShort; // fetching the id data.
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// Block irrelevant messages.
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if( ProtocolIsLobby(ID) )
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{
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switch(ID)
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{
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case protocol_Lobby_Create: break; /** @todo TODO: implement */
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case protocol_Lobby_Start: break; /** @todo TODO: implement */
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case protocol_Lobby_Join: break; /** @todo TODO: implement */
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case protocol_Lobby_Login: break; /** @todo TODO: implement */
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case protocol_Lobby_Refresh: break; /** @todo TODO: implement */
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case protocol_Lobby_ClientData: break; /** @todo TODO: implement */
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case protocol_Lobby_GameData: break; /** @todo TODO: implement */
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default: break;
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}
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}
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else if( ProtocolIsGeneral(ID) )
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{
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switch( ID )
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{
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case protocol_General_Status: break; /** @todo TODO: implement */
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case protocol_General_Text: break; /** @todo TODO: implement */
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default: break;
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}
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}
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} |