Danbias/Code/Game/DanBiasGame/GameClientState/GameState.cpp

180 lines
4.0 KiB
C++

#include "GameState.h"
#include "DllInterfaces/GFXAPI.h"
#include "C_obj/C_Player.h"
#include "C_obj/C_DynamicObj.h"
#include "NetworkClient.h"
#include "PlayerProtocols.h"
using namespace DanBias::Client;
struct GameState::myData
{
myData(){}
Oyster::Math3D::Float4x4 view;
Oyster::Math3D::Float4x4 proj;
C_Object* object[3];
int modelCount;
Oyster::Network::NetworkClient* nwClient;
gameStateState state;
}privData;
GameState::GameState(void)
{
}
GameState::~GameState(void)
{
}
bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
{
// load models
privData = new myData();
privData->state = gameStateState_loading;
privData->nwClient = nwClient;
privData->state = LoadGame();
return true;
}
GameState::gameStateState GameState::LoadGame()
{
LoadModels(L"map");
InitCamera(Oyster::Math::Float3(0,0,5.4f));
return gameStateState_playing;
}
bool GameState::LoadModels(std::wstring mapFile)
{
// open file
// read file
// init models
privData->modelCount = 2;
ModelInitData modelData;
modelData.world = Oyster::Math3D::Float4x4::identity;
modelData.visible = true;
modelData.modelPath = L"worldDummy";
// load models
privData->object[0] = new C_Player();
privData->object[0]->Init(modelData);
Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(2,2,2));
modelData.world = modelData.world * translate;
modelData.modelPath = L"crate";
privData->object[1] = new C_DynamicObj();
privData->object[1]->Init(modelData);
return true;
}
bool GameState::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 GameState::Update(float deltaTime, InputClass* KeyInput)
{
switch (privData->state)
{
case gameStateState_loading:
// load map
// wait for all players
LoadGame();
privData->state = gameStateState_playing;
break;
case gameStateState_playing:
// read server data
// update objects
// Client.send(obj);
{
GameLogic::Protocol_PlayerMovement movePlayer;
movePlayer.bForward = false;
movePlayer.bBackward = false;
movePlayer.bStrafeLeft = false;
movePlayer.bStrafeRight = false;
movePlayer.bTurnLeft = false;
movePlayer.bTurnRight = false;
if(KeyInput->IsKeyPressed(DIK_W))
{
movePlayer.bForward = true;
}
if(KeyInput->IsKeyPressed(DIK_S))
{
movePlayer.bBackward = true;
}
if(KeyInput->IsKeyPressed(DIK_A))
{
movePlayer.bStrafeLeft = true;
}
if(KeyInput->IsKeyPressed(DIK_D))
{
movePlayer.bStrafeRight = true;
}
privData->nwClient->Send(movePlayer);
if(KeyInput->IsKeyPressed(DIK_L))
privData->state = GameState::gameStateState_end;
}
break;
case gameStateState_end:
return ClientState_Lobby;
break;
default:
break;
}
// send key input to server.
return ClientState_Same;
}
bool GameState::Render()
{
Oyster::Graphics::API::SetView(privData->view);
Oyster::Graphics::API::SetProjection(privData->proj);
Oyster::Graphics::API::NewFrame();
for (int i = 0; i < privData->modelCount; i++)
{
privData->object[i]->Render();
}
Oyster::Graphics::API::EndFrame();
return true;
}
bool GameState::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 GameState::Protocol(ProtocolStruct* pos)
{
if((ObjPos*)pos)
ObjectPosProtocol((ObjPos*)pos);
else if((PlayerPos*)pos)
PlayerPosProtocol((PlayerPos*)pos);
}
void GameState::PlayerPosProtocol(PlayerPos* pos)
{
}
void GameState::ObjectPosProtocol(ObjPos* pos)
{
}
//void GameState::Protocol(LightPos pos);