📄 gamein.cpp
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// GameIn.cpp: implementation of the CGameIn class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "GameIn.h"
#include "DummyObjMng.h"
#include "StateMng.h"
#include "MoveMng.h"
#include "Console.h"
#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
extern DWORD g_DisconInMap;
extern DWORD g_DisconIntoMap;
extern DWORD g_MapChangeAck;
CGameIn::CGameIn()
{
m_bGameIn = FALSE;
}
CGameIn::~CGameIn()
{
}
BOOL CGameIn::Init( int id, CStateMng* pMgr, CDummyNetwork* pNet, CDummyObjMng* pDOMgr )
{
CGameState::Init( id, pMgr, pNet, pDOMgr );
return TRUE;
}
void CGameIn::Open( void* pInitParam )
{
m_pNetwork->SetCurState( this );
m_bGameIn = FALSE;
// g_Console.Log( eLogDisplay, 4, "Dummy%d State : CGameIn", m_nID );
// MSGBASE msg;
// msg.Category = MP_USERCONN;
// msg.Protocol = MP_USERCONN_GAMEIN_SYN;
// m_pNetwork->Send( &msg, sizeof(msg) );
MSG_DWORD msg;
msg.Category = MP_USERCONN;
msg.Protocol = MP_USERCONN_GAMEIN_SYN;
msg.dwData = m_pStateMng->m_dwChannel;
m_pNetwork->Send( &msg, sizeof(msg) );
}
void CGameIn::Close()
{
}
void CGameIn::Exit()
{
}
void CGameIn::Process()
{
if( m_bGameIn )
{
m_pDummyObjMgr->Process();
}
}
void CGameIn::NetworkMsgParse( BYTE Category, BYTE Protocol, void* pMsg )
{
CGameState::CommonNetworkMsgParse( Category, Protocol, pMsg );
switch( Category )
{
case MP_USERCONN:
{
switch( Protocol )
{
case MP_USERCONN_GAMEIN_ACK:
{
SEND_HERO_TOTALINFO* pmsg = (SEND_HERO_TOTALINFO*)pMsg;
m_pDummyObjMgr->SetHeroTotalInfo( *pmsg );
g_Console.Log( eLogDisplay, 4, "---------------------------- Dummy%d State : GameIn", m_nID );
}
return;
case MP_USERCONN_GAMEIN_NACK:
{
m_pNetwork->Disconnect();
m_pStateMng->ChangeState( eGAMESTATE_END, "MP_USERCONN_GAMEIN_NACK", 0 );
}
return;
case MP_USERCONN_CHANGEMAP_ACK:
{
MSG_DWORD* pmsg = (MSG_DWORD*)pMsg;
m_pDummyObjMgr->SetMapNum( pmsg->dwData );
m_pStateMng->ChangeState( eGAMESTATE_MAPCHANGE, NULL, 0 );
m_bGameIn = FALSE;
g_Console.Log( eLogDisplay, 4, "Dummy%d State : Map Change to %d", m_nID, pmsg->dwData );
++g_MapChangeAck;
}
return;
case MP_USERCONN_CHANGEMAP_NACK:
{
m_pNetwork->Disconnect();
m_bGameIn = FALSE;
m_pStateMng->ChangeState( eGAMESTATE_END, "MP_USERCONN_CHANGEMAP_NACK", 0 );
}
return;
case MP_USERCONN_MONSTER_ADD:
{
// SEND_MONSTER_TOTALINFO* pmsg = (SEND_MONSTER_TOTALINFO*)pMsg;
// if( pmsg->BaseObjectInfo.dwObjectID >= 100000 )
// MOVEMNG->AddMonster( *pmsg );
}
return;
case MP_USERCONN_OBJECT_REMOVE:
{
// MSG_DWORD* pmsg = (MSG_DWORD*)pMsg;
// MOVEMNG->RemoveMonster( pmsg->dwData );
}
return;
case MP_USERCONN_CHARACTER_DIE:
{
MSG_DWORD2* pmsg = (MSG_DWORD2*)pMsg;
m_pDummyObjMgr->SetDummyObjStateDie( pmsg->dwData2 );
}
return;
case MP_USERCONN_GRIDINIT:
m_bGameIn = TRUE;
return;
}
}
return;
case MP_MOVE:
{
MOVEMNG->NetworkMsgParse( Protocol, pMsg );
}
return;
/* case MP_CHAR_REVIVE:
{
switch(Protocol)
{
case MP_CHAR_REVIVE_PRESENTSPOT_ACK:
{
MOVE_POS* pmsg = (MOVE_POS*)pMsg;
VECTOR3 pos;
pmsg->cpos.Decompress(&pos);
m_pDummyObjMgr->SetDummyObjStateRevive( pmsg->dwMoverID, pos );
}
break;
case MP_CHAR_REVIVE_LOGINSPOT_ACK:
{
// MOVE_POS* pmsg = (MOVE_POS*)pMsg;
// VECTOR3 pos;
// CObject* pObject = OBJECTMGR->GetObject(pmsg->dwMoverID);
// pmsg->cpos.Decompress(&pos);
// OBJECTACTIONMGR->Revive(pObject,&pos);
}
break;
}
}
return;
*/
}
}
void CGameIn::OnDisconnect()
{
if( m_bGameIn )
++g_DisconInMap;
else
++g_DisconIntoMap;
m_pStateMng->ChangeState( eGAMESTATE_END, "CGameIn-OnDisconnect()", 0 );
}
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