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Copy pathSexySpikeEtc.cpp
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SexySpikeEtc.cpp
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#include "./Include/DEFAULT_INCLUDE.h"
#include "./Include/INCLUDE.h"
//09-08-26 이재준
void SexySpike::SoundPlay(eBehavior BEHAVIOR)
{
CMiMp3* pMpPlayer = NULL;
switch( BEHAVIOR )
{
case SPIKE:
pMpPlayer = m_pMp[5];
break;
case TOSS:
pMpPlayer = m_pMp[4];
break;
case RECEIVE:
pMpPlayer = m_pMp[3];
break;
case SERVE_OVER:
pMpPlayer = m_pMp[4];
break;
case SERVE_UNDER:
pMpPlayer = m_pMp[3];
break;
case SLIDING:
pMpPlayer = m_pMp[3];
break;
}
if( pMpPlayer )
{
pMpPlayer->Reset();
pMpPlayer->Stop();
pMpPlayer->Play();
}
}
void SexySpike::SpriteDraw()
{
int i=0;
D3DXMATRIX mtW;
D3DXVECTOR3 vcDelta = g_pApp->m_pInput->GetMousePos();
D3DXMatrixIdentity(&mtW);
mtW._11 = float(m_rcWindowClient.right/1024.f); // x축 스케일
mtW._22 = float(m_rcWindowClient.bottom/768.f); // y축 스케일
mtW._41 = 0; // x 위치
mtW._42 = 0; // y 위치
m_pd3dSprite->SetTransform(&mtW);
//스파이크 게이지 출력
for(int i=0; i<4; ++i)
{
m_rc.right = m_PlayerInfo[i].iSpikeEnergy/2;
m_pd3dSprite->Draw(m_pGameTex[53].m_pTex, &m_rc, NULL, &m_vcIcon[i].vcPos1, D3DXCOLOR(1,1,1,1.f));
}
m_rc.right=1024;
//스코어 보드 출력
m_vcPos=D3DXVECTOR3(264,8,0);
m_pd3dSprite->Draw(m_pGameTex[36].m_pTex, &m_rc, NULL, &m_vcPos, D3DXCOLOR(1,1,1,1.f));
//캐릭터 아이콘 출력
for(int i=0; i<4; ++i)
{
m_pd3dSprite->Draw(m_pGameTex[m_PlayerInfo[i].iCharacterNum+13].m_pTex, &m_rc, NULL, &m_vcIcon[i].vcPos2, D3DXCOLOR(1,1,1,1.f));
}
if(m_nSetNumber < 6)
{
//셋트 카운트 출력
m_vcPos=D3DXVECTOR3(487,78,0);
m_pd3dSprite->Draw(m_pGameTex[m_nSetNumber+30].m_pTex, &m_rc, NULL, &m_vcPos, D3DXCOLOR(1,1,1,1.f));
}
if(m_nRedTeamScore <10)
{
//레드팀 스코어 출력
m_vcPos=D3DXVECTOR3(472,39,0);
m_pd3dSprite->Draw(m_pGameTex[m_nRedTeamScore+21].m_pTex, &m_rc, NULL, &m_vcPos, D3DXCOLOR(1,1,1,1.f));
}
else if(m_nRedTeamScore <20)
{
//1
m_vcPos=D3DXVECTOR3(464,39,0);
m_pd3dSprite->Draw(m_pGameTex[22].m_pTex, &m_rc, NULL, &m_vcPos, D3DXCOLOR(1,1,1,1.f));
m_vcPos=D3DXVECTOR3(476,39,0);
m_pd3dSprite->Draw(m_pGameTex[m_nRedTeamScore+11].m_pTex, &m_rc, NULL, &m_vcPos, D3DXCOLOR(1,1,1,1.f));
}
else{}
if(m_nBlueTeamScore <10)
{
//블루팀 스코어 출력
m_vcPos=D3DXVECTOR3(539,39,0);
m_pd3dSprite->Draw(m_pGameTex[m_nBlueTeamScore+21].m_pTex, &m_rc, NULL, &m_vcPos, D3DXCOLOR(1,1,1,1.f));
}
else if(m_nBlueTeamScore <20)
{
//1
m_vcPos=D3DXVECTOR3(531,39,0);
m_pd3dSprite->Draw(m_pGameTex[22].m_pTex, &m_rc, NULL, &m_vcPos, D3DXCOLOR(1,1,1,1.f));
m_vcPos=D3DXVECTOR3(543,39,0);
m_pd3dSprite->Draw(m_pGameTex[m_nBlueTeamScore+11].m_pTex, &m_rc, NULL, &m_vcPos, D3DXCOLOR(1,1,1,1.f));
}
else{}
//레드팀 셋트 승리횟수 아이콘 출력
m_rc.left = 0+20*m_nRedTeamWins; m_rc.right = 20+20*m_nRedTeamWins;
m_vcPos=D3DXVECTOR3(437,7,0);
m_pd3dSprite->Draw(m_pGameTex[43].m_pTex, &m_rc, NULL, &m_vcPos, D3DXCOLOR(1,1,1,1.f));
//블루팀 셋트 승리횟수 아이콘 출력
m_rc.left = 0+20*m_nBlueTeamWins ; m_rc.right = 20+20*m_nBlueTeamWins;
m_vcPos=D3DXVECTOR3(565,7,0);
m_pd3dSprite->Draw(m_pGameTex[43].m_pTex, &m_rc, NULL, &m_vcPos, D3DXCOLOR(1,1,1,1.f));
m_rc.left = 0 ; m_rc.right = 1024;
//그만두기 버튼을 클릭하였을 경우
INT nCheck = RectCheck(vcDelta,482,540,7,26);
if(nCheck==1)
{
m_bQuitButton=TRUE;
}
else if(nCheck==2)
{
//종료 버튼 BOOL 값 TRUE로 변경
m_vcPos=D3DXVECTOR3(479,5,0);
m_pd3dSprite->Draw(m_pGameTex[42].m_pTex, &m_rc, NULL, &m_vcPos, D3DXCOLOR(1,1,1,1.f));
}
QuitButtonClickCheck();
}
BOOL SexySpike::QuitButtonClickCheck(void)
{
BOOL bOk = FALSE;
D3DXVECTOR3 vcDelta = g_pApp->m_pInput->GetMousePos();
INT nCheck = 0;
//타이틀로 돌아갑니까?
if(m_bQuitButton == TRUE)
{
m_vcPos=D3DXVECTOR3(220,348,0);
m_pd3dSprite->Draw(m_pGameTex[37].m_pTex, &m_rc, NULL, &m_vcPos, D3DXCOLOR(1,1,1,1.f));
m_vcPos=D3DXVECTOR3(320,422,0);
m_pd3dSprite->Draw(m_pGameTex[40].m_pTex, &m_rc, NULL, &m_vcPos, D3DXCOLOR(1,1,1,1.f));
nCheck = RectCheck(vcDelta,326,505,429,503);
if(nCheck==1)
{
m_bQuitButton = FALSE;
m_nGamePhase =0;
bOk = TRUE;
if(m_nGamePhase == 1)
{
if(GMAIN->m_bMultiGame)
{
//멀티플레이:
//서버와의 접속을 끊음
GMAIN->m_MultiPlay->Client_Room_Exit();
}
Initval(); //게임 관련 변수를 초기화
}
}
else if(nCheck==2)
{
//예: 첫화면으로 나감. m_nGamePhase = 0
m_rc.left = 0 ; m_rc.right = 184;
m_pd3dSprite->Draw(m_pGameTex[41].m_pTex, &m_rc, NULL, &m_vcPos, D3DXCOLOR(1,1,1,1.f));
m_rc.left = 0 ; m_rc.right = 1024;
}
else if(nCheck==0)
{
nCheck=RectCheck(vcDelta,518,696,429,503);
if(nCheck==1)
{
m_bQuitButton = FALSE;
}
else if(nCheck==2)
{
//아니오
m_vcPos.x += 192;
m_rc.left = 192 ; m_rc.right = 384;
m_pd3dSprite->Draw(m_pGameTex[41].m_pTex, &m_rc, NULL, &m_vcPos, D3DXCOLOR(1,1,1,1.f));
m_rc.left = 0 ; m_rc.right = 1024;
}
}
}
return bOk;
}
INT SexySpike::RectCheck(D3DXVECTOR3 vcDelta, int nXmin, int nXmax, int nYmin, int nYmax)
{
INT nClicked = 0;
if(vcDelta.x > GMAIN->m_rcWindowClient.right*nXmin/1024
&& vcDelta.x < GMAIN->m_rcWindowClient.right*nXmax/1024
&& vcDelta.y > GMAIN->m_rcWindowClient.bottom*nYmin/768
&& vcDelta.y < GMAIN->m_rcWindowClient.bottom*nYmax/768)
{
nClicked = 2;
if(g_pApp->m_pInput->BtnDown(0))
{
GMAIN->m_pMp[2]->Reset();
GMAIN->m_pMp[2]->Stop();
GMAIN->m_pMp[2]->Play();
nClicked = 1;
}
}
return nClicked;
}
void SexySpike::Initval()
{
if(g_ppPlayers != NULL)
{
GMAIN->m_eFlow=READYPLAY;
g_ppPlayers = NULL;
for( int i=0; i<NUMPLAYERS; ++i )
{
SAFE_DELETE( GMAIN->m_ppPlayers[i] );
}
//SAFE_DELETE_ARRAY( GMAIN->m_pSpectators );
}
for(int i=0; i<4; ++i)
{
memset(m_PlayerInfo[i].strName,0,sizeof(m_PlayerInfo[i].strName));
m_PlayerInfo[i].bHost=FALSE;
m_PlayerInfo[i].bComputer=TRUE;
m_PlayerInfo[i].nRedTeam=3;
m_PlayerInfo[i].iCharacterNum=10;
m_PlayerInfo[i].iSpikeEnergy=0;
}
m_nRedTeamScore=0; //레드팀 스코어
m_nBlueTeamScore=0; //블루팀 스코어
m_nSetNumber=1; //현재 세트
m_pCameraAniModel->m_pAniController->m_pAniController->SetTrackPosition(0,0);
m_pCameraAniModel->m_pAniController->m_pAniController->SetTrackPosition(1,0);
//09-08-27 이재준
m_bQuitButton = FALSE;
m_nRedTeamWins=0;
m_nBlueTeamWins=0;
ZeroMemory( g_score, sizeof(g_score) );
ZeroMemory( g_score, sizeof(g_score) );
}
void SexySpike::ChangeCoat()
{
for( int i=0; i<NUMPLAYERS; ++i )
{
int SIDE = m_ppPlayers[i]->GetSide();
float fRot = SIDE&RIGHT? 1.5f*D3DX_PI : 0.5f*D3DX_PI ;
D3DXVECTOR3 vPos = D3DXVECTOR3(0.f, 0.f, 0.f);
switch( SIDE )
{
case LEFT | FRONT :
m_ppPlayers[i]->m_playInfo.SIDE = (RIGHT|FRONT);
vPos = D3DXVECTOR3( 20.f, 0.f, -70.f );
break;
case LEFT | BACK :
m_ppPlayers[i]->m_playInfo.SIDE = (RIGHT|BACK);
vPos = D3DXVECTOR3( 50.f, 0.f, -90.f );
break;
case RIGHT | FRONT :
m_ppPlayers[i]->m_playInfo.SIDE = (LEFT|FRONT);
vPos = D3DXVECTOR3( -20.f, 0.f, -70.f );
break;
case RIGHT | BACK :
m_ppPlayers[i]->m_playInfo.SIDE = (LEFT|BACK);
vPos = D3DXVECTOR3( -50.f, 0.f, -90.f );
break;
}
m_ppPlayers[i]->SetRotation( fRot );
m_ppPlayers[i]->SetPosition( vPos.x, vPos.y, vPos.z );
m_ppPlayers[i]->SetAttackingPos( vPos );
// 볼설정
if( m_ppPlayers[i]->GetPLAYSTATE() & SERVE )
{
m_pBall->SetSideBefore( SIDE&LEFT? LEFT: RIGHT );
m_pBall->SetSideCurrent( m_pBall->GetSideBefore() );
m_pBall->SetShowFallingPoint( FALSE );
m_pBall->SetPosition( 0.f, 10000.f, 0.f );
m_pBall->SetVelocity( D3DXVECTOR3(0.f, 10000.f, 0.f) );
}
if( m_ppPlayers[i]->GetSelfUpdate() )
{
D3DXVECTOR3 vPos = m_ppPlayers[i]->GetPosition();
}
}
g_CntBallTouched = -1;
if(m_bMultiGame)
{
INT MyPlayerNumber = m_GameSceneManager->MyTeamAndNumberCheck(GMAIN->m_MultiPlay->m_MyInfo.RoomPosition);
//코트 옮긴후 0번플레이어에 따른 시점 변환
int SIDE = m_ppPlayers[MyPlayerNumber]->GetSide();
BOOL bSIDE = SIDE&LEFT? TRUE : FALSE ;
if(bSIDE)
{m_pCamMn->m_pCam0->SetParamView(D3DXVECTOR3(-100.f,80.f,-200.f), D3DXVECTOR3( 50.f, 0.f, -50.f), D3DXVECTOR3(0,1,0));}
else
{m_pCamMn->m_pCam0->SetParamView(D3DXVECTOR3(100.f,80.f,0.f), D3DXVECTOR3( -50.f, 0.f, -150.f), D3DXVECTOR3(0,1,0));}
}
else
{
//코트 옮긴후 0번플레이어에 따른 시점 변환
int SIDE = m_ppPlayers[0]->GetSide();
BOOL bSIDE = SIDE&LEFT? TRUE : FALSE ;
if(bSIDE)
{m_pCamMn->m_pCam0->SetParamView(D3DXVECTOR3(-100.f,80.f,-200.f), D3DXVECTOR3( 50.f, 0.f, -50.f), D3DXVECTOR3(0,1,0));}
else
{m_pCamMn->m_pCam0->SetParamView(D3DXVECTOR3(100.f,80.f,0.f), D3DXVECTOR3( -50.f, 0.f, -150.f), D3DXVECTOR3(0,1,0));}
}
//코트를 바꾸었으므로 VallyActionPoint를 계산
//AlignCoat();
m_ppPlayers[0]->ComputeValleyActionPoint( m_ppPlayers[0]->GetRotationAngle() );
m_ppPlayers[1]->ComputeValleyActionPoint( m_ppPlayers[1]->GetRotationAngle() );
m_ppPlayers[2]->ComputeValleyActionPoint( m_ppPlayers[2]->GetRotationAngle() );
m_ppPlayers[3]->ComputeValleyActionPoint( m_ppPlayers[3]->GetRotationAngle() );
g_bNowServe = TRUE;
}
INT SexySpike::TextureLoad()
{
HRESULT hr=0;
m_pGameTex[0].Create(m_pd3dDevice,"./Texture/title.png",0x0); //시작화면
m_pGameTex[1].Create(m_pd3dDevice,"./Texture/singleplayicon.png",0x0);
m_pGameTex[2].Create(m_pd3dDevice,"./Texture/multiplayicon.png",0x0);
m_pGameTex[3].Create(m_pd3dDevice,"./Texture/howtoplayicon.png",0x0);
m_pGameTex[4].Create(m_pd3dDevice,"./Texture/endgameicon.png",0x0);
m_pGameTex[5].Create(m_pd3dDevice,"./Texture/characterselect.png",0x0); //캐릭터 선택화면
m_pGameTex[6].Create(m_pd3dDevice,"./Texture/red_player.png",0x0); //레드팀 Player
m_pGameTex[7].Create(m_pd3dDevice,"./Texture/red_com.png",0x0); //레드팀 Com
m_pGameTex[8].Create(m_pd3dDevice,"./Texture/blue_player.png",0x0); //블루팀 player
m_pGameTex[9].Create(m_pd3dDevice,"./Texture/blue_com.png",0x0); //블루팀 Com
m_pGameTex[10].Create(m_pd3dDevice,"./Texture/ok_ready.png",0x0); //ok버튼 ready되었을때 : 캐릭터선택화면
m_pGameTex[11].Create(m_pd3dDevice,"./Texture/ok_on.png",0x0); //ok버튼에 마우스가 있을 때 :캐릭터 선택화면
m_pGameTex[12].Create(m_pd3dDevice,"./Texture/quit_on.png",0x0); //그만두기버튼
m_pGameTex[13].Create(m_pd3dDevice,"./Texture/icons/1_manami.png",0x0);
m_pGameTex[14].Create(m_pd3dDevice,"./Texture/icons/2_esk.png",0x0);
m_pGameTex[15].Create(m_pd3dDevice,"./Texture/icons/3_eo.png",0x0);
m_pGameTex[16].Create(m_pd3dDevice,"./Texture/icons/4_reiko.png",0x0);
m_pGameTex[17].Create(m_pd3dDevice,"./Texture/icons/5_maria.png",0x0);
m_pGameTex[18].Create(m_pd3dDevice,"./Texture/icons/6_maya.png",0x0);
m_pGameTex[19].Create(m_pd3dDevice,"./Texture/icons/7_bael.png",0x0);
m_pGameTex[20].Create(m_pd3dDevice,"./Texture/icons/8_fei.png",0x0);
m_pGameTex[21].Create(m_pd3dDevice,"./Texture/icons/num_0.png",0x0);
m_pGameTex[22].Create(m_pd3dDevice,"./Texture/icons/num_1.png",0x0);
m_pGameTex[23].Create(m_pd3dDevice,"./Texture/icons/num_2.png",0x0);
m_pGameTex[24].Create(m_pd3dDevice,"./Texture/icons/num_3.png",0x0);
m_pGameTex[25].Create(m_pd3dDevice,"./Texture/icons/num_4.png",0x0);
m_pGameTex[26].Create(m_pd3dDevice,"./Texture/icons/num_5.png",0x0);
m_pGameTex[27].Create(m_pd3dDevice,"./Texture/icons/num_6.png",0x0);
m_pGameTex[28].Create(m_pd3dDevice,"./Texture/icons/num_7.png",0x0);
m_pGameTex[29].Create(m_pd3dDevice,"./Texture/icons/num_8.png",0x0);
m_pGameTex[30].Create(m_pd3dDevice,"./Texture/icons/num_9.png",0x0);
m_pGameTex[31].Create(m_pd3dDevice,"./Texture/icons/set_1.png",0x0);
m_pGameTex[32].Create(m_pd3dDevice,"./Texture/icons/set_2.png",0x0);
m_pGameTex[33].Create(m_pd3dDevice,"./Texture/icons/set_3.png",0x0);
m_pGameTex[34].Create(m_pd3dDevice,"./Texture/icons/set_4.png",0x0);
m_pGameTex[35].Create(m_pd3dDevice,"./Texture/icons/set_5.png",0x0);
m_pGameTex[36].Create(m_pd3dDevice,"./Texture/scoreboard.png",0x0);
m_pGameTex[37].Create(m_pd3dDevice,"./Texture/q_backtothetitle.tga",0x0);
m_pGameTex[38].Create(m_pd3dDevice,"./Texture/q_ok.tga",0x0);
m_pGameTex[39].Create(m_pd3dDevice,"./Texture/q_quitgame.tga",0x0);
m_pGameTex[40].Create(m_pd3dDevice,"./Texture/q_yesorno1.tga",0x0);
m_pGameTex[41].Create(m_pd3dDevice,"./Texture/q_yesorno2.tga",0x0);
m_pGameTex[42].Create(m_pd3dDevice,"./Texture/quit_on2.png",0x0);
m_pGameTex[43].Create(m_pd3dDevice,"./Texture/setwins.png",0x0); //몇 세트를 이겼는지 스코어보드 위에 표시
m_pGameTex[44].Create(m_pd3dDevice,"./Texture/_GetReady.png",0x0); //게임 시작 전 Get Ready
m_pGameTex[45].Create(m_pd3dDevice,"./Texture/_CourtChange.png",0x0); //코트 바꿀 때
m_pGameTex[46].Create(m_pd3dDevice,"./Texture/_RedTeamWins.png",0x0); //레드팀이 이겼을 때
m_pGameTex[47].Create(m_pd3dDevice,"./Texture/_BlueTeamwins.png",0x0); //블루팀이 이겼을 때
m_pGameTex[48].Create(m_pd3dDevice,"./Texture/_ScoreSet.png",0x0); //캐릭터 선택하고 스코어 셋팅할때
m_pGameTex[49].Create(m_pd3dDevice,"./Texture/red_blue.png",0x0); //멀티플레이시에 팀 선택 버튼
m_pGameTex[50].Create(m_pd3dDevice,"./Texture/red_blue_on1.png",0x0); //레드팀 선택시 롤오버 이미지
m_pGameTex[51].Create(m_pd3dDevice,"./Texture/red_blue_on2.png",0x0); //블루팀 선택시 롤오버 이미지
m_pGameTex[52].Create(m_pd3dDevice,"./Texture/multiplaystatus.png",0x0); //멀티플레이 상태 표시
m_pGameTex[53].Create(m_pd3dDevice,"./Texture/guage.tga",0x0); //게이지 표시
m_pGameTex[54].Create(m_pd3dDevice,"./Texture/HowToPlay.jpg",0x0); //HowToPlay 메뉴를 들어가면 나오게 되는 이미지
return hr;
}
INT SexySpike::InitSoundObjects()
{
//We need Initialize COM(must be defined _WIN32_WINNT over 0x400)
if(FAILED(CoInitializeEx(NULL, COINIT_APARTMENTTHREADED)))
return -1;
//m_pMp 0:BGM, 1:파도소리, 2~5:효과음
m_pMp[1] = new CMiMp3;
m_pMp[1]->Create("Sound/bgm/title_wave.mp3");
m_pMp[1]->m_bRepeat=TRUE;
m_pMp[2] = new CMiMp3;
m_pMp[2]->Create("Sound/select.wav");
m_pMp[2]->SetVolume(9000L);
m_pMp[2]->m_bRepeat=FALSE;
m_pMp[3] = new CMiMp3;
m_pMp[3]->Create("Sound/receive.wav");
m_pMp[3]->SetVolume(9000L);
m_pMp[3]->m_bRepeat=FALSE;
m_pMp[4] = new CMiMp3;
m_pMp[4]->Create("Sound/toss.wav");
m_pMp[4]->SetVolume(9000L);
m_pMp[4]->m_bRepeat=FALSE;
m_pMp[5] = new CMiMp3;
m_pMp[5]->Create("Sound/spike.wav");
m_pMp[5]->SetVolume(9000L);
m_pMp[5]->m_bRepeat=FALSE;
m_pMp[6] = new CMiMp3;
m_pMp[6]->Create("Sound/blocking.wav");
m_pMp[6]->SetVolume(9000L);
m_pMp[6]->m_bRepeat=FALSE;
m_pMp[7] = new CMiMp3;
m_pMp[7]->Create("Sound/clap.wav");
m_pMp[7]->SetVolume(9000L);
m_pMp[7]->m_bRepeat=FALSE;
return S_OK;
}
void SexySpike::BGMPlay()
{
m_pMp[1]->Play();
//배경음악 랜덤으로 플레이
if(m_pMp[0]==NULL)
{
m_pMp[0] = new CMiMp3;
srand((int)time(NULL));
switch(rand()%5)
{
case 0:
m_pMp[0]->Create("Sound/bgm/doax_bgm_00.mp3");
m_pMp[0]->m_bRepeat=FALSE;
m_pMp[0]->SetVolume(9000L);
break;
case 1:
m_pMp[0]->Create("Sound/bgm/doax_bgm_01.mp3");
m_pMp[0]->m_bRepeat=FALSE;
m_pMp[0]->SetVolume(9000L);
break;
case 2:
m_pMp[0]->Create("Sound/bgm/doax_bgm_03.mp3");
m_pMp[0]->m_bRepeat=FALSE;
m_pMp[0]->SetVolume(9000L);
break;
case 3:
m_pMp[0]->Create("Sound/bgm/doax_bgm_05.mp3");
m_pMp[0]->m_bRepeat=FALSE;
m_pMp[0]->SetVolume(9000L);
break;
case 4:
m_pMp[0]->Create("Sound/bgm/doax_bgm_08.mp3");
m_pMp[0]->m_bRepeat=FALSE;
m_pMp[0]->SetVolume(9000L);
break;
default:
m_pMp[0]->m_bRepeat=FALSE;
m_pMp[0]->m_bPlayState=FALSE;
break;
}
}
else if(m_pMp[0]->m_bPlayState==FALSE&&m_pMp[0] != NULL)
{
SAFE_DELETE(m_pMp[0]);
}
else{m_pMp[0]->Play();m_pMp[0]->m_bPlayState=TRUE;}
}
void SexySpike::CharacterSet()
{
if(m_bMultiGame) //멀티플레이 일때
{
GMAIN->m_GameSceneManager->DefineTeamMember();
m_GameSceneManager->m_nGameFinishSet=m_MultiPlay->m_RoomInfo.nGameScore;
m_GameSceneManager->m_nSetFinishScore=m_MultiPlay->m_RoomInfo.nSetScore;
if(m_MultiPlay->m_MyInfo.RoomPosition ==0)
m_PlayerInfo[m_MultiPlay->m_MyInfo.RoomPosition].bHost = TRUE;
//네트워크의 m_RoomInfo인스턴스로 부터 m_PlayerInfo인스턴스의 데이터를 업데이트
//레드팀
for(int i=0; i<2; ++i)
{
memcpy(m_PlayerInfo[i].strName,m_MultiPlay->m_RoomInfo.sCharacterName[m_GameSceneManager->m_nRedMember[i]],sizeof(m_PlayerInfo[i].strName));
m_PlayerInfo[i].nRedTeam = m_MultiPlay->m_RoomInfo.nRedTeam[m_GameSceneManager->m_nRedMember[i]];
m_PlayerInfo[i].iCharacterNum = m_MultiPlay->m_RoomInfo.nCharIndex[m_GameSceneManager->m_nRedMember[i]];
m_PlayerInfo[i].bComputer = m_MultiPlay->m_RoomInfo.nComputer[m_GameSceneManager->m_nRedMember[i]];
}
//블루팀
for(int i=0; i<2; ++i)
{
memcpy(m_PlayerInfo[i+2].strName,m_MultiPlay->m_RoomInfo.sCharacterName[m_GameSceneManager->m_nBlueMember[i]],sizeof(m_PlayerInfo[i+2].strName));
m_PlayerInfo[i+2].nRedTeam = m_MultiPlay->m_RoomInfo.nRedTeam[m_GameSceneManager->m_nBlueMember[i]];
m_PlayerInfo[i+2].iCharacterNum = m_MultiPlay->m_RoomInfo.nCharIndex[m_GameSceneManager->m_nBlueMember[i]];
m_PlayerInfo[i+2].bComputer = m_MultiPlay->m_RoomInfo.nComputer[m_GameSceneManager->m_nBlueMember[i]];
}
INT MyPlayerNumber = m_GameSceneManager->MyTeamAndNumberCheck(GMAIN->m_MultiPlay->m_MyInfo.RoomPosition);
//레드팀
if(MyPlayerNumber==0)
{m_ppPlayers[0] = CUser::Create( *m_pModels[m_PlayerInfo[0].iCharacterNum], 1, "1P" );}
else
{m_ppPlayers[0] = CNpc::Create( *m_pModels[m_PlayerInfo[0].iCharacterNum], 1, "1P" );}
if(MyPlayerNumber==1)
{m_ppPlayers[1] = CUser::Create( *m_pModels[m_PlayerInfo[1].iCharacterNum], 2, "2P" );}
else
{m_ppPlayers[1] = CNpc::Create( *m_pModels[m_PlayerInfo[1].iCharacterNum], 2, "2P" );}
//블루팀
if(MyPlayerNumber==2)
{m_ppPlayers[2] = CUser::Create( *m_pModels[m_PlayerInfo[2].iCharacterNum], 3, "3P" );}
else
{m_ppPlayers[2] = CNpc::Create( *m_pModels[m_PlayerInfo[2].iCharacterNum], 3, "3P" );}
if(MyPlayerNumber==3)
{m_ppPlayers[3] = CUser::Create( *m_pModels[m_PlayerInfo[3].iCharacterNum], 4, "4P" );}
else
{m_ppPlayers[3] = CNpc::Create( *m_pModels[m_PlayerInfo[3].iCharacterNum], 4, "4P" );}
//레드팀
m_ppPlayers[0]->SetPLAYSTATE( SERVE );
m_ppPlayers[0]->SetSide( LEFT | BACK );
m_ppPlayers[0]->SetTeam( RED );
m_ppPlayers[1]->SetPLAYSTATE( OFFENSE );
m_ppPlayers[1]->SetSide( LEFT | FRONT );
m_ppPlayers[1]->SetTeam( RED );
//블루팀
m_ppPlayers[2]->SetPLAYSTATE( DEFENSE );
m_ppPlayers[2]->SetSide( RIGHT | BACK );
m_ppPlayers[2]->SetTeam( BLUE );
m_ppPlayers[3]->SetPLAYSTATE( DEFENSE );
m_ppPlayers[3]->SetSide( RIGHT | FRONT );
m_ppPlayers[3]->SetTeam( BLUE);
//코트 옮긴후 내 플레이어 번호에 따른 시점 변환
int SIDE = m_ppPlayers[MyPlayerNumber]->GetSide();
BOOL bSIDE = SIDE&LEFT? TRUE : FALSE ;
if(bSIDE)
{m_pCamMn->m_pCam0->SetParamView(D3DXVECTOR3(-100.f,80.f,-200.f), D3DXVECTOR3( 50.f, 0.f, -50.f), D3DXVECTOR3(0,1,0));}
else
{m_pCamMn->m_pCam0->SetParamView(D3DXVECTOR3(100.f,80.f,0.f), D3DXVECTOR3( -50.f, 0.f, -150.f), D3DXVECTOR3(0,1,0));}
PlayerSelfUpdateSetting(); //셀프업데이트 설정
}
else //싱글플레이 일때
{
if(m_bTest)
{
m_ppPlayers[0] = CUser::Create( *m_pModels[0], 1, "1P" );
m_ppPlayers[0]->SetPLAYSTATE( SERVE );
m_ppPlayers[0]->SetSide( LEFT | BACK );
m_ppPlayers[0]->SetTeam( RED );
m_ppPlayers[1] = CNpc::Create( *m_pModels[1], 2, "2P" );
m_ppPlayers[1]->SetPLAYSTATE( OFFENSE );
m_ppPlayers[1]->SetSide( LEFT | FRONT );
m_ppPlayers[1]->SetTeam( RED );
m_ppPlayers[2] = CNpc::Create( *m_pModels[2], 3, "3P" );
m_ppPlayers[2]->SetPLAYSTATE( DEFENSE );
m_ppPlayers[2]->SetSide( RIGHT | BACK );
m_ppPlayers[2]->SetTeam( BLUE );
m_ppPlayers[3] = CNpc::Create( *m_pModels[3], 4, "4P" );
m_ppPlayers[3]->SetPLAYSTATE( DEFENSE );
m_ppPlayers[3]->SetSide( RIGHT | FRONT );
m_ppPlayers[3]->SetTeam( BLUE);
}
else
{
m_ppPlayers[0] = CUser::Create( *m_pModels[m_PlayerInfo[0].iCharacterNum], 1, "1P" );
m_ppPlayers[0]->SetPLAYSTATE( SERVE );
m_ppPlayers[0]->SetSide( LEFT | BACK );
m_ppPlayers[0]->SetTeam( RED );
m_ppPlayers[1] = CNpc::Create( *m_pModels[m_PlayerInfo[1].iCharacterNum], 2, "2P" );
m_ppPlayers[1]->SetPLAYSTATE( OFFENSE );
m_ppPlayers[1]->SetSide( LEFT | FRONT );
m_ppPlayers[1]->SetTeam( RED );
m_ppPlayers[2] = CNpc::Create( *m_pModels[m_PlayerInfo[2].iCharacterNum], 3, "3P" );
m_ppPlayers[2]->SetPLAYSTATE( DEFENSE );
m_ppPlayers[2]->SetSide( RIGHT | BACK );
m_ppPlayers[2]->SetTeam( BLUE );
m_ppPlayers[3] = CNpc::Create( *m_pModels[m_PlayerInfo[3].iCharacterNum], 4, "4P" );
m_ppPlayers[3]->SetPLAYSTATE( DEFENSE );
m_ppPlayers[3]->SetSide( RIGHT | FRONT );
m_ppPlayers[3]->SetTeam( BLUE);
//for( int i=0; i<NUMPLAYERS; ++i )
//{
// switch( m_PlayerInfo[i].iCharacterNum )
// {
// case MANAMI:
// case MAYA:
// {
// m_ppPlayers[i]->SetSpecialAttack( PHANTOM );
// }
// break;
// case ESK:
// case FEI:
// {
// m_ppPlayers[i]->SetSpecialAttack( BLACKHOLE );
// }
// break;
// default:
// m_ppPlayers[i]->SetSpecialAttack( ILLUSION );
// }
//}
m_ppPlayers[0]->SetSpecialAttack( ILLUSION );
m_ppPlayers[1]->SetSpecialAttack( COMMON );
m_ppPlayers[2]->SetSpecialAttack( BLACKHOLE );
m_ppPlayers[3]->SetSpecialAttack( PHANTOM );
}
}
}
void SexySpike::MultiPlayIDTextDraw()
{
g_text.Begin();
if(m_bMultiGame)
{
if(g_NetworkState ==CLIENT_DISCONNECT)
{
g_text.Draw("나의 상태: 연결끊김",5,340);
}
}
//레드팀
for(int i=0; i<2; ++i)
{
if(m_PlayerInfo[i].bComputer==TRUE)
{
g_text.Draw("COM",m_rcWindowClient.right*280/1024+m_rcWindowClient.right*83/1024*i,m_rcWindowClient.bottom*100/768,D3DXCOLOR(1,1,0,1));
}
else if(m_PlayerInfo[i].bComputer==FALSE)
{
g_text.Draw(m_PlayerInfo[i].strName,m_rcWindowClient.right*280/1024+m_rcWindowClient.right*83/1024*i,m_rcWindowClient.bottom*100/768,D3DXCOLOR(1,1,0,1));
}
}
//블루팀
for(int i=0; i<2; ++i)
{
if(m_PlayerInfo[i+2].bComputer==TRUE)
{
g_text.Draw("COM",m_rcWindowClient.right*610/1024+m_rcWindowClient.right*83/1024*i,m_rcWindowClient.bottom*100/768,D3DXCOLOR(1,1,0,1));
}
else if(m_PlayerInfo[i+2].bComputer==FALSE)
{
g_text.Draw(m_PlayerInfo[i+2].strName,m_rcWindowClient.right*610/1024+m_rcWindowClient.right*83/1024*i,m_rcWindowClient.bottom*100/768,D3DXCOLOR(1,1,0,1));
}
}
g_text.End();
}
void SexySpike::PlayerSelfUpdateSetting()
{
//상대편은 무조건 폴스
//나는 트루
//우리편 플레이어가 유저일경우 폴스 NPC일경우 트루
INT MyPlayerNumber = m_GameSceneManager->MyTeamAndNumberCheck(GMAIN->m_MultiPlay->m_MyInfo.RoomPosition);
//블루 팀일 때
if(MyPlayerNumber >1)
{
if(MyPlayerNumber == 2)
{
m_ppPlayers[2]->SetSelfUpdate(TRUE);
if(m_PlayerInfo[3].bComputer)
{
m_ppPlayers[3]->SetSelfUpdate(TRUE);
}
else
{
m_ppPlayers[3]->SetSelfUpdate(FALSE);
}
}
else if(MyPlayerNumber == 3)
{
m_ppPlayers[3]->SetSelfUpdate(TRUE);
if(m_PlayerInfo[2].bComputer)
{
m_ppPlayers[2]->SetSelfUpdate(TRUE);
}
else
{
m_ppPlayers[2]->SetSelfUpdate(FALSE);
}
}
m_ppPlayers[0]->SetSelfUpdate(FALSE);
m_ppPlayers[1]->SetSelfUpdate(FALSE);
}
else if(MyPlayerNumber <2) //레드 팀일 때
{
if(MyPlayerNumber == 0)
{
m_ppPlayers[0]->SetSelfUpdate(TRUE);
if(m_PlayerInfo[1].bComputer)
{
m_ppPlayers[1]->SetSelfUpdate(TRUE);
}
else
{
m_ppPlayers[1]->SetSelfUpdate(FALSE);
}
}
else if(MyPlayerNumber == 1)
{
m_ppPlayers[1]->SetSelfUpdate(TRUE);
if(m_PlayerInfo[0].bComputer)
{
m_ppPlayers[0]->SetSelfUpdate(TRUE);
}
else
{
m_ppPlayers[0]->SetSelfUpdate(FALSE);
}
}
m_ppPlayers[2]->SetSelfUpdate(FALSE);
m_ppPlayers[3]->SetSelfUpdate(FALSE);
}
}
//09-09-07 이재준
void Send( const char* pName, char DEFINITION, char SIZE, void* pData, char EXETYPE, char ORDER )
{
//if( C_TRANSLATION == DEFINITION )
//{
// ++g_cntNetWork;
// if( g_cntNetWork < 3 )
// return;
// g_cntNetWork = 0;
//}
ZeroMemory( g_packet, PACKET_TOTAL*sizeof(BYTE) );
// g_pNetAdapter->PacketAssemble( g_packet, NULL, EXETYPE, pName, ORDER, DEFINITION, SIZE, pData);
//09-09-09 이재준 아래 내용 주석 처리 하였음 -> 에러 발생!
//g_pNetAdapter->PacketEnCrypt(g_packet,g_packet[0]);
//EnterCriticalSection( &cs_Send );
//SendBuffer.EnRingBuffer( g_packet, g_packet[0] );
//LeaveCriticalSection( &cs_Send );
}