#include "nel/misc/types_nl.h" #include "nel/misc/debug.h" #include "login_interface.h" #include "nel/net/msg_socket.h" #include "nel/net/naming_client.h" #include #include "nel/3d/driver.h" #include "nel/misc/types_nl.h" #include "login_interface.h" #include "shards_list_interface.h" using namespace std; using namespace NLNET; using namespace NLMISC; CLogUserId login(NL3D::CScene * scene, uint w, uint h) { CLoginInterface logscreen; logscreen.init(scene, w, h); return logscreen.log(); } void connectToLS (CLogUserId &luid) { CInetAddress servaddr("vianneyl", 49999); CSocket server; server.connect(servaddr); CMessage msgout(""); msgout.setType(0); // we don't listen for incoming replies, therefore we must not use a type as string. 0 is the default action for CLogService : "LOG" string l, p; int i; // TEMPPP for (i=0;i& shards) { CShardsListInterface shardListScreen; shardListScreen.init(scene, w, h, shards); return shardListScreen.choose(); } std::vector connect(CLogUserId id) //TEMP !! { std::vector shards; shards.reserve(10); ucstring ucs; ucs+='s';ucs+='h';ucs+='a';ucs+='r';ucs+='d';ucs+=' '; ucstring ucsa = ucs; ucsa += 'A'; shards.push_back(ucsa); ucstring ucsb = ucs; ucsb += 'B'; shards.push_back(ucsb); ucstring ucsc = ucs; ucsc += 'C'; shards.push_back(ucsc); ucstring ucsd = ucs; ucsd += 'D'; shards.push_back(ucsd); ucstring ucse = ucs; ucse += 'E'; shards.push_back(ucse); ucstring ucsf = ucs; ucsf += 'F'; shards.push_back(ucsf); ucstring ucsg = ucs; ucsg += 'G'; shards.push_back(ucsg); return shards; } /****************************************************************\ MAIN \****************************************************************/ void main() { InitDebug (); //id = login(); // init scene uint w = 800; uint h = 600; uint bpp = 32; bool windowed = true; NL3D::CScene scene; NL3D::CSceneUt::init3d(scene, w, h, bpp, windowed); // user login session CLogUserId id = login(&scene, w, h); /* CLogUserId id; id.Login = 'c'; id.Password = 'c'; */ // connection // TEMP !! std::vector shards = connect(id); // shard choice uint shardIndex = chooseShard(&scene, w, h, shards); connectToLS (id); // release scene NL3D::CSceneUt::release3d(scene); }