121 lines
2.1 KiB
C++
121 lines
2.1 KiB
C++
#include "in_game.hpp"
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#include <iostream>
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using namespace std;
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//-------------------------
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//Public access members
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//-------------------------
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InGame::InGame(ConfigUtility* cUtil, SurfaceManager* sMgr, UDPNetworkUtility* nUtil, int* ID) {
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#ifdef DEBUG
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cout << "entering InGame" << endl;
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#endif
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configUtil = cUtil;
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surfaceMgr = sMgr;
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netUtil = nUtil;
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playerID = ID;
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cout << "playerID: " << *playerID << endl;
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}
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InGame::~InGame() {
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//placeholder disconnect
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PacketData p;
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p.type = PacketList::DISCONNECT;
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p.disconnect.playerID = *playerID;
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*playerID = -1;
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netUtil->Send(0, &p, sizeof(PacketData));
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netUtil->Unbind(0);
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#ifdef DEBUG
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cout << "leaving InGame" << endl;
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#endif
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}
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//-------------------------
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//Frame loop
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//-------------------------
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void InGame::FrameStart() {
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//
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}
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void InGame::Update(double delta) {
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Receive();
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}
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void InGame::Receive() {
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PacketData packet;
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while(netUtil->Receive()) {
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memcpy(&packet, netUtil->GetInData(), sizeof(PacketData));
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switch(packet.type) {
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// case PacketList::NONE:
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// //
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// break;
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// case PacketList::PING:
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// //
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// break;
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// case PacketList::PONG:
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// //
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// break;
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// case PacketList::JOINREQUEST:
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// //
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// break;
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// case PacketList::JOINCONFIRM:
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// //
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// break;
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// case PacketList::DISCONNECT:
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// //
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// break;
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// case PacketList::SYNCHRONIZE:
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// //
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// break;
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case PacketList::NEWPLAYER:
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cout << "NEWPLAYER triggered" << endl;
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break;
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// case PacketList::DELETEPLAYER:
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// //
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// break;
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// case PacketList::MOVEMENT:
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// //
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// break;
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}
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}
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}
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void InGame::FrameEnd() {
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//
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}
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void InGame::Render(SDL_Surface* const screen) {
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//
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}
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//-------------------------
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//Event handlers
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//-------------------------
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void InGame::MouseMotion(SDL_MouseMotionEvent const& motion) {
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//
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}
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void InGame::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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//
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}
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void InGame::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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//
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}
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void InGame::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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QuitEvent();
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break;
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}
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}
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void InGame::KeyUp(SDL_KeyboardEvent const& key) {
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//
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}
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