gremlin/src/main.cpp

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#include <stdio.h>
#include <stdlib.h>
#include <math.h>
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#include <string.h>
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#include <enet/enet.h>
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#include <GL/glfw.h>
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#include "common.h"
#include "game.h"
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GLUquadricObj *quadratic;
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ENetHost *host;
ENetPeer *client_peer;
player_t *local_player;
void key_callback(int key, int state) {
}
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void setup_opengl() {
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// Initialise GLFW
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if (!glfwInit()) {
fprintf(stderr, "Failed to initialize GLFW\n");
exit(EXIT_FAILURE);
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}
// Open OpenGL window
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if (!glfwOpenWindow(640, 480, 0, 0, 0, 0, 0, 0, GLFW_WINDOW)) {
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fprintf(stderr, "Failed to open GLFW window\n");
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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//glfwDisable(GLFW_MOUSE_CURSOR);
glfwSetWindowTitle("Gremlin Lan Party Game");
glfwSetKeyCallback(key_callback);
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// Enable sticky keys
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glfwEnable(GLFW_STICKY_KEYS);
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// general settings
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glShadeModel(GL_SMOOTH);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_CULL_FACE);
// setup depth buffer
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
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GLfloat LightAmbient[] = { 0.1f, 0.1f, 0.1f, 1.0f };
GLfloat LightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightPosition[] = { 0.0f, 0.0f, 2.0f, 1.0f };
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// setup directional light
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT1, GL_POSITION, LightPosition);
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glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
// Enable vertical sync (on cards that support it)
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glfwSwapInterval(1);
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}
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void draw_team(team_t *team) {
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size_t i = 0;
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, team->color);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
glTranslated(team->x, team->y, team->z);
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gluSphere(quadratic, 50.f, 32, 32);
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glPopMatrix();
}
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void draw_player(player_t *player) {
if (player->status == 0)
return;
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, player->team->color);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslated(player->x, player->y, player->z);
gluSphere(quadratic, 10.f, 32, 32);
glPopMatrix();
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}
void setup_network(const char *remote) {
if (enet_initialize() != 0) {
fprintf(stderr, "An error occurred while initializing ENet.\n");
exit(EXIT_FAILURE);
}
if (remote == NULL) {
ENetAddress address;
address.host = ENET_HOST_ANY;
address.port = 1234;
host = enet_host_create(&address, 32, 2, 0, 0);
if (host == NULL) {
fprintf(stderr,
"An error occurred while trying to create an ENet server host.\n");
exit(EXIT_FAILURE);
}
} else {
ENetAddress address;
ENetEvent event;
host = enet_host_create(NULL, 1, 2, 57600 / 8, 14400 / 8);
if (host == NULL) {
fprintf(stderr,
"An error occurred while trying to create an ENet client host.\n");
exit(EXIT_FAILURE);
}
enet_address_set_host(&address, remote);
address.port = 1234;
/* Initiate the connection, allocating the two channels 0 and 1. */
client_peer = enet_host_connect(host, &address, 2, 0);
if (client_peer == NULL) {
fprintf(stderr,
"No available peers for initiating an ENet connection.\n");
exit(EXIT_FAILURE);
}
/* Wait up to 5 seconds for the connection attempt to succeed. */
if (enet_host_service(host, &event, 5000) > 0 && event.type
== ENET_EVENT_TYPE_CONNECT) {
puts("Connection succeeded.");
} else {
/* Either the 5 seconds are up or a disconnect event was */
/* received. Reset the peer in the event the 5 seconds */
/* had run out without any significant event. */
enet_peer_reset(client_peer);
fprintf(stderr, "Connection to %s failed.", remote);
}
}
}
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#define MESSAGE_PLAYER_SPAWN 0
#define MESSAGE_PLAYER_KILL 1
#define MESSAGE_ACCEPT 2
#define MESSAGE_PLAYER_UPDATE 3
#define MESSAGE_PLAYER_ACCELERATE 4
typedef struct message_t {
uint16_t msg_id;
} message_t;
typedef struct player_spawn_message_t {
uint16_t msg_id;
uint8_t team_id;
uint8_t player_id;
} player_spawn_message_t;
typedef struct player_kill_message_t {
uint16_t msg_id;
uint8_t player_id;
} player_kill_message_t;
typedef struct accept_message_t {
uint16_t msg_id;
uint8_t player_id;
} accept_message_t;
typedef struct player_update_message_t {
uint16_t msg_id;
uint8_t player_id;
unsigned int session;
double x, y, z;
double vx, vy, vz;
} player_update_message_t;
typedef struct player_accelerate_message_t {
uint16_t msg_id;
uint8_t player_id;
double x, y, z;
} player_accelerate_message_t;
void send_player_updates(game_t *game) {
size_t i;
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
if (game->player[i].status == 0)
continue;
player_update_message_t msg;
msg.msg_id = MESSAGE_PLAYER_UPDATE;
msg.player_id = game->player[i].id;
msg.x = game->player[i].x;
msg.y = game->player[i].y;
msg.z = game->player[i].z;
msg.vx = game->player[i].vx;
msg.vy = game->player[i].vy;
msg.vz = game->player[i].vz;
ENetPacket * packet = enet_packet_create (&msg, sizeof(msg), 0);
enet_host_broadcast(host, 0, packet);
}
}
void service_network(game_t *game) {
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ENetEvent event;
/* Wait up to 1000 milliseconds for an event. */
while (enet_host_service(host, &event, 0) > 0) {
switch (event.type) {
case ENET_EVENT_TYPE_CONNECT:
printf("A new client connected from %x:%u.\n",
event.peer->address.host, event.peer->address.port);
{
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// bring new client up to date
size_t i;
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
if (game->player[i].status == 0)
continue;
// send player spawn message
player_spawn_message_t spwan_msg;
spwan_msg.msg_id = MESSAGE_PLAYER_SPAWN;
spwan_msg.team_id = game->player[i].team->id;
spwan_msg.player_id = game->player[i].id;
ENetPacket * packet = enet_packet_create (&spwan_msg, sizeof(spwan_msg), ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(event.peer, 0, packet);
}
team_t *team = game_team_with_least_players(game);
player_t *player = game_spawn_player(game, team);
printf("Spwan as %d.%d\n", team->id, player->id);
event.peer->data = player;
// send player spawn message
player_spawn_message_t spwan_msg;
spwan_msg.msg_id = MESSAGE_PLAYER_SPAWN;
spwan_msg.team_id = team->id;
spwan_msg.player_id = player->id;
ENetPacket * packet = enet_packet_create (&spwan_msg, sizeof(spwan_msg), ENET_PACKET_FLAG_RELIABLE);
enet_host_broadcast(host, 0, packet);
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// send team and player
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accept_message_t msg;
msg.msg_id = MESSAGE_ACCEPT;
msg.player_id = player->id;
packet = enet_packet_create (&msg, sizeof(msg), ENET_PACKET_FLAG_RELIABLE);
enet_peer_send (event.peer, 0, packet);
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// send state
}
break;
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case ENET_EVENT_TYPE_RECEIVE: {
#if 0
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printf(
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"A packet of length %u was received from %s on channel %u.\n",
event.packet->dataLength, event.packet->data,
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event.peer->data, event.channelID);
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#endif
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/* Clean up the packet now that we're done using it. */
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message_t *msg = (message_t *)event.packet->data;
switch(msg->msg_id) {
case MESSAGE_PLAYER_SPAWN:
{
player_spawn_message_t *sm = (player_spawn_message_t *)event.packet->data;
team_t *team = game_team(game, sm->team_id);
player_t *player = game_spawn_player_id(game, team, sm->player_id);
}
break;
case MESSAGE_PLAYER_KILL:
{
player_kill_message_t *sm = (player_kill_message_t *)event.packet->data;
player_t *player = game_player(game, sm->player_id);
player->status = 0;
player->team = 0;
}
break;
case MESSAGE_ACCEPT:
{
accept_message_t *am = (accept_message_t *)event.packet->data;
local_player = game_player(game, am->player_id);
printf("Spwan as %d.%d\n", local_player->team->id, local_player->id);
}
break;
case MESSAGE_PLAYER_UPDATE:
{
player_update_message_t *um = (player_update_message_t *)event.packet->data;
player_t *player = game_player(game, um->player_id);
player->x = um->x;
player->y = um->y;
player->z = um->z;
player->vx = um->vx;
player->vy = um->vy;
player->vz = um->vz;
}
break;
case MESSAGE_PLAYER_ACCELERATE:
{
player_accelerate_message_t *um = (player_accelerate_message_t *)event.packet->data;
player_t *player = game_player(game, um->player_id);
player->vx += um->x;
player->vy += um->y;
player->vz += um->z;
}
break;
};
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enet_packet_destroy(event.packet);
break;
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}
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case ENET_EVENT_TYPE_DISCONNECT:
printf("%s disconected.\n", event.peer -> data);
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{
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/* Reset the peer's client information. */
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player_t *player = (player_t *)event.peer->data;
player->status = 0;
player->team = 0;
// send player spawn message
player_kill_message_t msg;
msg.msg_id = MESSAGE_PLAYER_KILL;
msg.player_id = player->id;
ENetPacket * packet = enet_packet_create (&msg, sizeof(msg), ENET_PACKET_FLAG_RELIABLE);
enet_host_broadcast(host, 0, packet);
}
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event.peer->data = NULL;
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break;
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}
}
}
void accelerate(double x, double y, double z) {
local_player->vx += x;
local_player->vy += y;
local_player->vz += z;
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if (client_peer) {
player_accelerate_message_t msg;
msg.msg_id = MESSAGE_PLAYER_ACCELERATE;
msg.player_id = local_player->id;
msg.x = x;
msg.y = y;
msg.z = z;
ENetPacket * packet = enet_packet_create (&msg, sizeof(msg), ENET_PACKET_FLAG_RELIABLE);
enet_peer_send (client_peer, 0, packet);
}
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}
int main(int argc, char ** argv) {
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int width, height, x, y, last_x, last_y;
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double time, last_time, phi = 0.0, theta = 0.0, last_player_update;
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GLboolean running;
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int server = 0;
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quadratic = gluNewQuadric();
gluQuadricNormals(quadratic, GLU_SMOOTH);
gluQuadricTexture(quadratic, GL_TRUE);
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game_t game;
game_setup(&game);
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setup_opengl();
if (argc > 1) {
server = 0;
setup_network(argv[1]);
} else {
server = 1;
setup_network(NULL);
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team_t *team = game_team(&game, 0);
local_player = game_spawn_player(&game, team);
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}
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float plane_color[] = {0.2f, 0.3f, 0.4f, 1.0f};
size_t i;
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running = GL_TRUE;
last_time = glfwGetTime();
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last_player_update = last_time;
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glfwGetMousePos(&last_x, &last_y);
while (running) {
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// Get time and mouse position
time = glfwGetTime();
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double dt = time - last_time;
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glfwGetMousePos(&x, &y);
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if (glfwGetMouseButton(GLFW_MOUSE_BUTTON_2) == GLFW_PRESS) {
phi += (x - last_x) * 0.01;
theta += (y - last_y) * -0.01;
if (theta > 1.5)
theta = 1.5;
if (theta < -1.5)
theta = -1.5;
}
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last_x = x;
last_y = y;
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double rx = cos(phi) * cos(theta);
double ry = sin(theta);
double rz = sin(phi) * cos(theta);
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double v = 50.0f * dt;
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if (glfwGetKey('W')) {
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accelerate(rx * v, ry * v, rz * v);
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} else if (glfwGetKey('S')) {
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accelerate(rx * -v, ry * -v, rz * -v);
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} else if (glfwGetKey('A')) {
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accelerate(rz * v, 0, -rx * v);
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} else if (glfwGetKey('D')) {
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accelerate(-rz * v, 0, rx *v);
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}
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// Get window size (may be different than the requested size)
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glfwGetWindowSize(&width, &height);
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height = height > 0 ? height : 1;
// Set viewport
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glViewport(0, 0, width, height);
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// Clear color buffer
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Select and setup the projection matrix
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(60.0f, (GLfloat) width / (GLfloat) height, 1.0f,
10000.0f);
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// Select and setup the modelview matrix
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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if (local_player) {
gluLookAt(local_player->x, local_player->y,
local_player->z, // Eye-position
local_player->x + cos(phi) * cos(theta) * 10.0f,
local_player->y + sin(theta) * 10.0f, local_player->z
+ sin(phi) * cos(theta) * 10.0f, // View-point
0.0f, 1.0f, 0.0f); // Up-vector
} else {
gluLookAt(100.0f, 100.0f, 100.0f, // Eye-position
100.0f + cos(phi) * cos(theta) * 10.0f, 100.0f + sin(theta)
* 10.0f, 100.0f + sin(phi) * cos(theta) * 10.0f, // View-point
0.0f, 1.0f, 0.0f); // Up-vector
}
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, plane_color);
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// Draw a textured quad
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glBegin(GL_QUADS);
glVertex3f(-5000.0f, 5000.0f, -5000.0f);
glVertex3f(5000.0f, 5000.0f, -5000.0f);
glVertex3f(5000.0f, 5000.0f, 5000.0f);
glVertex3f(-5000.0f, 5000.0f, 5000.0f);
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glEnd();
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service_network(&game);
if (server) {
if (time > last_player_update + 0.1)
{
send_player_updates(&game);
last_player_update = time;
}
}
game_update_players(&game, dt);
for (i = 0; i < GAME_TEAM_COUNT; i++)
draw_team(&game.team[i]);
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for (i = 0; i < GAME_PLAYER_COUNT; i++)
draw_player(&game.player[i]);
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// Swap buffers
glfwSwapBuffers();
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// Check if the ESC key was pressed or the window was closed
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running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED);
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last_time = time;
}
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gluDeleteQuadric(quadratic);
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enet_host_destroy(host);
enet_deinitialize();
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// Close OpenGL window and terminate GLFW
glfwTerminate();
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exit(EXIT_SUCCESS);
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}