added FPS display, fixed player update
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parent
8e80efe3a2
commit
6c0b9f7f34
85
src/main.cpp
85
src/main.cpp
@ -31,9 +31,9 @@ void setup_light() {
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glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
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glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);
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glEnable(GL_LIGHT0);
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glEnable( GL_LIGHT0);
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glEnable(GL_LIGHTING);
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glEnable( GL_LIGHTING);
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}
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void setup_opengl() {
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@ -51,23 +51,23 @@ void setup_opengl() {
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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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glShadeModel( GL_SMOOTH);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glEnable(GL_CULL_FACE);
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glEnable( GL_CULL_FACE);
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// setup depth buffer
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glClearDepth(1.0f);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glEnable( GL_DEPTH_TEST);
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glDepthFunc( GL_LEQUAL);
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// Enable vertical sync (on cards that support it)
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glfwSwapInterval(1);
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glfwSwapInterval(0);
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}
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void draw_team(team_t *team) {
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size_t i = 0;
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, team->color);
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode( GL_MODELVIEW);
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glPushMatrix();
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glTranslated(team->x, team->y, team->z);
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gluSphere(quadratic, 50.f, 32, 32);
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@ -78,7 +78,7 @@ void draw_player(player_t *player) {
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if (player->status == 0)
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return;
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, player->team->color);
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode( GL_MODELVIEW);
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glPushMatrix();
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glTranslated(player->x, player->y, player->z);
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gluSphere(quadratic, 10.f, 32, 32);
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@ -90,7 +90,7 @@ void draw_bomb(bomb_t *bomb) {
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return;
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GLfloat red[] = { 1.0f, 0.0f, 0.0f, 1.0f };
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode( GL_MODELVIEW);
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glPushMatrix();
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glTranslated(bomb->x, bomb->y, bomb->z);
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gluSphere(quadratic, 3.f, 4, 4);
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@ -101,7 +101,7 @@ void draw_point(point_t *point) {
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return;
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GLfloat red[] = { 0.0f, 0.0f, 1.0f, 1.0f };
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode( GL_MODELVIEW);
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glPushMatrix();
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glTranslated(point->x, point->y, point->z);
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gluSphere(quadratic, 3.f, 12, 12);
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@ -162,27 +162,30 @@ GLuint wallTex = 0;
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void draw_box() {
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glBindTexture(GL_TEXTURE_2D, wallTex);
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glEnable(GL_TEXTURE_2D);
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if (wallTex == 0) {
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glGenTextures(1, &wallTex);
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glBindTexture(GL_TEXTURE_2D, wallTex);
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glEnable( GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glfwLoadTexture2D("data/wall.tga", 0);
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glfwLoadTexture2D("data/wall.tga", GLFW_BUILD_MIPMAPS_BIT);
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} else {
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glBindTexture(GL_TEXTURE_2D, wallTex);
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glEnable( GL_TEXTURE_2D);
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}
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GLfloat red[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
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// Enable/Disable features
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glPushAttrib(GL_ENABLE_BIT);
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glEnable(GL_TEXTURE_2D);
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glPushAttrib( GL_ENABLE_BIT);
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glEnable( GL_TEXTURE_2D);
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//glDisable( GL_DEPTH_TEST);
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// glEnable( GL_LIGHTING);
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// glDisable( GL_BLEND);
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode( GL_MODELVIEW);
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glPushMatrix();
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glTranslated(2000.0, 0.0, 0.0);
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//glScaled(5000.0f, 5000.0f, 5000.0f);
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@ -191,7 +194,7 @@ void draw_box() {
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glColor4f(1, 1, 1, 1);
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// Render the front quad
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glBegin(GL_QUADS);
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glBegin( GL_QUADS);
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glTexCoord2f(0, t);
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glNormal3f(0.0, 0.0, 1.0);
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glVertex3f(-s, s, -s);
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@ -299,7 +302,7 @@ private:
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double phi, theta;
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double camX, camY, camZ;
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Schedule accelerate_schudule;
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Schedule player_update_schudule;
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Schedule game_update_schudule;
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game_t game;
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int server;
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int width, height;
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@ -367,12 +370,12 @@ void Application::prepareFrame(double rx, double ry, double rz) {
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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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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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glMatrixMode( GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(camX, camY, camZ, camX + rx * 10.0f, camY + ry * 10.0f, camZ + rz
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* 10.0f, 0.0f, 1.0f, 0.0f);
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@ -428,8 +431,8 @@ void Application::initialize(int argc, char ** argv) {
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accelerate_schudule.setExact(true);
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accelerate_schudule.setInterval(0.05);
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player_update_schudule.setExact(true);
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player_update_schudule.setInterval(0.05);
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game_update_schudule.setExact(true);
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game_update_schudule.setInterval(0.05);
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loadConsoleFont();
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}
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@ -452,15 +455,15 @@ void Application::update() {
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}
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last_x = x;
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last_y = y;
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service_network(&game);
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game_update(&game, dt);
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if (server && player_update_schudule.next(time)) {
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send_player_updates(&game);
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}
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double rx = cos(phi) * cos(theta);
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double ry = sin(theta);
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double rz = sin(phi) * cos(theta);
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service_network(&game);
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game_update(&game, dt);
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if (server && game_update_schudule.next(time)) {
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send_game_updates(&game);
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}
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if (accelerate_schudule.next(time)) {
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double t = accelerate_schudule.getInterval();
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double v = 50.0 * t;
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@ -497,13 +500,12 @@ void Application::update() {
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camY = 1000.0;
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camZ = 1000.0;
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}
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prepareFrame(rx, ry, rz);
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setup_light();
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glEnable(GL_LIGHT0);
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glEnable(GL_LIGHTING);
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glEnable(GL_CULL_FACE);
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glDisable(GL_TEXTURE_2D);
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glEnable( GL_LIGHT0);
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glEnable( GL_LIGHTING);
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glEnable( GL_CULL_FACE);
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glDisable( GL_TEXTURE_2D);
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for (size_t i = 0; i < GAME_TEAM_COUNT; i++)
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draw_team(&game.team[i]);
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@ -524,10 +526,12 @@ void Application::update() {
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explosion.update(dt * 1000.0, camX, camY, camZ);
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explosion.render();
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oglf_begin(&font, width, height);
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size_t fy = 1;
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if (game.local_player) {
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std::stringstream sstr;
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sstr << "Points: " << game.local_player->points;
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oglf_print(&font, 10, 10, sstr.str().c_str());
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oglf_print(&font, 10, 25 * fy++, sstr.str().c_str());
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}
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for (size_t i = 0; i < GAME_TEAM_COUNT; i++) {
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@ -537,7 +541,14 @@ void Application::update() {
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} else {
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sstr << "Team " << i << " (other) : " << game.team[i].points;
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}
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oglf_print(&font, 10, (i + 2) * 15, sstr.str().c_str());
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oglf_print(&font, 10, 25 * fy++, sstr.str().c_str());
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}
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{
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std::stringstream sstr;
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sstr << "FPS: " << (int) (1 / dt) << " Time: " << round(dt * 10000.0)
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/ 10.0;
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oglf_print(&font, 10, 25 * fy++, sstr.str().c_str());
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}
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oglf_end();
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@ -8,7 +8,9 @@
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#include "network.h"
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#include <enet/enet.h>
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#include <stdio.h>
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#include <math.h>
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ENetHost *host = 0;
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ENetPeer *client_peer = 0;
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@ -16,7 +18,7 @@ ENetPeer *client_peer = 0;
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void setup_network(const char *remote) {
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if (enet_initialize() != 0) {
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fprintf(stderr, "An error occurred while initializing ENet.\n");
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exit(EXIT_FAILURE);
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exit( EXIT_FAILURE);
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}
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if (remote == NULL) {
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@ -30,7 +32,7 @@ void setup_network(const char *remote) {
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if (host == NULL) {
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fprintf(stderr,
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"An error occurred while trying to create an ENet server host.\n");
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exit(EXIT_FAILURE);
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exit( EXIT_FAILURE);
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}
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} else {
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fprintf(stdout, "Start client.\n");
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@ -41,7 +43,7 @@ void setup_network(const char *remote) {
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if (host == NULL) {
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fprintf(stderr,
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"An error occurred while trying to create an ENet client host.\n");
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exit(EXIT_FAILURE);
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exit( EXIT_FAILURE);
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}
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enet_address_set_host(&address, remote);
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@ -53,7 +55,7 @@ void setup_network(const char *remote) {
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if (client_peer == NULL) {
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fprintf(stderr,
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"No available peers for initiating an ENet connection.\n");
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exit(EXIT_FAILURE);
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exit( EXIT_FAILURE);
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}
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/* Wait up to 5 seconds for the connection attempt to succeed. */
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@ -77,7 +79,7 @@ void shutdown_network() {
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enet_deinitialize();
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}
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void send_player_updates(game_t *game) {
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void send_game_updates(game_t *game) {
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size_t i;
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for (i = 0; i < GAME_PLAYER_COUNT; i++) {
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if (game->player[i].status == 0)
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@ -104,6 +106,8 @@ void send_player_updates(game_t *game) {
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ENetPacket * packet = enet_packet_create(&msg, sizeof(msg), 0);
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enet_host_broadcast(host, 0, packet);
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}
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enet_host_flush(host);
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}
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void dispatch_message(enet_uint8 *data, size_t length, game_t *game) {
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@ -140,9 +144,24 @@ void dispatch_message(enet_uint8 *data, size_t length, game_t *game) {
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player->vy = um->vy;
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player->vz = um->vz;
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} else {
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player->vx = um->vx + (um->x - player->x);
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player->vy = um->vy + (um->y - player->y);
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player->vz = um->vz + (um->z - player->z);
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if (fabs(um->x - player->x) < 10.0) {
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player->vx = um->vx + (um->x - player->x);
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} else {
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player->x = um->x;
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player->vx = um->vx;
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}
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if (fabs(um->y - player->y) < 10.0) {
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player->vy = um->vy + (um->y - player->y);
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} else {
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player->y = um->y;
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player->vy = um->vy;
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}
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if (fabs(um->z - player->z) < 10.0) {
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player->vz = um->vz + (um->z - player->z);
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} else {
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player->z = um->z;
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player->vz = um->vz;
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}
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}
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player->points = um->points;
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break;
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@ -89,7 +89,7 @@ void setup_network(const char *remote);
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void shutdown_network();
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void dispatch_message(uint8_t *data, size_t length, game_t *game);
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void service_network(game_t *game);
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void send_player_updates(game_t *game);
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void send_game_updates(game_t *game);
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void send_message(uint8_t *data, size_t length, game_t *game);
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#endif /* NETWORK_H_ */
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