Multiplayer framework in place (can now connect multiple clients and view them in game)
This commit is contained in:
parent
3e178b4d97
commit
abd731f3ca
@ -258,17 +258,22 @@ void Client::redraw()
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{
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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double dir_x = cos(m_player->direction);
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double dir_x = cos((*m_players)[current_player].direction);
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double dir_y = sin(m_player->direction);
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double dir_y = sin((*m_players)[current_player].direction);
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m_modelview.load_identity();
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m_modelview.load_identity();
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m_modelview.look_at(
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m_modelview.look_at(
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m_player->x - dir_x * 25, m_player->y - dir_y * 25, 30,
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(*m_players)[current_player].x - dir_x * 25, (*m_players)[current_player].y - dir_y * 25, 30,
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m_player->x, m_player->y, 20,
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(*m_players)[current_player].x, (*m_players)[current_player].y, 20,
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0, 0, 1);
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0, 0, 1);
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// TODO: call draw_player() for each networked player
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// TODO: call draw_player() for each networked player
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draw_player(m_player);
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for(std::map<sf::Uint8, Player>::iterator piter = m_players->begin(); piter != m_players->end(); piter++)
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draw_map();
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{
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draw_player(piter->second);
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}
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draw_map();
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draw_sky();
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draw_sky();
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draw_lava();
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draw_lava();
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@ -277,12 +282,12 @@ void Client::redraw()
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m_window->display();
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m_window->display();
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}
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}
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void Client::draw_player(refptr<Player> player)
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void Client::draw_player(Player player)
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{
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{
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m_obj_program.use();
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m_obj_program.use();
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m_modelview.push();
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m_modelview.push();
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m_modelview.translate(player->x, player->y, 4);
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m_modelview.translate(player.x, player.y, 4);
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m_modelview.rotate(player->direction * 180.0 / M_PI, 0, 0, 1);
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m_modelview.rotate(player.direction * 180.0 / M_PI, 0, 0, 1);
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m_modelview.scale(2, 2, 2);
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m_modelview.scale(2, 2, 2);
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m_tank_obj.bindBuffers();
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m_tank_obj.bindBuffers();
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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@ -398,8 +403,8 @@ void Client::draw_overlay()
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proj.ortho(-span, span, -span, span, -1, 1);
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proj.ortho(-span, span, -span, span, -1, 1);
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proj.to_uniform(m_overlay_program.uniform("projection"));
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proj.to_uniform(m_overlay_program.uniform("projection"));
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GLMatrix modelview;
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GLMatrix modelview;
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modelview.rotate(90 - m_player->direction * 180 / M_PI, 0, 0, 1);
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modelview.rotate(90 - (*m_players)[current_player].direction * 180 / M_PI, 0, 0, 1);
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modelview.translate(-m_player->x, -m_player->y, 0);
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modelview.translate(-(*m_players)[current_player].x, -(*m_players)[current_player].y, 0);
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m_overlay_hex_attributes.bind();
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m_overlay_hex_attributes.bind();
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m_overlay_hex_indices.bind();
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m_overlay_hex_indices.bind();
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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@ -452,8 +457,8 @@ void Client::draw_sky()
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m_sky_attributes.bind();
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m_sky_attributes.bind();
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m_projection.to_uniform(m_sky_program.uniform("projection"));
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m_projection.to_uniform(m_sky_program.uniform("projection"));
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m_modelview.push();
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m_modelview.push();
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m_modelview.translate(m_player->x, m_player->y, 0);
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m_modelview.translate((*m_players)[current_player].x, (*m_players)[current_player].y, 0);
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m_modelview.rotate(m_player->direction * 180.0 / M_PI, 0, 0, 1);
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m_modelview.rotate((*m_players)[current_player].direction * 180.0 / M_PI, 0, 0, 1);
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m_modelview.to_uniform(m_sky_program.uniform("modelview"));
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m_modelview.to_uniform(m_sky_program.uniform("modelview"));
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m_modelview.pop();
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m_modelview.pop();
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
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@ -6,7 +6,10 @@ Client::Client()
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{
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{
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m_net_client = new Network();
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m_net_client = new Network();
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m_net_client->Create(59243, "127.0.0.1"); // Just connect to local host for now - testing
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m_net_client->Create(59243, "127.0.0.1"); // Just connect to local host for now - testing
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client_has_focus = true;
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client_has_focus = true;
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m_players = new std::map<sf::Uint8, Player>;
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m_players->clear();
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current_player = 0;
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}
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}
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Client::~Client()
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Client::~Client()
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@ -15,16 +18,15 @@ Client::~Client()
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}
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}
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void Client::run(bool fullscreen, int width, int height)
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void Client::run(bool fullscreen, int width, int height, std::string pname)
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{
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{
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current_player_name = pname;
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if (!create_window(fullscreen, width, height))
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if (!create_window(fullscreen, width, height))
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return;
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return;
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m_player = new Player();
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m_player->x = 0;
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m_player->y = 0;
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m_player->direction = M_PI_2;
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m_clock.restart();
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m_clock.restart();
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sf::Mouse::setPosition(sf::Vector2i(m_width / 2, m_height / 2), *m_window);
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sf::Mouse::setPosition(sf::Vector2i(m_width / 2, m_height / 2), *m_window);
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double last_time = 0.0;
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double last_time = 0.0;
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while (m_window->isOpen())
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while (m_window->isOpen())
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{
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{
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@ -64,8 +66,11 @@ void Client::run(bool fullscreen, int width, int height)
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}
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}
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update(elapsed_time);
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update(elapsed_time);
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redraw();
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if(m_players->size() > 0)
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last_time = current_time;
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{
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redraw();
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}
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last_time = current_time;
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// temporary for now. otherwise this thread consumed way too processing
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// temporary for now. otherwise this thread consumed way too processing
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sf::sleep(sf::seconds(0.005)); // 5 milli-seconds
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sf::sleep(sf::seconds(0.005)); // 5 milli-seconds
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@ -74,81 +79,136 @@ void Client::run(bool fullscreen, int width, int height)
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void Client::update(double elapsed_time)
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void Client::update(double elapsed_time)
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{
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{
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static sf::Uint8 w_pressed_prev = KEY_NOT_PRESSED;
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static bool registered_player = false;
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static sf::Uint8 a_pressed_prev = KEY_NOT_PRESSED;
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static sf::Uint8 s_pressed_prev = KEY_NOT_PRESSED;
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static sf::Uint8 d_pressed_prev = KEY_NOT_PRESSED;
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static sf::Int32 rel_mouse_movement_prev = 0;
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sf::Packet client_packet;
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sf::Packet client_packet;
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m_net_client->Receive();
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m_net_client->Receive();
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client_packet.clear();
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client_packet.clear();
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// Handle all received data (only really want the latest)
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// Handle all received data (only really want the latest)
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while(m_net_client->getData(client_packet))
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while(m_net_client->getData(client_packet))
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{
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{
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// Update player position as calculated from the server.
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sf::Uint8 packet_type;
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client_packet >> m_player->direction;
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client_packet >> packet_type;
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client_packet >> m_player->x;
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switch(packet_type)
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client_packet >> m_player->y;
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{
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case PLAYER_CONNECT:
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{
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Player p;
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sf::Uint8 pindex;
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std::string name = "";
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client_packet >> pindex;
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client_packet >> name;
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if(name == current_player_name)
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{
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current_player = pindex;
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}
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p.name = name;
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(*m_players)[pindex] = p;
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break;
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}
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case PLAYER_UPDATE:
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{
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sf::Uint8 player_index;
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// Update player position as calculated from the server.
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client_packet >> player_index;
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if(m_players->end() != m_players->find(player_index))
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{
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client_packet >> (*m_players)[player_index].direction;
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client_packet >> (*m_players)[player_index].x;
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client_packet >> (*m_players)[player_index].y;
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}
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break;
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}
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case PLAYER_DISCONNECT:
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{
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// This will remove the player once the disconnect algorithm is implemented
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break;
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}
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case PLAYER_DEATH:
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{
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// This will set a death flag in the player struct.
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break;
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}
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default :
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{
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// Eat the packet
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break;
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}
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}
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}
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}
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// For now, we are going to do a very crude shove data into
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// For now, we are going to do a very crude shove data into
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// packet from keyboard and mouse events.
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// packet from keyboard and mouse events.
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// TODO: Clean this up and make it more robust
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// TODO: Clean this up and make it more robust
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client_packet.clear();
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if(m_players->size() > 0)
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{
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sf::Uint8 w_pressed = KEY_NOT_PRESSED;
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sf::Uint8 a_pressed = KEY_NOT_PRESSED;
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sf::Uint8 s_pressed = KEY_NOT_PRESSED;
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sf::Uint8 d_pressed = KEY_NOT_PRESSED;
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sf::Int32 rel_mouse_movement = 0;
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sf::Uint8 w_pressed = KEY_NOT_PRESSED;
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// This is a fix so that the mouse will not move outside the window and
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sf::Uint8 a_pressed = KEY_NOT_PRESSED;
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// cause the user to click on another program.
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sf::Uint8 s_pressed = KEY_NOT_PRESSED;
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// Note: Does not work well with fast movement.
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sf::Uint8 d_pressed = KEY_NOT_PRESSED;
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if(client_has_focus)
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sf::Int32 rel_mouse_movement = 0;
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{
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
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{
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a_pressed = KEY_PRESSED;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
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{
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d_pressed = KEY_PRESSED;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
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{
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w_pressed = KEY_PRESSED;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
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{
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s_pressed = KEY_PRESSED;
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}
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rel_mouse_movement = sf::Mouse::getPosition(*m_window).x - m_width / 2;
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sf::Mouse::setPosition(sf::Vector2i(m_width / 2, m_height / 2), *m_window);
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}
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// This is a fix so that the mouse will not move outside the window and
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// Send an update to the server if something has changed
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// cause the user to click on another program.
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if(((*m_players)[current_player].w_pressed != w_pressed) ||
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// Note: Does not work well with fast movement.
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((*m_players)[current_player].a_pressed != a_pressed) ||
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if(client_has_focus)
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((*m_players)[current_player].s_pressed != s_pressed) ||
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{
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((*m_players)[current_player].d_pressed != d_pressed) ||
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
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((*m_players)[current_player].rel_mouse_movement != rel_mouse_movement))
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{
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{
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a_pressed = KEY_PRESSED;
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sf::Uint8 packet_type = PLAYER_UPDATE;
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}
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client_packet.clear();
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
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client_packet << packet_type;
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{
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client_packet << current_player;
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d_pressed = KEY_PRESSED;
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client_packet << w_pressed;
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}
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client_packet << a_pressed;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
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client_packet << s_pressed;
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{
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client_packet << d_pressed;
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w_pressed = KEY_PRESSED;
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client_packet << rel_mouse_movement;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
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{
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s_pressed = KEY_PRESSED;
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}
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rel_mouse_movement = sf::Mouse::getPosition(*m_window).x - m_width / 2;
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sf::Mouse::setPosition(sf::Vector2i(m_width / 2, m_height / 2), *m_window);
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}
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// Send an update to the server if something has changed
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m_net_client->sendData(client_packet);
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if((w_pressed_prev != w_pressed) ||
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(a_pressed_prev != a_pressed) ||
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(s_pressed_prev != s_pressed) ||
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(d_pressed_prev != d_pressed) ||
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(rel_mouse_movement_prev != rel_mouse_movement))
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{
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client_packet << w_pressed;
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client_packet << a_pressed;
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client_packet << s_pressed;
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client_packet << d_pressed;
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client_packet << rel_mouse_movement;
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m_net_client->sendData(client_packet);
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(*m_players)[current_player].w_pressed = w_pressed;
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(*m_players)[current_player].a_pressed = a_pressed;
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w_pressed_prev = w_pressed;
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(*m_players)[current_player].s_pressed = s_pressed;
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a_pressed_prev = a_pressed;
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(*m_players)[current_player].d_pressed = d_pressed;
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s_pressed_prev = s_pressed;
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(*m_players)[current_player].rel_mouse_movement = rel_mouse_movement;
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d_pressed_prev = d_pressed;
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}
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rel_mouse_movement_prev = rel_mouse_movement;
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}
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}
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else if(!registered_player)
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{
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sf::Uint8 packet_type = PLAYER_CONNECT;
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client_packet.clear();
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client_packet << packet_type;
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client_packet << current_player;
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client_packet << current_player_name;
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m_net_client->sendData(client_packet);
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registered_player = true;
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}
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m_net_client->Transmit();
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m_net_client->Transmit();
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}
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}
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@ -18,14 +18,14 @@ class Client
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public:
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public:
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Client();
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Client();
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~Client();
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~Client();
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void run(bool fullscreen, int width, int height);
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void run(bool fullscreen, int width, int height, std::string pname);
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protected:
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protected:
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bool create_window(bool fullscreen, int width, int height);
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bool create_window(bool fullscreen, int width, int height);
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bool initgl();
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bool initgl();
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void resize_window(int width, int height);
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void resize_window(int width, int height);
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void update(double elapsed_time);
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void update(double elapsed_time);
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void redraw();
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void redraw();
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void draw_player(refptr<Player> player);
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void draw_player(Player player);
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void draw_map();
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void draw_map();
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void draw_overlay();
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void draw_overlay();
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void draw_sky();
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void draw_sky();
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@ -34,7 +34,9 @@ class Client
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refptr<sf::Window> m_window;
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refptr<sf::Window> m_window;
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sf::Clock m_clock;
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sf::Clock m_clock;
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Map m_map;
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Map m_map;
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refptr<Player> m_player;
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sf::Uint8 current_player;
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std::string current_player_name;
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refptr< std::map<sf::Uint8, Player> > m_players;
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int m_width;
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int m_width;
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int m_height;
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int m_height;
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GLProgram m_obj_program;
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GLProgram m_obj_program;
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@ -8,12 +8,14 @@ int main(int argc, char *argv[])
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bool fullscreen = false;
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bool fullscreen = false;
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int width = 1200;
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int width = 1200;
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int height = 900;
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int height = 900;
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std::string player_name = "Player";
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struct option longopts[] = {
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struct option longopts[] = {
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{"fullscreen", no_argument, NULL, 'f'},
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{"fullscreen", no_argument, NULL, 'f'},
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{"height", required_argument, NULL, 'h'},
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{"height", required_argument, NULL, 'h'},
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{"width", required_argument, NULL, 'w'},
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{"width", required_argument, NULL, 'w'},
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{NULL, 0, NULL, 0}
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{"name", required_argument, NULL, 'n'},
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{NULL, 0, NULL, 0}
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};
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};
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for (;;)
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for (;;)
|
||||||
{
|
{
|
||||||
@ -31,12 +33,15 @@ int main(int argc, char *argv[])
|
|||||||
case 'w':
|
case 'w':
|
||||||
width = atoi(optarg);
|
width = atoi(optarg);
|
||||||
break;
|
break;
|
||||||
|
case 'n':
|
||||||
|
player_name = std::string(optarg);
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Client client;
|
Client client;
|
||||||
|
|
||||||
client.run(fullscreen, width, height);
|
client.run(fullscreen, width, height, player_name);
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@ -1,10 +1,18 @@
|
|||||||
|
|
||||||
#include "Player.h"
|
#include "Player.h"
|
||||||
|
#include <math.h>
|
||||||
|
|
||||||
Player::Player()
|
Player::Player()
|
||||||
{
|
{
|
||||||
x = 0.0;
|
x = 0.0;
|
||||||
y = 0.0;
|
y = 0.0;
|
||||||
direction = 0.0;
|
direction = M_PI_2;
|
||||||
hover = 1.0;
|
hover = 1.0;
|
||||||
|
name = "";
|
||||||
|
w_pressed = KEY_NOT_PRESSED;
|
||||||
|
a_pressed = KEY_NOT_PRESSED;
|
||||||
|
s_pressed = KEY_NOT_PRESSED;
|
||||||
|
d_pressed = KEY_NOT_PRESSED;
|
||||||
|
rel_mouse_movement = 0;
|
||||||
|
updated = false;
|
||||||
}
|
}
|
||||||
|
@ -3,6 +3,8 @@
|
|||||||
#define PLAYER_H
|
#define PLAYER_H
|
||||||
|
|
||||||
#include <string>
|
#include <string>
|
||||||
|
#include "Types.h"
|
||||||
|
#include "SFML/Config.hpp"
|
||||||
|
|
||||||
class Player
|
class Player
|
||||||
{
|
{
|
||||||
@ -12,6 +14,12 @@ class Player
|
|||||||
double y;
|
double y;
|
||||||
double direction; /* 0 = East, M_PI_2 = North, M_PI = West, ... */
|
double direction; /* 0 = East, M_PI_2 = North, M_PI = West, ... */
|
||||||
double hover;
|
double hover;
|
||||||
|
sf::Uint8 w_pressed;
|
||||||
|
sf::Uint8 a_pressed;
|
||||||
|
sf::Uint8 s_pressed;
|
||||||
|
sf::Uint8 d_pressed;
|
||||||
|
sf::Int32 rel_mouse_movement;
|
||||||
|
bool updated;
|
||||||
|
|
||||||
Player();
|
Player();
|
||||||
};
|
};
|
||||||
|
@ -4,6 +4,9 @@
|
|||||||
#define KEY_PRESSED 0xA5u
|
#define KEY_PRESSED 0xA5u
|
||||||
#define KEY_NOT_PRESSED 0x5Au
|
#define KEY_NOT_PRESSED 0x5Au
|
||||||
|
|
||||||
|
#define PLAYER_CONNECT 0x1Au
|
||||||
|
#define PLAYER_DISCONNECT 0x2Bu
|
||||||
|
#define PLAYER_DEATH 0x3Cu
|
||||||
|
#define PLAYER_UPDATE 0x4Du
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
@ -6,10 +6,8 @@ Server::Server(sf::Uint16 port)
|
|||||||
{
|
{
|
||||||
m_net_server = new Network();
|
m_net_server = new Network();
|
||||||
m_net_server->Create(port, sf::IpAddress::None);
|
m_net_server->Create(port, sf::IpAddress::None);
|
||||||
m_player = new Player();
|
m_players = new std::map<sf::Uint8, Player>;
|
||||||
m_player->x = 0;
|
m_players->clear();
|
||||||
m_player->y = 0;
|
|
||||||
m_player->direction = M_PI_2;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Server::~Server()
|
Server::~Server()
|
||||||
@ -40,65 +38,137 @@ void Server::update( double elapsed_time )
|
|||||||
static Player player_prev;
|
static Player player_prev;
|
||||||
const double move_speed = 75.0;
|
const double move_speed = 75.0;
|
||||||
sf::Packet server_packet;
|
sf::Packet server_packet;
|
||||||
static sf::Uint8 w_pressed = KEY_NOT_PRESSED;
|
|
||||||
static sf::Uint8 a_pressed = KEY_NOT_PRESSED;
|
|
||||||
static sf::Uint8 s_pressed = KEY_NOT_PRESSED;
|
|
||||||
static sf::Uint8 d_pressed = KEY_NOT_PRESSED;
|
|
||||||
static sf::Int32 rel_mouse_movement = 0;
|
|
||||||
|
|
||||||
m_net_server->Receive();
|
m_net_server->Receive();
|
||||||
// Handle all received data (only really want the latest)
|
// Handle all received data (only really want the latest)
|
||||||
while(m_net_server->getData(server_packet))
|
while(m_net_server->getData(server_packet))
|
||||||
{
|
{
|
||||||
server_packet >> w_pressed;
|
sf::Uint8 ptype;
|
||||||
server_packet >> a_pressed;
|
// Get packet type
|
||||||
server_packet >> s_pressed;
|
server_packet >> ptype;
|
||||||
server_packet >> d_pressed;
|
switch(ptype)
|
||||||
server_packet >> rel_mouse_movement;
|
{
|
||||||
|
case PLAYER_CONNECT:
|
||||||
|
{
|
||||||
|
Player p;
|
||||||
|
std::string pname;
|
||||||
|
sf::Uint8 pindex;
|
||||||
|
|
||||||
|
server_packet >> pindex;
|
||||||
|
server_packet >> pname;
|
||||||
|
// When a player connects, we need to associate
|
||||||
|
// that player with a new ID. find first unused id
|
||||||
|
// player zero means a player does not exist.
|
||||||
|
if(pindex == 0)
|
||||||
|
{
|
||||||
|
for(pindex = 1u; pindex < 255u; pindex++ )
|
||||||
|
{
|
||||||
|
if(m_players->end() == m_players->find(pindex))
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
p.name = pname;
|
||||||
|
(*m_players)[pindex] = p;
|
||||||
|
|
||||||
|
// Send a response to the newly added player
|
||||||
|
server_packet.clear();
|
||||||
|
server_packet << ptype;
|
||||||
|
server_packet << pindex;
|
||||||
|
server_packet << p.name;
|
||||||
|
m_net_server->sendData(server_packet, true);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case PLAYER_UPDATE:
|
||||||
|
{
|
||||||
|
// Need to determine the correct player id
|
||||||
|
// then update the stored contents.
|
||||||
|
sf::Uint8 pindex;
|
||||||
|
server_packet >> pindex;
|
||||||
|
if(m_players->end() != m_players->find(pindex))
|
||||||
|
{
|
||||||
|
server_packet >> (*m_players)[pindex].w_pressed;
|
||||||
|
server_packet >> (*m_players)[pindex].a_pressed;
|
||||||
|
server_packet >> (*m_players)[pindex].s_pressed;
|
||||||
|
server_packet >> (*m_players)[pindex].d_pressed;
|
||||||
|
server_packet >> (*m_players)[pindex].rel_mouse_movement;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case PLAYER_DISCONNECT:
|
||||||
|
{
|
||||||
|
// This completely removes the player from the game
|
||||||
|
// Deletes member from the player list
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case PLAYER_DEATH:
|
||||||
|
{
|
||||||
|
// This just forces the player to dissapper from the
|
||||||
|
// playing field.
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
default:
|
||||||
|
{
|
||||||
|
// Just eat the packet
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
for(std::map<sf::Uint8, Player>::iterator piter = m_players->begin(); piter != m_players->end(); piter++)
|
||||||
|
{
|
||||||
|
sf::Uint8 pindex = piter->first;
|
||||||
|
double direction = (*m_players)[pindex].direction;
|
||||||
|
direction -= M_PI * 0.5 * (*m_players)[pindex].rel_mouse_movement / 1000;
|
||||||
|
if(direction != (*m_players)[pindex].direction)
|
||||||
|
{
|
||||||
|
(*m_players)[pindex].direction = direction;
|
||||||
|
(*m_players)[pindex].updated = true;
|
||||||
|
}
|
||||||
|
if (KEY_PRESSED == (*m_players)[pindex].a_pressed)
|
||||||
|
{
|
||||||
|
direction = (*m_players)[pindex].direction + M_PI_2;
|
||||||
|
(*m_players)[pindex].x += cos(direction) * move_speed * elapsed_time;
|
||||||
|
(*m_players)[pindex].y += sin(direction) * move_speed * elapsed_time;
|
||||||
|
(*m_players)[pindex].updated = true;
|
||||||
|
}
|
||||||
|
if (KEY_PRESSED == (*m_players)[pindex].d_pressed)
|
||||||
|
{
|
||||||
|
direction = (*m_players)[pindex].direction - M_PI_2;
|
||||||
|
(*m_players)[pindex].x += cos(direction) * move_speed * elapsed_time;
|
||||||
|
(*m_players)[pindex].y += sin(direction) * move_speed * elapsed_time;
|
||||||
|
(*m_players)[pindex].updated = true;
|
||||||
|
}
|
||||||
|
if (KEY_PRESSED == (*m_players)[pindex].w_pressed)
|
||||||
|
{
|
||||||
|
direction = (*m_players)[pindex].direction;
|
||||||
|
(*m_players)[pindex].x += cos(direction) * move_speed * elapsed_time;
|
||||||
|
(*m_players)[pindex].y += sin(direction) * move_speed * elapsed_time;
|
||||||
|
(*m_players)[pindex].updated = true;
|
||||||
|
}
|
||||||
|
if (KEY_PRESSED == (*m_players)[pindex].s_pressed)
|
||||||
|
{
|
||||||
|
direction = (*m_players)[pindex].direction + M_PI;
|
||||||
|
(*m_players)[pindex].x += cos(direction) * move_speed * elapsed_time;
|
||||||
|
(*m_players)[pindex].y += sin(direction) * move_speed * elapsed_time;
|
||||||
|
(*m_players)[pindex].updated = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
server_packet.clear();
|
||||||
|
|
||||||
if (KEY_PRESSED == a_pressed)
|
// Send the player update if there were changes
|
||||||
{
|
if((*m_players)[pindex].updated)
|
||||||
double direction = m_player->direction + M_PI_2;
|
{
|
||||||
m_player->x += cos(direction) * move_speed * elapsed_time;
|
sf::Uint8 ptype = PLAYER_UPDATE;
|
||||||
m_player->y += sin(direction) * move_speed * elapsed_time;
|
server_packet << ptype;
|
||||||
}
|
server_packet << pindex;
|
||||||
if (KEY_PRESSED == d_pressed)
|
server_packet << (*m_players)[pindex].direction;
|
||||||
{
|
server_packet << (*m_players)[pindex].x;
|
||||||
double direction = m_player->direction - M_PI_2;
|
server_packet << (*m_players)[pindex].y;
|
||||||
m_player->x += cos(direction) * move_speed * elapsed_time;
|
m_net_server->sendData(server_packet);
|
||||||
m_player->y += sin(direction) * move_speed * elapsed_time;
|
(*m_players)[pindex].updated = false;
|
||||||
}
|
}
|
||||||
if (KEY_PRESSED == w_pressed)
|
}
|
||||||
{
|
|
||||||
double direction = m_player->direction;
|
|
||||||
m_player->x += cos(direction) * move_speed * elapsed_time;
|
|
||||||
m_player->y += sin(direction) * move_speed * elapsed_time;
|
|
||||||
}
|
|
||||||
if (KEY_PRESSED == s_pressed)
|
|
||||||
{
|
|
||||||
double direction = m_player->direction + M_PI;
|
|
||||||
m_player->x += cos(direction) * move_speed * elapsed_time;
|
|
||||||
m_player->y += sin(direction) * move_speed * elapsed_time;
|
|
||||||
}
|
|
||||||
m_player->direction -= M_PI * 0.5 * rel_mouse_movement / 1000;
|
|
||||||
|
|
||||||
server_packet.clear();
|
|
||||||
|
|
||||||
// Send the player update if there were changes
|
|
||||||
if((player_prev.direction != m_player->direction) ||
|
|
||||||
(player_prev.x != m_player->x) ||
|
|
||||||
(player_prev.y != m_player->y))
|
|
||||||
{
|
|
||||||
server_packet << m_player->direction;
|
|
||||||
server_packet << m_player->x;
|
|
||||||
server_packet << m_player->y;
|
|
||||||
m_net_server->sendData(server_packet);
|
|
||||||
|
|
||||||
player_prev.direction = m_player->direction;
|
|
||||||
player_prev.x = m_player->x;
|
|
||||||
player_prev.y = m_player->y;
|
|
||||||
}
|
|
||||||
|
|
||||||
m_net_server->Transmit();
|
m_net_server->Transmit();
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,7 @@
|
|||||||
#include "Network.h"
|
#include "Network.h"
|
||||||
#include "Player.h"
|
#include "Player.h"
|
||||||
#include "refptr.h"
|
#include "refptr.h"
|
||||||
|
#include "SFML/Config.hpp"
|
||||||
|
|
||||||
class Server{
|
class Server{
|
||||||
public:
|
public:
|
||||||
@ -11,6 +12,6 @@ class Server{
|
|||||||
protected:
|
protected:
|
||||||
void update(double elapsed_time);
|
void update(double elapsed_time);
|
||||||
refptr<Network> m_net_server;
|
refptr<Network> m_net_server;
|
||||||
refptr<Player> m_player;
|
refptr< std::map<sf::Uint8, Player> > m_players;
|
||||||
sf::Clock m_clock;
|
sf::Clock m_clock;
|
||||||
};
|
};
|
||||||
|
Loading…
x
Reference in New Issue
Block a user