author | Tero Marttila <terom@fixme.fi> |
Tue, 20 Jan 2009 23:30:18 +0200 | |
changeset 408 | e6cfc44266af |
parent 393 | 5dd4d782cf3a |
child 412 | 721c60072091 |
permissions | -rw-r--r-- |
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that's not a prototype anymore... at least it shouldn't be
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#include "GameState.hh" |
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#include "Engine.hh" |
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#include "Config.hh" |
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e6cfc44266af
reorganize Terrain/PhysicsWorld/GameState/Engine to use NetworkClientConnect, and hence handle the connection process asynchronously, and finally properly implement receiving the terrain data from the server
Tero Marttila <terom@fixme.fi>
parents:
393
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GameState::GameState (Terrain &terrain) : |
e6cfc44266af
reorganize Terrain/PhysicsWorld/GameState/Engine to use NetworkClientConnect, and hence handle the connection process asynchronously, and finally properly implement receiving the terrain data from the server
Tero Marttila <terom@fixme.fi>
parents:
393
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world(Vector(0, MAP_GRAVITY), Vector(terrain.getWidth(), terrain.getHeight()), terrain), |
e6cfc44266af
reorganize Terrain/PhysicsWorld/GameState/Engine to use NetworkClientConnect, and hence handle the connection process asynchronously, and finally properly implement receiving the terrain data from the server
Tero Marttila <terom@fixme.fi>
parents:
393
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terrain(terrain), |
e6cfc44266af
reorganize Terrain/PhysicsWorld/GameState/Engine to use NetworkClientConnect, and hence handle the connection process asynchronously, and finally properly implement receiving the terrain data from the server
Tero Marttila <terom@fixme.fi>
parents:
393
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local_player(NULL), event_handler(NULL) |
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add PixelDimension/PixelCoordinate types, convert Terrain to use them, and convert/clean up drawing code
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{ |
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add PixelDimension/PixelCoordinate types, convert Terrain to use them, and convert/clean up drawing code
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99431fdb0dc8
add PixelDimension/PixelCoordinate types, convert Terrain to use them, and convert/clean up drawing code
terom
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} |
393
5dd4d782cf3a
a basic implementation of game messages, plus some weird GameStateEvent stuff
Tero Marttila <terom@fixme.fi>
parents:
282
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5dd4d782cf3a
a basic implementation of game messages, plus some weird GameStateEvent stuff
Tero Marttila <terom@fixme.fi>
parents:
282
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void GameState::setEventHandler (GameStateEventHandler *handler) { |
5dd4d782cf3a
a basic implementation of game messages, plus some weird GameStateEvent stuff
Tero Marttila <terom@fixme.fi>
parents:
282
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if (handler && event_handler != NULL) |
5dd4d782cf3a
a basic implementation of game messages, plus some weird GameStateEvent stuff
Tero Marttila <terom@fixme.fi>
parents:
282
diff
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throw Error("event_handler already set"); |
5dd4d782cf3a
a basic implementation of game messages, plus some weird GameStateEvent stuff
Tero Marttila <terom@fixme.fi>
parents:
282
diff
changeset
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5dd4d782cf3a
a basic implementation of game messages, plus some weird GameStateEvent stuff
Tero Marttila <terom@fixme.fi>
parents:
282
diff
changeset
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18 |
event_handler = handler; |
5dd4d782cf3a
a basic implementation of game messages, plus some weird GameStateEvent stuff
Tero Marttila <terom@fixme.fi>
parents:
282
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} |
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reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
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void GameState::addProjectile (Projectile *projectile) { |
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projectiles.push_back(projectile); |
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} |
293ddf4c067d
reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
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LocalPlayer *GameState::getLocalPlayer (void) { |
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return local_player; |
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25becd2cb026
that's not a prototype anymore... at least it shouldn't be
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parents:
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} |
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add comments, move addPlayer/removePlayer to Player.cc, and refactor Network code to inherit from NetworkObject
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void GameState::setLocalPlayer (LocalPlayer *player) { |
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if (local_player) |
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throw std::logic_error("newLocalPlayer called even though we already have a local player"); |
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local_player = player; |
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} |
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better NetworkBuffer/Packet stuff + some additional Physics+Network stuff + random fixes
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void GameState::addPlayer (Player *player) { |
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player_list.push_back(player); |
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5dd4d782cf3a
a basic implementation of game messages, plus some weird GameStateEvent stuff
Tero Marttila <terom@fixme.fi>
parents:
282
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5dd4d782cf3a
a basic implementation of game messages, plus some weird GameStateEvent stuff
Tero Marttila <terom@fixme.fi>
parents:
282
diff
changeset
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if (event_handler) |
5dd4d782cf3a
a basic implementation of game messages, plus some weird GameStateEvent stuff
Tero Marttila <terom@fixme.fi>
parents:
282
diff
changeset
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event_handler->on_player_joined(player); |
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} |
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25becd2cb026
that's not a prototype anymore... at least it shouldn't be
terom
parents:
diff
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199 | 43 |
void GameState::removePlayer (Player *player) { |
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if (player == local_player) |
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local_player = NULL; |
c35307e8645c
add comments, move addPlayer/removePlayer to Player.cc, and refactor Network code to inherit from NetworkObject
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199 | 47 |
player_list.remove(player); |
393
5dd4d782cf3a
a basic implementation of game messages, plus some weird GameStateEvent stuff
Tero Marttila <terom@fixme.fi>
parents:
282
diff
changeset
|
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5dd4d782cf3a
a basic implementation of game messages, plus some weird GameStateEvent stuff
Tero Marttila <terom@fixme.fi>
parents:
282
diff
changeset
|
49 |
if (event_handler) |
5dd4d782cf3a
a basic implementation of game messages, plus some weird GameStateEvent stuff
Tero Marttila <terom@fixme.fi>
parents:
282
diff
changeset
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event_handler->on_player_left(player); |
199 | 51 |
} |
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293ddf4c067d
reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
ekku
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266
ad72d0a0cc02
increase the map size and control the camera to always have the screen full of terrain
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void GameState::draw(Graphics *g, PixelCoordinate camera, bool displayWeapon) { |
408
e6cfc44266af
reorganize Terrain/PhysicsWorld/GameState/Engine to use NetworkClientConnect, and hence handle the connection process asynchronously, and finally properly implement receiving the terrain data from the server
Tero Marttila <terom@fixme.fi>
parents:
393
diff
changeset
|
54 |
// Draw terrain |
e6cfc44266af
reorganize Terrain/PhysicsWorld/GameState/Engine to use NetworkClientConnect, and hence handle the connection process asynchronously, and finally properly implement receiving the terrain data from the server
Tero Marttila <terom@fixme.fi>
parents:
393
diff
changeset
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terrain.draw(g, camera); |
185
25becd2cb026
that's not a prototype anymore... at least it shouldn't be
terom
parents:
diff
changeset
|
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293ddf4c067d
reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
ekku
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// Draw players |
293ddf4c067d
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for (std::list<Player*>::iterator it = player_list.begin(); it != player_list.end(); it++) { |
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ff4ecea83cf5
start using CL_ResourceManager, change most draw methods to take a Graphics*, implment even better input handling, and draw weapon names
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Player *p = *it; |
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// our LocalPlayer has it's own draw method |
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if (p == local_player) |
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local_player->draw(g, displayWeapon, camera); |
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else |
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p->draw(g, camera); |
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293ddf4c067d
reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
ekku
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} |
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start using CL_ResourceManager, change most draw methods to take a Graphics*, implment even better input handling, and draw weapon names
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293ddf4c067d
reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
ekku
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// Draw projectiles |
293ddf4c067d
reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
ekku
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for (std::list<Projectile*>::iterator it = projectiles.begin(); it != projectiles.end(); it++) { |
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(*it)->draw(g, camera); |
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} |
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293ddf4c067d
reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
ekku
parents:
209
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} |
293ddf4c067d
reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
ekku
parents:
209
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73 |